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https://github.com/vcmi/vcmi.git
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87059be67b
Fixes reading of morale/luck values (-3..3) as unsigned leading to overflow.
527 lines
15 KiB
C++
527 lines
15 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 "../mapping/MapFormat.h"
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#include "../VCMI_Lib.h"
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#include "../CGeneralTextHandler.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapping/CMapEditManager.h"
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#include "../CArtHandler.h"
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#include "../CTownHandler.h"
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#include "../CHeroHandler.h"
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#include "../constants/StringConstants.h"
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#include "../filesystem/Filesystem.h"
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#include "CZonePlacer.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 "threadpool/ThreadPool.h"
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#include "modificators/ObjectManager.h"
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#include "modificators/TreasurePlacer.h"
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#include "modificators/RoadPlacer.h"
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VCMI_LIB_NAMESPACE_BEGIN
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CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, IGameCallback * cb, int RandomSeed) :
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mapGenOptions(mapGenOptions), randomSeed(RandomSeed),
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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, cb);
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placer = std::make_shared<CZonePlacer>(*map);
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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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JsonNode randomMapJson(JsonPath::builtin("config/randomMap.json"));
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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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config.singleThread = randomMapJson["singleThread"].Bool();
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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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//must be instantiated in .cpp file for access to complete types of all member fields
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CMapGenerator::~CMapGenerator() = default;
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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::initQuestArtsRemaining()
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{
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//TODO: Move to QuestArtifactPlacer?
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for (auto art : VLC->arth->objects)
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{
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//Don't use parts of combined artifacts
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if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->getId()) && art->getPartOf().empty())
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questArtifacts.push_back(art->getId());
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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, rand);
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Load::Progress::step();
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initQuestArtsRemaining();
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genZones();
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Load::Progress::step();
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map->getMap(this).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, 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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map->width() % map->height() % static_cast<int>(map->levels()) % static_cast<int>(mapGenOptions.getHumanOrCpuPlayerCount()) %
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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() != FactionID::RANDOM)
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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()]->getNameTranslated();
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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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// Teams are already configured in CMapGenOptions. However, it's not the case when it comes to map editor
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std::set<TeamID> teamsTotal;
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if (mapGenOptions.arePlayersCustomized())
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{
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// Simply copy existing settings set in GUI
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for (const auto & player : mapGenOptions.getPlayersSettings())
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{
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PlayerInfo playerInfo;
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playerInfo.team = player.second.getTeam();
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if (player.second.getPlayerType() == EPlayerType::COMP_ONLY)
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{
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playerInfo.canHumanPlay = false;
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}
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else
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{
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playerInfo.canHumanPlay = true;
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}
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map->getMap(this).players[player.first.getNum()] = playerInfo;
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teamsTotal.insert(player.second.getTeam());
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}
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}
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else
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{
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// Assign standard teams (in map editor)
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// Calculate which team numbers exist
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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
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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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// FIXME: Player can be any color, not just 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.getHumanOrCpuPlayerCount();
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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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logGlobal->info("Current player settings size: %d", mapGenOptions.getPlayersSettings().size());
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// Team numbers are assigned randomly to every player
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//TODO: allow to 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(pSettings.getTeam() != TeamID::NO_TEAM)
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{
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player.team = pSettings.getTeam();
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}
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else
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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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}
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teamsTotal.insert(player.team);
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map->getMap(this).players[pSettings.getColor().getNum()] = player;
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}
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logGlobal->info("Current team count: %d", teamsTotal.size());
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}
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// FIXME: 0
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// Can't find info for player 0 (starting zone)
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// Can't find info for player 1 (starting zone)
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map->getMap(this).howManyTeams = teamsTotal.size();
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}
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void CMapGenerator::genZones()
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{
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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::addWaterTreasuresInfo()
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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 (const 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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addWaterTreasuresInfo();
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logGlobal->info("Started filling zones");
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size_t numZones = map->getZones().size();
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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(numZones, 50);
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for (const 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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std::vector<std::shared_ptr<Zone>> treasureZones;
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TModificators allJobs;
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for (auto& it : map->getZones())
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{
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allJobs.splice(allJobs.end(), it.second->getModificators());
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}
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Load::Progress::setupStepsTill(allJobs.size(), 240);
