mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
2c4c964a45
- replaced CDefObjInfo with ObjectTemplate class - ObjectTempate is a direct member of objects instead of pointer with shared ownership across CMap, handler and game objects - simplified handling of objects that can change appearance (e.g. towns) - all object queries regarding object appearance/blockmaps use h3m pos instead of relative positions - removed need of modhandler::reload - cleanup of some old code
189 lines
5.8 KiB
C++
189 lines
5.8 KiB
C++
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/*
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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 "../CObjectHandler.h"
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#include "../CDefObjInfoHandler.h"
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#include "../CTownHandler.h"
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#include "../StringConstants.h"
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#include "CRmgTemplate.h"
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CMapGenerator::CMapGenerator() : mapGenOptions(nullptr), randomSeed(0)
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{
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}
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CMapGenerator::~CMapGenerator()
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{
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}
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std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/)
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{
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this->randomSeed = randomSeed;
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gen.seed(this->randomSeed);
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this->mapGenOptions = mapGenOptions;
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this->mapGenOptions->finalize(gen);
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map = make_unique<CMap>();
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editManager = map->getEditManager();
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editManager->getUndoManager().setUndoRedoLimit(0);
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addHeaderInfo();
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genTerrain();
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genTowns();
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return std::move(map);
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}
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std::string CMapGenerator::getMapDescription() const
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{
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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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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 %s, humans %d, computers %d, water %s, monster %s, second expansion map") % mapGenOptions->getMapTemplate()->getName() %
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randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
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static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
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monsterStrengthStr[mapGenOptions->getMonsterStrength()]);
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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->factions[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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std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only
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int teamOffset = 0;
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for(int i = 0; i < 2; ++i)
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{
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int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount();
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int teamCount = i == 0 ? mapGenOptions->getTeamCount() : mapGenOptions->getCompOnlyTeamCount();
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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 /
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(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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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 ? 1 : 0;
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if(j == 0)
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{
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player.canHumanPlay = true;
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}
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auto itTeam = std::next(teamNumbers[j].begin(), gen.getInteger(0, teamNumbers[j].size() - 1));
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player.team = TeamID(*itTeam);
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teamNumbers[j].erase(itTeam);
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map->players[pSettings.getColor().getNum()] = player;
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}
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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::genTerrain()
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{
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map->initTerrain();
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editManager->clearTerrain(&gen);
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editManager->getTerrainSelection().selectRange(MapRect(int3(4, 4, 0), 24, 30));
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editManager->drawTerrain(ETerrainType::GRASS, &gen);
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}
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void CMapGenerator::genTowns()
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{
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//FIXME mock gen
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const int3 townPos[2] = { int3(11, 7, 0), int3(19,7, 0) };
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for(size_t i = 0; i < map->players.size(); ++i)
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{
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auto & playerInfo = map->players[i];
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if(!playerInfo.canAnyonePlay()) break;
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PlayerColor owner(i);
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int side = i % 2;
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auto town = new CGTownInstance();
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town->ID = Obj::TOWN;
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int townId = mapGenOptions->getPlayersSettings().find(PlayerColor(i))->second.getStartingTown();
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if(townId == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) townId = gen.getInteger(0, 8); // Default towns
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town->subID = townId;
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town->tempOwner = owner;
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town->appearance = VLC->dobjinfo->pickCandidates(town->ID, town->subID, map->getTile(townPos[side]).terType).front();
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town->builtBuildings.insert(BuildingID::FORT);
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town->builtBuildings.insert(BuildingID::DEFAULT);
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editManager->insertObject(town, int3(townPos[side].x, townPos[side].y + (i / 2) * 5, 0));
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// Update player info
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playerInfo.allowedFactions.clear();
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playerInfo.allowedFactions.insert(townId);
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playerInfo.hasMainTown = true;
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playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
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playerInfo.generateHeroAtMainTown = true;
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}
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}
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void CMapGenerator::addHeaderInfo()
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{
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map->version = EMapFormat::SOD;
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map->width = mapGenOptions->getWidth();
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map->height = mapGenOptions->getHeight();
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map->twoLevel = mapGenOptions->getHasTwoLevels();
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map->name = VLC->generaltexth->allTexts[740];
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map->description = getMapDescription();
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map->difficulty = 1;
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addPlayerInfo();
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}
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