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https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
Fixed most of reported issues, removed unused code.
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@ -85,11 +85,48 @@ void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
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resetPlayersMap();
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}
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si8 CMapGenOptions::getTotalPlayersCount() const
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si8 CMapGenOptions::getMinPlayersCount(bool withTemplateLimit) const
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{
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auto totalPlayers = 0;
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si8 humans = getHumanOrCpuPlayerCount();
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si8 cpus = getCompOnlyPlayerCount();
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if (humans == RANDOM_SIZE && cpus == RANDOM_SIZE)
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{
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totalPlayers = 2;
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}
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else if (humans == RANDOM_SIZE)
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{
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totalPlayers = cpus + 1; // Must add at least 1 player
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}
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else if (cpus == RANDOM_SIZE)
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{
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totalPlayers = humans;
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}
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else
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{
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totalPlayers = humans + cpus;
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}
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if (withTemplateLimit && mapTemplate)
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{
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auto playersRange = mapTemplate->getPlayers();
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//New template can also impose higher limit than current settings
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vstd::amax(totalPlayers, playersRange.minValue());
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}
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// Can't play without at least 2 players
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vstd::amax(totalPlayers, 2);
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return totalPlayers;
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}
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si8 CMapGenOptions::getMaxPlayersCount(bool withTemplateLimit) const
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{
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// Max number of players possible with current settings
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auto totalPlayers = 0;
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si8 humans = getHumanOrCpuPlayerCount();
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si8 cpus = getCompOnlyPlayerCount();
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if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
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{
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totalPlayers = PlayerColor::PLAYER_LIMIT_I;
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@ -98,6 +135,15 @@ si8 CMapGenOptions::getTotalPlayersCount() const
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{
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totalPlayers = humans + cpus;
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}
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if (withTemplateLimit && mapTemplate)
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{
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auto playersRange = mapTemplate->getPlayers();
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//New template can also impose higher limit than current settings
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vstd::amin(totalPlayers, playersRange.maxValue());
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}
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assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
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assert (totalPlayers >= 2);
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return totalPlayers;
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@ -121,10 +167,11 @@ si8 CMapGenOptions::getCompOnlyPlayerCount() const
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si8 CMapGenOptions::getPlayerLimit() const
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{
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//How many players could we set with current template, ignoring other settings
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si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
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if (auto temp = getMapTemplate())
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{
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playerLimit = *boost::max_element(temp->getPlayers().getNumbers());
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playerLimit = static_cast<si8>(temp->getPlayers().maxValue());
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}
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return playerLimit;
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}
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@ -207,48 +254,28 @@ void CMapGenOptions::resetPlayersMap()
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savePlayersMap();
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/*
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//Remove players who have undefined properties
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vstd::erase_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & p)
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{
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return p.second.getPlayerType() != EPlayerType::AI && p.second.getStartingTown() == CPlayerSettings::RANDOM_TOWN;
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});
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*/
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int realPlayersCnt = getMaxPlayersCount();
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// FIXME: This should be total players count
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int realPlayersCnt = getHumanOrCpuPlayerCount();
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if (realPlayersCnt != RANDOM_SIZE)
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//Trim the number of AI players, then CPU-only players, finally human players
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auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
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{
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//Trim the number of AI players, then CPU-only players, finally human players
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auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
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for (auto it = players.rbegin(); it != players.rend(); ++it)
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{
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//FIXME: Infinite loop for 0 players
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for (auto it = players.rbegin(); it != players.rend(); ++it)
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if (it->second.getPlayerType() == playerType)
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{
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if (it->second.getPlayerType() == playerType)
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{
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players.erase(it->first);
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return true;
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}
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players.erase(it->first);
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return true;
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}
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return false; //Can't earse any player of this type
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};
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while (players.size() > realPlayersCnt)
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{
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while (eraseLastPlayer(EPlayerType::AI));
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while (eraseLastPlayer(EPlayerType::COMP_ONLY));
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while (eraseLastPlayer(EPlayerType::HUMAN));
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}
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}
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else
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{
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//If count is random, generate info for all the players
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realPlayersCnt = PlayerColor::PLAYER_LIMIT_I;
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}
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return false; //Can't earse any player of this type
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};
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int realCompOnlyPlayersCnt = getCompOnlyPlayerCount();
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//int totalPlayersLimit = getPlayerLimit();
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while (players.size() > realPlayersCnt)
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{
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while (eraseLastPlayer(EPlayerType::AI));
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while (eraseLastPlayer(EPlayerType::COMP_ONLY));
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while (eraseLastPlayer(EPlayerType::HUMAN));
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}
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//First colors from the list are assigned to human players, then to CPU players
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std::vector<PlayerColor> availableColors;
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@ -263,7 +290,7 @@ void CMapGenOptions::resetPlayersMap()
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{
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if (player.second.getPlayerType() == playerType)
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{
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vstd::erase(availableColors, player.second.getColor()); //FIXME: Where is this color initialized at lobby launch?
