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Fixed generation of CPU teams.

This commit is contained in:
DjWarmonger
2015-06-01 21:57:43 +02:00
parent 34a59a2788
commit c6f714db9c
4 changed files with 71 additions and 13 deletions

View File

@ -201,7 +201,7 @@ const std::map<std::string, CRmgTemplate *> & CMapGenOptions::getAvailableTempla
void CMapGenOptions::finalize(CRandomGenerator & rand)
{
logGlobal->infoStream() << boost::format ("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d")
% getPlayerCount() % getTeamCount() % getCompOnlyPlayerCount() % getCompOnlyTeamCount() % getWaterContent() % getMonsterStrength();
% (int)getPlayerCount() % (int)getTeamCount() % (int)getCompOnlyPlayerCount() % (int)getCompOnlyTeamCount() % (int)getWaterContent() % (int)getMonsterStrength();
if(!mapTemplate)
{
@ -212,7 +212,8 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
if (getPlayerCount() == RANDOM_SIZE)
{
auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers()));
//ignore all non-randomized players, make sure these players will not be missing after roll
possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
assert(!possiblePlayers.empty());
setPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
updatePlayers();
@ -246,9 +247,37 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
//rectangular maps are the future of gaming
//setHeight(20);
//setWidth(50);
logGlobal->traceStream() << "Player config:";
int humanPlayers = 0, cpuOnlyPlayers = 0, AIplayers = 0;
for (auto player : players)
{
std::string playerType;
switch (player.second.getPlayerType())
{
case EPlayerType::AI:
playerType = "AI";
AIplayers++;
break;
case EPlayerType::COMP_ONLY:
playerType = "computer only";
cpuOnlyPlayers++;
break;
case EPlayerType::HUMAN:
playerType = "human only";
humanPlayers++;
break;
default:
assert(false);
}
logGlobal->traceStream() << boost::format("Player %d: %s") % player.second.getColor() % playerType;
}
setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automaticlaly (?)
logGlobal->infoStream() << boost::format("Final player config: %d total, %d cpu-only") % players.size() % (int)getCompOnlyPlayerCount();
}
void CMapGenOptions::updatePlayers()
@ -313,6 +342,15 @@ int CMapGenOptions::countHumanPlayers() const
}));
}
int CMapGenOptions::countCompOnlyPlayers() const
{
return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
{
return pair.second.getPlayerType() == EPlayerType::COMP_ONLY;
}));
}
PlayerColor CMapGenOptions::getNextPlayerColor() const
{
for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1))