CMapGenOptions.cpp 21 KB

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  1. /*
  2. * CMapGenOptions.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CMapGenOptions.h"
  12. #include "../mapping/CMapHeader.h"
  13. #include "CRmgTemplateStorage.h"
  14. #include "CRmgTemplate.h"
  15. #include "CRandomGenerator.h"
  16. #include "../VCMI_Lib.h"
  17. #include "../CTownHandler.h"
  18. #include "serializer/JsonSerializeFormat.h"
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. CMapGenOptions::CMapGenOptions()
  21. : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
  22. humanOrCpuPlayerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
  23. waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr),
  24. customizedPlayers(false)
  25. {
  26. initPlayersMap();
  27. setRoadEnabled(RoadId(Road::DIRT_ROAD), true);
  28. setRoadEnabled(RoadId(Road::GRAVEL_ROAD), true);
  29. setRoadEnabled(RoadId(Road::COBBLESTONE_ROAD), true);
  30. }
  31. si32 CMapGenOptions::getWidth() const
  32. {
  33. return width;
  34. }
  35. void CMapGenOptions::setWidth(si32 value)
  36. {
  37. assert(value >= 1);
  38. width = value;
  39. }
  40. si32 CMapGenOptions::getHeight() const
  41. {
  42. return height;
  43. }
  44. void CMapGenOptions::setHeight(si32 value)
  45. {
  46. assert(value >= 1);
  47. height = value;
  48. }
  49. bool CMapGenOptions::getHasTwoLevels() const
  50. {
  51. return hasTwoLevels;
  52. }
  53. void CMapGenOptions::setHasTwoLevels(bool value)
  54. {
  55. hasTwoLevels = value;
  56. }
  57. si8 CMapGenOptions::getHumanOrCpuPlayerCount() const
  58. {
  59. return humanOrCpuPlayerCount;
  60. }
  61. void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
  62. {
  63. assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
  64. humanOrCpuPlayerCount = value;
  65. // Use template player limit, if any
  66. auto playerLimit = getPlayerLimit();
  67. auto possibleCompPlayersCount = playerLimit - std::max<si8>(0, humanOrCpuPlayerCount);
  68. if (compOnlyPlayerCount > possibleCompPlayersCount)
  69. {
  70. setCompOnlyPlayerCount(possibleCompPlayersCount);
  71. }
  72. resetPlayersMap();
  73. }
  74. si8 CMapGenOptions::getMinPlayersCount(bool withTemplateLimit) const
  75. {
  76. auto totalPlayers = 0;
  77. si8 humans = getHumanOrCpuPlayerCount();
  78. si8 cpus = getCompOnlyPlayerCount();
  79. if (humans == RANDOM_SIZE && cpus == RANDOM_SIZE)
  80. {
  81. totalPlayers = 2;
  82. }
  83. else if (humans == RANDOM_SIZE)
  84. {
  85. totalPlayers = cpus + 1; // Must add at least 1 player
  86. }
  87. else if (cpus == RANDOM_SIZE)
  88. {
  89. totalPlayers = humans;
  90. }
  91. else
  92. {
  93. totalPlayers = humans + cpus;
  94. }
  95. if (withTemplateLimit && mapTemplate)
  96. {
  97. auto playersRange = mapTemplate->getPlayers();
  98. //New template can also impose higher limit than current settings
  99. vstd::amax(totalPlayers, playersRange.minValue());
  100. }
  101. // Can't play without at least 2 players
  102. vstd::amax(totalPlayers, 2);
  103. return totalPlayers;
  104. }
  105. si8 CMapGenOptions::getMaxPlayersCount(bool withTemplateLimit) const
  106. {
  107. // Max number of players possible with current settings
  108. auto totalPlayers = 0;
  109. si8 humans = getHumanOrCpuPlayerCount();
  110. si8 cpus = getCompOnlyPlayerCount();
  111. if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
  112. {
  113. totalPlayers = PlayerColor::PLAYER_LIMIT_I;
  114. }
  115. else
  116. {
  117. totalPlayers = humans + cpus;
  118. }
  119. if (withTemplateLimit && mapTemplate)
  120. {
  121. auto playersRange = mapTemplate->getPlayers();
  122. //New template can also impose higher limit than current settings
  123. vstd::amin(totalPlayers, playersRange.maxValue());
  124. }
  125. assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
  126. assert (totalPlayers >= 2);
  127. return totalPlayers;
  128. }
  129. si8 CMapGenOptions::getTeamCount() const
