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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

- Fixed improper use of playersCount. Now RMG can generate maps up to 8 players, with CPU players only as well.

- Fixes for template scheme
This commit is contained in:
DjWarmonger 2015-05-27 11:30:46 +02:00
parent 4388566342
commit 6890ae9f02
5 changed files with 33 additions and 30 deletions

View File

@ -1671,7 +1671,7 @@ CRandomMapTab::CRandomMapTab()
{
mapGenOptions.setPlayerCount(btnId);
deactivateButtonsFrom(teamsCntGroup, btnId);
deactivateButtonsFrom(compOnlyPlayersCntGroup, 8 - btnId + 1);
deactivateButtonsFrom(compOnlyPlayersCntGroup, btnId);
validatePlayersCnt(btnId);
if(!SEL->isGuest())
updateMapInfo();
@ -1694,7 +1694,6 @@ CRandomMapTab::CRandomMapTab()
compOnlyPlayersCntGroup->pos.y += 285;
compOnlyPlayersCntGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
addButtonsWithRandToGroup(compOnlyPlayersCntGroup, numberDefs, 0, 7, NUMBERS_WIDTH, 224, 232);
compOnlyPlayersCntGroup->setSelected(0);
compOnlyPlayersCntGroup->addCallback([&](int btnId)
{
mapGenOptions.setCompOnlyPlayerCount(btnId);
@ -1808,9 +1807,9 @@ void CRandomMapTab::validatePlayersCnt(int playersCnt)
mapGenOptions.setTeamCount(playersCnt - 1);
teamsCntGroup->setSelected(mapGenOptions.getTeamCount());
}
if(mapGenOptions.getCompOnlyPlayerCount() > 8 - playersCnt)
if(mapGenOptions.getCompOnlyPlayerCount() >= playersCnt)
{
mapGenOptions.setCompOnlyPlayerCount(8 - playersCnt);
mapGenOptions.setCompOnlyPlayerCount(playersCnt - 1);
compOnlyPlayersCntGroup->setSelected(mapGenOptions.getCompOnlyPlayerCount());
}

View File

@ -11,7 +11,7 @@
{
"zone":{
"type": "object",
"required" : ["type", "monsters", "size", "level"],
"required" : ["type", "monsters", "size"],
"properties":{
"type":{"$ref" : "#/definitions/type"},
"size":{"$ref" : "#/definitions/size"},
@ -35,9 +35,8 @@
}
},
"type" :{
"type" : "object",
"enum": ["playerStart", "treasure", "junction"]
"additionalProperties" : false
"enum": ["playerStart", "cpuStart", "treasure", "junction"],
"additionalProperties" : false,
"type":"string"
},
"size":{
@ -50,13 +49,13 @@
"properties":
{
"zones":{
"type": "array",
"items":{"$ref" : "#/definitions/zone" }
"type": "object",
"additionalProperties":{"$ref" : "#/definitions/zone" }
},
"connections":{
"type": "array",
"items":{"$ref" : "#/definitions/connection"}
}
},
"required" : ["zones", "connections"],
"additionalProperties" : false
}

