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vcmi/lib/rmg/CMapGenerator.cpp
2024-04-03 20:05:35 +02:00

528 lines
15 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 "../mapping/MapFormat.h"
#include "../VCMI_Lib.h"
#include "../CGeneralTextHandler.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapping/CMapEditManager.h"
#include "../CArtHandler.h"
#include "../CTownHandler.h"
#include "../CHeroHandler.h"
#include "../constants/StringConstants.h"
#include "../filesystem/Filesystem.h"
#include "CZonePlacer.h"
#include "TileInfo.h"
#include "Zone.h"
#include "Functions.h"
#include "RmgMap.h"
#include "threadpool/ThreadPool.h"
#include "modificators/ObjectManager.h"
#include "modificators/TreasurePlacer.h"
#include "modificators/RoadPlacer.h"
VCMI_LIB_NAMESPACE_BEGIN
CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, IGameCallback * cb, int RandomSeed) :
mapGenOptions(mapGenOptions), randomSeed(RandomSeed),
monolithIndex(0)
{
loadConfig();
rand.setSeed(this->randomSeed);
mapGenOptions.finalize(rand);
map = std::make_unique<RmgMap>(mapGenOptions, cb);
placer = std::make_shared<CZonePlacer>(*map);
}
int CMapGenerator::getRandomSeed() const
{
return randomSeed;
}
void CMapGenerator::loadConfig()
{
JsonNode randomMapJson(JsonPath::builtin("config/randomMap.json"));
config.shipyardGuard = randomMapJson["waterZone"]["shipyard"]["value"].Integer();
for(auto & treasure : randomMapJson["waterZone"]["treasure"].Vector())
{
config.waterTreasure.emplace_back(treasure["min"].Integer(), treasure["max"].Integer(), treasure["density"].Integer());
}
config.mineExtraResources = randomMapJson["mines"]["extraResourcesLimit"].Integer();
config.minGuardStrength = randomMapJson["minGuardStrength"].Integer();
config.defaultRoadType = randomMapJson["defaultRoadType"].String();
config.secondaryRoadType = randomMapJson["secondaryRoadType"].String();
config.treasureValueLimit = randomMapJson["treasureValueLimit"].Integer();
for(auto & i : randomMapJson["prisons"]["experience"].Vector())
config.prisonExperience.push_back(i.Integer());
for(auto & i : randomMapJson["prisons"]["value"].Vector())
config.prisonValues.push_back(i.Integer());
for(auto & i : randomMapJson["scrolls"]["value"].Vector())
config.scrollValues.push_back(i.Integer());
for(auto & i : randomMapJson["pandoras"]["creaturesValue"].Vector())
config.pandoraCreatureValues.push_back(i.Integer());
for(auto & i : randomMapJson["quests"]["value"].Vector())
config.questValues.push_back(i.Integer());
for(auto & i : randomMapJson["quests"]["rewardValue"].Vector())
config.questRewardValues.push_back(i.Integer());
config.pandoraMultiplierGold = randomMapJson["pandoras"]["valueMultiplierGold"].Integer();
config.pandoraMultiplierExperience = randomMapJson["pandoras"]["valueMultiplierExperience"].Integer();
config.pandoraMultiplierSpells = randomMapJson["pandoras"]["valueMultiplierSpells"].Integer();
config.pandoraSpellSchool = randomMapJson["pandoras"]["valueSpellSchool"].Integer();
config.pandoraSpell60 = randomMapJson["pandoras"]["valueSpell60"].Integer();
config.singleThread = randomMapJson["singleThread"].Bool();
}
const CMapGenerator::Config & CMapGenerator::getConfig() const
{
return config;
}
//must be instantiated in .cpp file for access to complete types of all member fields
CMapGenerator::~CMapGenerator() = default;
const CMapGenOptions& CMapGenerator::getMapGenOptions() const
{
return mapGenOptions;
}
void CMapGenerator::initQuestArtsRemaining()
{
//TODO: Move to QuestArtifactPlacer?
