mirror of
https://github.com/vcmi/vcmi.git
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Taken jfhs code as it is.
http://forum.vcmi.eu/viewtopic.php?p=10040#10040
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@@ -11,32 +11,441 @@
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#pragma once
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#include "../GameConstants.h"
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#include "../CRandomGenerator.h"
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#include "CMapGenOptions.h"
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#include "../CObjectHandler.h"
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#include "../int3.h"
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class CMap;
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class CTerrainViewPatternConfig;
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class CMapEditManager;
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class JsonNode;
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typedef std::vector<JsonNode> JsonVector;
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namespace ETemplateZoneType
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{
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enum ETemplateZoneType
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{
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PLAYER_START,
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CPU_START,
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TREASURE,
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JUNCTION
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};
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}
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typedef int TRmgTemplateZoneId;
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class CMapGenerator;
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/// The CRmgTemplateZone describes a zone in a template.
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class DLL_LINKAGE CRmgTemplateZone
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{
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public:
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class DLL_LINKAGE CTownInfo
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{
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public:
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CTownInfo();
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int getTownCount() const; /// Default: 0
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void setTownCount(int value);
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int getCastleCount() const; /// Default: 0
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void setCastleCount(int value);
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int getTownDensity() const; /// Default: 0
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void setTownDensity(int value);
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int getCastleDensity() const; /// Default: 0
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void setCastleDensity(int value);
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private:
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int townCount, castleCount, townDensity, castleDensity;
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};
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class DLL_LINKAGE CTileInfo
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{
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public:
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CTileInfo();
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int getNearestObjectDistance() const;
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void setNearestObjectDistance(int value);
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bool isObstacle() const;
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void setObstacle(bool value);
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bool isOccupied() const;
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void setOccupied(bool value);
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ETerrainType getTerrainType() const;
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void setTerrainType(ETerrainType value);
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private:
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int nearestObjectDistance;
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bool obstacle;
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bool occupied;
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ETerrainType terrain;
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};
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CRmgTemplateZone();
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TRmgTemplateZoneId getId() const; /// Default: 0
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void setId(TRmgTemplateZoneId value);
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ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
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void setType(ETemplateZoneType::ETemplateZoneType value);
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int getSize() const; /// Default: 1
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void setSize(int value);
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boost::optional<int> getOwner() const;
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void setOwner(boost::optional<int> value);
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const CTownInfo & getPlayerTowns() const;
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void setPlayerTowns(const CTownInfo & value);
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const CTownInfo & getNeutralTowns() const;
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void setNeutralTowns(const CTownInfo & value);
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bool getTownsAreSameType() const; /// Default: false
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void setTownsAreSameType(bool value);
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const std::set<TFaction> & getTownTypes() const; /// Default: all
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void setTownTypes(const std::set<TFaction> & value);
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std::set<TFaction> getDefaultTownTypes() const;
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bool getMatchTerrainToTown() const; /// Default: true
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void setMatchTerrainToTown(bool value);
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const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
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void setTerrainTypes(const std::set<ETerrainType> & value);
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std::set<ETerrainType> getDefaultTerrainTypes() const;
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boost::optional<TRmgTemplateZoneId> getTerrainTypeLikeZone() const;
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void setTerrainTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
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boost::optional<TRmgTemplateZoneId> getTownTypeLikeZone() const;
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void setTownTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
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void setShape(std::vector<int3> shape);
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bool fill(CMapGenerator* gen);
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private:
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TRmgTemplateZoneId id;
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ETemplateZoneType::ETemplateZoneType type;
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int size;
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boost::optional<int> owner;
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CTownInfo playerTowns, neutralTowns;
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bool townsAreSameType;
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std::set<TFaction> townTypes;
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bool matchTerrainToTown;
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std::set<ETerrainType> terrainTypes;
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boost::optional<TRmgTemplateZoneId> terrainTypeLikeZone, townTypeLikeZone;
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std::vector<int3> shape;
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std::map<int3, CTileInfo> tileinfo;
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std::vector<CGObjectInstance*> objects;
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int3 getCenter();
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bool pointIsIn(int x, int y);
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bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
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void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
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bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str);
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};
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/// The CRmgTemplateZoneConnection describes the connection between two zones.
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class DLL_LINKAGE CRmgTemplateZoneConnection
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{
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public:
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CRmgTemplateZoneConnection();
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TRmgTemplateZoneId getZoneA() const; /// Default: 0
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void setZoneA(TRmgTemplateZoneId value);
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TRmgTemplateZoneId getZoneB() const; /// Default: 0
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void setZoneB(TRmgTemplateZoneId value);
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int getGuardStrength() const; /// Default: 0
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void setGuardStrength(int value);
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private:
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TRmgTemplateZoneId zoneA, zoneB;
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int guardStrength;
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};
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/// The CRmgTemplate describes a random map template.
