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Cleaning up the code
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@ -191,11 +191,8 @@ void RandomMapTab::updateMapInfoByHost()
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mapInfo->mapHeader->howManyTeams = playersToGen;
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//FIXME: Assign all human-controlled colors in first place
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//TODO: Where are human / CPU players toggled in player configuration?
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//TODO: Get human player count
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//TODO: Assign all human-controlled colors in first place
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//std::set<TeamID> occupiedTeams;
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for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
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{
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mapInfo->mapHeader->players[i].canComputerPlay = false;
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@ -225,28 +222,10 @@ void RandomMapTab::updateMapInfoByHost()
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vstd::erase(availableColors, player.first);
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}
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/*
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//Reset teams to default (?)
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// TODO: Do not reset teams here, this is handled by CMapGenOptions
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for(auto & player : mapInfo->mapHeader->players)
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{
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for(int i = 0; player.team == TeamID::NO_TEAM; ++i)
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{
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TeamID team(i);
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if(!occupiedTeams.count(team))
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{
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player.team = team;
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occupiedTeams.insert(team);
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break; //First assigned team is ok
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}
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}
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}
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*/
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mapInfoChanged(mapInfo, mapGenOptions);
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}
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// TODO: This method only sets GUI options, doesn't alter any actual configurations done
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// This method only sets GUI options, doesn't alter any actual configurations done
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void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
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{
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mapGenOptions = opts;
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@ -265,13 +244,12 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
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compTeamsAllowed.insert(i);
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}
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}
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int minComps = 0;
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auto * tmpl = mapGenOptions->getMapTemplate();
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if(tmpl)
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{
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// TODO: Debug / print actual numbers
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// Most templates just skip this setting
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playerCountAllowed = tmpl->getPlayers().getNumbers();
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compCountAllowed = tmpl->getCpuPlayers().getNumbers();
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auto compNumbers = tmpl->getCpuPlayers().getNumbers();
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if (!compNumbers.empty())
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{
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@ -292,9 +270,9 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
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si8 playerLimit = opts->getPlayerLimit();
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si8 humanOrCpuPlayerCount = opts->getHumanOrCpuPlayerCount();
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si8 compOnlyPlayersCount = opts->getCompOnlyPlayerCount();
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si8 compOnlyPlayersCount = opts->getCompOnlyPlayerCount();
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if(mapGenOptions->getHumanOrCpuPlayerCount() != CMapGenOptions::RANDOM_SIZE)
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if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
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{
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vstd::erase_if(compCountAllowed, [playerLimit, humanOrCpuPlayerCount](int el)
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{
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@ -310,7 +288,7 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
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opts->setTeamCount(CMapGenOptions::RANDOM_SIZE);
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}
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}
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if(mapGenOptions->getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE)
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if(compOnlyPlayersCount != CMapGenOptions::RANDOM_SIZE)
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{
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// This setting doesn't impact total number of players
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vstd::erase_if(compTeamsAllowed, [compOnlyPlayersCount](int el)
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@ -464,7 +442,8 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
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const JsonNode config(JsonPath::builtin("config/widgets/randomMapTeamsWidget.json"));
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variables = config["variables"];
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int totalPlayers = randomMapTab.obtainMapGenOptions().getTotalPlayersCount();
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int totalPlayers = randomMapTab.obtainMapGenOptions().getPlayerLimit();
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//randomMapTab.obtainMapGenOptions().getTotalPlayersCount();
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assert(totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
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auto settings = randomMapTab.obtainMapGenOptions().getPlayersSettings();
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variables["totalPlayers"].Integer() = totalPlayers;
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@ -503,7 +482,6 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
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OBJ_CONSTRUCTION;
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// Window should have X * X columns, where X is players + compOnly players.
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// For random player count, X is 8
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@ -525,7 +503,6 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
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settingsVec.push_back(player.second);
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}
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// FIXME: Flag is missing on windows show
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for(int plId = 0; plId < totalPlayers; ++plId)
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{
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players.push_back(std::make_shared<CToggleGroup>([&, totalPlayers, plId](int sel)
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@ -71,8 +71,6 @@ si8 CMapGenOptions::getHumanOrCpuPlayerCount() const
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void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
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{
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// Set total player count (human + AI)?
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assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
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humanOrCpuPlayerCount = value;
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@ -177,23 +175,13 @@ void CMapGenOptions::initPlayersMap()
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players.clear();
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int realPlayersCnt = getHumanOrCpuPlayerCount();
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// TODO: Initialize settings for all color even if not present?
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// Initialize settings for all color even if not present
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for(int color = 0; color < getPlayerLimit(); ++color)
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{
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CPlayerSettings player;
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auto pc = PlayerColor(color);
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player.setColor(pc);
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/*
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if (vstd::contains(savedPlayerSettings, pc))
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{
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player.setTeam(savedPlayerSettings[pc].getTeam());
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player.setStartingTown(savedPlayerSettings[pc].getStartingTown());
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//TODO: Restore starting hero and bonus?
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}
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// Assign new owner of this player
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*/
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auto playerType = EPlayerType::AI;
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// Color doesn't have to be continuous. Player colors can later be changed manually
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if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
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@ -215,8 +203,6 @@ void CMapGenOptions::initPlayersMap()
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void CMapGenOptions::resetPlayersMap()
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{
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// Called when number of player changes
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// TODO: Should it?
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//But do not update info about already made selections
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savePlayersMap();
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@ -307,7 +293,6 @@ void CMapGenOptions::resetPlayersMap()
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players[color] = settings;
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}
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}
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// TODO: Assign players to teams at the beginning (if all players belong to the same team)
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std::set<TeamID> occupiedTeams;
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for(auto & player : players)
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@ -407,6 +392,12 @@ const CRmgTemplate * CMapGenOptions::getMapTemplate() const
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void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
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{
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if (mapTemplate == value)
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{
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//Does not trigger during deserialization
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return;
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}
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mapTemplate = value;
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//validate & adapt options according to template
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if(mapTemplate)
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@ -419,6 +410,8 @@ void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
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setHasTwoLevels(sizes.first.z - 1);
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}
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// FIXME: GUI settings are not the same as template parameters
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// TODO: Recalculate GUI ranges in separate method
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if(!mapTemplate->getPlayers().isInRange(getHumanOrCpuPlayerCount()))
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setHumanOrCpuPlayerCount(RANDOM_SIZE);
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if(!mapTemplate->getCpuPlayers().isInRange(getCompOnlyPlayerCount()))
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