#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 "CRmgTemplate.h" #include "CRmgTemplateZone.h" #include "CZonePlacer.h" #include "../mapObjects/CObjectClassesHandler.h" static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)}; void CMapGenerator::foreach_neighbour(const int3 &pos, std::function foo) { for(const int3 &dir : int3::getDirs()) { int3 n = pos + dir; if(map->isInTheMap(n)) foo(n); } } void CMapGenerator::foreachDirectNeighbour(const int3& pos, std::function foo) { for(const int3 &dir : dirs4) { int3 n = pos + dir; if(map->isInTheMap(n)) foo(n); } } CMapGenerator::CMapGenerator() : zonesTotal(0), monolithIndex(0) { } void CMapGenerator::initTiles() { map->initTerrain(); int width = map->width; int height = map->height; int level = map->twoLevel ? 2 : 1; tiles = new CTileInfo**[width]; for (int i = 0; i < width; ++i) { tiles[i] = new CTileInfo*[height]; for (int j = 0; j < height; ++j) { tiles[i][j] = new CTileInfo[level]; } } } CMapGenerator::~CMapGenerator() { if (tiles) { int width = mapGenOptions->getWidth(); int height = mapGenOptions->getHeight(); for (int i=0; i < width; i++) { for(int j=0; j < height; j++) { delete [] tiles[i][j]; } delete [] tiles[i]; } delete [] tiles; } } void CMapGenerator::initPrisonsRemaining() { prisonsRemaining = 0; for (auto isAllowed : map->allowedHeroes) { if (isAllowed) prisonsRemaining++; } prisonsRemaining = std::max (0, prisonsRemaining - 16 * mapGenOptions->getPlayerCount()); //so at least 16 heroes will be available for every player } void CMapGenerator::initQuestArtsRemaining() { for (auto art : VLC->arth->artifacts) { if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->id) && art->constituentOf.empty()) //don't use parts of combined artifacts questArtifacts.push_back(art->id); } } std::unique_ptr CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/) { this->mapGenOptions = mapGenOptions; this->randomSeed = randomSeed; assert(mapGenOptions); rand.setSeed(this->randomSeed); mapGenOptions->finalize(rand); map = make_unique(); editManager = map->getEditManager(); try { editManager->getUndoManager().setUndoRedoLimit(0); //FIXME: somehow mapGenOption is nullptr at this point :? addHeaderInfo(); initTiles(); initPrisonsRemaining(); initQuestArtsRemaining(); genZones(); map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded fillZones(); //updated guarded tiles will be calculated in CGameState::initMapObjects() } catch (rmgException &e) { logGlobal->errorStream() << "Random map generation received exception: " << e.what(); } return std::move(map); } std::string CMapGenerator::getMapDescription() const { assert(mapGenOptions); 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 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, players %d, computers %d, water %s, monster %s, VCMI 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[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->factions[pSettings.getStartingTown()]->name; } } return ss.str(); } void CMapGenerator::addPlayerInfo() { // Calculate which team numbers exist enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2}; std::array, 2> teamNumbers; 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 (teamNumbers[j].empty()) { logGlobal->errorStream() << boost::format("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); map->players[pSettings.getColor().getNum()] = player; } map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount()) + (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount()); } void CMapGenerator::genZones() { editManager->clearTerrain(&rand); editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight())); editManager->drawTerrain(ETerrainType::GRASS, &rand); auto tmpl = mapGenOptions->getMapTemplate(); zones = tmpl->getZones(); //copy from template (refactor?) CZonePlacer placer(this); placer.placeZones(mapGenOptions, &rand); placer.assignZones(mapGenOptions); logGlobal->infoStream() << "Zones generated successfully"; } void CMapGenerator::fillZones() { //init native town count with 0 for (auto faction : VLC->townh->getAllowedFactions()) zonesPerFaction[faction] = 0; logGlobal->infoStream() << "Started filling zones"; //initialize possible tiles before any object is actually placed for (auto it : zones) { it.second->initFreeTiles(this); } findZonesForQuestArts(); createConnections(); //make sure all connections are passable before creating borders for (auto it : zones) { it.second->createBorder(this); //we need info about all town types to evaluate dwellings and pandoras with creatures properly it.second->initTownType(this); } std::vector treasureZones; for (auto it : zones) { it.second->fill(this); if (it.second->getType() == ETemplateZoneType::TREASURE) treasureZones.push_back(it.second); } //set apriopriate free/occupied tiles, including blocked underground rock createObstaclesCommon1(); //set back original terrain for underground zones for (auto it : zones) it.second->createObstacles1(this); createObstaclesCommon2(); //place actual obstacles matching zone terrain for (auto it : zones) { it.second->createObstacles2(this); } #define PRINT_MAP_BEFORE_ROADS true if (PRINT_MAP_BEFORE_ROADS) //enable to debug { std::ofstream out("road debug"); int levels = map->twoLevel ? 