1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-02-03 13:01:33 +02:00

Cleaning up the code

This commit is contained in:
Tomasz Zieliński 2023-10-29 10:05:24 +01:00
parent b0830a837b
commit 368a185008
2 changed files with 18 additions and 48 deletions

View File

@ -191,11 +191,8 @@ void RandomMapTab::updateMapInfoByHost()
mapInfo->mapHeader->howManyTeams = playersToGen;
//FIXME: Assign all human-controlled colors in first place
//TODO: Where are human / CPU players toggled in player configuration?
//TODO: Get human player count
//TODO: Assign all human-controlled colors in first place
//std::set<TeamID> occupiedTeams;
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
{
mapInfo->mapHeader->players[i].canComputerPlay = false;
@ -225,28 +222,10 @@ void RandomMapTab::updateMapInfoByHost()
vstd::erase(availableColors, player.first);
}
/*
//Reset teams to default (?)
// TODO: Do not reset teams here, this is handled by CMapGenOptions
for(auto & player : mapInfo->mapHeader->players)
{
for(int i = 0; player.team == TeamID::NO_TEAM; ++i)
{
TeamID team(i);
if(!occupiedTeams.count(team))
{
player.team = team;
occupiedTeams.insert(team);
break; //First assigned team is ok
}
}
}
*/
mapInfoChanged(mapInfo, mapGenOptions);
}
// TODO: This method only sets GUI options, doesn't alter any actual configurations done
// This method only sets GUI options, doesn't alter any actual configurations done
void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
{
mapGenOptions = opts;
@ -265,13 +244,12 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
compTeamsAllowed.insert(i);
}
}
int minComps = 0;
auto * tmpl = mapGenOptions->getMapTemplate();
if(tmpl)
{
// TODO: Debug / print actual numbers
// Most templates just skip this setting
playerCountAllowed = tmpl->getPlayers().getNumbers();
compCountAllowed = tmpl->getCpuPlayers().getNumbers();
auto compNumbers = tmpl->getCpuPlayers().getNumbers();
if (!compNumbers.empty())
{
@ -292,9 +270,9 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
si8 playerLimit = opts->getPlayerLimit();
si8 humanOrCpuPlayerCount = opts->getHumanOrCpuPlayerCount();
si8 compOnlyPlayersCount = opts->getCompOnlyPlayerCount();
si8 compOnlyPlayersCount = opts->getCompOnlyPlayerCount();
if(mapGenOptions->getHumanOrCpuPlayerCount() != CMapGenOptions::RANDOM_SIZE)
if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
{
vstd::erase_if(compCountAllowed, [playerLimit, humanOrCpuPlayerCount](int el)
{
@ -310,7 +288,7 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
opts->setTeamCount(CMapGenOptions::RANDOM_SIZE);
}
}
if(mapGenOptions->getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE)
if(compOnlyPlayersCount != CMapGenOptions::RANDOM_SIZE)
{
// This setting doesn't impact total number of players
vstd::erase_if(compTeamsAllowed, [compOnlyPlayersCount](int el)
@ -464,7 +442,8 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
const JsonNode config(JsonPath::builtin("config/widgets/randomMapTeamsWidget.json"));
variables = config["variables"];
int totalPlayers = randomMapTab.obtainMapGenOptions().getTotalPlayersCount();
int totalPlayers = randomMapTab.obtainMapGenOptions().getPlayerLimit();
//randomMapTab.obtainMapGenOptions().getTotalPlayersCount();
assert(totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
auto settings = randomMapTab.obtainMapGenOptions().getPlayersSettings();
variables["totalPlayers"].Integer() = totalPlayers;
@ -503,7 +482,6 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
OBJ_CONSTRUCTION;
// Window should have X * X columns, where X is players + compOnly players.
// For random player count, X is 8
@ -525,7 +503,6 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
settingsVec.push_back(player.second);
}
// FIXME: Flag is missing on windows show
for(int plId = 0; plId < totalPlayers; ++plId)
{
players.push_back(std::make_shared<CToggleGroup>([&, totalPlayers, plId](int sel)

View File

@ -71,8 +71,6 @@ si8 CMapGenOptions::getHumanOrCpuPlayerCount() const
void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
{
// Set total player count (human + AI)?
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
humanOrCpuPlayerCount = value;
@ -177,23 +175,13 @@ void CMapGenOptions::initPlayersMap()
players.clear();
int realPlayersCnt = getHumanOrCpuPlayerCount();
// TODO: Initialize settings for all color even if not present?
// 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;
// Color doesn't have to be continuous. Player colors can later be changed manually
if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
@ -215,8 +203,6 @@ void CMapGenOptions::initPlayersMap()
void CMapGenOptions::resetPlayersMap()
{
// Called when number of player changes
// TODO: Should it?
//But do not update info about already made selections
savePlayersMap();
@ -307,7 +293,6 @@ void CMapGenOptions::resetPlayersMap()
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)
@ -407,6 +392,12 @@ const CRmgTemplate * CMapGenOptions::getMapTemplate() const
void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
{
if (mapTemplate == value)
{
//Does not trigger during deserialization
return;
}
mapTemplate = value;
//validate & adapt options according to template
if(mapTemplate)
@ -419,6 +410,8 @@ void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
setHasTwoLevels(sizes.first.z - 1);
}
// FIXME: GUI settings are not the same as template parameters
// TODO: Recalculate GUI ranges in separate method
if(!mapTemplate->getPlayers().isInRange(getHumanOrCpuPlayerCount()))
setHumanOrCpuPlayerCount(RANDOM_SIZE);
if(!mapTemplate->getCpuPlayers().isInRange(getCompOnlyPlayerCount()))