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vcmi/lib/rmg/CMapGenOptions.cpp

856 lines
21 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 "../entities/faction/CTownHandler.h"
#include "../entities/faction/CFaction.h"
#include "../mapping/CMapHeader.h"
#include "CRmgTemplateStorage.h"
#include "CRmgTemplate.h"
#include "../VCMI_Lib.h"
#include "serializer/JsonSerializeFormat.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
CMapGenOptions::CMapGenOptions()
: width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
humanOrCpuPlayerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr),
customizedPlayers(false)
{
initPlayersMap();
}
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::getHumanOrCpuPlayerCount() const
{
return humanOrCpuPlayerCount;
}
void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
{
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
humanOrCpuPlayerCount = value;
// Use template player limit, if any
auto playerLimit = getPlayerLimit();
auto possibleCompPlayersCount = playerLimit - std::max<si8>(0, humanOrCpuPlayerCount);
if (compOnlyPlayerCount > possibleCompPlayersCount)
{
setCompOnlyPlayerCount(possibleCompPlayersCount);
}
resetPlayersMap();
}
si8 CMapGenOptions::getMinPlayersCount(bool withTemplateLimit) const
{
auto totalPlayers = 0;
si8 humans = getHumanOrCpuPlayerCount();
si8 cpus = getCompOnlyPlayerCount();
if (humans == RANDOM_SIZE && cpus == RANDOM_SIZE)
{
totalPlayers = 2;
}
else if (humans == RANDOM_SIZE)
{
totalPlayers = cpus + 1; // Must add at least 1 player
}
else if (cpus == RANDOM_SIZE)
{
totalPlayers = humans;
}
else
{
totalPlayers = humans + cpus;
}
if (withTemplateLimit && mapTemplate)
{
auto playersRange = mapTemplate->getPlayers();
//New template can also impose higher limit than current settings
vstd::amax(totalPlayers, playersRange.minValue());
}
// Can't play without at least 2 players
vstd::amax(totalPlayers, 2);
return totalPlayers;
}
si8 CMapGenOptions::getMaxPlayersCount(bool withTemplateLimit) const
{
// Max number of players possible with current settings
auto totalPlayers = 0;
si8 humans = getHumanOrCpuPlayerCount();
si8 cpus = getCompOnlyPlayerCount();
if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
{
totalPlayers = PlayerColor::PLAYER_LIMIT_I;
}
else
{
totalPlayers = humans + cpus;
}
if (withTemplateLimit && mapTemplate)
{
auto playersRange = mapTemplate->getPlayers();
//New template can also impose higher limit than current settings
vstd::amin(totalPlayers, playersRange.maxValue());
}
assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
assert (totalPlayers >= 2);
return totalPlayers;
}
si8 CMapGenOptions::getTeamCount() const
{
return teamCount;
}
void CMapGenOptions::setTeamCount(si8 value)
{
assert(getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getHumanOrCpuPlayerCount()) || value == RANDOM_SIZE);
teamCount = value;
}
si8 CMapGenOptions::getCompOnlyPlayerCount() const
{
return compOnlyPlayerCount;
}
si8 CMapGenOptions::getPlayerLimit() const
{
//How many players could we set with current template, ignoring other settings
si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
if (auto temp = getMapTemplate())
{
playerLimit = static_cast<si8>(temp->getPlayers().maxValue());
}
return playerLimit;
}
void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
{
assert(value == RANDOM_SIZE || (getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= getPlayerLimit() - getHumanOrCpuPlayerCount())));
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::initPlayersMap()
{
std::map<PlayerColor, FactionID> rememberTownTypes;
std::map<PlayerColor, TeamID> rememberTeam;
for(const auto & p : players)
{
auto town = p.second.getStartingTown();
if (town != FactionID::RANDOM)
rememberTownTypes[p.first] = FactionID(town);
rememberTeam[p.first] = p.second.getTeam();
}
players.clear();
int realPlayersCnt = getHumanOrCpuPlayerCount();
// Initialize settings for all color even if not present
for(int color = 0; color < getPlayerLimit(); ++color)
{
CPlayerSettings player;
auto pc = PlayerColor(color);
player.setColor(pc);
auto playerType = EPlayerType::AI;
// Color doesn't have to be continuous. Player colors can later be changed manually
