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- Fixed improper use of playersCount. Now RMG can generate maps up to 8 players, with CPU players only as well.
- Fixes for template scheme

DjWarmonger 10 years ago
parent
commit
6890ae9f02

+ 3 - 4
client/CPreGame.cpp

@@ -1671,7 +1671,7 @@ CRandomMapTab::CRandomMapTab()
 	{
 		mapGenOptions.setPlayerCount(btnId);
 		deactivateButtonsFrom(teamsCntGroup, btnId);
-		deactivateButtonsFrom(compOnlyPlayersCntGroup, 8 - btnId + 1);
+		deactivateButtonsFrom(compOnlyPlayersCntGroup, btnId);
 		validatePlayersCnt(btnId);
 		if(!SEL->isGuest())
 			updateMapInfo();
@@ -1694,7 +1694,6 @@ CRandomMapTab::CRandomMapTab()
 	compOnlyPlayersCntGroup->pos.y += 285;
 	compOnlyPlayersCntGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
 	addButtonsWithRandToGroup(compOnlyPlayersCntGroup, numberDefs, 0, 7, NUMBERS_WIDTH, 224, 232);
-	compOnlyPlayersCntGroup->setSelected(0);
 	compOnlyPlayersCntGroup->addCallback([&](int btnId)
 	{
 		mapGenOptions.setCompOnlyPlayerCount(btnId);
@@ -1808,9 +1807,9 @@ void CRandomMapTab::validatePlayersCnt(int playersCnt)
 		mapGenOptions.setTeamCount(playersCnt - 1);
 		teamsCntGroup->setSelected(mapGenOptions.getTeamCount());
 	}
-	if(mapGenOptions.getCompOnlyPlayerCount() > 8 - playersCnt)
+	if(mapGenOptions.getCompOnlyPlayerCount() >= playersCnt)
 	{
-		mapGenOptions.setCompOnlyPlayerCount(8 - playersCnt);
+		mapGenOptions.setCompOnlyPlayerCount(playersCnt - 1);
 		compOnlyPlayersCntGroup->setSelected(mapGenOptions.getCompOnlyPlayerCount());
 	}
 

+ 6 - 7
config/schemas/template.json

@@ -11,7 +11,7 @@
 	{
 		"zone":{
 			"type": "object",
-			"required" : ["type", "monsters", "size", "level"],
+			"required" : ["type", "monsters", "size"],
 			"properties":{
 				"type":{"$ref" : "#/definitions/type"},
 				"size":{"$ref" : "#/definitions/size"},			
@@ -35,9 +35,8 @@
 			}		
 		},
 		"type" :{
-			"type" : "object",
-			"enum": ["playerStart", "treasure", "junction"]
-			"additionalProperties" : false
+			"enum": ["playerStart", "cpuStart", "treasure", "junction"],
+			"additionalProperties" : false,
 			"type":"string"
 		},
 		"size":{
@@ -50,13 +49,13 @@
 	"properties":
 	{
 		"zones":{
-			"type": "array",
-			"items":{"$ref" : "#/definitions/zone"	}						
+			"type": "object",
+			"additionalProperties":{"$ref" : "#/definitions/zone"	}						
 		},
 		"connections":{
 			"type": "array",
 			"items":{"$ref" : "#/definitions/connection"}	
-		}
+		},
 		"required" : ["zones", "connections"],
 		"additionalProperties" : false
 	}

+ 20 - 15
lib/rmg/CMapGenOptions.cpp

@@ -20,7 +20,7 @@
 #include "../CTownHandler.h"
 
 CMapGenOptions::CMapGenOptions() : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(false),
-	playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(0), compOnlyTeamCount(RANDOM_SIZE),
+	playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE), humanPlayersCount(0),
 	waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
 {
 	resetPlayersMap();
@@ -67,9 +67,11 @@ void CMapGenOptions::setPlayerCount(si8 value)
 {
 	assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
 	playerCount = value;
-	auto possibleCompPlayersCount = PlayerColor::PLAYER_LIMIT_I-value;
-	if(compOnlyPlayerCount > possibleCompPlayersCount)
+	auto possibleCompPlayersCount = value;
+	if (compOnlyPlayerCount > possibleCompPlayersCount)
 		setCompOnlyPlayerCount(possibleCompPlayersCount);
+
+	humanPlayersCount = playerCount - compOnlyPlayerCount;
 	resetPlayersMap();
 }
 
@@ -91,8 +93,9 @@ si8 CMapGenOptions::getCompOnlyPlayerCount() const
 
 void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
 {
-	assert(value == RANDOM_SIZE || (value >= 0 && value <= PlayerColor::PLAYER_LIMIT_I - playerCount));
+	assert(value == RANDOM_SIZE || (value >= 0 && value <= playerCount));
 	compOnlyPlayerCount = value;
+	humanPlayersCount = playerCount - compOnlyPlayerCount;
 	resetPlayersMap();
 }
 