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class DLL_LINKAGE CRmgTemplate
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{
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public:
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class CSize
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{
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public:
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CSize();
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CSize(int width, int height, bool under);
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int getWidth() const; /// Default: CMapHeader::MAP_SIZE_MIDDLE
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void setWidth(int value);
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int getHeight() const; /// Default: CMapHeader::MAP_SIZE_MIDDLE
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void setHeight(int value);
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bool getUnder() const; /// Default: true
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void setUnder(bool value);
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bool operator<=(const CSize & value) const;
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bool operator>=(const CSize & value) const;
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private:
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int width, height;
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bool under;
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};
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class CPlayerCountRange
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{
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public:
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void addRange(int lower, int upper);
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void addNumber(int value);
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bool isInRange(int count) const;
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std::set<int> getNumbers() const;
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private:
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std::list<std::pair<int, int> > range;
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};
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CRmgTemplate();
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const std::string & getName() const;
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void setName(const std::string & value);
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const CSize & getMinSize() const;
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void setMinSize(const CSize & value);
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const CSize & getMaxSize() const;
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void setMaxSize(const CSize & value);
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const CPlayerCountRange & getPlayers() const;
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void setPlayers(const CPlayerCountRange & value);
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const CPlayerCountRange & getCpuPlayers() const;
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void setCpuPlayers(const CPlayerCountRange & value);
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const std::map<TRmgTemplateZoneId, CRmgTemplateZone> & getZones() const;
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void setZones(const std::map<TRmgTemplateZoneId, CRmgTemplateZone> & value);
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const std::list<CRmgTemplateZoneConnection> & getConnections() const;
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void setConnections(const std::list<CRmgTemplateZoneConnection> & value);
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void validate() const; /// Tests template on validity and throws exception on failure
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private:
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std::string name;
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CSize minSize, maxSize;
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CPlayerCountRange players, cpuPlayers;
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std::map<TRmgTemplateZoneId, CRmgTemplateZone> zones;
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std::list<CRmgTemplateZoneConnection> connections;
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};
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namespace EWaterContent
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{
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enum EWaterContent
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{
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RANDOM = -1,
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NONE,
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NORMAL,
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ISLANDS
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};
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}
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namespace EMonsterStrength
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{
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enum EMonsterStrength
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{
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RANDOM = -1,
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WEAK,
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NORMAL,
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STRONG
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};
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}
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namespace EPlayerType
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{
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enum EPlayerType
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{
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HUMAN,
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AI,
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COMP_ONLY
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};
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}
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/// The map gen options class holds values about general map generation settings
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/// e.g. the size of the map, the count of players,...
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class DLL_LINKAGE CMapGenOptions
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{
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public:
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/// The player settings class maps the player color, starting town and human player flag.
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class DLL_LINKAGE CPlayerSettings
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{
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public:
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CPlayerSettings();
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/// The color of the player ranging from 0 to PlayerColor::PLAYER_LIMIT - 1.
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/// The default value is 0.
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PlayerColor getColor() const;
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void setColor(PlayerColor value);
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/// The starting town of the player ranging from 0 to town max count or RANDOM_TOWN.
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/// The default value is RANDOM_TOWN.
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si32 getStartingTown() const;
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void setStartingTown(si32 value);
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/// The default value is EPlayerType::AI.
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EPlayerType::EPlayerType getPlayerType() const;
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void setPlayerType(EPlayerType::EPlayerType value);
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/// Constant for a random town selection.
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static const si32 RANDOM_TOWN = -1;
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private:
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PlayerColor color;
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si32 startingTown;
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EPlayerType::EPlayerType playerType;
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public:
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & color & startingTown & playerType;
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}
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};
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CMapGenOptions();
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si32 getWidth() const;
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void setWidth(si32 value);
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si32 getHeight() const;
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void setHeight(si32 value);
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bool getHasTwoLevels() const;
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void setHasTwoLevels(bool value);
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/// The count of the players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
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/// this method, all player settings are reset to default settings.
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si8 getPlayerCount() const;
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void setPlayerCount(si8 value);
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/// The count of the teams ranging from 0 to <players count - 1> or RANDOM_SIZE for random.
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si8 getTeamCount() const;
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void setTeamCount(si8 value);
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/// The count of the computer only players ranging from 0 to <PlayerColor::PLAYER_LIMIT - players count> or RANDOM_SIZE for random.
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/// If you call this method, all player settings are reset to default settings.
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si8 getCompOnlyPlayerCount() const;
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void setCompOnlyPlayerCount(si8 value);
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/// The count of the computer only teams ranging from 0 to <comp only players - 1> or RANDOM_SIZE for random.
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si8 getCompOnlyTeamCount() const;
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void setCompOnlyTeamCount(si8 value);
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EWaterContent::EWaterContent getWaterContent() const;
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void setWaterContent(EWaterContent::EWaterContent value);
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EMonsterStrength::EMonsterStrength getMonsterStrength() const;
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void setMonsterStrength(EMonsterStrength::EMonsterStrength value);
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/// The first player colors belong to standard players and the last player colors belong to comp only players.
