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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

Works more or less

This commit is contained in:
Tomasz Zieliński
2023-10-28 20:30:38 +02:00
parent a817e481d0
commit 07dac8b6d4
7 changed files with 414 additions and 207 deletions

View File

@ -22,8 +22,9 @@ VCMI_LIB_NAMESPACE_BEGIN
CMapGenOptions::CMapGenOptions()
: width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
humanOrCpuPlayerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr),
customizedPlayers(false)
{
initPlayersMap();
setRoadEnabled(RoadId(Road::DIRT_ROAD), true);
@ -63,23 +64,47 @@ void CMapGenOptions::setHasTwoLevels(bool value)
hasTwoLevels = value;
}
si8 CMapGenOptions::getPlayerCount() const
si8 CMapGenOptions::getHumanOrCpuPlayerCount() const
{
return playerCount;
return humanOrCpuPlayerCount;
}
void CMapGenOptions::setPlayerCount(si8 value)
void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
{
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
playerCount = value;
// Set total player count (human + AI)?
auto possibleCompPlayersCount = PlayerColor::PLAYER_LIMIT_I - value;
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
humanOrCpuPlayerCount = value;
// Use template player limit, if any
auto playerLimit = getPlayerLimit();
auto possibleCompPlayersCount = playerLimit - std::max<si8>(0, humanOrCpuPlayerCount);
if (compOnlyPlayerCount > possibleCompPlayersCount)
{
setCompOnlyPlayerCount(possibleCompPlayersCount);
}
resetPlayersMap();
}
si8 CMapGenOptions::getTotalPlayersCount() const
{
auto totalPlayers = 0;
si8 humans = getHumanOrCpuPlayerCount();
si8 cpus = getCompOnlyPlayerCount();
if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
{
totalPlayers = PlayerColor::PLAYER_LIMIT_I;
}
else
{
totalPlayers = humans + cpus;
}
assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
assert (totalPlayers >= 2);
return totalPlayers;
}
si8 CMapGenOptions::getTeamCount() const
{
return teamCount;
@ -87,7 +112,7 @@ si8 CMapGenOptions::getTeamCount() const
void CMapGenOptions::setTeamCount(si8 value)
{
assert(getPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getPlayerCount()) || value == RANDOM_SIZE);
assert(getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getHumanOrCpuPlayerCount()) || value == RANDOM_SIZE);
teamCount = value;
}
@ -96,9 +121,21 @@ si8 CMapGenOptions::getCompOnlyPlayerCount() const
return compOnlyPlayerCount;
}
si8 CMapGenOptions::getPlayerLimit() const
{
si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
if (auto temp = getMapTemplate())
{
playerLimit = *boost::max_element(temp->getPlayers().getNumbers());
}
return playerLimit;
}
void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
{
assert(value == RANDOM_SIZE || (getPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= PlayerColor::PLAYER_LIMIT_I - getPlayerCount())));
auto playerLimit = getPlayerLimit();
assert(value == RANDOM_SIZE || (getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= playerLimit - getHumanOrCpuPlayerCount())));
compOnlyPlayerCount = value;
resetPlayersMap();
@ -137,75 +174,69 @@ void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value
void CMapGenOptions::initPlayersMap()
{
std::map<PlayerColor, FactionID> rememberTownTypes;
std::map<PlayerColor, TeamID> rememberTeam;
for(const auto & p : players)
{
auto town = p.second.getStartingTown();
if (town != CPlayerSettings::RANDOM_TOWN)
rememberTownTypes[p.first] = FactionID(town);
rememberTeam[p.first] = p.second.getTeam();
}
players.clear();
int realPlayersCnt = playerCount;
int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
if (getPlayerCount() == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
int realPlayersCnt = getHumanOrCpuPlayerCount();
for(int color = 0; color < totalPlayersLimit; ++color)
// TODO: Initialize settings for all color even if not present?
for(int color = 0; color < getPlayerLimit(); ++color)
{
CPlayerSettings player;
auto pc = PlayerColor(color);
player.setColor(pc);
/*
if (vstd::contains(savedPlayerSettings, pc))
{
player.setTeam(savedPlayerSettings[pc].getTeam());
player.setStartingTown(savedPlayerSettings[pc].getStartingTown());
//TODO: Restore starting hero and bonus?
}
// Assign new owner of this player
*/
auto playerType = EPlayerType::AI;
if (getPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
// Color doesn't have to be continuous. Player colors can later be changed manually
if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
{
playerType = EPlayerType::HUMAN;
}
else if((getPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
|| (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I-compOnlyPlayerCount)))
else if((getHumanOrCpuPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
|| (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I - compOnlyPlayerCount)))
{
playerType = EPlayerType::COMP_ONLY;
}
player.setPlayerType(playerType);
player.setTeam(rememberTeam[pc]);
players[pc] = player;
if (vstd::contains(rememberTownTypes, pc))
players[pc].setStartingTown(rememberTownTypes[pc]);
players[pc] = player;
}
savePlayersMap();
}
void CMapGenOptions::resetPlayersMap()
{
// Called when number of player changes
// TODO: Should it?
