/* * CMapGenOptions.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../GameConstants.h" #include "../serializer/Serializeable.h" #include "CRmgTemplate.h" VCMI_LIB_NAMESPACE_BEGIN namespace vstd { class RNG; } enum class EPlayerType { HUMAN, AI, COMP_ONLY }; /// The map gen options class holds values about general map generation settings /// e.g. the size of the map, the count of players,... class DLL_LINKAGE CMapGenOptions : public Serializeable { public: /// The player settings class maps the player color, starting town and human player flag. class DLL_LINKAGE CPlayerSettings { public: CPlayerSettings(); /// The color of the player ranging from 0 to PlayerColor::PLAYER_LIMIT - 1. /// The default value is 0. PlayerColor getColor() const; void setColor(const PlayerColor & value); /// The starting town of the player ranging from 0 to town max count or RANDOM_TOWN. /// The default value is RANDOM_TOWN. FactionID getStartingTown() const; void setStartingTown(FactionID value); /// The starting hero of the player ranging from 0 to hero max count or RANDOM_HERO. /// The default value is RANDOM_HERO HeroTypeID getStartingHero() const; void setStartingHero(HeroTypeID value); /// The default value is EPlayerType::AI. EPlayerType getPlayerType() const; void setPlayerType(EPlayerType value); /// Team id for this player. TeamID::NO_TEAM by default - team will be randomly assigned TeamID getTeam() const; void setTeam(const TeamID & value); private: PlayerColor color; FactionID startingTown; HeroTypeID startingHero; EPlayerType playerType; TeamID team; public: template void serialize(Handler & h) { h & color; h & startingTown; h & playerType; h & team; h & startingHero; } }; CMapGenOptions(); CMapGenOptions(const CMapGenOptions&) = delete; si32 getWidth() const; void setWidth(si32 value); si32 getHeight() const; void setHeight(si32 value); bool getHasTwoLevels() const; void setHasTwoLevels(bool value); /// 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 getHumanOrCpuPlayerCount() const; void setHumanOrCpuPlayerCount(si8 value); si8 getMinPlayersCount(bool withTemplateLimit = true) const; si8 getMaxPlayersCount(bool withTemplateLimit = true) const; si8 getPlayerLimit() const; /// The count of the teams ranging from 0 to or RANDOM_SIZE for random. si8 getTeamCount() const; void setTeamCount(si8 value); /// The count of the computer only players ranging from 0 to or RANDOM_SIZE for random. /// If you call this method, all player settings are reset to default settings. si8 getCompOnlyPlayerCount() const; void setCompOnlyPlayerCount(si8 value); /// The count of the computer only teams ranging from 0 to or RANDOM_SIZE for random. si8 getCompOnlyTeamCount() const; void setCompOnlyTeamCount(si8 value); EWaterContent::EWaterContent getWaterContent() const; void setWaterContent(EWaterContent::EWaterContent value); EMonsterStrength::EMonsterStrength getMonsterStrength() const; void setMonsterStrength(EMonsterStrength::EMonsterStrength value); bool isRoadEnabled(const RoadId & roadType) const; bool isRoadEnabled() const; void setRoadEnabled(const RoadId & roadType, bool enable); /// The first player colors belong to standard players and the last player colors belong to comp only players. /// All standard players are by default of type EPlayerType::AI. const std::map & getPlayersSettings() const; const std::map & getSavedPlayersMap() const; void setStartingTownForPlayer(const PlayerColor & color, FactionID town); void setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero); /// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The /// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN. void setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType); void setPlayerTeam(const PlayerColor & color, const TeamID & team = TeamID::NO_TEAM); /// The random map template to generate the map with or empty/not set if the template should be chosen randomly. /// Default: Not set/random. const CRmgTemplate * getMapTemplate() const; void setMapTemplate(const CRmgTemplate * value); void setMapTemplate(const std::string & name); std::vector getPossibleTemplates() const; /// Finalizes the options. All random sizes for various properties will be overwritten by numbers from /// a random number generator by keeping the options in a valid state. Check options should return true, otherwise /// this function fails. void finalize(vstd::RNG & rand); /// Returns false if there is no template available which fits to the currently selected options. bool checkOptions() const; /// Returns true if player colors or teams were set in game GUI bool arePlayersCustomized() const; static const si8 RANDOM_SIZE = -1; private: void initPlayersMap(); void resetPlayersMap(); void savePlayersMap(); int countHumanPlayers() const; int countCompOnlyPlayers() const; PlayerColor getNextPlayerColor() const; void updateCompOnlyPlayers(); void updatePlayers(); const CRmgTemplate * getPossibleTemplate(vstd::RNG & rand) const; si32 width; si32 height; bool hasTwoLevels; si8 humanOrCpuPlayerCount; si8 teamCount; si8 compOnlyPlayerCount; si8 compOnlyTeamCount; EWaterContent::EWaterContent waterContent; EMonsterStrength::EMonsterStrength monsterStrength; std::map players; std::map savedPlayerSettings; std::set enabledRoads; bool customizedPlayers; const CRmgTemplate * mapTemplate; public: template void serialize(Handler & h) { h & width; h & height; h & hasTwoLevels; h & humanOrCpuPlayerCount; h & teamCount; h & compOnlyPlayerCount; h & compOnlyTeamCount; h & waterContent; h & monsterStrength; h & players; std::string templateName; if(mapTemplate && h.saving) { templateName = mapTemplate->getId(); } h & templateName; if(!h.saving) { setMapTemplate(templateName); } h & enabledRoads; } void serializeJson(JsonSerializeFormat & handler); }; VCMI_LIB_NAMESPACE_END