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https://github.com/vcmi/vcmi.git
synced 2025-07-03 00:46:55 +02:00
- Fixed bug when starting random map with 1 player - Refactoring - Fixed compile bug - Heroes can be selected in map selection screen(RMG map) - Main town gen
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@ -29,11 +29,11 @@ std::unique_ptr<CMap> CMapGenerator::generate()
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//TODO select a template based on the map gen options or adapt it if necessary
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map = std::unique_ptr<CMap>(new CMap());
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map = make_unique<CMap>();
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addHeaderInfo();
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terViewPatternConfig = std::unique_ptr<CTerrainViewPatternConfig>(new CTerrainViewPatternConfig());
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mapMgr = std::unique_ptr<CMapEditManager>(new CMapEditManager(terViewPatternConfig.get(), map.get(), randomSeed));
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terViewPatternConfig = make_unique<CTerrainViewPatternConfig>();
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mapMgr = make_unique<CMapEditManager>(terViewPatternConfig.get(), map.get(), randomSeed);
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genTerrain();
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genTowns();
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@ -44,7 +44,7 @@ void CMapGenerator::validateOptions() const
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{
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int playersCnt = 0;
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int compOnlyPlayersCnt = 0;
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BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
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BOOST_FOREACH(const auto & pair, players)
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{
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if(pair.second.getPlayerType() == CPlayerSettings::COMP_ONLY)
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{
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@ -94,7 +94,7 @@ void CMapGenerator::validateOptions() const
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throw std::runtime_error("1 human player is required at least");
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}
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BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
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BOOST_FOREACH(const auto & pair, players)
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{
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if(pair.first != pair.second.getColor())
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{
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@ -212,7 +212,7 @@ std::string CMapGenerator::getMapDescription() const
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ss << static_cast<int>(mapGenOptions.getCompOnlyPlayersCnt()) << ", water " << waterContentStr[mapGenOptions.getWaterContent()];
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ss << ", monster " << monsterStrengthStr[mapGenOptions.getMonsterStrength()] << ", second expansion map";
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BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
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BOOST_FOREACH(const auto & pair, players)
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{
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const CPlayerSettings & pSettings = pair.second;
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if(pSettings.getPlayerType() == CPlayerSettings::HUMAN)
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@ -265,7 +265,7 @@ void CMapGenerator::addPlayerInfo()
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}
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// Team numbers are assigned randomly to every player
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BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
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BOOST_FOREACH(const auto & pair, players)
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{
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const CPlayerSettings & pSettings = pair.second;
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PlayerInfo player;
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@ -287,7 +287,7 @@ void CMapGenerator::addPlayerInfo()
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int CMapGenerator::countHumanPlayers() const
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{
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return static_cast<int>(std::count_if(players.begin(), players.end(), [](const std::pair<TPlayerColor, CPlayerSettings> & pair)
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return static_cast<int>(boost::count_if(players, [](const std::pair<TPlayerColor, CPlayerSettings> & pair)
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{
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return pair.second.getPlayerType() == CMapGenerator::CPlayerSettings::HUMAN;
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}));
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@ -319,8 +319,14 @@ void CMapGenerator::genTowns()
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town->builtBuildings.insert(EBuilding::FORT);
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town->builtBuildings.insert(-50);
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mapMgr->insertObject(town, townPos[side].x, townPos[side].y + (pos / 2) * 5, false);
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map->players[owner].allowedFactions.clear();
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map->players[owner].allowedFactions.insert(townTypes[side]);
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// Update player info
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PlayerInfo & pInfo = map->players[owner];
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pInfo.allowedFactions.clear();
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pInfo.allowedFactions.insert(townTypes[side]);
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pInfo.hasMainTown = true;
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pInfo.posOfMainTown = town->pos - int3(2, 0, 0);
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pInfo.generateHeroAtMainTown = true;
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}
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}
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@ -340,7 +346,7 @@ TPlayerColor CMapGenerator::getNextPlayerColor() const
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{
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for(TPlayerColor i = 0; i < GameConstants::PLAYER_LIMIT; ++i)
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{
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if(players.find(i) == players.end())
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if(!players.count(i))
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{
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return i;
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}
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