//But do not update info about already made selections
std::map<PlayerColor, FactionID> rememberTownTypes;
std::map<PlayerColor, TeamID> rememberTeam;
for(const auto & p : players)
{
auto town = p.second.getStartingTown();
if (town != CPlayerSettings::RANDOM_TOWN)
rememberTownTypes[p.first] = FactionID(town);
rememberTeam[p.first] = p.second.getTeam();
}
savePlayersMap();
/*
//Remove players who have undefined properties
vstd::erase_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & p)
{
return p.second.getPlayerType() != EPlayerType::AI && p.second.getStartingTown() == CPlayerSettings::RANDOM_TOWN;
});
*/
int realPlayersCnt = getPlayerCount();
// FIXME: This should be total players count
int realPlayersCnt = getHumanOrCpuPlayerCount();
if (realPlayersCnt != RANDOM_SIZE)
{
//Trim the number of AI players, then CPU-only players, finally human players
auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
{
//FIXME: Infinite loop for 0 players
for (auto it = players.rbegin(); it != players.rend(); ++it)
{
if (it->second.getPlayerType() == playerType)
@ -214,33 +245,28 @@ void CMapGenOptions::resetPlayersMap()
return true;
}
}
return false;
return false; //Can't earse any player of this type
};
while (players.size() < realPlayersCnt)
while (players.size() > realPlayersCnt)
{
if (eraseLastPlayer(EPlayerType::AI))
continue;
if (eraseLastPlayer(EPlayerType::COMP_ONLY))
continue;
if (eraseLastPlayer(EPlayerType::HUMAN))
continue;
while (eraseLastPlayer(EPlayerType::AI));
while (eraseLastPlayer(EPlayerType::COMP_ONLY));
while (eraseLastPlayer(EPlayerType::HUMAN));
}
}
else
{
//If count is random, generate info for all the players
realPlayersCnt = PlayerColor::PLAYER_LIMIT_I;
}
int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
if (getPlayerCount() == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
int realCompOnlyPlayersCnt = getCompOnlyPlayerCount();
//int totalPlayersLimit = getPlayerLimit();
//First colors from the list are assigned to human players, then to CPU players
//FIXME: Assign human players colors first
//TODO: Where is player type is set in void CVCMIServer::updateAndPropagateLobbyState()
//in ApplyOnServerAfterAnnounceNetPackVisitor::visitForLobby
//CPackForLobby
std::vector<PlayerColor> availableColors;
for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; ++color)
for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
{
availableColors.push_back(PlayerColor(color));
}
@ -251,7 +277,7 @@ void CMapGenOptions::resetPlayersMap()
{
if (player.second.getPlayerType() == playerType)
{
vstd::erase(availableColors, player.second.getColor());
vstd::erase(availableColors, player.second.getColor()); //FIXME: Where is this color initialized at lobby launch?
}
}
};
@ -259,8 +285,59 @@ void CMapGenOptions::resetPlayersMap()
removeUsedColors(EPlayerType::COMP_ONLY);
//removeUsedColors(EPlayerType::AI);
//TODO: Assign the remaining colors to random players (AI players)
//Assign unused colors to remaining AI players
while (players.size() < realPlayersCnt && !availableColors.empty())
{
auto color = availableColors.front();
setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
players[color].setColor(color);
availableColors.erase(availableColors.begin());
if (vstd::contains(savedPlayerSettings, color))
{
setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
// TODO: setter
players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
}
else
{
logGlobal->warn("Adding settings for player %s", color.encode(color));
// Usually, all players should be initialized in initPlayersMap()
CPlayerSettings settings;
players[color] = settings;
}
}
// TODO: Assign players to teams at the beginning (if all players belong to the same team)
std::set<TeamID> occupiedTeams;
for(auto & player : players)
{
auto team = player.second.getTeam();
if (team != TeamID::NO_TEAM)
{
occupiedTeams.insert(team);
}
}
// TODO: Handle situation when we remove a player and remaining players belong to only one team
for(auto & player : players)
{
if (player.second.getTeam() == TeamID::NO_TEAM)
{
//Find first unused team
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
{
TeamID team(i);
if(!occupiedTeams.count(team))
{
player.second.setTeam(team);
occupiedTeams.insert(team);
break;
}
}
}
}
/*
for(int color = 0; color < totalPlayersLimit; ++color)
{
CPlayerSettings player;
@ -284,6 +361,21 @@ void CMapGenOptions::resetPlayersMap()
if (vstd::contains(rememberTownTypes, pc))
players[pc].setStartingTown(rememberTownTypes[pc]);
}
*/
}
void CMapGenOptions::savePlayersMap()
{
//Only save already configured players
for (const auto& player : players)
{
savedPlayerSettings[player.first] = player.second;
}
}
const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
{
return savedPlayerSettings;
}
const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
@ -294,16 +386,18 @@ const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::g
void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, si32 town)
{
auto it = players.find(color);
if(it == players.end()) assert(0);
assert(it != players.end());
it->second.setStartingTown(town);
}
void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
{
// FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
assert(playerType != EPlayerType::COMP_ONLY);
auto it = players.find(color);
if(it == players.end()) assert(0);
assert(it != players.end());
it->second.setPlayerType(playerType);
customizedPlayers = true;
}
const CRmgTemplate * CMapGenOptions::getMapTemplate() const
@ -325,8 +419,8 @@ void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
setHasTwoLevels(sizes.first.z - 1);
}
if(!mapTemplate->getPlayers().isInRange(getPlayerCount()))
setPlayerCount(RANDOM_SIZE);
if(!mapTemplate->getPlayers().isInRange(getHumanOrCpuPlayerCount()))
setHumanOrCpuPlayerCount(RANDOM_SIZE);
if(!mapTemplate->getCpuPlayers().isInRange(getCompOnlyPlayerCount()))
setCompOnlyPlayerCount(RANDOM_SIZE);
if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
@ -365,15 +459,17 @@ bool CMapGenOptions::isRoadEnabled() const
void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
{
auto it = players.find(color);
if(it == players.end()) assert(0);
assert(it != players.end());
// TODO: Make pivate friend method to avoid unintended changes?
