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mirror of 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

This commit is contained in:
beegee1
2013-01-20 14:43:58 +00:00
parent 5b919d88eb
commit 1cab54b87a
8 changed files with 45 additions and 24 deletions

View File

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