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vcmi/lib/rmg/CMapGenerator.cpp
Ivan Savenko 2c4c964a45 Large rewrite of adventure map objects:
- 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
2014-01-02 23:48:38 +00:00

189 lines
5.8 KiB
C++

/*
* CMapGenerator.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 "CMapGenerator.h"
#include "../mapping/CMap.h"
#include "../VCMI_Lib.h"
#include "../CGeneralTextHandler.h"
#include "../mapping/CMapEditManager.h"
#include "../CObjectHandler.h"
#include "../CDefObjInfoHandler.h"
#include "../CTownHandler.h"
#include "../StringConstants.h"
#include "CRmgTemplate.h"
CMapGenerator::CMapGenerator() : mapGenOptions(nullptr), randomSeed(0)
{
}
CMapGenerator::~CMapGenerator()
{
}
std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/)
{
this->randomSeed = randomSeed;
gen.seed(this->randomSeed);
this->mapGenOptions = mapGenOptions;
this->mapGenOptions->finalize(gen);
map = make_unique<CMap>();
editManager = map->getEditManager();
editManager->getUndoManager().setUndoRedoLimit(0);
addHeaderInfo();
genTerrain();
genTowns();
return std::move(map);
}
std::string CMapGenerator::getMapDescription() const
{
const std::string waterContentStr[3] = { "none", "normal", "islands" };
const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
std::stringstream ss;
ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
", levels %s, humans %d, computers %d, water %s, monster %s, second expansion map") % mapGenOptions->getMapTemplate()->getName() %
randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
monsterStrengthStr[mapGenOptions->getMonsterStrength()]);
for(const auto & pair : mapGenOptions->getPlayersSettings())
{
const auto & pSettings = pair.second;
if(pSettings.getPlayerType() == EPlayerType::HUMAN)
{
ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
}
if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
{
ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
<< " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;
}
}
return ss.str();
}
void CMapGenerator::addPlayerInfo()
{
// Calculate which team numbers exist
std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only
int teamOffset = 0;
for(int i = 0; i < 2; ++i)
{
int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount();
int teamCount = i == 0 ? mapGenOptions->getTeamCount() : mapGenOptions->getCompOnlyTeamCount();
if(playerCount == 0)
{
continue;
}
int playersPerTeam = playerCount /
(teamCount == 0 ? playerCount : teamCount);
int teamCountNorm = teamCount;
if(teamCountNorm == 0)
{
teamCountNorm = playerCount;
}
for(int j = 0; j < teamCountNorm; ++j)
{
for(int k = 0; k < playersPerTeam; ++k)
{
teamNumbers[i].push_back(j + teamOffset);
}
}
for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
{
teamNumbers[i].push_back(j + teamOffset);
}
teamOffset += teamCountNorm;
}
// Team numbers are assigned randomly to every player
for(const auto & pair : mapGenOptions->getPlayersSettings())
{
const auto & pSettings = pair.second;
PlayerInfo player;
player.canComputerPlay = true;
int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0;
if(j == 0)
{
player.canHumanPlay = true;
}
auto itTeam = std::next(teamNumbers[j].begin(), gen.getInteger(0, teamNumbers[j].size() - 1));
player.team = TeamID(*itTeam);
teamNumbers[j].erase(itTeam);
map->players[pSettings.getColor().getNum()] = player;
}
map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())
+ (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());
}
void CMapGenerator::genTerrain()
{
map->initTerrain();
editManager->clearTerrain(&gen);
editManager->getTerrainSelection().selectRange(MapRect(int3(4, 4, 0), 24, 30));
editManager->drawTerrain(ETerrainType::GRASS, &gen);
}
void CMapGenerator::genTowns()
{
//FIXME mock gen
const int3 townPos[2] = { int3(11, 7, 0), int3(19,7, 0) };
for(size_t i = 0; i < map->players.size(); ++i)
{
auto & playerInfo = map->players[i];
if(!playerInfo.canAnyonePlay()) break;
PlayerColor owner(i);
int side = i % 2;
auto town = new CGTownInstance();
town->ID = Obj::TOWN;
int townId = mapGenOptions->getPlayersSettings().find(PlayerColor(i))->second.getStartingTown();
if(townId == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) townId = gen.getInteger(0, 8); // Default towns
town->subID = townId;
town->tempOwner = owner;
town->appearance = VLC->dobjinfo->pickCandidates(town->ID, town->subID, map->getTile(townPos[side]).terType).front();
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
editManager->insertObject(town, int3(townPos[side].x, townPos[side].y + (i / 2) * 5, 0));
// Update player info
playerInfo.allowedFactions.clear();
playerInfo.allowedFactions.insert(townId);
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
playerInfo.generateHeroAtMainTown = true;
}
}
void CMapGenerator::addHeaderInfo()
{
map->version = EMapFormat::SOD;
map->width = mapGenOptions->getWidth();
map->height = mapGenOptions->getHeight();
map->twoLevel = mapGenOptions->getHasTwoLevels();
map->name = VLC->generaltexth->allTexts[740];
map->description = getMapDescription();
map->difficulty = 1;
addPlayerInfo();
}