2 : 1; int width = map->width; int height = map->height; for (int k = 0; k < levels; k++) { for (int j = 0; jconnectRoads(this); //draw roads after everything else has been placed } //find place for Grail if (treasureZones.empty()) { for (auto it : zones) treasureZones.push_back(it.second); } auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand); map->grailPos = *RandomGeneratorUtil::nextItem(*grailZone->getFreePaths(), rand); logGlobal->infoStream() << "Zones filled successfully"; } void CMapGenerator::createObstaclesCommon1() { if (map->twoLevel) //underground { //negative approach - create rock tiles first, then make sure all accessible tiles have no rock std::vector rockTiles; for (int x = 0; x < map->width; x++) { for (int y = 0; y < map->height; y++) { int3 tile(x, y, 1); if (shouldBeBlocked(tile)) { rockTiles.push_back(tile); } } } editManager->getTerrainSelection().setSelection(rockTiles); editManager->drawTerrain(ETerrainType::ROCK, &rand); } } void CMapGenerator::createObstaclesCommon2() { if (map->twoLevel) { //finally mark rock tiles as occupied, spawn no obstacles there for (int x = 0; x < map->width; x++) { for (int y = 0; y < map->height; y++) { int3 tile(x, y, 1); if (map->getTile(tile).terType == ETerrainType::ROCK) { setOccupied(tile, ETileType::USED); } } } } //tighten obstacles to improve visuals for (int i = 0; i < 3; ++i) { int blockedTiles = 0; int freeTiles = 0; for (int z = 0; z < (map->twoLevel ? 2 : 1); z++) { for (int x = 0; x < map->width; x++) { for (int y = 0; y < map->height; y++) { int3 tile(x, y, z); if (!isPossible(tile)) //only possible tiles can change continue; int blockedNeighbours = 0; int freeNeighbours = 0; foreach_neighbour(tile, [this, &blockedNeighbours, &freeNeighbours](int3 &pos) { if (this->isBlocked(pos)) blockedNeighbours++; if (this->isFree(pos)) freeNeighbours++; }); if (blockedNeighbours > 4) { setOccupied(tile, ETileType::BLOCKED); blockedTiles++; } else if (freeNeighbours > 4) { setOccupied(tile, ETileType::FREE); freeTiles++; } } } } logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles; } } void CMapGenerator::findZonesForQuestArts() { //we want to place arties in zones that were not yet filled (higher index) for (auto connection : mapGenOptions->getMapTemplate()->getConnections()) { auto zoneA = connection.getZoneA(); auto zoneB = connection.getZoneB(); if (zoneA->getId() > zoneB->getId()) { zoneB->setQuestArtZone(zoneA); } else if (zoneA->getId() < zoneB->getId()) { zoneA->setQuestArtZone(zoneB); } } } void CMapGenerator::createConnections() { for (auto connection : mapGenOptions->getMapTemplate()->getConnections()) { auto zoneA = connection.getZoneA(); auto zoneB = connection.getZoneB(); //rearrange tiles in random order auto tilesCopy = zoneA->getTileInfo(); std::vector tiles(tilesCopy.begin(), tilesCopy.end()); RandomGeneratorUtil::randomShuffle(tiles, rand); int3 guardPos(-1,-1,-1); auto otherZoneTiles = zoneB->getTileInfo(); int3 posA = zoneA->getPos(); int3 posB = zoneB->getPos(); if (posA.z == posB.z) { for (auto tile : tiles) { if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed continue; foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos) //must be direct since paths also also generated between direct neighbours { //if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos)) if (vstd::contains(otherZoneTiles, pos)) guardPos = tile; }); if (guardPos.valid()) { setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true); //zones can make paths only in their own area zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center zoneA->addRoadNode(guardPos); zoneB->addRoadNode(guardPos); break; //we're done with this connection } } } else //create subterranean gates between two zones { //find point on the path between zones float3 offset (posB.x - posA.x, posB.y - posA.y, 0); float distance = posB.dist2d(posA); vstd::amax (distance, 0.5f); offset /= distance; //get unit vector float3 vec (0, 0, 0); //use reduced size of