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802 lines
20 KiB
C++
802 lines
20 KiB
C++
/*
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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 "../mapping/CMapHeader.h"
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#include "CRmgTemplateStorage.h"
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#include "CRmgTemplate.h"
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#include "CRandomGenerator.h"
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#include "../VCMI_Lib.h"
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#include "../CTownHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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CMapGenOptions::CMapGenOptions()
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: width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
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humanOrCpuPlayerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
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waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr),
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customizedPlayers(false)
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{
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initPlayersMap();
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setRoadEnabled(RoadId(Road::DIRT_ROAD), true);
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setRoadEnabled(RoadId(Road::GRAVEL_ROAD), true);
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setRoadEnabled(RoadId(Road::COBBLESTONE_ROAD), true);
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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::getHumanOrCpuPlayerCount() const
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{
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return humanOrCpuPlayerCount;
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}
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void CMapGenOptions::setHumanOrCpuPlayerCount(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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humanOrCpuPlayerCount = value;
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// Use template player limit, if any
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auto playerLimit = getPlayerLimit();
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auto possibleCompPlayersCount = playerLimit - std::max<si8>(0, humanOrCpuPlayerCount);
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if (compOnlyPlayerCount > possibleCompPlayersCount)
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{
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setCompOnlyPlayerCount(possibleCompPlayersCount);
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}
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resetPlayersMap();
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}
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si8 CMapGenOptions::getMinPlayersCount(bool withTemplateLimit) const
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{
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auto totalPlayers = 0;
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si8 humans = getHumanOrCpuPlayerCount();
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si8 cpus = getCompOnlyPlayerCount();
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if (humans == RANDOM_SIZE && cpus == RANDOM_SIZE)
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{
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totalPlayers = 2;
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}
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else if (humans == RANDOM_SIZE)
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{
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totalPlayers = cpus + 1; // Must add at least 1 player
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}
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else if (cpus == RANDOM_SIZE)
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{
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totalPlayers = humans;
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}
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else
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{
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totalPlayers = humans + cpus;
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}
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if (withTemplateLimit && mapTemplate)
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{
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auto playersRange = mapTemplate->getPlayers();
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//New template can also impose higher limit than current settings
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vstd::amax(totalPlayers, playersRange.minValue());
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}
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// Can't play without at least 2 players
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vstd::amax(totalPlayers, 2);
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return totalPlayers;
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}
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si8 CMapGenOptions::getMaxPlayersCount(bool withTemplateLimit) const
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{
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// Max number of players possible with current settings
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auto totalPlayers = 0;
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si8 humans = getHumanOrCpuPlayerCount();
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si8 cpus = getCompOnlyPlayerCount();
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if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
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{
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totalPlayers = PlayerColor::PLAYER_LIMIT_I;
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}
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else
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{
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totalPlayers = humans + cpus;
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}
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if (withTemplateLimit && mapTemplate)
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{
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auto playersRange = mapTemplate->getPlayers();
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//New template can also impose higher limit than current settings
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vstd::amin(totalPlayers, playersRange.maxValue());
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}
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assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
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assert (totalPlayers >= 2);
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return totalPlayers;
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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(getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getHumanOrCpuPlayerCount()) || 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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si8 CMapGenOptions::getPlayerLimit() const
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{
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//How many players could we set with current template, ignoring other settings
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si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
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if (auto temp = getMapTemplate())
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{
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playerLimit = static_cast<si8>(temp->getPlayers().maxValue());
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}
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return playerLimit;
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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 || (getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= getPlayerLimit() - getHumanOrCpuPlayerCount())));
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compOnlyPlayerCount = value;
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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::initPlayersMap()
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{
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std::map<PlayerColor, FactionID> rememberTownTypes;
