/* * CMapGenerator.cpp, 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 * */ #include "StdInc.h" #include "CMapGenerator.h" #include "../mapping/CMap.h" #include "../VCMI_Lib.h" #include "../CGeneralTextHandler.h" #include "../mapping/CMapEditManager.h" #include "../CTownHandler.h" #include "../StringConstants.h" #include "../filesystem/Filesystem.h" #include "CZonePlacer.h" #include "../mapObjects/CObjectClassesHandler.h" #include "TileInfo.h" #include "Zone.h" #include "Functions.h" #include "RmgMap.h" #include "threadpool/ThreadPool.h" #include "modificators/ObjectManager.h" #include "modificators/TreasurePlacer.h" #include "modificators/RoadPlacer.h" VCMI_LIB_NAMESPACE_BEGIN CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, int RandomSeed) : mapGenOptions(mapGenOptions), randomSeed(RandomSeed), allowedPrisons(0), monolithIndex(0) { loadConfig(); rand.setSeed(this->randomSeed); mapGenOptions.finalize(rand); map = std::make_unique(mapGenOptions); placer = std::make_shared(*map); } int CMapGenerator::getRandomSeed() const { return randomSeed; } void CMapGenerator::loadConfig() { static const ResourceID path("config/randomMap.json"); JsonNode randomMapJson(path); config.shipyardGuard = randomMapJson["waterZone"]["shipyard"]["value"].Integer(); for(auto & treasure : randomMapJson["waterZone"]["treasure"].Vector()) { config.waterTreasure.emplace_back(treasure["min"].Integer(), treasure["max"].Integer(), treasure["density"].Integer()); } config.mineExtraResources = randomMapJson["mines"]["extraResourcesLimit"].Integer(); config.minGuardStrength = randomMapJson["minGuardStrength"].Integer(); config.defaultRoadType = randomMapJson["defaultRoadType"].String(); config.secondaryRoadType = randomMapJson["secondaryRoadType"].String(); config.treasureValueLimit = randomMapJson["treasureValueLimit"].Integer(); for(auto & i : randomMapJson["prisons"]["experience"].Vector()) config.prisonExperience.push_back(i.Integer()); for(auto & i : randomMapJson["prisons"]["value"].Vector()) config.prisonValues.push_back(i.Integer()); for(auto & i : randomMapJson["scrolls"]["value"].Vector()) config.scrollValues.push_back(i.Integer()); for(auto & i : randomMapJson["pandoras"]["creaturesValue"].Vector()) config.pandoraCreatureValues.push_back(i.Integer()); for(auto & i : randomMapJson["quests"]["value"].Vector()) config.questValues.push_back(i.Integer()); for(auto & i : randomMapJson["quests"]["rewardValue"].Vector()) config.questRewardValues.push_back(i.Integer()); config.pandoraMultiplierGold = randomMapJson["pandoras"]["valueMultiplierGold"].Integer(); config.pandoraMultiplierExperience = randomMapJson["pandoras"]["valueMultiplierExperience"].Integer(); config.pandoraMultiplierSpells = randomMapJson["pandoras"]["valueMultiplierSpells"].Integer(); config.pandoraSpellSchool = randomMapJson["pandoras"]["valueSpellSchool"].Integer(); config.pandoraSpell60 = randomMapJson["pandoras"]["valueSpell60"].Integer(); //override config with game options if(!mapGenOptions.isRoadEnabled(config.secondaryRoadType)) config.secondaryRoadType = ""; if(!mapGenOptions.isRoadEnabled(config.defaultRoadType)) config.defaultRoadType = config.secondaryRoadType; } const CMapGenerator::Config & CMapGenerator::getConfig() const { return config; } //must be instantiated in .cpp file for access to complete types of all member fields CMapGenerator::~CMapGenerator() = default; const CMapGenOptions& CMapGenerator::getMapGenOptions() const { return mapGenOptions; } void CMapGenerator::initPrisonsRemaining() { allowedPrisons = 0; for (auto isAllowed : map->getMap(this).allowedHeroes) { if (isAllowed) allowedPrisons++; } allowedPrisons = std::max (0, allowedPrisons - 16 * mapGenOptions.getPlayerCount()); //so at least 16 heroes will be available for every player } void CMapGenerator::initQuestArtsRemaining() { //TODO: Move to QuestArtifactPlacer? for (auto art : VLC->arth->objects) { //Don't use parts of combined artifacts