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https://github.com/vcmi/vcmi.git
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2276af70dc
Options is still broken, but at least we shouldn't crash there.
500 lines
13 KiB
C++
500 lines
13 KiB
C++
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/*
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* CMapGenOptions.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 "CMapGenOptions.h"
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#include "../GameConstants.h"
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#include "../mapping/CMap.h"
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#include "CRmgTemplateStorage.h"
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#include "CRmgTemplate.h"
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#include "../VCMI_Lib.h"
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#include "../CTownHandler.h"
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CMapGenOptions::CMapGenOptions() : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(false),
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playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE), humanPlayersCount(0),
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waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
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{
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resetPlayersMap();
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}
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si32 CMapGenOptions::getWidth() const
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{
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return width;
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}
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void CMapGenOptions::setWidth(si32 value)
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{
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assert(value >= 1);
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width = value;
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}
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si32 CMapGenOptions::getHeight() const
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{
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return height;
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}
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void CMapGenOptions::setHeight(si32 value)
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{
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assert(value >= 1);
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height = value;
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}
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bool CMapGenOptions::getHasTwoLevels() const
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{
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return hasTwoLevels;
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}
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void CMapGenOptions::setHasTwoLevels(bool value)
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{
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hasTwoLevels = value;
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}
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si8 CMapGenOptions::getPlayerCount() const
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{
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return playerCount;
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}
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void CMapGenOptions::setPlayerCount(si8 value)
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{
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assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
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playerCount = value;
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auto possibleCompPlayersCount = value;
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if (compOnlyPlayerCount > possibleCompPlayersCount)
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setCompOnlyPlayerCount(possibleCompPlayersCount);
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if (getPlayerCount() != RANDOM_SIZE && getCompOnlyPlayerCount() != RANDOM_SIZE)
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humanPlayersCount = getPlayerCount() - getCompOnlyPlayerCount();
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resetPlayersMap();
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}
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si8 CMapGenOptions::getHumanOnlyPlayerCount() const
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{
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return humanPlayersCount;
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}
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si8 CMapGenOptions::getTeamCount() const
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{
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return teamCount;
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}
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void CMapGenOptions::setTeamCount(si8 value)
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{
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assert(getPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getPlayerCount()) || value == RANDOM_SIZE);
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teamCount = value;
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}
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si8 CMapGenOptions::getCompOnlyPlayerCount() const
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{
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return compOnlyPlayerCount;
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}
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void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
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{
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assert(value == RANDOM_SIZE || (getPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= getPlayerCount())));
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compOnlyPlayerCount = value;
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if (getPlayerCount() != RANDOM_SIZE && getCompOnlyPlayerCount() != RANDOM_SIZE)
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humanPlayersCount = getPlayerCount() - getCompOnlyPlayerCount();
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resetPlayersMap();
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}
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si8 CMapGenOptions::getCompOnlyTeamCount() const
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{
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return compOnlyTeamCount;
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}
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void CMapGenOptions::setCompOnlyTeamCount(si8 value)
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{
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assert(value == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE || (value >= 0 && value <= std::max(compOnlyPlayerCount - 1, 0)));
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compOnlyTeamCount = value;
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}
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EWaterContent::EWaterContent CMapGenOptions::getWaterContent() const
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{
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return waterContent;
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}
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void CMapGenOptions::setWaterContent(EWaterContent::EWaterContent value)
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{
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waterContent = value;
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}
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EMonsterStrength::EMonsterStrength CMapGenOptions::getMonsterStrength() const
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{
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return monsterStrength;
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}
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void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value)
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{
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monsterStrength = value;
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}
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void CMapGenOptions::resetPlayersMap()
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{
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std::map<PlayerColor, TFaction> rememberTownTypes;
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for (auto p : players)
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{
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auto town = p.second.getStartingTown();
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if (town != RANDOM_SIZE)
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rememberTownTypes[p.first] = town;
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}
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players.clear();
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int realPlayersCnt = humanPlayersCount;
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int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
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int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
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if (getPlayerCount() == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
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totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
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//FIXME: what happens with human players here?