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std::map<PlayerColor, TeamID> rememberTeam;
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for(const auto & p : players)
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{
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auto town = p.second.getStartingTown();
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if (town != FactionID::RANDOM)
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rememberTownTypes[p.first] = FactionID(town);
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rememberTeam[p.first] = p.second.getTeam();
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}
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players.clear();
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int realPlayersCnt = getHumanOrCpuPlayerCount();
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// Initialize settings for all color even if not present
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for(int color = 0; color < getPlayerLimit(); ++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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// Color doesn't have to be continuous. Player colors can later be changed manually
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if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
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{
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playerType = EPlayerType::HUMAN;
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}
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else if((getHumanOrCpuPlayerCount() != 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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}
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savePlayersMap();
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}
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void CMapGenOptions::resetPlayersMap()
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{
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// Called when number of player changes
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// But do not update info about already made selections
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savePlayersMap();
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int realPlayersCnt = getMaxPlayersCount();
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//Trim the number of AI players, then CPU-only players, finally human players
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auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
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{
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for (auto it = players.rbegin(); it != players.rend(); ++it)
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{
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if (it->second.getPlayerType() == playerType)
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{
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players.erase(it->first);
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return true;
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}
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}
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return false; //Can't earse any player of this type
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};
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while (players.size() > realPlayersCnt)
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{
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while (eraseLastPlayer(EPlayerType::AI));
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while (eraseLastPlayer(EPlayerType::COMP_ONLY));
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while (eraseLastPlayer(EPlayerType::HUMAN));
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}
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//First colors from the list are assigned to human players, then to CPU players
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std::vector<PlayerColor> availableColors;
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for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
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{
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availableColors.push_back(PlayerColor(color));
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}
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auto removeUsedColors = [this, &availableColors](EPlayerType playerType)
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{
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for (auto& player : players)
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{
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if (player.second.getPlayerType() == playerType)
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{
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vstd::erase(availableColors, player.second.getColor());
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}
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}
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};
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removeUsedColors(EPlayerType::HUMAN);
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removeUsedColors(EPlayerType::COMP_ONLY);
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//removeUsedColors(EPlayerType::AI);
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//Assign unused colors to remaining AI players
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while (players.size() < realPlayersCnt && !availableColors.empty())
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{
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auto color = availableColors.front();
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players[color].setColor(color);
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setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
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availableColors.erase(availableColors.begin());
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if (vstd::contains(savedPlayerSettings, color))
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{
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setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
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// TODO: setter
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players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
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}
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else
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{
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logGlobal->warn("Adding settings for player %s", color);
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// Usually, all players should be initialized in initPlayersMap()
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CPlayerSettings settings;
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players[color] = settings;
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}
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}
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std::set<TeamID> occupiedTeams;
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for(auto & player : players)
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{
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auto team = player.second.getTeam();
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if (team != TeamID::NO_TEAM)
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{
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occupiedTeams.insert(team);
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}
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}
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// TODO: Handle situation when we remove a player and remaining players belong to only one team
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for(auto & player : players)
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{
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if (player.second.getTeam() == TeamID::NO_TEAM)
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{
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//Find first unused team
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for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
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{
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TeamID team(i);
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if(!occupiedTeams.count(team))