@@ -130,12 +133,13 @@ void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value
 void CMapGenOptions::resetPlayersMap()
 {
 	players.clear();
-	int realPlayersCnt = playerCount == RANDOM_SIZE ? static_cast<int>(PlayerColor::PLAYER_LIMIT_I) : playerCount;
-	int realCompOnlyPlayersCnt = compOnlyPlayerCount == RANDOM_SIZE ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
+	int realPlayersCnt = humanPlayersCount;
+	int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
 	int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
 	if(playerCount == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
 		totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
 
+	//FIXME: what happens with human players here?
 	for(int color = 0; color < totalPlayersLimit; ++color)
 	{
 		CPlayerSettings player;
@@ -262,14 +266,12 @@ void CMapGenOptions::updatePlayers()
 
 void CMapGenOptions::updateCompOnlyPlayers()
 {
-	auto totalPlayersCnt = playerCount + compOnlyPlayerCount;
-
 	// 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() <= totalPlayersCnt) break;
+		if (players.size() <= playerCount) break;
 		if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
 		{
 			players.erase(it);
@@ -281,7 +283,7 @@ void CMapGenOptions::updateCompOnlyPlayers()
 	}
 
 	// Add some comp only players if necessary
-	auto compOnlyPlayersToAdd = totalPlayersCnt - players.size();
+	auto compOnlyPlayersToAdd = playerCount - players.size();
 	for(int i = 0; i < compOnlyPlayersToAdd; ++i)
 	{
 		CPlayerSettings pSettings;
@@ -340,31 +342,34 @@ const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand
 			bool isPlayerCountValid = false;
 			if(playerCount != RANDOM_SIZE)
 			{
-				if(tpl->getPlayers().isInRange(playerCount)) isPlayerCountValid = true;
+				if (tpl->getPlayers().isInRange(playerCount))
+					isPlayerCountValid = true;
 			}
 			else
 			{
 				// Human players shouldn't be banned when playing with random player count
 				auto playerNumbers = tpl->getPlayers().getNumbers();
-				if(playerNumbers.lower_bound(countHumanPlayers()) != playerNumbers.end())
+				if(countHumanPlayers() <= *boost::min_element(playerNumbers))
 				{
 					isPlayerCountValid = true;
 				}
 			}
 
-			if(isPlayerCountValid)
+			if (isPlayerCountValid)
 			{
 				bool isCpuPlayerCountValid = false;
 				if(compOnlyPlayerCount != RANDOM_SIZE)
 				{
-					if(tpl->getCpuPlayers().isInRange(compOnlyPlayerCount)) isCpuPlayerCountValid = true;
+					if (tpl->getCpuPlayers().isInRange(compOnlyPlayerCount))
+						isCpuPlayerCountValid = true;
 				}
 				else
 				{
 					isCpuPlayerCountValid = true;
 				}
 
-				if(isCpuPlayerCountValid) potentialTpls.push_back(tpl);
+				if(isCpuPlayerCountValid)
+					potentialTpls.push_back(tpl);
 			}
 		}
 	}

+ 3 - 3
lib/rmg/CMapGenOptions.h

@@ -103,7 +103,7 @@ public:
 	bool getHasTwoLevels() const;
 	void setHasTwoLevels(bool value);
 
-	/// The count of the players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
+	/// The count of all (human or computer) players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
 	/// this method, all player settings are reset to default settings.
 	si8 getPlayerCount() const;
 	void setPlayerCount(si8 value);
@@ -162,7 +162,7 @@ private:
 
 	si32 width, height;
 	bool hasTwoLevels;
-	si8 playerCount, teamCount, compOnlyPlayerCount, compOnlyTeamCount;
+	si8 playerCount, teamCount, humanPlayersCount, compOnlyPlayerCount, compOnlyTeamCount;
 	EWaterContent::EWaterContent waterContent;
 	EMonsterStrength::EMonsterStrength monsterStrength;
 	std::map<PlayerColor, CPlayerSettings> players;
@@ -173,7 +173,7 @@ public:
 	void serialize(Handler & h, const int version)
 	{
 		h & width & height & hasTwoLevels & playerCount & teamCount & compOnlyPlayerCount;
-		h & compOnlyTeamCount & waterContent & monsterStrength & players;
+		h & compOnlyTeamCount & waterContent & monsterStrength & players & humanPlayersCount;
 		//TODO add name of template to class, enables selection of a template by a user
 	}
 };

+ 1 - 1
lib/rmg/CMapGenerator.cpp

@@ -144,7 +144,7 @@ std::string CMapGenerator::getMapDescription() const
 
     std::stringstream ss;
     ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
-        ", levels %s, humans %d, computers %d, water %s, monster %s, VCMI map") % mapGenOptions->getMapTemplate()->getName() %
+        ", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapGenOptions->getMapTemplate()->getName() %
 		randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
 		static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
 		monsterStrengthStr[monsterStrengthIndex]);