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for(int color = 0; color < totalPlayersLimit; ++color)
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{
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CPlayerSettings player;
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auto pc = PlayerColor(color);
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player.setColor(pc);
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auto playerType = EPlayerType::AI;
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if ((getPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
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|| (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I-compOnlyPlayerCount)))
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{
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playerType = EPlayerType::COMP_ONLY;
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}
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player.setPlayerType(playerType);
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players[pc] = player;
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if (vstd::contains(rememberTownTypes, pc))
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players[pc].setStartingTown(rememberTownTypes[pc]);
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}
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}
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const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
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{
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return players;
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}
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void CMapGenOptions::setStartingTownForPlayer(PlayerColor color, si32 town)
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{
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auto it = players.find(color);
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if(it == players.end()) assert(0);
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it->second.setStartingTown(town);
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}
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void CMapGenOptions::setPlayerTypeForStandardPlayer(PlayerColor color, EPlayerType::EPlayerType playerType)
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{
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assert(playerType != EPlayerType::COMP_ONLY);
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auto it = players.find(color);
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if(it == players.end()) assert(0);
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it->second.setPlayerType(playerType);
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}
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const CRmgTemplate * CMapGenOptions::getMapTemplate() const
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{
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return mapTemplate;
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}
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void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
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{
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mapTemplate = value;
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//TODO validate & adapt options according to template
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assert(0);
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}
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const std::map<std::string, CRmgTemplate *> & CMapGenOptions::getAvailableTemplates() const
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{
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return VLC->tplh->getTemplates();
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}
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void CMapGenOptions::finalize(CRandomGenerator & rand)
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{
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logGlobal->infoStream() << boost::format ("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d")
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% (int)getPlayerCount() % (int)getTeamCount() % (int)getCompOnlyPlayerCount() % (int)getCompOnlyTeamCount() % (int)getWaterContent() % (int)getMonsterStrength();
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if(!mapTemplate)
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{
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mapTemplate = getPossibleTemplate(rand);
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}
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assert(mapTemplate);
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if (getPlayerCount() == RANDOM_SIZE)
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{
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auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
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//ignore all non-randomized players, make sure these players will not be missing after roll
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possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
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assert(!possiblePlayers.empty());
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setPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
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updatePlayers();
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}
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if(teamCount == RANDOM_SIZE)
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{
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teamCount = rand.nextInt(getPlayerCount() - 1);
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if (teamCount == 1)
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teamCount = 0;
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}
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if(compOnlyPlayerCount == RANDOM_SIZE)
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{
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auto possiblePlayers = mapTemplate->getCpuPlayers().getNumbers();
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compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
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updateCompOnlyPlayers();
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}
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if(compOnlyTeamCount == RANDOM_SIZE)
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{
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compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
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}
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if(waterContent == EWaterContent::RANDOM)
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{
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waterContent = static_cast<EWaterContent::EWaterContent>(rand.nextInt(EWaterContent::NONE, EWaterContent::ISLANDS));
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}
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if(monsterStrength == EMonsterStrength::RANDOM)
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{
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monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
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}
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assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
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assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
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//rectangular maps are the future of gaming
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//setHeight(20);
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//setWidth(50);
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logGlobal->traceStream() << "Player config:";
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int humanPlayers = 0, cpuOnlyPlayers = 0, AIplayers = 0;
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for (auto player : players)
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{
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std::string playerType;
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switch (player.second.getPlayerType())
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{
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case EPlayerType::AI:
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playerType = "AI";
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AIplayers++;
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break;
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case EPlayerType::COMP_ONLY:
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playerType = "computer only";
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cpuOnlyPlayers++;
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break;
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case EPlayerType::HUMAN:
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playerType = "human only";
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humanPlayers++;
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break;
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default:
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assert(false);
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}
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logGlobal->traceStream() << boost::format("Player %d: %s") % player.second.getColor() % playerType;
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}
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setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automaticlaly (?)