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{
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player.second.setTeam(team);
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occupiedTeams.insert(team);
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break;
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}
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}
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}
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}
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}
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void CMapGenOptions::savePlayersMap()
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{
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//Only save already configured players
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for (const auto& player : players)
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{
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savedPlayerSettings[player.first] = player.second;
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}
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}
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const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
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{
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return savedPlayerSettings;
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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(const PlayerColor & color, FactionID town)
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{
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auto it = players.find(color);
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assert(it != players.end());
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it->second.setStartingTown(town);
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}
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void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
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{
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// FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
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assert(playerType != EPlayerType::COMP_ONLY);
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auto it = players.find(color);
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assert(it != players.end());
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it->second.setPlayerType(playerType);
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customizedPlayers = true;
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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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if (mapTemplate == value)
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{
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//Does not trigger during deserialization
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return;
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}
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mapTemplate = value;
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//validate & adapt options according to template
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if(mapTemplate)
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{
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if(!mapTemplate->matchesSize(int3(getWidth(), getHeight(), 1 + getHasTwoLevels())))
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{
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auto sizes = mapTemplate->getMapSizes();
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setWidth(sizes.first.x);
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setHeight(sizes.first.y);
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setHasTwoLevels(sizes.first.z - 1);
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}
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si8 maxPlayerCount = getMaxPlayersCount(false);
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si8 minPlayerCount = getMinPlayersCount(false);
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// Neither setting can fit within the template range
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if(!mapTemplate->getPlayers().isInRange(minPlayerCount) &&
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!mapTemplate->getPlayers().isInRange(maxPlayerCount))
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{
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setHumanOrCpuPlayerCount(RANDOM_SIZE);
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setCompOnlyPlayerCount(RANDOM_SIZE);
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}
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if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
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setWaterContent(EWaterContent::RANDOM);
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resetPlayersMap(); // Update teams and player count
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}
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}
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void CMapGenOptions::setMapTemplate(const std::string & name)
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{
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if(!name.empty())
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setMapTemplate(VLC->tplh->getTemplate(name));
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}
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void CMapGenOptions::setRoadEnabled(const RoadId & roadType, bool enable)
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{
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if (enable)
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{
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enabledRoads.insert(roadType);
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}
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else
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{
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enabledRoads.erase(roadType);
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}
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}
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bool CMapGenOptions::isRoadEnabled(const RoadId & roadType) const
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{
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return enabledRoads.count(roadType);
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}
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bool CMapGenOptions::isRoadEnabled() const
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{
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return !enabledRoads.empty();
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}
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void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
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{
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auto it = players.find(color);
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assert(it != players.end());
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it->second.setTeam(team);
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customizedPlayers = true;
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}
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void CMapGenOptions::finalize(CRandomGenerator & rand)
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{
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logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
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logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
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static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
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static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<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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logGlobal->info("RMG template name: %s", mapTemplate->getName());
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auto maxPlayers = getMaxPlayersCount();
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if (getHumanOrCpuPlayerCount() == 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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vstd::erase_if(possiblePlayers, [maxPlayers](int i)
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{
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return i > maxPlayers;
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});