if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->getId()) && art->constituentOf.empty()) questArtifacts.push_back(art->getId()); } } std::unique_ptr CMapGenerator::generate() { Load::Progress::reset(); Load::Progress::setupStepsTill(5, 30); try { addHeaderInfo(); map->initTiles(*this); Load::Progress::step(); initPrisonsRemaining(); initQuestArtsRemaining(); genZones(); Load::Progress::step(); map->getMap(this).calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded map->addModificators(); Load::Progress::step(3); fillZones(); //updated guarded tiles will be calculated in CGameState::initMapObjects() map->getZones().clear(); } catch (rmgException &e) { logGlobal->error("Random map generation received exception: %s", e.what()); } Load::Progress::finish(); return std::move(map->mapInstance); } std::string CMapGenerator::getMapDescription() const { assert(map); const std::string waterContentStr[3] = { "none", "normal", "islands" }; const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" }; int monsterStrengthIndex = mapGenOptions.getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0 const auto * mapTemplate = mapGenOptions.getMapTemplate(); if(!mapTemplate) throw rmgException("Map template for Random Map Generator is not found. Could not start the game."); 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 %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() % randomSeed % map->width() % map->height() % static_cast(map->levels()) % static_cast(mapGenOptions.getPlayerCount()) % static_cast(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] % monsterStrengthStr[monsterStrengthIndex]); for(const auto & pair : mapGenOptions.getPlayersSettings()) { const auto & pSettings = pair.second; if(pSettings.getPlayerType() == EPlayerType::HUMAN) { ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human"; } if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN) { ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " town choice is " << (*VLC->townh)[pSettings.getStartingTown()]->getNameTranslated(); } } return ss.str(); } void CMapGenerator::addPlayerInfo() { // Calculate which team numbers exist enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2}; std::array, 2> teamNumbers; std::set teamsTotal; int teamOffset = 0; int playerCount = 0; int teamCount = 0; for (int i = CPHUMAN; i < AFTER_LAST; ++i) { if (i == CPHUMAN) { playerCount = mapGenOptions.getPlayerCount(); teamCount = mapGenOptions.getTeamCount(); } else { playerCount = mapGenOptions.getCompOnlyPlayerCount(); teamCount = mapGenOptions.getCompOnlyTeamCount(); } if(playerCount == 0) { continue; } int playersPerTeam = playerCount / (teamCount == 0 ? playerCount : teamCount); int teamCountNorm = teamCount; if(teamCountNorm == 0) { teamCountNorm = playerCount; } for(int j = 0; j < teamCountNorm; ++j) { for(int k = 0; k < playersPerTeam; ++k) { teamNumbers[i].push_back(j + teamOffset); } } for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j) { teamNumbers[i].push_back(j + teamOffset); } teamOffset += teamCountNorm; } // Team numbers are assigned randomly to every player //TODO: allow customize teams in rmg template for(const auto & pair : mapGenOptions.getPlayersSettings()) { const auto & pSettings = pair.second; PlayerInfo player; player.canComputerPlay = true; int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN; if (j == CPHUMAN) { player.canHumanPlay = true; } if(pSettings.getTeam() != TeamID::NO_TEAM) { player.team = pSettings.getTeam(); } else { if (teamNumbers[j].empty()) { logGlobal->error("Not enough places in team for %s player", ((j == CPUONLY) ? "CPU" : "CPU or human")); assert (teamNumbers[j].size()); } auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand); player.team = TeamID(*itTeam); teamNumbers[j].erase(itTeam); } teamsTotal.insert(player.team.getNum()); map->getMap(this).players[pSettings.getColor().getNum()] = player; } map->getMap(this).howManyTeams = teamsTotal.size(); } void