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356 lines
10 KiB
C++
356 lines
10 KiB
C++
#include "StdInc.h"
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#include "CMapGenerator.h"
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#include "../mapping/CMap.h"
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#include "../VCMI_Lib.h"
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#include "../CGeneralTextHandler.h"
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#include "../mapping/CMapEditManager.h"
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#include "../CObjectHandler.h"
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#include "../CDefObjInfoHandler.h"
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#include "../CTownHandler.h"
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#include "../StringConstants.h"
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#include "../filesystem/Filesystem.h"
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#include "CRmgTemplate.h"
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#include "CRmgTemplateZone.h"
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#include "CZonePlacer.h"
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void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
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{
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for(const int3 &dir : dirs)
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{
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int3 n = pos + dir;
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if(map->isInTheMap(n))
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foo(n);
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}
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}
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CMapGenerator::CMapGenerator(shared_ptr<CMapGenOptions> mapGenOptions, int randomSeed /*= std::time(nullptr)*/) :
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mapGenOptions(mapGenOptions), randomSeed(randomSeed), monolithIndex(0)
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{
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rand.setSeed(randomSeed);
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}
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void CMapGenerator::initTiles()
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{
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map->initTerrain();
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int width = map->width;
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int height = map->height;
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int level = map->twoLevel ? 2 : 1;
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tiles = new CTileInfo**[width];
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for (int i = 0; i < width; ++i)
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{
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tiles[i] = new CTileInfo*[height];
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for (int j = 0; j < height; ++j)
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{
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tiles[i][j] = new CTileInfo[level];
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}
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}
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}
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CMapGenerator::~CMapGenerator()
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{
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//FIXME: what if map is not present anymore?
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if (tiles && map)
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{
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for (int i=0; i < map->width; i++)
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{
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for(int j=0; j < map->height; j++)
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{
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delete [] tiles[i][j];
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}
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delete [] tiles[i];
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}
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delete [] tiles;
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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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mapGenOptions->finalize(rand);
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map = make_unique<CMap>();
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editManager = map->getEditManager();
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try
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{
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editManager->getUndoManager().setUndoRedoLimit(0);
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addHeaderInfo();
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initTiles();
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genZones();
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map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
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fillZones();
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}
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catch (rmgException &e)
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{
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logGlobal->errorStream() << "Random map generation received exception: " << e.what();
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}
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return std::move(map);
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}
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std::string CMapGenerator::getMapDescription() const
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{
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const std::string waterContentStr[3] = { "none", "normal", "islands" };
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const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
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std::stringstream ss;
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ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
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", levels %s, humans %d, computers %d, water %s, monster %s, second expansion map") % mapGenOptions->getMapTemplate()->getName() %
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randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
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static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
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monsterStrengthStr[mapGenOptions->getMonsterStrength()]);
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for(const auto & pair : mapGenOptions->getPlayersSettings())
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{
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const auto & pSettings = pair.second;
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if(pSettings.getPlayerType() == EPlayerType::HUMAN)
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{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
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}
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if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
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{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
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<< " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;
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}
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}
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return ss.str();
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}
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void CMapGenerator::addPlayerInfo()
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{
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// Calculate which team numbers exist
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std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only
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int teamOffset = 0;
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for(int i = 0; i < 2; ++i)
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{
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int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount();
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int teamCount = i == 0 ? mapGenOptions->getTeamCount() : mapGenOptions->getCompOnlyTeamCount();
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if(playerCount == 0)
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{
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continue;
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}
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int playersPerTeam = playerCount /
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(teamCount == 0 ? playerCount : teamCount);
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int teamCountNorm = teamCount;
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if(teamCountNorm == 0)
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{
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teamCountNorm = playerCount;
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}
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for(int j = 0; j < teamCountNorm; ++j)
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{
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for(int k = 0; k < playersPerTeam; ++k)
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{
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teamNumbers[i].push_back(j + teamOffset);
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}
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}
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for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
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{
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teamNumbers[i].push_back(j + teamOffset);
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}
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teamOffset += teamCountNorm;
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}
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// Team numbers are assigned randomly to every player
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for(const auto & pair : mapGenOptions->getPlayersSettings())
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{
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const auto & pSettings = pair.second;
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PlayerInfo player;
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player.canComputerPlay = true;
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int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0;
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if(j == 0)
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{
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player.canHumanPlay = true;
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}
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auto itTeam = 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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map->players[pSettings.getColor().getNum()] = player;
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}
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map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())
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+ (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());
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}
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void CMapGenerator::genZones()
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{
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editManager->clearTerrain(&rand);
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editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight()));
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editManager->drawTerrain(ETerrainType::GRASS, &rand);
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auto pcnt = mapGenOptions->getPlayerCount();
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auto w = mapGenOptions->getWidth();
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auto h = mapGenOptions->getHeight();
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auto tmpl = mapGenOptions->getMapTemplate();
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zones = tmpl->getZones(); //copy from template (refactor?)