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assert(!possiblePlayers.empty());
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setHumanOrCpuPlayerCount (*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(getHumanOrCpuPlayerCount() - 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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// Use remaining range
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auto presentPlayers = getHumanOrCpuPlayerCount();
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auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
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vstd::erase_if(possiblePlayers, [maxPlayers, presentPlayers](int i)
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{
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return i > (maxPlayers - presentPlayers);
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});
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if (possiblePlayers.empty())
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{
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compOnlyPlayerCount = 0;
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}
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else
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{
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compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
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}
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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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auto allowedContent = mapTemplate->getWaterContentAllowed();
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if(!allowedContent.empty())
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{
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waterContent = *RandomGeneratorUtil::nextItem(mapTemplate->getWaterContentAllowed(), rand);
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}
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else
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{
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waterContent = EWaterContent::NONE;
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}
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}
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if(monsterStrength == EMonsterStrength::RANDOM)
|
|
{
|
|
monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
|
|
}
|
|
|
|
assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
|
|
assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
|
|
|
|
logGlobal->trace("Player config:");
|
|
int cpuOnlyPlayers = 0;
|
|
for(const auto & player : players)
|
|
{
|
|
std::string playerType;
|
|
switch (player.second.getPlayerType())
|
|
{
|
|
case EPlayerType::AI:
|
|
playerType = "AI";
|
|
break;
|
|
case EPlayerType::COMP_ONLY:
|
|
playerType = "computer only";
|
|
cpuOnlyPlayers++;
|
|
break;
|
|
case EPlayerType::HUMAN:
|
|
playerType = "human only";
|
|
break;
|
|
default:
|
|
assert(false);
|
|
}
|
|
logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
|
|
}
|
|
logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), cpuOnlyPlayers);
|
|
}
|
|
|
|
void CMapGenOptions::updatePlayers()
|
|
{
|
|
// Remove non-human players only from the end of the players map if necessary
|
|
for(auto itrev = players.end(); itrev != players.begin();)
|
|
{
|
|
auto it = itrev;
|
|
--it;
|
|
if (players.size() == getHumanOrCpuPlayerCount()) break;
|
|
if(it->second.getPlayerType() != EPlayerType::HUMAN)
|
|
{
|
|
players.erase(it);
|
|
}
|
|
else
|
|
{
|
|
--itrev;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMapGenOptions::updateCompOnlyPlayers()
|
|
{
|
|
// Remove comp only players only from the end of the players map if necessary
|
|
for(auto itrev = players.end(); itrev != players.begin();)
|
|
{
|
|
auto it = itrev;
|
|
--it;
|
|
if (players.size() <= getHumanOrCpuPlayerCount()) break;
|
|
if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
|
|
{
|
|
players.erase(it);
|
|
}
|
|
else
|
|
{
|
|
--itrev;
|
|
}
|
|
}
|
|
|
|
// Add some comp only players if necessary
|
|
int compOnlyPlayersToAdd = static_cast<int>(getHumanOrCpuPlayerCount() - players.size());
|
|
|
|
if (compOnlyPlayersToAdd < 0)
|
|
{
|
|
logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", humanOrCpuPlayerCount, players.size());
|
|
assert (compOnlyPlayersToAdd < 0);
|
|
}
|
|
for(int i = 0; i < compOnlyPlayersToAdd; ++i)
|
|
{
|
|
CPlayerSettings pSettings;
|
|
pSettings.setPlayerType(EPlayerType::COMP_ONLY);
|
|
pSettings.setColor(getNextPlayerColor());
|
|
players[pSettings.getColor()] = pSettings;
|
|
}
|
|
}
|
|
|
|
int CMapGenOptions::countHumanPlayers() const
|
|
{
|
|
return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
|
|
{
|
|
return pair.second.getPlayerType() == EPlayerType::HUMAN;
|
|
}));
|
|
}
|
|
|
|
int CMapGenOptions::countCompOnlyPlayers() const
|
|
{
|
|
return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
|
|
{
|
|
return pair.second.getPlayerType() == EPlayerType::COMP_ONLY;
|
|
}));
|
|
}
|
|
|
|
|
|
PlayerColor CMapGenOptions::getNextPlayerColor() const
|
|
{
|
|
for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1))
|
|
{
|
|
if(!players.count(i))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
logGlobal->error("Failed to get next player color");
|
|
assert(false);
|
|
return PlayerColor(0);
|
|
}
|
|
|
|
bool CMapGenOptions::checkOptions() const
|
|
{
|
|
if(mapTemplate)
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
CRandomGenerator gen;
|
|
return getPossibleTemplate(gen) != nullptr;
|
|
}
|
|
}
|
|
|
|
bool CMapGenOptions::arePlayersCustomized() const
|
|
{
|
|
return customizedPlayers;
|
|
}
|
|
|
|
std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
|
|
{
|
|
int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
|
|
auto humanPlayers = countHumanPlayers();
|
|
|
|
auto templates = VLC->tplh->getTemplates();
|
|
|
|
vstd::erase_if(templates, [this, &tplSize, humanPlayers](const CRmgTemplate * tmpl)
|
|
{
|
|
if(!tmpl->matchesSize(tplSize))
|
|
return true;
|
|
|
|
if(!tmpl->isWaterContentAllowed(getWaterContent()))
|
|
return true;
|
|
|
|
auto humanOrCpuPlayerCount = getHumanOrCpuPlayerCount();
|
|
auto compOnlyPlayerCount = getCompOnlyPlayerCount();
|
|
// Check if total number of players fall inside given range
|
|
|
|
if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE && compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
|
|
{
|
|
if (!tmpl->getPlayers().isInRange(humanOrCpuPlayerCount + compOnlyPlayerCount))
|
|
return true;
|
|
|
|
}
|
|
else if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
|
|
{
|
|
// We can always add any number CPU players, but not subtract
|
|
if (!(humanOrCpuPlayerCount <= tmpl->getPlayers().maxValue()))
|
|
return true;
|
|
}
|
|
else if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
|
|
{
|
|
//We must fit at least one more human player, but can add any number
|
|
if (!(compOnlyPlayerCount < tmpl->getPlayers().maxValue()))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Human players shouldn't be banned when playing with random player count
|
|
if(humanPlayers > tmpl->getPlayers().minValue())
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
});
|
|
|
|
return templates;
|
|
}
|
|
|
|
const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand) const
|
|
{
|
|
auto templates = getPossibleTemplates();
|
|
|
|
if(templates.empty())
|
|
return nullptr;
|
|
|
|
return *RandomGeneratorUtil::nextItem(templates, rand);
|
|
}
|
|
|
|
CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
|
|
{
|
|
|
|
}
|
|
|
|
PlayerColor CMapGenOptions::CPlayerSettings::getColor() const
|
|
{
|
|
return color;
|
|
}
|
|
|
|
void CMapGenOptions::CPlayerSettings::setColor(const PlayerColor & value)
|
|
{
|
|
assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT);
|
|
color = value;
|
|
}
|
|
|
|
FactionID CMapGenOptions::CPlayerSettings::getStartingTown() const
|
|
{
|
|
return startingTown;
|
|
}
|
|
|
|
void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
|
|
{
|
|
assert(value >= FactionID::RANDOM);
|
|
if(value != FactionID::RANDOM)
|
|
{
|
|
assert(value < FactionID(VLC->townh->size()));
|
|
assert((*VLC->townh)[value]->town != nullptr);
|
|
}
|
|
startingTown = value;
|
|
}
|
|
|
|
EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
|
|
{
|
|
return playerType;
|
|
}
|
|
|
|
void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType value)
|
|
{
|
|
playerType = value;
|
|
}
|
|
|
|
TeamID CMapGenOptions::CPlayerSettings::getTeam() const
|
|
{
|
|
return team;
|
|
}
|
|
|
|
void CMapGenOptions::CPlayerSettings::setTeam(const TeamID & value)
|
|
{
|
|
team = value;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|