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vstd::erase(availableColors, player.second.getColor());
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}
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}
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};
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@ -409,13 +436,17 @@ void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
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setHeight(sizes.first.y);
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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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si8 maxPlayerCount = getMaxPlayersCount(false);
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si8 minPlayerCount = getMinPlayersCount(false);
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// Neither setting can fit within the template range
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if(!mapTemplate->getPlayers().isInRange(minPlayerCount) &&
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!mapTemplate->getPlayers().isInRange(maxPlayerCount))
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{
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setHumanOrCpuPlayerCount(RANDOM_SIZE);
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if(!mapTemplate->getCpuPlayers().isInRange(getCompOnlyPlayerCount()))
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setCompOnlyPlayerCount(RANDOM_SIZE);
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}
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if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
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setWaterContent(EWaterContent::RANDOM);
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}
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@ -473,11 +504,17 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
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logGlobal->info("RMG template name: %s", mapTemplate->getName());
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auto maxPlayers = getMaxPlayersCount();
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if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
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{
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auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
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//ignore all non-randomized players, make sure these players will not be missing after roll
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possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
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vstd::erase_if(possiblePlayers, [maxPlayers](int i)
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{
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return i > maxPlayers;
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});
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assert(!possiblePlayers.empty());
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setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
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updatePlayers();
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@ -490,7 +527,13 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
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}
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if(compOnlyPlayerCount == RANDOM_SIZE)
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{
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auto possiblePlayers = mapTemplate->getCpuPlayers().getNumbers();
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// Use remaining range
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auto presentPlayers = getHumanOrCpuPlayerCount();
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auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
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vstd::erase_if(possiblePlayers, [maxPlayers, presentPlayers](int i)
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{
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return i > (maxPlayers - presentPlayers);
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});
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compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
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updateCompOnlyPlayers();
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}
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@ -541,13 +584,8 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
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default:
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assert(false);
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}
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// FIXME: Every player is player 0 with type of AI
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// FIXME: player.first != player.second.getColor()
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// TODO: Set player color everywhere players is set, or only once here
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logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
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}
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// FXIME: Do not set this again after options were set
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setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automatically (?)
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logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), static_cast<int>(getCompOnlyPlayerCount()));
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}
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@ -669,21 +707,38 @@ std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
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if(!tmpl->isWaterContentAllowed(getWaterContent()))
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return true;
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if(getHumanOrCpuPlayerCount() != CMapGenOptions::RANDOM_SIZE)
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auto humanOrCpuPlayerCount = getHumanOrCpuPlayerCount();
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auto compOnlyPlayerCount = getCompOnlyPlayerCount();
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// Check if total number of players fall inside given range
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if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE && compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
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{
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if (!tmpl->getPlayers().isInRange(getHumanOrCpuPlayerCount()))
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if (!tmpl->getPlayers().isInRange(humanOrCpuPlayerCount + compOnlyPlayerCount))
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return true;
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}
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else if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
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{
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// We can always add any number CPU players, but not subtract
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if (!(humanOrCpuPlayerCount <= tmpl->getPlayers().maxValue()))
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return true;
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}
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else if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
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{
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//We must fit at least one more human player, but can add any number
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if (!(compOnlyPlayerCount < tmpl->getPlayers().maxValue()))
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return true;
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}
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else
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{
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// Human players shouldn't be banned when playing with random player count
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if(humanPlayers > *boost::min_element(tmpl->getPlayers().getNumbers()))
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if(humanPlayers > tmpl->getPlayers().minValue())
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return true;
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}
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if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
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{
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if (!tmpl->getCpuPlayers().isInRange(compOnlyPlayerCount))
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if (!tmpl->getHumanPlayers().isInRange(compOnlyPlayerCount))
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return true;
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}
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