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Merge pull request #3480 from IvanSavenko/rmg_ban_starting_heroes

Ban starting heroes in RMG
This commit is contained in:
DjWarmonger 2024-01-14 21:56:16 +01:00 committed by GitHub
commit 19765e0e01
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 49 additions and 7 deletions

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@ -388,6 +388,13 @@ void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, Faction
it->second.setStartingTown(town); it->second.setStartingTown(town);
} }
void CMapGenOptions::setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero)
{
auto it = players.find(color);
assert(it != players.end());
it->second.setStartingHero(hero);
}
void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType) void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
{ {
// FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color? // FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
@ -746,7 +753,7 @@ const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand
return *RandomGeneratorUtil::nextItem(templates, rand); return *RandomGeneratorUtil::nextItem(templates, rand);
} }
CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM) CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), startingHero(HeroTypeID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
{ {
} }
@ -778,6 +785,17 @@ void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
startingTown = value; startingTown = value;
} }
HeroTypeID CMapGenOptions::CPlayerSettings::getStartingHero() const
{
return startingHero;
}
void CMapGenOptions::CPlayerSettings::setStartingHero(HeroTypeID value)
{
assert(value == HeroTypeID::RANDOM || value.toEntity(VLC) != nullptr);
startingHero = value;
}
EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
{ {
return playerType; return playerType;

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@ -45,6 +45,11 @@ public:
FactionID getStartingTown() const; FactionID getStartingTown() const;
void setStartingTown(FactionID value); void setStartingTown(FactionID value);
/// The starting hero of the player ranging from 0 to hero max count or RANDOM_HERO.
/// The default value is RANDOM_HERO
HeroTypeID getStartingHero() const;
void setStartingHero(HeroTypeID value);
/// The default value is EPlayerType::AI. /// The default value is EPlayerType::AI.
EPlayerType getPlayerType() const; EPlayerType getPlayerType() const;
void setPlayerType(EPlayerType value); void setPlayerType(EPlayerType value);
@ -56,6 +61,7 @@ public:
private: private:
PlayerColor color; PlayerColor color;
FactionID startingTown; FactionID startingTown;
HeroTypeID startingHero;
EPlayerType playerType; EPlayerType playerType;
TeamID team; TeamID team;
@ -68,6 +74,10 @@ public:
h & playerType; h & playerType;
if(version >= 806) if(version >= 806)
h & team; h & team;
if (version >= 832)
h & startingHero;
else
startingHero = HeroTypeID::RANDOM;
} }
}; };
@ -120,6 +130,7 @@ public:
const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const; const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const;
const std::map<PlayerColor, CPlayerSettings> & getSavedPlayersMap() const; const std::map<PlayerColor, CPlayerSettings> & getSavedPlayersMap() const;
void setStartingTownForPlayer(const PlayerColor & color, FactionID town); void setStartingTownForPlayer(const PlayerColor & color, FactionID town);
void setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero);
/// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The /// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The
/// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN. /// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN.
void setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType); void setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType);

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@ -491,14 +491,26 @@ const std::vector<HeroTypeID> CMapGenerator::getAllPossibleHeroes() const
for (HeroTypeID hero : map->getMap(this).allowedHeroes) for (HeroTypeID hero : map->getMap(this).allowedHeroes)
{ {
auto * h = dynamic_cast<const CHero*>(VLC->heroTypes()->getById(hero)); auto * h = dynamic_cast<const CHero*>(VLC->heroTypes()->getById(hero));
if ((h->onlyOnWaterMap && !isWaterMap) || (h->onlyOnMapWithoutWater && isWaterMap)) if(h->onlyOnWaterMap && !isWaterMap)
{
continue; continue;
}
else if(h->onlyOnMapWithoutWater && isWaterMap)
continue;
bool heroUsedAsStarting = false;
for (auto const & player : map->getMapGenOptions().getPlayersSettings())
{ {
ret.push_back(hero); if (player.second.getStartingHero() == hero)
{
heroUsedAsStarting = true;
break;
}
} }
if (heroUsedAsStarting)
continue;
ret.push_back(hero);
} }
return ret; return ret;
} }

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@ -14,7 +14,7 @@
VCMI_LIB_NAMESPACE_BEGIN VCMI_LIB_NAMESPACE_BEGIN
const ui32 SERIALIZATION_VERSION = 831; const ui32 SERIALIZATION_VERSION = 832;
const ui32 MINIMAL_SERIALIZATION_VERSION = 831; const ui32 MINIMAL_SERIALIZATION_VERSION = 831;
const std::string SAVEGAME_MAGIC = "VCMISVG"; const std::string SAVEGAME_MAGIC = "VCMISVG";

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@ -762,6 +762,7 @@ void CVCMIServer::updateAndPropagateLobbyState()
{ {
const auto & pset = psetPair.second; const auto & pset = psetPair.second;
si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle); si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
if(pset.isControlledByHuman()) if(pset.isControlledByHuman())
{ {
si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN); si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);