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vcmi/lib/rmg/CMapGenOptions.cpp

495 lines
12 KiB
C++

/*
* 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 "../GameConstants.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(false),
playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE), humanPlayersCount(0),
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);
if (getPlayerCount() != RANDOM_SIZE && getCompOnlyPlayerCount() != RANDOM_SIZE)
humanPlayersCount = getPlayerCount() - getCompOnlyPlayerCount();
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 || (value >= 0 && value <= getPlayerCount()));
compOnlyPlayerCount = value;
if (getPlayerCount() != RANDOM_SIZE && getCompOnlyPlayerCount() != RANDOM_SIZE)
humanPlayersCount = getPlayerCount() - getCompOnlyPlayerCount();
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<PlayerColor, TFaction> rememberTownTypes;
for (auto p : players)
{
auto town = p.second.getStartingTown();
if (town != RANDOM_SIZE)
rememberTownTypes[p.first] = town;
}
players.clear();
int realPlayersCnt = humanPlayersCount;
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<int>(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)
|| (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<PlayerColor, CMapGenOptions::CPlayerSettings> & 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<std::string, CRmgTemplate *> & CMapGenOptions::getAvailableTemplates() const
{
return VLC->tplh->getTemplates();
}
void CMapGenOptions::finalize(CRandomGenerator & rand)
{
logGlobal->infoStream() << boost::format ("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d")
% (int)getPlayerCount() % (int)getTeamCount() % (int)getCompOnlyPlayerCount() % (int)getCompOnlyTeamCount() % (int)getWaterContent() % (int)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<EWaterContent::EWaterContent>(rand.nextInt(EWaterContent::NONE, EWaterContent::ISLANDS));
}
if(monsterStrength == EMonsterStrength::RANDOM)
{
monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(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->traceStream() << "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->traceStream() << boost::format("Player %d: %s") % player.second.getColor() % playerType;
}
setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automaticlaly (?)
logGlobal->infoStream() << boost::format("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->errorStream() << boost::format("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<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
{
return pair.second.getPlayerType() == EPlayerType::HUMAN;
}));
}
int CMapGenOptions::countCompOnlyPlayers() const
{
return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & 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->errorStream() << "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<const CRmgTemplate *> potentialTpls;
for(const auto & tplPair : tpls)
{
const auto & tpl = tplPair.second;
CRmgTemplate::CSize tplSize(width, height, hasTwoLevels);
if(tplSize >= tpl->getMinSize() && tplSize <= tpl->getMaxSize())
{
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<int>(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;
}