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if (config.singleThread) //No thread pool, just queue with deterministic order
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{
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while (!allJobs.empty())
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{
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for (auto it = allJobs.begin(); it != allJobs.end();)
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{
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if ((*it)->isReady())
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{
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auto jobCopy = *it;
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jobCopy->run();
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Progress::Progress::step(); //Update progress bar
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allJobs.erase(it);
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break; //Restart from the first job
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}
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else
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{
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++it;
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}
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}
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}
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}
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else
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{
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ThreadPool pool;
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std::vector<boost::future<void>> futures;
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//At most one Modificator can run for every zone
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pool.init(std::min<int>(boost::thread::hardware_concurrency(), numZones));
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while (!allJobs.empty())
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{
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for (auto it = allJobs.begin(); it != allJobs.end();)
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{
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if ((*it)->isFinished())
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{
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it = allJobs.erase(it);
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Progress::Progress::step();
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}
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else if ((*it)->isReady())
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{
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auto jobCopy = *it;
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futures.emplace_back(pool.async([this, jobCopy]() -> void
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{
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jobCopy->run();
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Progress::Progress::step(); //Update progress bar
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}
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));
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it = allJobs.erase(it);
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}
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else
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{
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++it;
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}
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}
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}
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//Wait for all the tasks
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for (auto& fut : futures)
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{
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fut.get();
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}
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}
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for (const auto& it : map->getZones())
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{
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if (it.second->getType() == ETemplateZoneType::TREASURE)
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treasureZones.push_back(it.second);
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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 (const 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->getMap(this).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::addHeaderInfo()
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{
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auto& m = map->getMap(this);
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m.version = EMapFormat::VCMI;
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m.width = mapGenOptions.getWidth();
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m.height = mapGenOptions.getHeight();
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m.twoLevel = mapGenOptions.getHasTwoLevels();
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m.name.appendLocalString(EMetaText::GENERAL_TXT, 740);
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m.description.appendRawString(getMapDescription());
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m.difficulty = EMapDifficulty::NORMAL;
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addPlayerInfo();
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m.waterMap = (mapGenOptions.getWaterContent() != EWaterContent::EWaterContent::NONE);
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m.banWaterContent();
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}
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int CMapGenerator::getNextMonlithIndex()
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{
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while (true)
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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::str(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));
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else
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{
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//Skip modded Monoliths which can't beplaced on every terrain
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auto templates = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, monolithIndex)->getTemplates();
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if (templates.empty() || !templates[0]->canBePlacedAtAnyTerrain())
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{
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monolithIndex++;
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}
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else
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{
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return monolithIndex++;
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}
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}
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}
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}
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std::shared_ptr<CZonePlacer> CMapGenerator::getZonePlacer() const
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{
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return placer;
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}
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const std::vector<ArtifactID> & CMapGenerator::getAllPossibleQuestArtifacts() const
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{
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return questArtifacts;
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}
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const std::vector<HeroTypeID> CMapGenerator::getAllPossibleHeroes() const
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{
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auto isWaterMap = map->getMap(this).isWaterMap();
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//Skip heroes that were banned, including the ones placed in prisons
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std::vector<HeroTypeID> ret;
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for (HeroTypeID hero : map->getMap(this).allowedHeroes)
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{
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auto * h = dynamic_cast<const CHero*>(VLC->heroTypes()->getById(hero));
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if(h->onlyOnWaterMap && !isWaterMap)
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continue;
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if(h->onlyOnMapWithoutWater && isWaterMap)
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continue;
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bool heroUsedAsStarting = false;
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for (auto const & player : map->getMapGenOptions().getPlayersSettings())
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{
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if (player.second.getStartingHero() == hero)
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{
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heroUsedAsStarting = true;
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break;
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}
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}
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if (heroUsedAsStarting)
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continue;
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ret.push_back(hero);
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}
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return ret;
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}
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void CMapGenerator::banQuestArt(const ArtifactID & id)
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{
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map->getMap(this).allowedArtifact.erase(id);
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}
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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
|