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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
399 lines
12 KiB
C++
399 lines
12 KiB
C++
/*
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* CMapGenerator.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CMapGenerator.h"
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#include "../mapping/CMap.h"
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#include "../VCMI_Lib.h"
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#include "../CGeneralTextHandler.h"
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#include "../mapping/CMapEditManager.h"
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#include "../CTownHandler.h"
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#include "../StringConstants.h"
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#include "../filesystem/Filesystem.h"
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#include "CZonePlacer.h"
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#include "../mapObjects/CObjectClassesHandler.h"
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#include "TileInfo.h"
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#include "Zone.h"
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#include "Functions.h"
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#include "RmgMap.h"
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#include "ObjectManager.h"
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#include "TreasurePlacer.h"
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#include "RoadPlacer.h"
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CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, int RandomSeed) :
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mapGenOptions(mapGenOptions), randomSeed(RandomSeed),
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prisonsRemaining(0), monolithIndex(0)
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{
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loadConfig();
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rand.setSeed(this->randomSeed);
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mapGenOptions.finalize(rand);
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map = std::make_unique<RmgMap>(mapGenOptions);
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}
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int CMapGenerator::getRandomSeed() const
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{
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return randomSeed;
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}
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void CMapGenerator::loadConfig()
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{
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static const ResourceID path("config/randomMap.json");
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JsonNode randomMapJson(path);
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for(auto& s : randomMapJson["terrain"]["undergroundAllow"].Vector())
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{
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if(!s.isNull())
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config.terrainUndergroundAllowed.emplace_back(s.String());
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}
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for(auto& s : randomMapJson["terrain"]["groundProhibit"].Vector())
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{
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if(!s.isNull())
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config.terrainGroundProhibit.emplace_back(s.String());
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}
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config.shipyardGuard = randomMapJson["waterZone"]["shipyard"]["value"].Integer();
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for(auto & treasure : randomMapJson["waterZone"]["treasure"].Vector())
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{
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config.waterTreasure.emplace_back(treasure["min"].Integer(), treasure["max"].Integer(), treasure["density"].Integer());
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}
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config.mineExtraResources = randomMapJson["mines"]["extraResourcesLimit"].Integer();
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config.minGuardStrength = randomMapJson["minGuardStrength"].Integer();
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config.defaultRoadType = randomMapJson["defaultRoadType"].String();
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config.secondaryRoadType = randomMapJson["secondaryRoadType"].String();
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config.treasureValueLimit = randomMapJson["treasureValueLimit"].Integer();
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for(auto & i : randomMapJson["prisons"]["experience"].Vector())
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config.prisonExperience.push_back(i.Integer());
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for(auto & i : randomMapJson["prisons"]["value"].Vector())
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config.prisonValues.push_back(i.Integer());
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for(auto & i : randomMapJson["scrolls"]["value"].Vector())
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config.scrollValues.push_back(i.Integer());
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for(auto & i : randomMapJson["pandoras"]["creaturesValue"].Vector())
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config.pandoraCreatureValues.push_back(i.Integer());
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for(auto & i : randomMapJson["quests"]["value"].Vector())
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config.questValues.push_back(i.Integer());
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for(auto & i : randomMapJson["quests"]["rewardValue"].Vector())
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config.questRewardValues.push_back(i.Integer());
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config.pandoraMultiplierGold = randomMapJson["pandoras"]["valueMultiplierGold"].Integer();
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config.pandoraMultiplierExperience = randomMapJson["pandoras"]["valueMultiplierExperience"].Integer();
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config.pandoraMultiplierSpells = randomMapJson["pandoras"]["valueMultiplierSpells"].Integer();
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config.pandoraSpellSchool = randomMapJson["pandoras"]["valueSpellSchool"].Integer();
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config.pandoraSpell60 = randomMapJson["pandoras"]["valueSpell60"].Integer();
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}
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const CMapGenerator::Config & CMapGenerator::getConfig() const
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{
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return config;
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}
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CMapGenerator::~CMapGenerator()
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{
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}
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const CMapGenOptions& CMapGenerator::getMapGenOptions() const
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{
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return mapGenOptions;
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}
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void CMapGenerator::initPrisonsRemaining()
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{
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prisonsRemaining = 0;
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for (auto isAllowed : map->map().allowedHeroes)
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{
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if (isAllowed)
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prisonsRemaining++;
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}
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prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * mapGenOptions.getPlayerCount()); //so at least 16 heroes will be available for every player
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}
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void CMapGenerator::initQuestArtsRemaining()
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{
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for (auto art : VLC->arth->objects)
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{
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if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->id) && art->constituentOf.empty()) //don't use parts of combined artifacts
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questArtifacts.push_back(art->id);
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}
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}
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std::unique_ptr<CMap> CMapGenerator::generate()
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{
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Load::Progress::reset();
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Load::Progress::setupStepsTill(5, 30);