for (auto art : VLC->arth->objects)
{
//Don't use parts of combined artifacts
if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->getId()) && art->getPartOf().empty())
questArtifacts.push_back(art->getId());
}
}
std::unique_ptr<CMap> CMapGenerator::generate()
{
Load::Progress::reset();
Load::Progress::setupStepsTill(5, 30);
try
{
addHeaderInfo();
map->initTiles(*this, rand);
Load::Progress::step();
initQuestArtsRemaining();
genZones();
Load::Progress::step();
map->getMap(this).calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
map->addModificators();
Load::Progress::step(3);
fillZones();
//updated guarded tiles will be calculated in CGameState::initMapObjects()
map->getZones().clear();
}
catch (rmgException &e)
{
logGlobal->error("Random map generation received exception: %s", e.what());
}
Load::Progress::finish();
return std::move(map->mapInstance);
}
std::string CMapGenerator::getMapDescription() const
{
assert(map);
const std::string waterContentStr[3] = { "none", "normal", "islands" };
const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
int monsterStrengthIndex = mapGenOptions.getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0
const auto * mapTemplate = mapGenOptions.getMapTemplate();
if(!mapTemplate)
throw rmgException("Map template for Random Map Generator is not found. Could not start the game.");
std::stringstream ss;
ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, size %dx%d") +
", levels %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
map->width() % map->height() % static_cast<int>(map->levels()) % static_cast<int>(mapGenOptions.getHumanOrCpuPlayerCount()) %
static_cast<int>(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] %
monsterStrengthStr[monsterStrengthIndex]);
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() != FactionID::RANDOM)
{
ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
<< " town choice is " << (*VLC->townh)[pSettings.getStartingTown()]->getNameTranslated();
}
}
return ss.str();
}
void CMapGenerator::addPlayerInfo()
{
// Teams are already configured in CMapGenOptions. However, it's not the case when it comes to map editor
std::set<TeamID> teamsTotal;
if (mapGenOptions.arePlayersCustomized())
{
// Simply copy existing settings set in GUI
for (const auto & player : mapGenOptions.getPlayersSettings())
{
PlayerInfo playerInfo;
playerInfo.team = player.second.getTeam();
if (player.second.getPlayerType() == EPlayerType::COMP_ONLY)
{
playerInfo.canHumanPlay = false;
}
else
{
playerInfo.canHumanPlay = true;
}
map->getMap(this).players[player.first.getNum()] = playerInfo;
teamsTotal.insert(player.second.getTeam());
}
}
else
{
// Assign standard teams (in map editor)
// Calculate which team numbers exist
enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2}; // Used as a kind of a local named array index, so left as enum, not enum class
std::array<std::list<int>, 2> teamNumbers;
int teamOffset = 0;
int playerCount = 0;
int teamCount = 0;
// FIXME: Player can be any color, not just 0
for (int i = CPHUMAN; i < AFTER_LAST; ++i)
{
if (i == CPHUMAN)
{
playerCount = mapGenOptions.getHumanOrCpuPlayerCount();
teamCount = mapGenOptions.getTeamCount();
}
else
{
playerCount = mapGenOptions.getCompOnlyPlayerCount();
teamCount = 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;
}
logGlobal->info("Current player settings size: %d", mapGenOptions.getPlayersSettings().size());
// Team numbers are assigned randomly to every player
//TODO: allow to customize teams in rmg template
for(const auto & pair : mapGenOptions.getPlayersSettings())
{
const auto & pSettings = pair.second;
PlayerInfo player;
player.canComputerPlay = true;
int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;
if (j == CPHUMAN)
{
player.canHumanPlay = true;
}
if(pSettings.getTeam() != TeamID::NO_TEAM)
{
player.team = pSettings.getTeam();
}
else
{
if (teamNumbers[j].empty())
{
logGlobal->error("Not enough places in team for %s player", ((j == CPUONLY) ? "CPU" : "CPU or human"));
assert (teamNumbers[j].size());
}
auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
player.team = TeamID(*itTeam);
teamNumbers[j].erase(itTeam);
}
teamsTotal.insert(player.team);
map->getMap(this).players[pSettings.getColor().getNum()] = player;
}
logGlobal->info("Current team count: %d", teamsTotal.size());
}
// FIXME: 0
// Can't find info for player 0 (starting zone)
// Can't find info for player 1 (starting zone)
map->getMap(this).howManyTeams = teamsTotal.size();
}
void CMapGenerator::genZones()
{
placer->placeZones(&rand);
placer->assignZones(&rand);
logGlobal->info("Zones generated successfully");
}
void CMapGenerator::addWaterTreasuresInfo()
{
if (!getZoneWater())
return;