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/// All standard players are by default of type EPlayerType::AI.
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const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const;
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void setStartingTownForPlayer(PlayerColor color, si32 town);
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/// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The
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/// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN.
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void setPlayerTypeForStandardPlayer(PlayerColor color, EPlayerType::EPlayerType playerType);
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/// The random map template to generate the map with or empty/not set if the template should be chosen randomly.
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/// Default: Not set/random.
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const CRmgTemplate * getMapTemplate() const;
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void setMapTemplate(const CRmgTemplate * value);
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const std::map<std::string, CRmgTemplate> & getAvailableTemplates() const;
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/// Finalizes the options. All random sizes for various properties will be overwritten by numbers from
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/// a random number generator by keeping the options in a valid state. Check options should return true, otherwise
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/// this function fails.
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void finalize();
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void finalize(CRandomGenerator & gen);
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/// Returns false if there is no template available which fits to the currently selected options.
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bool checkOptions() const;
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static const si8 RANDOM_SIZE = -1;
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private:
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void resetPlayersMap();
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int countHumanPlayers() const;
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PlayerColor getNextPlayerColor() const;
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void updateCompOnlyPlayers();
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void updatePlayers();
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const CRmgTemplate * getPossibleTemplate(CRandomGenerator & gen) const;
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si32 width, height;
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bool hasTwoLevels;
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si8 playerCount, teamCount, compOnlyPlayerCount, compOnlyTeamCount;
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EWaterContent::EWaterContent waterContent;
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EMonsterStrength::EMonsterStrength monsterStrength;
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std::map<PlayerColor, CPlayerSettings> players;
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const CRmgTemplate * mapTemplate;
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public:
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & width & height & hasTwoLevels & playerCount & teamCount & compOnlyPlayerCount;
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h & compOnlyTeamCount & waterContent & monsterStrength & players;
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//TODO add name of template to class, enables selection of a template by a user
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}
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};
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/// The map generator creates a map randomly.
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class DLL_LINKAGE CMapGenerator
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{
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public:
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CMapGenerator();
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explicit CMapGenerator(const CMapGenOptions & mapGenOptions, int randomSeed = std::time(nullptr));
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~CMapGenerator(); // required due to unique_ptr
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std::unique_ptr<CMap> generate(CMapGenOptions * mapGenOptions, int randomSeed = std::time(nullptr));
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std::unique_ptr<CMap> generate();
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CMapGenOptions mapGenOptions;
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std::unique_ptr<CMap> map;
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CRandomGenerator gen;
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int randomSeed;
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CMapEditManager * editManager;
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private:
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std::map<TRmgTemplateZoneId, CRmgTemplateZone> zones;
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/// Generation methods
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std::string getMapDescription() const;
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void addPlayerInfo();
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void addHeaderInfo();
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void genTerrain();
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void genTowns();
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void genZones();
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void fillZones();
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CMapGenOptions * mapGenOptions;
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std::unique_ptr<CMap> map;
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CRandomGenerator rand;
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int randomSeed;
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CMapEditManager * editManager;
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};
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/* ---------------------------------------------------------------------------- */
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/* Implementation/Detail classes, Private API */
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/* ---------------------------------------------------------------------------- */
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/// The CRmgTemplateLoader is a abstract base class for loading templates.
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class DLL_LINKAGE CRmgTemplateLoader
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{
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public:
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virtual ~CRmgTemplateLoader() { };
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virtual void loadTemplates() = 0;
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const std::map<std::string, CRmgTemplate> & getTemplates() const;
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protected:
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std::map<std::string, CRmgTemplate> templates;
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};
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/// The CJsonRmgTemplateLoader loads templates from a JSON file.
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class DLL_LINKAGE CJsonRmgTemplateLoader : public CRmgTemplateLoader
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{
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public:
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void loadTemplates() override;
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private:
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CRmgTemplate::CSize parseMapTemplateSize(const std::string & text) const;
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CRmgTemplateZone::CTownInfo parseTemplateZoneTowns(const JsonNode & node) const;
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ETemplateZoneType::ETemplateZoneType parseZoneType(const std::string & type) const;
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std::set<TFaction> parseTownTypes(const JsonVector & townTypesVector, const std::set<TFaction> & defaultTownTypes) const;
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std::set<ETerrainType> parseTerrainTypes(const JsonVector & terTypeStrings, const std::set<ETerrainType> & defaultTerrainTypes) const;
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CRmgTemplate::CPlayerCountRange parsePlayers(const std::string & players) const;
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};
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/// The CRmgTemplateStorage is a singleton object where templates are stored and which can be accessed from anywhere.
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class DLL_LINKAGE CRmgTemplateStorage
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{
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public:
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static CRmgTemplateStorage & get();
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const std::map<std::string, CRmgTemplate> & getTemplates() const;
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private:
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CRmgTemplateStorage();
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~CRmgTemplateStorage();
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static boost::mutex smx;
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std::map<std::string, CRmgTemplate> templates; /// Key: Template name
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};
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