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try
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{
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addHeaderInfo();
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map->initTiles(*this);
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Load::Progress::step();
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initPrisonsRemaining();
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initQuestArtsRemaining();
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genZones();
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Load::Progress::step();
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map->map().calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
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map->addModificators();
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Load::Progress::step(3);
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fillZones();
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//updated guarded tiles will be calculated in CGameState::initMapObjects()
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map->getZones().clear();
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}
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catch (rmgException &e)
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{
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logGlobal->error("Random map generation received exception: %s", e.what());
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}
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Load::Progress::finish();
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return std::move(map->mapInstance);
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}
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std::string CMapGenerator::getMapDescription() const
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{
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assert(map);
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const std::string waterContentStr[3] = { "none", "normal", "islands" };
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const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
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int monsterStrengthIndex = mapGenOptions.getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0
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const auto * mapTemplate = mapGenOptions.getMapTemplate();
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if(!mapTemplate)
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throw rmgException("Map template for Random Map Generator is not found. Could not start the game.");
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std::stringstream ss;
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ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
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", levels %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
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randomSeed % map->map().width % map->map().height % map->map().levels() % static_cast<int>(mapGenOptions.getPlayerCount()) %
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static_cast<int>(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] %
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monsterStrengthStr[monsterStrengthIndex]);
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for(const auto & pair : mapGenOptions.getPlayersSettings())
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{
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const auto & pSettings = pair.second;
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if(pSettings.getPlayerType() == EPlayerType::HUMAN)
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{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
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}
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if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
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{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
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<< " town choice is " << (*VLC->townh)[pSettings.getStartingTown()]->name;
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}
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}
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return ss.str();
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}
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void CMapGenerator::addPlayerInfo()
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{
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// Calculate which team numbers exist
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enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2};
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std::array<std::list<int>, 2> teamNumbers;
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int teamOffset = 0;
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int playerCount = 0;
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int teamCount = 0;
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for (int i = CPHUMAN; i < AFTER_LAST; ++i)
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{
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if (i == CPHUMAN)
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{
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playerCount = mapGenOptions.getPlayerCount();
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teamCount = mapGenOptions.getTeamCount();
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}
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else
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{
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playerCount = mapGenOptions.getCompOnlyPlayerCount();
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teamCount = mapGenOptions.getCompOnlyTeamCount();
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}
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if(playerCount == 0)
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{
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continue;
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}
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int playersPerTeam = playerCount / (teamCount == 0 ? playerCount : teamCount);
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int teamCountNorm = teamCount;
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if(teamCountNorm == 0)
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{
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teamCountNorm = playerCount;
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}
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for(int j = 0; j < teamCountNorm; ++j)
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{
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for(int k = 0; k < playersPerTeam; ++k)
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{
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teamNumbers[i].push_back(j + teamOffset);
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}
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}
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for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
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{
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teamNumbers[i].push_back(j + teamOffset);
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}
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teamOffset += teamCountNorm;
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}
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// Team numbers are assigned randomly to every player
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//TODO: allow customize teams in rmg template
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for(const auto & pair : mapGenOptions.getPlayersSettings())
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{
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const auto & pSettings = pair.second;
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PlayerInfo player;
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player.canComputerPlay = true;
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int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;
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if (j == CPHUMAN)
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{
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player.canHumanPlay = true;
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}
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if (teamNumbers[j].empty())
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{
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logGlobal->error("Not enough places in team for %s player", ((j == CPUONLY) ? "CPU" : "CPU or human"));
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assert (teamNumbers[j].size());
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}
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auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
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player.team = TeamID(*itTeam);
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teamNumbers[j].erase(itTeam);
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map->map().players[pSettings.getColor().getNum()] = player;
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}
