/* * CMapGenOptions.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 "CMapGenOptions.h" #include "../mapping/CMap.h" #include "CRmgTemplateStorage.h" #include "CRmgTemplate.h" #include "../VCMI_Lib.h" #include "../CTownHandler.h" CMapGenOptions::CMapGenOptions() : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true), playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE), waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr) { resetPlayersMap(); } si32 CMapGenOptions::getWidth() const { return width; } void CMapGenOptions::setWidth(si32 value) { assert(value >= 1); width = value; } si32 CMapGenOptions::getHeight() const { return height; } void CMapGenOptions::setHeight(si32 value) { assert(value >= 1); height = value; } bool CMapGenOptions::getHasTwoLevels() const { return hasTwoLevels; } void CMapGenOptions::setHasTwoLevels(bool value) { hasTwoLevels = value; } si8 CMapGenOptions::getPlayerCount() const { return playerCount; } void CMapGenOptions::setPlayerCount(si8 value) { assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE); playerCount = value; auto possibleCompPlayersCount = value; if (compOnlyPlayerCount > possibleCompPlayersCount) setCompOnlyPlayerCount(possibleCompPlayersCount); resetPlayersMap(); } si8 CMapGenOptions::getTeamCount() const { return teamCount; } void CMapGenOptions::setTeamCount(si8 value) { assert(getPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getPlayerCount()) || value == RANDOM_SIZE); teamCount = value; } si8 CMapGenOptions::getCompOnlyPlayerCount() const { return compOnlyPlayerCount; } void CMapGenOptions::setCompOnlyPlayerCount(si8 value) { assert(value == RANDOM_SIZE || (getPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= PlayerColor::PLAYER_LIMIT_I - getPlayerCount()))); compOnlyPlayerCount = value; resetPlayersMap(); } si8 CMapGenOptions::getCompOnlyTeamCount() const { return compOnlyTeamCount; } void CMapGenOptions::setCompOnlyTeamCount(si8 value) { assert(value == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE || (value >= 0 && value <= std::max(compOnlyPlayerCount - 1, 0))); compOnlyTeamCount = value; } EWaterContent::EWaterContent CMapGenOptions::getWaterContent() const { return waterContent; } void CMapGenOptions::setWaterContent(EWaterContent::EWaterContent value) { waterContent = value; } EMonsterStrength::EMonsterStrength CMapGenOptions::getMonsterStrength() const { return monsterStrength; } void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value) { monsterStrength = value; } void CMapGenOptions::resetPlayersMap() { std::map rememberTownTypes; for (auto p : players) { auto town = p.second.getStartingTown(); if (town != RANDOM_SIZE) rememberTownTypes[p.first] = town; } players.clear(); int realPlayersCnt = playerCount; int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount; int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt; if (getPlayerCount() == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE) totalPlayersLimit = static_cast(PlayerColor::PLAYER_LIMIT_I); //FIXME: what happens with human players here? for(int color = 0; color < totalPlayersLimit; ++color) { CPlayerSettings player; auto pc = PlayerColor(color); player.setColor(pc); auto playerType = EPlayerType::AI; if (getPlayerCount() != RANDOM_SIZE && color < realPlayersCnt) { playerType = EPlayerType::HUMAN; } else if((getPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt) || (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I-compOnlyPlayerCount))) { playerType = EPlayerType::COMP_ONLY; } player.setPlayerType(playerType); players[pc] = player; if (vstd::contains(rememberTownTypes, pc)) players[pc].setStartingTown(rememberTownTypes[pc]); } } const std::map & CMapGenOptions::getPlayersSettings() const { return players; } void CMapGenOptions::setStartingTownForPlayer(PlayerColor color, si32 town) { auto it = players.find(color); if(it == players.end()) assert(0); it->second.setStartingTown(town); } void CMapGenOptions::setPlayerTypeForStandardPlayer(PlayerColor color, EPlayerType::EPlayerType playerType) { assert(playerType != EPlayerType::COMP_ONLY); auto it = players.find(color); if(it == players.end()) assert(0); it->second.setPlayerType(playerType); } const CRmgTemplate * CMapGenOptions::getMapTemplate() const { return mapTemplate; } void CMapGenOptions::setMapTemplate(const CRmgTemplate * value) { mapTemplate = value; //TODO validate & adapt options according to template assert(0); } const std::map & CMapGenOptions::getAvailableTemplates() const { return VLC->tplh->getTemplates(); } void CMapGenOptions::finalize(CRandomGenerator & rand) { logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d", static_cast(getPlayerCount()), static_cast(getTeamCount()), static_cast(getCompOnlyPlayerCount()), static_cast(getCompOnlyTeamCount()), static_cast(getWaterContent()), static_cast(getMonsterStrength())); if(!mapTemplate) { mapTemplate = getPossibleTemplate(rand); } assert(mapTemplate); if (getPlayerCount() == RANDOM_SIZE) { auto possiblePlayers = mapTemplate->getPlayers().getNumbers(); //ignore all non-randomized players, make sure these players will not be missing after roll possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers())); assert(!possiblePlayers.empty()); setPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand)); updatePlayers(); } if(teamCount == RANDOM_SIZE) { teamCount = rand.nextInt(getPlayerCount() - 1); if (teamCount == 1) teamCount = 0; } if(compOnlyPlayerCount == RANDOM_SIZE) { auto possiblePlayers = mapTemplate->getCpuPlayers().getNumbers(); compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand); updateCompOnlyPlayers(); } if(compOnlyTeamCount == RANDOM_SIZE) { compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0)); } if(waterContent == EWaterContent::RANDOM) { waterContent = static_cast(rand.nextInt(EWaterContent::NONE, EWaterContent::ISLANDS)); } if(monsterStrength == EMonsterStrength::RANDOM) { monsterStrength = static_cast(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG)); } assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS)); assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG)); //rectangular maps are the future of gaming //setHeight(20); //setWidth(50); logGlobal->trace("Player config:"); int humanPlayers = 0, cpuOnlyPlayers = 0, AIplayers = 0; for (auto player : players) { std::string playerType; switch (player.second.getPlayerType()) { case EPlayerType::AI: playerType = "AI"; AIplayers++; break; case EPlayerType::COMP_ONLY: playerType = "computer only"; cpuOnlyPlayers++; break; case EPlayerType::HUMAN: playerType = "human only"; humanPlayers++; break; default: assert(false); } logGlobal->trace("Player %d: %s", player.second.getColor(), playerType); } setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automaticlaly (?) logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), (int)getCompOnlyPlayerCount()); } void CMapGenOptions::updatePlayers() { // Remove AI players only from the end of the players map if necessary for(auto itrev = players.end(); itrev != players.begin();) { auto it = itrev; --it; if (players.size() == getPlayerCount()) break; if(it->second.getPlayerType() == EPlayerType::AI) { players.erase(it); } else { --itrev; } } } void CMapGenOptions::updateCompOnlyPlayers() { // Remove comp only players only from the end of the players map if necessary for(auto itrev = players.end(); itrev != players.begin();) { auto it = itrev; --it; if (players.size() <= getPlayerCount()) break; if(it->second.getPlayerType() == EPlayerType::COMP_ONLY) { players.erase(it); } else { --itrev; } } // Add some comp only players if necessary int compOnlyPlayersToAdd = getPlayerCount() - players.size(); if (compOnlyPlayersToAdd < 0) { logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", playerCount, players.size()); assert (compOnlyPlayersToAdd < 0); } for(int i = 0; i < compOnlyPlayersToAdd; ++i) { CPlayerSettings pSettings; pSettings.setPlayerType(EPlayerType::COMP_ONLY); pSettings.setColor(getNextPlayerColor()); players[pSettings.getColor()] = pSettings; } } int CMapGenOptions::countHumanPlayers() const { return static_cast(boost::count_if(players, [](const std::pair & pair) { return pair.second.getPlayerType() == EPlayerType::HUMAN; })); } int CMapGenOptions::countCompOnlyPlayers() const { return static_cast(boost::count_if(players, [](const std::pair & pair) { return pair.second.getPlayerType() == EPlayerType::COMP_ONLY; })); } PlayerColor CMapGenOptions::getNextPlayerColor() const { for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1)) { if(!players.count(i)) { return i; } } logGlobal->error("Failed to get next player color"); assert(false); return PlayerColor(0); } bool CMapGenOptions::checkOptions() const { assert(countHumanPlayers() > 0); if(mapTemplate) { return true; } else { CRandomGenerator gen; return getPossibleTemplate(gen) != nullptr; } } const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand) const { // Find potential templates const auto & tpls = getAvailableTemplates(); std::list potentialTpls; for(const auto & tplPair : tpls) { const auto & tpl = tplPair.second; int3 tplSize(width, height, (hasTwoLevels ? 2 : 1)); if(tpl->matchesSize(tplSize)) { bool isPlayerCountValid = false; if (getPlayerCount() != RANDOM_SIZE) { if (tpl->getPlayers().isInRange(getPlayerCount())) isPlayerCountValid = true; } else { // Human players shouldn't be banned when playing with random player count auto playerNumbers = tpl->getPlayers().getNumbers(); if(countHumanPlayers() <= *boost::min_element(playerNumbers)) { isPlayerCountValid = true; } } if (isPlayerCountValid) { bool isCpuPlayerCountValid = false; if(compOnlyPlayerCount != RANDOM_SIZE) { if (tpl->getCpuPlayers().isInRange(compOnlyPlayerCount)) isCpuPlayerCountValid = true; } else { isCpuPlayerCountValid = true; } if(isCpuPlayerCountValid) potentialTpls.push_back(tpl); } } } // Select tpl if(potentialTpls.empty()) { return nullptr; } else { return *RandomGeneratorUtil::nextItem(potentialTpls, rand); } } CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(RANDOM_TOWN), playerType(EPlayerType::AI) { } PlayerColor CMapGenOptions::CPlayerSettings::getColor() const { return color; } void CMapGenOptions::CPlayerSettings::setColor(PlayerColor value) { assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT); color = value; } si32 CMapGenOptions::CPlayerSettings::getStartingTown() const { return startingTown; } void CMapGenOptions::CPlayerSettings::setStartingTown(si32 value) { assert(value >= -1); if(value >= 0) { assert(value < static_cast(VLC->townh->factions.size())); assert(VLC->townh->factions[value]->town != nullptr); } startingTown = value; } EPlayerType::EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const { return playerType; } void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType::EPlayerType value) { playerType = value; }