//add treasures on water
for (const auto& treasureInfo : getConfig().waterTreasure)
{
getZoneWater()->addTreasureInfo(treasureInfo);
}
}
void CMapGenerator::fillZones()
{
addWaterTreasuresInfo();
logGlobal->info("Started filling zones");
size_t numZones = map->getZones().size();
//we need info about all town types to evaluate dwellings and pandoras with creatures properly
//place main town in the middle
Load::Progress::setupStepsTill(numZones, 50);
for (const auto& it : map->getZones())
{
it.second->initFreeTiles();
it.second->initModificators();
Progress::Progress::step();
}
std::vector<std::shared_ptr<Zone>> treasureZones;
TModificators allJobs;
for (auto& it : map->getZones())
{
allJobs.splice(allJobs.end(), it.second->getModificators());
}
Load::Progress::setupStepsTill(allJobs.size(), 240);
if (config.singleThread) //No thread pool, just queue with deterministic order
{
while (!allJobs.empty())
{
for (auto it = allJobs.begin(); it != allJobs.end();)
{
if ((*it)->isReady())
{
auto jobCopy = *it;
jobCopy->run();
Progress::Progress::step(); //Update progress bar
allJobs.erase(it);
break; //Restart from the first job
}
else
{
++it;
}
}
}
}
else
{
ThreadPool pool;
std::vector<boost::future<void>> futures;
//At most one Modificator can run for every zone
pool.init(std::min<int>(boost::thread::hardware_concurrency(), numZones));
while (!allJobs.empty())
{
for (auto it = allJobs.begin(); it != allJobs.end();)
{
if ((*it)->isFinished())
{
it = allJobs.erase(it);
Progress::Progress::step();
}
else if ((*it)->isReady())
{
auto jobCopy = *it;
futures.emplace_back(pool.async([this, jobCopy]() -> void
{
jobCopy->run();
Progress::Progress::step(); //Update progress bar
}
));
it = allJobs.erase(it);
}
else
{
++it;
}
}
}
//Wait for all the tasks
for (auto& fut : futures)
{
fut.get();
}
}
for (const auto& it : map->getZones())
{
if (it.second->getType() == ETemplateZoneType::TREASURE)
treasureZones.push_back(it.second);
}
//find place for Grail
if (treasureZones.empty())
{
for (const auto& it : map->getZones())
if (it.second->getType() != ETemplateZoneType::WATER)
treasureZones.push_back(it.second);
}
auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);
map->getMap(this).grailPos = *RandomGeneratorUtil::nextItem(grailZone->freePaths()->getTiles(), rand);
map->getMap(this).reindexObjects();
logGlobal->info("Zones filled successfully");
Load::Progress::set(250);
}
void CMapGenerator::addHeaderInfo()
{
auto& m = map->getMap(this);
m.version = EMapFormat::VCMI;
m.width = mapGenOptions.getWidth();
m.height = mapGenOptions.getHeight();
m.twoLevel = mapGenOptions.getHasTwoLevels();
m.name.appendLocalString(EMetaText::GENERAL_TXT, 740);
m.description.appendRawString(getMapDescription());
m.difficulty = EMapDifficulty::NORMAL;
addPlayerInfo();
m.waterMap = (mapGenOptions.getWaterContent() != EWaterContent::EWaterContent::NONE);
m.banWaterContent();
}
int CMapGenerator::getNextMonlithIndex()
{
while (true)
{
if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())
throw rmgException(boost::str(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));
else
{
//Skip modded Monoliths which can't beplaced on every terrain
auto templates = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, monolithIndex)->getTemplates();
if (templates.empty() || !templates[0]->canBePlacedAtAnyTerrain())
{
monolithIndex++;
}
else
{
return monolithIndex++;
}
}
}
}
std::shared_ptr<CZonePlacer> CMapGenerator::getZonePlacer() const
{
return placer;
}
const std::vector<ArtifactID> & CMapGenerator::getAllPossibleQuestArtifacts() const
{
return questArtifacts;
}
const std::vector<HeroTypeID> CMapGenerator::getAllPossibleHeroes() const
{
auto isWaterMap = map->getMap(this).isWaterMap();
//Skip heroes that were banned, including the ones placed in prisons
std::vector<HeroTypeID> ret;
for (HeroTypeID hero : map->getMap(this).allowedHeroes)
{
auto * h = dynamic_cast<const CHero*>(VLC->heroTypes()->getById(hero));
if(h->onlyOnWaterMap && !isWaterMap)
continue;
if(h->onlyOnMapWithoutWater && isWaterMap)
continue;
bool heroUsedAsStarting = false;
for (auto const & player : map->getMapGenOptions().getPlayersSettings())
{
if (player.second.getStartingHero() == hero)
{
heroUsedAsStarting = true;
break;
}
}
if (heroUsedAsStarting)
continue;
ret.push_back(hero);
}
return ret;
}
void CMapGenerator::banQuestArt(const ArtifactID & id)
{
map->getMap(this).allowedArtifact.erase(id);
}
void CMapGenerator::unbanQuestArt(const ArtifactID & id)
{
map->getMap(this).allowedArtifact.insert(id);
}
Zone * CMapGenerator::getZoneWater() const
{
for(auto & z : map->getZones())
if(z.second->getType() == ETemplateZoneType::WATER)
return z.second.get();
return nullptr;
}
VCMI_LIB_NAMESPACE_END