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logGlobal->infoStream() << boost::format("Final player config: %d total, %d cpu-only") % players.size() % (int)getCompOnlyPlayerCount();
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}
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void CMapGenOptions::updatePlayers()
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{
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// Remove AI players only from the end of the players map if necessary
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for(auto itrev = players.end(); itrev != players.begin();)
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{
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auto it = itrev;
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--it;
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if (players.size() == getPlayerCount()) break;
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if(it->second.getPlayerType() == EPlayerType::AI)
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{
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players.erase(it);
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}
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else
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{
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--itrev;
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}
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}
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}
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void CMapGenOptions::updateCompOnlyPlayers()
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{
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// Remove comp only players only from the end of the players map if necessary
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for(auto itrev = players.end(); itrev != players.begin();)
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{
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auto it = itrev;
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--it;
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if (players.size() <= getPlayerCount()) break;
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if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
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{
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players.erase(it);
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}
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else
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{
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--itrev;
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}
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}
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// Add some comp only players if necessary
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int compOnlyPlayersToAdd = getPlayerCount() - players.size();
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if (compOnlyPlayersToAdd < 0)
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{
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logGlobal->errorStream() << boost::format("Incorrect number of players to add. Requested players %d, current players %d") % playerCount % players.size();
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assert (compOnlyPlayersToAdd < 0);
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}
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for(int i = 0; i < compOnlyPlayersToAdd; ++i)
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{
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CPlayerSettings pSettings;
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pSettings.setPlayerType(EPlayerType::COMP_ONLY);
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pSettings.setColor(getNextPlayerColor());
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players[pSettings.getColor()] = pSettings;
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}
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}
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int CMapGenOptions::countHumanPlayers() const
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{
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return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
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{
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return pair.second.getPlayerType() == EPlayerType::HUMAN;
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}));
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}
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int CMapGenOptions::countCompOnlyPlayers() const
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{
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return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
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{
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return pair.second.getPlayerType() == EPlayerType::COMP_ONLY;
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}));
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}
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PlayerColor CMapGenOptions::getNextPlayerColor() const
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{
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for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1))
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{
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if(!players.count(i))
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{
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return i;
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}
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}
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logGlobal->errorStream() << "Failed to get next player color";
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assert(false);
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return PlayerColor(0);
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}
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bool CMapGenOptions::checkOptions() const
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{
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assert(countHumanPlayers() > 0);
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if(mapTemplate)
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{
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return true;
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}
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else
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{
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CRandomGenerator gen;
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return getPossibleTemplate(gen) != nullptr;
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}
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}
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const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand) const
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{
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// Find potential templates
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const auto & tpls = getAvailableTemplates();
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std::list<const CRmgTemplate *> potentialTpls;
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for(const auto & tplPair : tpls)
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{
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const auto & tpl = tplPair.second;
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CRmgTemplate::CSize tplSize(width, height, hasTwoLevels);
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if(tplSize >= tpl->getMinSize() && tplSize <= tpl->getMaxSize())
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{
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bool isPlayerCountValid = false;
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if (getPlayerCount() != RANDOM_SIZE)
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{
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if (tpl->getPlayers().isInRange(getPlayerCount()))
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isPlayerCountValid = true;
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}
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else
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{
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// Human players shouldn't be banned when playing with random player count
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auto playerNumbers = tpl->getPlayers().getNumbers();
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if(countHumanPlayers() <= *boost::min_element(playerNumbers))
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{
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isPlayerCountValid = true;
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}
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}
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if (isPlayerCountValid)
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{
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bool isCpuPlayerCountValid = false;
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if(compOnlyPlayerCount != RANDOM_SIZE)
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{
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if (tpl->getCpuPlayers().isInRange(compOnlyPlayerCount))
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isCpuPlayerCountValid = true;
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}
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else
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{
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isCpuPlayerCountValid = true;
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}
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if(isCpuPlayerCountValid)
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potentialTpls.push_back(tpl);
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}
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}
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}
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// Select tpl
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if(potentialTpls.empty())
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{
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return nullptr;
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}
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else
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{
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return *RandomGeneratorUtil::nextItem(potentialTpls, rand);
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}
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}
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CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(RANDOM_TOWN), playerType(EPlayerType::AI)
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{
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}
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PlayerColor CMapGenOptions::CPlayerSettings::getColor() const
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{
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return color;
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}
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void CMapGenOptions::CPlayerSettings::setColor(PlayerColor value)
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{
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assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT);
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color = value;
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}
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si32 CMapGenOptions::CPlayerSettings::getStartingTown() const
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{
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return startingTown;
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}
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void CMapGenOptions::CPlayerSettings::setStartingTown(si32 value)
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{
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assert(value >= -1);
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if(value >= 0)
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{
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assert(value < static_cast<int>(VLC->townh->factions.size()));
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assert(VLC->townh->factions[value]->town != nullptr);
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}
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startingTown = value;
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}
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EPlayerType::EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
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{
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return playerType;
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}
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void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType::EPlayerType value)
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{
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playerType = value;
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}
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