it->second.setTeam(team);
customizedPlayers = true;
}
void CMapGenOptions::finalize(CRandomGenerator & rand)
{
logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
static_cast<int>(getPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
if(!mapTemplate)
@ -384,18 +480,18 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
logGlobal->info("RMG template name: %s", mapTemplate->getName());
if (getPlayerCount() == RANDOM_SIZE)
if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
{
auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
//ignore all non-randomized players, make sure these players will not be missing after roll
possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
assert(!possiblePlayers.empty());
setPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
updatePlayers();
}
if(teamCount == RANDOM_SIZE)
{
teamCount = rand.nextInt(getPlayerCount() - 1);
teamCount = rand.nextInt(getHumanOrCpuPlayerCount() - 1);
if (teamCount == 1)
teamCount = 0;
}
@ -432,11 +528,6 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
//rectangular maps are the future of gaming
//setHeight(20);
//setWidth(50);
logGlobal->trace("Player config:");
int cpuOnlyPlayers = 0;
for(const auto & player : players)
@ -457,21 +548,25 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
default:
assert(false);
}
// FIXME: Every player is player 0 with type of AI
// FIXME: player.first != player.second.getColor()
// TODO: Set player color everywhere players is set, or only once here
logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
}
setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automaticlaly (?)
// FXIME: Do not set this again after options were set
setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automatically (?)
logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), static_cast<int>(getCompOnlyPlayerCount()));
}
void CMapGenOptions::updatePlayers()
{
// Remove AI players only from the end of the players map if necessary
// Remove non-human players only from the end of the players map if necessary
for(auto itrev = players.end(); itrev != players.begin();)
{
auto it = itrev;
--it;
if (players.size() == getPlayerCount()) break;
if(it->second.getPlayerType() == EPlayerType::AI)
if (players.size() == getHumanOrCpuPlayerCount()) break;
if(it->second.getPlayerType() != EPlayerType::HUMAN)
{
players.erase(it);
}
@ -489,7 +584,7 @@ void CMapGenOptions::updateCompOnlyPlayers()
{
auto it = itrev;
--it;
if (players.size() <= getPlayerCount()) break;
if (players.size() <= getHumanOrCpuPlayerCount()) break;
if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
{
players.erase(it);
@ -501,11 +596,11 @@ void CMapGenOptions::updateCompOnlyPlayers()
}
// Add some comp only players if necessary
int compOnlyPlayersToAdd = static_cast<int>(getPlayerCount() - players.size());
int compOnlyPlayersToAdd = static_cast<int>(getHumanOrCpuPlayerCount() - players.size());
if (compOnlyPlayersToAdd < 0)
{
logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", playerCount, players.size());
logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", humanOrCpuPlayerCount, players.size());
assert (compOnlyPlayersToAdd < 0);
}
for(int i = 0; i < compOnlyPlayersToAdd; ++i)
@ -561,6 +656,11 @@ bool CMapGenOptions::checkOptions() const
}
}
bool CMapGenOptions::arePlayersCustomized() const
{
return customizedPlayers;
}
std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
{
int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
@ -576,9 +676,9 @@ std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
if(!tmpl->isWaterContentAllowed(getWaterContent()))
return true;
if(getPlayerCount() != -1)
if(getHumanOrCpuPlayerCount() != CMapGenOptions::RANDOM_SIZE)
{
if (!tmpl->getPlayers().isInRange(getPlayerCount()))
if (!tmpl->getPlayers().isInRange(getHumanOrCpuPlayerCount()))
return true;
}
else
@ -588,7 +688,7 @@ std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
return true;
}
if(compOnlyPlayerCount != -1)
if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
{
if (!tmpl->getCpuPlayers().isInRange(compOnlyPlayerCount))
return true;