if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
{
playerType = EPlayerType::HUMAN;
}
else if((getHumanOrCpuPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
|| (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I - compOnlyPlayerCount)))
{
playerType = EPlayerType::COMP_ONLY;
}
player.setPlayerType(playerType);
players[pc] = player;
}
savePlayersMap();
}
void CMapGenOptions::resetPlayersMap()
{
// Called when number of player changes
// But do not update info about already made selections
savePlayersMap();
int realPlayersCnt = getMaxPlayersCount();
//Trim the number of AI players, then CPU-only players, finally human players
auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
{
for (auto it = players.rbegin(); it != players.rend(); ++it)
{
if (it->second.getPlayerType() == playerType)
{
players.erase(it->first);
return true;
}
}
return false; //Can't earse any player of this type
};
while (players.size() > realPlayersCnt)
{
if (eraseLastPlayer(EPlayerType::AI))
continue;
if (eraseLastPlayer(EPlayerType::COMP_ONLY))
continue;
if (eraseLastPlayer(EPlayerType::HUMAN))
continue;
}
//First colors from the list are assigned to human players, then to CPU players
std::vector<PlayerColor> availableColors;
for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
{
availableColors.push_back(PlayerColor(color));
}
auto removeUsedColors = [this, &availableColors](EPlayerType playerType)
{
for (auto& player : players)
{
if (player.second.getPlayerType() == playerType)
{
vstd::erase(availableColors, player.second.getColor());
}
}
};
removeUsedColors(EPlayerType::HUMAN);
removeUsedColors(EPlayerType::COMP_ONLY);
//removeUsedColors(EPlayerType::AI);
//Assign unused colors to remaining AI players
while (players.size() < realPlayersCnt && !availableColors.empty())
{
auto color = availableColors.front();
players[color].setColor(color);
setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
availableColors.erase(availableColors.begin());
if (vstd::contains(savedPlayerSettings, color))
{
setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
// TODO: setter
players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
}
else
{
logGlobal->warn("Adding settings for player %s", color);
// Usually, all players should be initialized in initPlayersMap()
CPlayerSettings settings;
players[color] = settings;
}
}
std::set<TeamID> occupiedTeams;
for(auto & player : players)
{
auto team = player.second.getTeam();
if (team != TeamID::NO_TEAM)
{
occupiedTeams.insert(team);
}
}
// TODO: Handle situation when we remove a player and remaining players belong to only one team
for(auto & player : players)
{
if (player.second.getTeam() == TeamID::NO_TEAM)
{
//Find first unused team
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
{
TeamID team(i);
if(!occupiedTeams.count(team))
{
player.second.setTeam(team);
occupiedTeams.insert(team);
break;
}
}
}
}
}
void CMapGenOptions::savePlayersMap()
{
//Only save already configured players
for (const auto& player : players)
{
savedPlayerSettings[player.first] = player.second;
}
}
const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
{
return savedPlayerSettings;
}
const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
{
return players;
}
void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, FactionID town)
{
auto it = players.find(color);
assert(it != players.end());
it->second.setStartingTown(town);
}
void CMapGenOptions::setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero)
{
auto it = players.find(color);
assert(it != players.end());
it->second.setStartingHero(hero);
}
void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
{
// FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
assert(playerType != EPlayerType::COMP_ONLY);
auto it = players.find(color);
assert(it != players.end());
it->second.setPlayerType(playerType);
customizedPlayers = true;
}
const CRmgTemplate * CMapGenOptions::getMapTemplate() const
{
return mapTemplate;
}
void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
{
if (mapTemplate == value)
{
//Does not trigger during deserialization
return;
}
mapTemplate = value;
//validate & adapt options according to template
if(mapTemplate)
{
if(!mapTemplate->matchesSize(int3(getWidth(), getHeight(), 1 + getHasTwoLevels())))
