/* * 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 "../CObjectHandler.h" #include "../CDefObjInfoHandler.h" #include "../CTownHandler.h" #include "../StringConstants.h" #include "CRmgTemplate.h" CMapGenerator::CMapGenerator() : mapGenOptions(nullptr), randomSeed(0) { } CMapGenerator::~CMapGenerator() { } std::unique_ptr CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/) { this->randomSeed = randomSeed; gen.seed(this->randomSeed); this->mapGenOptions = mapGenOptions; this->mapGenOptions->finalize(gen); map = make_unique(); editManager = map->getEditManager(); editManager->getUndoManager().setUndoRedoLimit(0); addHeaderInfo(); genTerrain(); genTowns(); return std::move(map); } std::string CMapGenerator::getMapDescription() const { const std::string waterContentStr[3] = { "none", "normal", "islands" }; const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" }; 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, second expansion map") % mapGenOptions->getMapTemplate()->getName() % randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast(mapGenOptions->getPlayerCount()) % static_cast(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] % monsterStrengthStr[mapGenOptions->getMonsterStrength()]); 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->factions[pSettings.getStartingTown()]->name; } } return ss.str(); } void CMapGenerator::addPlayerInfo() { // Calculate which team numbers exist std::array, 2> teamNumbers; // 0= cpu/human, 1= cpu only int teamOffset = 0; for(int i = 0; i < 2; ++i) { int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount(); int teamCount = i == 0 ? mapGenOptions->getTeamCount() : 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 for(const auto & pair : mapGenOptions->getPlayersSettings()) { const auto & pSettings = pair.second; PlayerInfo player; player.canComputerPlay = true; int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0; if(j == 0) { player.canHumanPlay = true; } auto itTeam = std::next(teamNumbers[j].begin(), gen.getInteger(0, teamNumbers[j].size() - 1)); player.team = TeamID(*itTeam); teamNumbers[j].erase(itTeam); map->players[pSettings.getColor().getNum()] = player; } map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount()) + (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount()); } void CMapGenerator::genTerrain() { map->initTerrain(); editManager->clearTerrain(&gen); editManager->getTerrainSelection().selectRange(MapRect(int3(4, 4, 0), 24, 30)); editManager->drawTerrain(ETerrainType::GRASS, &gen); } void CMapGenerator::genTowns() { //FIXME mock gen const int3 townPos[2] = { int3(11, 7, 0), int3(19,7, 0) }; for(size_t i = 0; i < map->players.size(); ++i) { auto & playerInfo = map->players[i]; if(!playerInfo.canAnyonePlay()) break; PlayerColor owner(i); int side = i % 2; auto town = new CGTownInstance(); town->ID = Obj::TOWN; int townId = mapGenOptions->getPlayersSettings().find(PlayerColor(i))->second.getStartingTown(); if(townId == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) townId = gen.getInteger(0, 8); // Default towns town->subID = townId; town->tempOwner = owner; town->defInfo = VLC->dobjinfo->gobjs[town->ID][town->subID]; town->builtBuildings.insert(BuildingID::FORT); town->builtBuildings.insert(BuildingID::DEFAULT); editManager->insertObject(town, int3(townPos[side].x, townPos[side].y + (i / 2) * 5, 0)); // Update player info playerInfo.allowedFactions.clear(); playerInfo.allowedFactions.insert(townId); playerInfo.hasMainTown = true; playerInfo.posOfMainTown = town->pos - int3(2, 0, 0); playerInfo.generateHeroAtMainTown = true; } } void CMapGenerator::addHeaderInfo() { map->version = EMapFormat::SOD; map->width = mapGenOptions->getWidth(); map->height = mapGenOptions->getHeight(); map->twoLevel = mapGenOptions->getHasTwoLevels(); map->name = VLC->generaltexth->allTexts[740]; map->description = getMapDescription(); map->difficulty = 1; addPlayerInfo(); }