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int player_per_side = zones.size() > 4 ? 3 : 2;
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logGlobal->infoStream() << boost::format("Map size %d %d, players per side %d") % w % h % player_per_side;
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CZonePlacer placer(this);
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placer.placeZones(mapGenOptions, &rand);
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placer.assignZones(mapGenOptions);
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int i = 0;
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for(auto const it : zones)
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{
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CRmgTemplateZone * zone = it.second;
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zone->setType(i < pcnt ? ETemplateZoneType::PLAYER_START : ETemplateZoneType::TREASURE);
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this->zones[it.first] = zone;
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++i;
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}
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logGlobal->infoStream() << "Zones generated successfully";
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}
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void CMapGenerator::fillZones()
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{
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logGlobal->infoStream() << "Started filling zones";
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createConnections();
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for (auto it : zones)
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{
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//make sure all connections are passable before creating borders
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it.second->createBorder(this);
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it.second->fill(this);
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}
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logGlobal->infoStream() << "Zones filled successfully";
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}
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void CMapGenerator::createConnections()
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{
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for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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//rearrange tiles in random order
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auto tilesCopy = zoneA->getTileInfo();
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std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());
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RandomGeneratorUtil::randomShuffle(tiles, rand);
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int3 guardPos(-1,-1,-1);
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auto otherZoneTiles = zoneB->getTileInfo();
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auto otherZoneCenter = zoneB->getPos();
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for (auto tile : tiles)
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{
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foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles](int3 &pos)
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{
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if (vstd::contains(otherZoneTiles, pos))
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guardPos = tile;
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});
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if (guardPos.valid())
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{
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setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
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zoneA->addMonster (this, guardPos, connection.getGuardStrength()); //TODO: set value according to template
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//zones can make paths only in their own area
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zoneA->crunchPath (this, guardPos, zoneA->getPos(), zoneA->getId(), zoneA->getFreePaths()); //make connection towards our zone center
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zoneB->crunchPath (this, guardPos, zoneB->getPos(), zoneB->getId(), zoneB->getFreePaths()); //make connection towards other zone center
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break; //we're done with this connection
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}
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}
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if (!guardPos.valid())
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{
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auto teleport1 = new CGTeleport;
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teleport1->ID = Obj::MONOLITH_TWO_WAY;
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teleport1->subID = getNextMonlithIndex();
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auto teleport2 = new CGTeleport(*teleport1);
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zoneA->addRequiredObject (teleport1, connection.getGuardStrength());
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zoneB->addRequiredObject (teleport2, connection.getGuardStrength());
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}
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}
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}
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void CMapGenerator::addHeaderInfo()
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{
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map->version = EMapFormat::SOD;
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map->width = mapGenOptions->getWidth();
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map->height = mapGenOptions->getHeight();
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map->twoLevel = mapGenOptions->getHasTwoLevels();
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map->name = VLC->generaltexth->allTexts[740];
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map->description = getMapDescription();
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map->difficulty = 1;
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addPlayerInfo();
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}
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std::map<TRmgTemplateZoneId, CRmgTemplateZone*> CMapGenerator::getZones() const
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{
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return zones;
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}
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bool CMapGenerator::isBlocked(const int3 &tile) const
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z].isBlocked();
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}
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bool CMapGenerator::shouldBeBlocked(const int3 &tile) const
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z].shouldBeBlocked();
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}
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bool CMapGenerator::isPossible(const int3 &tile) const
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z].isPossible();
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}
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bool CMapGenerator::isFree(const int3 &tile) const
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z].isFree();
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}
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void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state)
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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tiles[tile.x][tile.y][tile.z].setOccupied(state);
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}
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CTileInfo CMapGenerator::getTile(const int3& tile) const
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z];
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}
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void CMapGenerator::setNearestObjectDistance(int3 &tile, int value)
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value);
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}
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int CMapGenerator::getNearestObjectDistance(const int3 &tile) const
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance();
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}
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int CMapGenerator::getNextMonlithIndex()
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{
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return monolithIndex++;
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}
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