underground zone - make sure gate does not stand on rock int3 tile = posA; int3 otherTile = tile; bool stop = false; while (!stop) { vec += offset; //this vector may extend beyond line between zone centers, in case they are directly over each other tile = posA + int3(vec.x, vec.y, 0); float distanceFromA = posA.dist2d(tile); float distanceFromB = posB.dist2d(tile); if (distanceFromA + distanceFromB > std::max(zoneA->getSize() + zoneB->getSize(), distance)) break; //we are too far away to ever connect //if zone is underground, gate must fit within its (reduced) radius if (distanceFromA > 5 && (!posA.z || distanceFromA < zoneA->getSize() - 3) && distanceFromB > 5 && (!posB.z || distanceFromB < zoneB->getSize() - 3)) { otherTile = tile; otherTile.z = posB.z; if (vstd::contains(tiles, tile) && vstd::contains(otherZoneTiles, otherTile)) { bool withinZone = true; foreach_neighbour (tile, [&withinZone, &tiles](int3 &pos) { if (!vstd::contains(tiles, pos)) withinZone = false; }); foreach_neighbour (otherTile, [&withinZone, &otherZoneTiles](int3 &pos) { if (!vstd::contains(otherZoneTiles, pos)) withinZone = false; }); if (withinZone) { zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength()); zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength()); stop = true; //we are done, go to next connection } } } } if (stop) continue; } if (!guardPos.valid()) { auto teleport1 = new CGMonolith; teleport1->ID = Obj::MONOLITH_TWO_WAY; teleport1->subID = getNextMonlithIndex(); auto teleport2 = new CGMonolith(*teleport1); zoneA->addRequiredObject (teleport1, connection.getGuardStrength()); zoneB->addRequiredObject (teleport2, connection.getGuardStrength()); } } } 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(); } void CMapGenerator::checkIsOnMap(const int3& tile) const { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); } std::map CMapGenerator::getZones() const { return zones; } bool CMapGenerator::isBlocked(const int3 &tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z].isBlocked(); } bool CMapGenerator::shouldBeBlocked(const int3 &tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z].shouldBeBlocked(); } bool CMapGenerator::isPossible(const int3 &tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z].isPossible(); } bool CMapGenerator::isFree(const int3 &tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z].isFree(); } bool CMapGenerator::isUsed(const int3 &tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z].isUsed(); } bool CMapGenerator::isRoad(const int3& tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z].isRoad(); } void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state) { checkIsOnMap(tile); tiles[tile.x][tile.y][tile.z].setOccupied(state); } void CMapGenerator::setRoad(const int3& tile, ERoadType::ERoadType roadType) { checkIsOnMap(tile); tiles[tile.x][tile.y][tile.z].setRoadType(roadType); } CTileInfo CMapGenerator::getTile(const int3& tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z]; } bool CMapGenerator::isAllowedSpell(SpellID sid) const { assert(sid >= 0); if (sid < map->allowedSpell.size()) { return map->allowedSpell[sid]; } else return false; } void CMapGenerator::setNearestObjectDistance(int3 &tile, float value) { checkIsOnMap(tile); tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value); } float CMapGenerator::getNearestObjectDistance(const int3 &tile) const { checkIsOnMap(tile); return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance(); } int CMapGenerator::getNextMonlithIndex() { if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size()) { //logGlobal->errorStream() << boost::to_string(boost::format("RMG Error! There is no Monolith Two Way with index %d available!") % monolithIndex); //monolithIndex++; //return VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size() - 1; //TODO: interrupt map generation and report error throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex)); } else return monolithIndex++; } int CMapGenerator::getPrisonsRemaning() const { return prisonsRemaining; } void CMapGenerator::decreasePrisonsRemaining() { prisonsRemaining = std::max (0, prisonsRemaining - 1); } std::vector CMapGenerator::getQuestArtsRemaning() const { return questArtifacts; } void CMapGenerator::banQuestArt(ArtifactID id) { map->allowedArtifact[id] = false; vstd::erase_if_present (questArtifacts, id); } void CMapGenerator::registerZone (TFaction faction) { zonesPerFaction[faction]++; zonesTotal++; } ui32 CMapGenerator::getZoneCount(TFaction faction) { return zonesPerFaction[faction]; } ui32 CMapGenerator::getTotalZoneCount() const { return zonesTotal; }