View File

@ -20,7 +20,7 @@
#include "../CTownHandler.h"
CMapGenOptions::CMapGenOptions() : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(false),
playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(0), compOnlyTeamCount(RANDOM_SIZE),
playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE), humanPlayersCount(0),
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
{
resetPlayersMap();
@ -67,9 +67,11 @@ void CMapGenOptions::setPlayerCount(si8 value)
{
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
playerCount = value;
auto possibleCompPlayersCount = PlayerColor::PLAYER_LIMIT_I-value;
if(compOnlyPlayerCount > possibleCompPlayersCount)
auto possibleCompPlayersCount = value;
if (compOnlyPlayerCount > possibleCompPlayersCount)
setCompOnlyPlayerCount(possibleCompPlayersCount);
humanPlayersCount = playerCount - compOnlyPlayerCount;
resetPlayersMap();
}
@ -91,8 +93,9 @@ si8 CMapGenOptions::getCompOnlyPlayerCount() const
void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
{
assert(value == RANDOM_SIZE || (value >= 0 && value <= PlayerColor::PLAYER_LIMIT_I - playerCount));
assert(value == RANDOM_SIZE || (value >= 0 && value <= playerCount));
compOnlyPlayerCount = value;
humanPlayersCount = playerCount - compOnlyPlayerCount;
resetPlayersMap();
}
@ -130,12 +133,13 @@ void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value
void CMapGenOptions::resetPlayersMap()
{
players.clear();
int realPlayersCnt = playerCount == RANDOM_SIZE ? static_cast<int>(PlayerColor::PLAYER_LIMIT_I) : playerCount;
int realCompOnlyPlayersCnt = compOnlyPlayerCount == RANDOM_SIZE ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
int realPlayersCnt = humanPlayersCount;
int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
if(playerCount == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
//FIXME: what happens with human players here?
for(int color = 0; color < totalPlayersLimit; ++color)
{
CPlayerSettings player;
@ -262,14 +266,12 @@ void CMapGenOptions::updatePlayers()
void CMapGenOptions::updateCompOnlyPlayers()
{
auto totalPlayersCnt = playerCount + compOnlyPlayerCount;
// Remove comp only players only from the end of the players map if necessary
for(auto itrev = players.end(); itrev != players.begin();)
{
auto it = itrev;
--it;
if(players.size() <= totalPlayersCnt) break;
if (players.size() <= playerCount) break;
if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
{
players.erase(it);
@ -281,7 +283,7 @@ void CMapGenOptions::updateCompOnlyPlayers()
}
// Add some comp only players if necessary
auto compOnlyPlayersToAdd = totalPlayersCnt - players.size();
auto compOnlyPlayersToAdd = playerCount - players.size();
for(int i = 0; i < compOnlyPlayersToAdd; ++i)
{
CPlayerSettings pSettings;
@ -340,31 +342,34 @@ const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand
bool isPlayerCountValid = false;
if(playerCount != RANDOM_SIZE)
{
if(tpl->getPlayers().isInRange(playerCount)) isPlayerCountValid = true;
if (tpl->getPlayers().isInRange(playerCount))
isPlayerCountValid = true;
}
else
{
// Human players shouldn't be banned when playing with random player count
auto playerNumbers = tpl->getPlayers().getNumbers();
if(playerNumbers.lower_bound(countHumanPlayers()) != playerNumbers.end())
if(countHumanPlayers() <= *boost::min_element(playerNumbers))
{
isPlayerCountValid = true;
}
}
if(isPlayerCountValid)
if (isPlayerCountValid)
{
bool isCpuPlayerCountValid = false;
if(compOnlyPlayerCount != RANDOM_SIZE)
{
if(tpl->getCpuPlayers().isInRange(compOnlyPlayerCount)) isCpuPlayerCountValid = true;
if (tpl->getCpuPlayers().isInRange(compOnlyPlayerCount))
isCpuPlayerCountValid = true;
}
else
{
isCpuPlayerCountValid = true;
}
if(isCpuPlayerCountValid) potentialTpls.push_back(tpl);
if(isCpuPlayerCountValid)
potentialTpls.push_back(tpl);
}
}
}

View File

@ -103,7 +103,7 @@ public:
bool getHasTwoLevels() const;
void setHasTwoLevels(bool value);
/// The count of the players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
/// The count of all (human or computer) players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
/// this method, all player settings are reset to default settings.
si8 getPlayerCount() const;
void setPlayerCount(si8 value);
@ -162,7 +162,7 @@ private:
si32 width, height;
bool hasTwoLevels;
si8 playerCount, teamCount, compOnlyPlayerCount, compOnlyTeamCount;
si8 playerCount, teamCount, humanPlayersCount, compOnlyPlayerCount, compOnlyTeamCount;
EWaterContent::EWaterContent waterContent;
EMonsterStrength::EMonsterStrength monsterStrength;
std::map<PlayerColor, CPlayerSettings> players;
@ -173,7 +173,7 @@ public:
void serialize(Handler & h, const int version)
{
h & width & height & hasTwoLevels & playerCount & teamCount & compOnlyPlayerCount;
h & compOnlyTeamCount & waterContent & monsterStrength & players;
h & compOnlyTeamCount & waterContent & monsterStrength & players & humanPlayersCount;
//TODO add name of template to class, enables selection of a template by a user
}
};

View File

@ -144,7 +144,7 @@ std::string CMapGenerator::getMapDescription() const
std::stringstream ss;
ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
", levels %s, humans %d, computers %d, water %s, monster %s, VCMI map") % mapGenOptions->getMapTemplate()->getName() %
", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapGenOptions->getMapTemplate()->getName() %
randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
monsterStrengthStr[monsterStrengthIndex]);