#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 "../filesystem/Filesystem.h" #include "CRmgTemplate.h" #include "CRmgTemplateZone.h" #include "CZonePlacer.h" void CMapGenerator::foreach_neighbour(const int3 &pos, std::function foo) { for(const int3 &dir : dirs) { int3 n = pos + dir; if(map->isInTheMap(n)) foo(n); } } CMapGenerator::CMapGenerator(shared_ptr mapGenOptions, int randomSeed /*= std::time(nullptr)*/) : mapGenOptions(mapGenOptions), randomSeed(randomSeed), monolithIndex(0) { rand.setSeed(randomSeed); } 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() { //FIXME: what if map is not present anymore? if (tiles && map) { for (int i=0; i < map->width; i++) { for(int j=0; j < map->height; j++) { delete [] tiles[i][j]; } delete [] tiles[i]; } delete [] tiles; } } std::unique_ptr CMapGenerator::generate() { mapGenOptions->finalize(rand); map = make_unique(); editManager = map->getEditManager(); try { editManager->getUndoManager().setUndoRedoLimit(0); addHeaderInfo(); initTiles(); genZones(); map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded fillZones(); } catch (rmgException &e) { logGlobal->errorStream() << "Random map generation received exception: " << e.what(); } 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 = 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 pcnt = mapGenOptions->getPlayerCount(); auto w = mapGenOptions->getWidth(); auto h = mapGenOptions->getHeight(); auto tmpl = mapGenOptions->getMapTemplate(); zones = tmpl->getZones(); //copy from template (refactor?) int player_per_side = zones.size() > 4 ? 3 : 2; logGlobal->infoStream() << boost::format("Map size %d %d, players per side %d") % w % h % player_per_side; CZonePlacer placer(this); placer.placeZones(mapGenOptions, &rand); placer.assignZones(mapGenOptions); int i = 0; for(auto const it : zones) { CRmgTemplateZone * zone = it.second; zone->setType(i < pcnt ? ETemplateZoneType::PLAYER_START : ETemplateZoneType::TREASURE); this->zones[it.first] = zone; ++i; } logGlobal->infoStream() << "Zones generated successfully"; } void CMapGenerator::fillZones() { logGlobal->infoStream() << "Started filling zones"; createConnections(); for (auto it : zones) { //make sure all connections are passable before creating borders it.second->createBorder(this); it.second->fill(this); } logGlobal->infoStream() << "Zones filled successfully"; } 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(); auto otherZoneCenter = zoneB->getPos(); for (auto tile : tiles) { foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles](int3 &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()); //TODO: set value according to template //zones can make paths only in their own area zoneA->crunchPath (this, guardPos, zoneA->getPos(), zoneA->getId()); //make connection towards our zone center zoneB->crunchPath (this, guardPos, zoneB->getPos(), zoneB->getId()); //make connection towards other zone center break; //we're done with this connection } } if (!guardPos.valid()) { auto teleport1 = new CGTeleport; teleport1->ID = Obj::MONOLITH_TWO_WAY; teleport1->subID = getNextMonlithIndex(); auto teleport2 = new CGTeleport(*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(); } std::map CMapGenerator::getZones() const { return zones; } bool CMapGenerator::isBlocked(const int3 &tile) const { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); return tiles[tile.x][tile.y][tile.z].isBlocked(); } bool CMapGenerator::shouldBeBlocked(const int3 &tile) const { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); return tiles[tile.x][tile.y][tile.z].shouldBeBlocked(); } bool CMapGenerator::isPossible(const int3 &tile) const { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); return tiles[tile.x][tile.y][tile.z].isPossible(); } bool CMapGenerator::isFree(const int3 &tile) const { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); return tiles[tile.x][tile.y][tile.z].isFree(); } void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state) { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); tiles[tile.x][tile.y][tile.z].setOccupied(state); } CTileInfo CMapGenerator::getTile(const int3& tile) const { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); return tiles[tile.x][tile.y][tile.z]; } void CMapGenerator::setNearestObjectDistance(int3 &tile, int value) { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value); } int CMapGenerator::getNearestObjectDistance(const int3 &tile) const { if (!map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile)); return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance(); } int CMapGenerator::getNextMonlithIndex() { return monolithIndex++; }