{
auto sizes = mapTemplate->getMapSizes();
setWidth(sizes.first.x);
setHeight(sizes.first.y);
setHasTwoLevels(sizes.first.z - 1);
}
si8 maxPlayerCount = getMaxPlayersCount(false);
si8 minPlayerCount = getMinPlayersCount(false);
// Neither setting can fit within the template range
if(!mapTemplate->getPlayers().isInRange(minPlayerCount) &&
!mapTemplate->getPlayers().isInRange(maxPlayerCount))
{
setHumanOrCpuPlayerCount(RANDOM_SIZE);
setCompOnlyPlayerCount(RANDOM_SIZE);
}
if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
setWaterContent(EWaterContent::RANDOM);
resetPlayersMap(); // Update teams and player count
}
}
void CMapGenOptions::setMapTemplate(const std::string & name)
{
if(!name.empty())
setMapTemplate(VLC->tplh->getTemplate(name));
}
void CMapGenOptions::setRoadEnabled(const RoadId & roadType, bool enable)
{
if (enable)
{
enabledRoads.insert(roadType);
}
else
{
enabledRoads.erase(roadType);
}
}
bool CMapGenOptions::isRoadEnabled(const RoadId & roadType) const
{
return enabledRoads.count(roadType);
}
bool CMapGenOptions::isRoadEnabled() const
{
return !enabledRoads.empty();
}
void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
{
auto it = players.find(color);
assert(it != players.end());
it->second.setTeam(team);
customizedPlayers = true;
}
void CMapGenOptions::finalize(vstd::RNG & rand)
{
logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
if(!mapTemplate)
{
mapTemplate = getPossibleTemplate(rand);
}
assert(mapTemplate);
logGlobal->info("RMG template name: %s", mapTemplate->getName());
auto maxPlayers = getMaxPlayersCount();
if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
{
auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
int requiredPlayers = countHumanPlayers() + countCompOnlyPlayers();
//ignore all non-randomized players, make sure these players will not be missing after roll
possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(requiredPlayers));
vstd::erase_if(possiblePlayers, [maxPlayers](int i)
{
return i > maxPlayers;
});
assert(!possiblePlayers.empty());
setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
updatePlayers();
}
if(teamCount == RANDOM_SIZE)
{
teamCount = rand.nextInt(getHumanOrCpuPlayerCount() - 1);
if (teamCount == 1)
teamCount = 0;
}
if(compOnlyPlayerCount == RANDOM_SIZE)
{
// Use remaining range
auto presentPlayers = getHumanOrCpuPlayerCount();
auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
vstd::erase_if(possiblePlayers, [maxPlayers, presentPlayers](int i)
{
return i > (maxPlayers - presentPlayers);
});
if (possiblePlayers.empty())
{
compOnlyPlayerCount = 0;
}
else
{
compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
}
updateCompOnlyPlayers();
}
if(compOnlyTeamCount == RANDOM_SIZE)
{
compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
}
if(waterContent == EWaterContent::RANDOM)
{
auto allowedContent = mapTemplate->getWaterContentAllowed();
if(!allowedContent.empty())
{
waterContent = *RandomGeneratorUtil::nextItem(mapTemplate->getWaterContentAllowed(), rand);
}
else
{
waterContent = EWaterContent::NONE;
}
}
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));
logGlobal->trace("Player config:");
int cpuOnlyPlayers = 0;
for(const auto & player : players)
{
std::string playerType;
switch (player.second.getPlayerType())
{
case EPlayerType::AI:
playerType = "AI";
break;
case EPlayerType::COMP_ONLY:
playerType = "computer only";
cpuOnlyPlayers++;
break;
case EPlayerType::HUMAN:
playerType = "human only";
break;
default:
assert(false);
}
logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
}
logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), cpuOnlyPlayers);
}
void CMapGenOptions::updatePlayers()
{
// Remove non-human 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() == getHumanOrCpuPlayerCount())
break;
if(it->second.getPlayerType() != EPlayerType::HUMAN)
{
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() <= getHumanOrCpuPlayerCount()) break;
if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
{
players.erase(it);
}
else
{
--itrev;
}
}
// Add some comp only players if necessary
int compOnlyPlayersToAdd = static_cast<int>(getHumanOrCpuPlayerCount() - players.size());
if (compOnlyPlayersToAdd < 0)
{
logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", humanOrCpuPlayerCount, 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->error("Failed to get next player color");
assert(false);
return PlayerColor(0);
}
bool CMapGenOptions::checkOptions() const
{
if(mapTemplate)
{
return true;
}
else
{
return !getPossibleTemplates().empty();
}
}
bool CMapGenOptions::arePlayersCustomized() const
{
return customizedPlayers;
}
std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
{
int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
auto humanPlayers = countHumanPlayers();
auto templates = VLC->tplh->getTemplates();
vstd::erase_if(templates, [this, &tplSize, humanPlayers](const CRmgTemplate * tmpl)
{
if(!tmpl->matchesSize(tplSize))
return true;
if(!tmpl->isWaterContentAllowed(getWaterContent()))
return true;
auto humanOrCpuPlayerCount = getHumanOrCpuPlayerCount();
auto compOnlyPlayerCount = getCompOnlyPlayerCount();
// Check if total number of players fall inside given range
if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE && compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
{
if (!tmpl->getPlayers().isInRange(humanOrCpuPlayerCount + compOnlyPlayerCount))
return true;
}
else if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
{
// We can always add any number CPU players, but not subtract
if (!(humanOrCpuPlayerCount <= tmpl->getPlayers().maxValue()))
return true;
}
else if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
{
//We must fit at least one more human player, but can add any number
if (!(compOnlyPlayerCount < tmpl->getPlayers().maxValue()))
return true;
}
else
{
// Human players shouldn't be banned when playing with random player count
if(humanPlayers > tmpl->getPlayers().minValue())
return true;
}
return false;
});
return templates;
}
const CRmgTemplate * CMapGenOptions::getPossibleTemplate(vstd::RNG & rand) const
{
auto templates = getPossibleTemplates();
if(templates.empty())
return nullptr;
return *RandomGeneratorUtil::nextItem(templates, rand);
}
CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), startingHero(HeroTypeID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
{
}
PlayerColor CMapGenOptions::CPlayerSettings::getColor() const
{
return color;
}
void CMapGenOptions::CPlayerSettings::setColor(const PlayerColor & value)
{
assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT);
color = value;
}
FactionID CMapGenOptions::CPlayerSettings::getStartingTown() const
{
return startingTown;
}
void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
{
assert(value >= FactionID::RANDOM);
if(value != FactionID::RANDOM)
{
assert(value < FactionID(VLC->townh->size()));
assert((*VLC->townh)[value]->town != nullptr);
}
startingTown = value;
}
HeroTypeID CMapGenOptions::CPlayerSettings::getStartingHero() const
{
return startingHero;
}
void CMapGenOptions::CPlayerSettings::setStartingHero(HeroTypeID value)
{
assert(value == HeroTypeID::RANDOM || value.toEntity(VLC) != nullptr);
startingHero = value;
}
EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
{
return playerType;
}
void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType value)
{
playerType = value;
}
TeamID CMapGenOptions::CPlayerSettings::getTeam() const
{
return team;
}
void CMapGenOptions::CPlayerSettings::setTeam(const TeamID & value)
{
team = value;
}
void CMapGenOptions::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeInt("width", width);
handler.serializeInt("height", height);
handler.serializeBool("haswoLevels", hasTwoLevels);
handler.serializeInt("humanOrCpuPlayerCount", humanOrCpuPlayerCount);
handler.serializeInt("teamCount", teamCount);
handler.serializeInt("compOnlyPlayerCount", compOnlyPlayerCount);
handler.serializeInt("compOnlyTeamCount", compOnlyTeamCount);
handler.serializeInt("waterContent", waterContent);
handler.serializeInt("monsterStrength", monsterStrength);
std::string templateName;
if(mapTemplate && handler.saving)
{
templateName = mapTemplate->getId();
}
handler.serializeString("templateName", templateName);
if(!handler.saving)
{
setMapTemplate(templateName);
}
handler.serializeIdArray("roads", enabledRoads);
if (!handler.saving)
{
// Player settings won't be saved
resetPlayersMap();
}
}
VCMI_LIB_NAMESPACE_END