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map->map().howManyTeams = (mapGenOptions.getTeamCount() == 0 ? mapGenOptions.getPlayerCount() : mapGenOptions.getTeamCount())
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+ (mapGenOptions.getCompOnlyTeamCount() == 0 ? mapGenOptions.getCompOnlyPlayerCount() : mapGenOptions.getCompOnlyTeamCount());
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}
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void CMapGenerator::genZones()
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{
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CZonePlacer placer(*map);
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placer.placeZones(&rand);
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placer.assignZones(&rand);
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logGlobal->info("Zones generated successfully");
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}
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void CMapGenerator::createWaterTreasures()
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{
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if(!getZoneWater())
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return;
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//add treasures on water
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for(auto & treasureInfo : getConfig().waterTreasure)
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{
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getZoneWater()->addTreasureInfo(treasureInfo);
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}
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}
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void CMapGenerator::fillZones()
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{
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findZonesForQuestArts();
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createWaterTreasures();
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logGlobal->info("Started filling zones");
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//we need info about all town types to evaluate dwellings and pandoras with creatures properly
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//place main town in the middle
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Load::Progress::setupStepsTill(map->getZones().size(), 50);
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for(auto it : map->getZones())
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{
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it.second->initFreeTiles();
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it.second->initModificators();
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Progress::Progress::step();
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}
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Load::Progress::setupStepsTill(map->getZones().size(), 240);
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std::vector<std::shared_ptr<Zone>> treasureZones;
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for(auto it : map->getZones())
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{
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it.second->processModificators();
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if (it.second->getType() == ETemplateZoneType::TREASURE)
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treasureZones.push_back(it.second);
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Progress::Progress::step();
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}
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//find place for Grail
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if(treasureZones.empty())
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{
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for(auto it : map->getZones())
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if(it.second->getType() != ETemplateZoneType::WATER)
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treasureZones.push_back(it.second);
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}
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auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);
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map->map().grailPos = *RandomGeneratorUtil::nextItem(grailZone->freePaths().getTiles(), rand);
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logGlobal->info("Zones filled successfully");
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Load::Progress::set(250);
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}
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void CMapGenerator::findZonesForQuestArts()
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{
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//we want to place arties in zones that were not yet filled (higher index)
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for (auto connection : mapGenOptions.getMapTemplate()->getConnections())
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{
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auto zoneA = map->getZones()[connection.getZoneA()];
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auto zoneB = map->getZones()[connection.getZoneB()];
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if (zoneA->getId() > zoneB->getId())
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{
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if(auto * m = zoneB->getModificator<TreasurePlacer>())
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zoneB->getModificator<TreasurePlacer>()->setQuestArtZone(zoneA.get());
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}
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else if (zoneA->getId() < zoneB->getId())
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{
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if(auto * m = zoneA->getModificator<TreasurePlacer>())
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zoneA->getModificator<TreasurePlacer>()->setQuestArtZone(zoneB.get());
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}
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}
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}
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void CMapGenerator::addHeaderInfo()
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{
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map->map().version = EMapFormat::VCMI;
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map->map().width = mapGenOptions.getWidth();
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map->map().height = mapGenOptions.getHeight();
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map->map().twoLevel = mapGenOptions.getHasTwoLevels();
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map->map().name = VLC->generaltexth->allTexts[740];
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map->map().description = getMapDescription();
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map->map().difficulty = 1;
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addPlayerInfo();
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}
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int CMapGenerator::getNextMonlithIndex()
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{
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if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())
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throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));
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else
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return monolithIndex++;
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}
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int CMapGenerator::getPrisonsRemaning() const
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{
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return prisonsRemaining;
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}
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void CMapGenerator::decreasePrisonsRemaining()
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{
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prisonsRemaining = std::max (0, prisonsRemaining - 1);
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}
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const std::vector<ArtifactID> & CMapGenerator::getQuestArtsRemaning() const
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{
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return questArtifacts;
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}
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void CMapGenerator::banQuestArt(ArtifactID id)
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{
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map->map().allowedArtifact[id] = false;
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vstd::erase_if_present(questArtifacts, id);
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}
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Zone * CMapGenerator::getZoneWater() const
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{
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for(auto & z : map->getZones())
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if(z.second->getType() == ETemplateZoneType::WATER)
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return z.second.get();
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return nullptr;
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}
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