CMapGenerator::genZones() { placer->placeZones(&rand); placer->assignZones(&rand); logGlobal->info("Zones generated successfully"); } void CMapGenerator::addWaterTreasuresInfo() { if (!getZoneWater()) return; //add treasures on water for (const auto& treasureInfo : getConfig().waterTreasure) { getZoneWater()->addTreasureInfo(treasureInfo); } } void CMapGenerator::fillZones() { addWaterTreasuresInfo(); logGlobal->info("Started filling zones"); size_t numZones = map->getZones().size(); //we need info about all town types to evaluate dwellings and pandoras with creatures properly //place main town in the middle Load::Progress::setupStepsTill(numZones, 50); for (const auto& it : map->getZones()) { it.second->initFreeTiles(); it.second->initModificators(); Progress::Progress::step(); } //TODO: multiply by the number of modificators std::vector> treasureZones; ThreadPool pool; std::vector> futures; //At most one Modificator can run for every zone pool.init(std::min(std::thread::hardware_concurrency(), numZones)); TModificators allJobs; for (auto & it : map->getZones()) { allJobs.splice(allJobs.end(), it.second->getModificators()); } Load::Progress::setupStepsTill(allJobs.size(), 240); while (!allJobs.empty()) { for (auto it = allJobs.begin(); it != allJobs.end();) { if ((*it)->isFinished()) { it = allJobs.erase(it); Progress::Progress::step(); } else if ((*it)->isReady()) { auto jobCopy = *it; futures.emplace_back(pool.async([this, jobCopy]() -> void { jobCopy->run(); Progress::Progress::step(); //Update progress bar } )); it = allJobs.erase(it); } else { ++it; } } } //Wait for all the tasks for (auto& fut : futures) { fut.get(); } for (const auto& it : map->getZones()) { if (it.second->getType() == ETemplateZoneType::TREASURE) treasureZones.push_back(it.second); } //find place for Grail if (treasureZones.empty()) { for (const auto& it : map->getZones()) if (it.second->getType() != ETemplateZoneType::WATER) treasureZones.push_back(it.second); } auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand); map->getMap(this).grailPos = *RandomGeneratorUtil::nextItem(grailZone->freePaths().getTiles(), rand); logGlobal->info("Zones filled successfully"); Load::Progress::set(250); } void CMapGenerator::addHeaderInfo() { auto& m = map->getMap(this); m.version = EMapFormat::VCMI; m.width = mapGenOptions.getWidth(); m.height = mapGenOptions.getHeight(); m.twoLevel = mapGenOptions.getHasTwoLevels(); m.name = VLC->generaltexth->allTexts[740]; m.description = getMapDescription(); m.difficulty = 1; addPlayerInfo(); } int CMapGenerator::getNextMonlithIndex() { while (true) { if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size()) throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex)); else { //Skip modded Monoliths which can't beplaced on every terrain auto templates = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, monolithIndex)->getTemplates(); if (templates.empty() || !templates[0]->canBePlacedAtAnyTerrain()) { monolithIndex++; } else { return monolithIndex++; } } } } int CMapGenerator::getPrisonsRemaning() const { return allowedPrisons; } std::shared_ptr CMapGenerator::getZonePlacer() const { return placer; } const std::vector & CMapGenerator::getAllPossibleQuestArtifacts() const { return questArtifacts; } const std::vector CMapGenerator::getAllPossibleHeroes() const { //Skip heroes that were banned, including the ones placed in prisons std::vector ret; for (int j = 0; j < map->getMap(this).allowedHeroes.size(); j++) { if (map->getMap(this).allowedHeroes[j]) ret.push_back(HeroTypeID(j)); } return ret; } void CMapGenerator::banQuestArt(const ArtifactID & id) { //TODO: Protect with mutex map->getMap(this).allowedArtifact[id] = false; } void CMapGenerator::banHero(const HeroTypeID & id) { //TODO: Protect with mutex map->getMap(this).allowedHeroes[id] = false; } Zone * CMapGenerator::getZoneWater() const { for(auto & z : map->getZones()) if(z.second->getType() == ETemplateZoneType::WATER) return z.second.get(); return nullptr; } VCMI_LIB_NAMESPACE_END