  130. {
  131. return teamCount;
  132. }
  133. void CMapGenOptions::setTeamCount(si8 value)
  134. {
  135. assert(getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getHumanOrCpuPlayerCount()) || value == RANDOM_SIZE);
  136. teamCount = value;
  137. }
  138. si8 CMapGenOptions::getCompOnlyPlayerCount() const
  139. {
  140. return compOnlyPlayerCount;
  141. }
  142. si8 CMapGenOptions::getPlayerLimit() const
  143. {
  144. //How many players could we set with current template, ignoring other settings
  145. si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
  146. if (auto temp = getMapTemplate())
  147. {
  148. playerLimit = static_cast<si8>(temp->getPlayers().maxValue());
  149. }
  150. return playerLimit;
  151. }
  152. void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
  153. {
  154. assert(value == RANDOM_SIZE || (getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= getPlayerLimit() - getHumanOrCpuPlayerCount())));
  155. compOnlyPlayerCount = value;
  156. resetPlayersMap();
  157. }
  158. si8 CMapGenOptions::getCompOnlyTeamCount() const
  159. {
  160. return compOnlyTeamCount;
  161. }
  162. void CMapGenOptions::setCompOnlyTeamCount(si8 value)
  163. {
  164. assert(value == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE || (value >= 0 && value <= std::max(compOnlyPlayerCount - 1, 0)));
  165. compOnlyTeamCount = value;
  166. }
  167. EWaterContent::EWaterContent CMapGenOptions::getWaterContent() const
  168. {
  169. return waterContent;
  170. }
  171. void CMapGenOptions::setWaterContent(EWaterContent::EWaterContent value)
  172. {
  173. waterContent = value;
  174. }
  175. EMonsterStrength::EMonsterStrength CMapGenOptions::getMonsterStrength() const
  176. {
  177. return monsterStrength;
  178. }
  179. void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value)
  180. {
  181. monsterStrength = value;
  182. }
  183. void CMapGenOptions::initPlayersMap()
  184. {
  185. std::map<PlayerColor, FactionID> rememberTownTypes;
  186. std::map<PlayerColor, TeamID> rememberTeam;
  187. for(const auto & p : players)
  188. {
  189. auto town = p.second.getStartingTown();
  190. if (town != FactionID::RANDOM)
  191. rememberTownTypes[p.first] = FactionID(town);
  192. rememberTeam[p.first] = p.second.getTeam();
  193. }
  194. players.clear();
  195. int realPlayersCnt = getHumanOrCpuPlayerCount();
  196. // Initialize settings for all color even if not present
  197. for(int color = 0; color < getPlayerLimit(); ++color)
  198. {
  199. CPlayerSettings player;
  200. auto pc = PlayerColor(color);
  201. player.setColor(pc);
  202. auto playerType = EPlayerType::AI;
  203. // Color doesn't have to be continuous. Player colors can later be changed manually
  204. if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
  205. {
  206. playerType = EPlayerType::HUMAN;
  207. }
  208. else if((getHumanOrCpuPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
  209. || (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I - compOnlyPlayerCount)))
  210. {
  211. playerType = EPlayerType::COMP_ONLY;
  212. }
  213. player.setPlayerType(playerType);
  214. players[pc] = player;
  215. }
  216. savePlayersMap();
  217. }
  218. void CMapGenOptions::resetPlayersMap()
  219. {
  220. // Called when number of player changes
  221. // But do not update info about already made selections
  222. savePlayersMap();
  223. int realPlayersCnt = getMaxPlayersCount();
  224. //Trim the number of AI players, then CPU-only players, finally human players
  225. auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
  226. {
  227. for (auto it = players.rbegin(); it != players.rend(); ++it)
  228. {
  229. if (it->second.getPlayerType() == playerType)
  230. {
  231. players.erase(it->first);
  232. return true;
  233. }
  234. }
  235. return false; //Can't earse any player of this type
  236. };
  237. while (players.size() > realPlayersCnt)
  238. {
  239. while (eraseLastPlayer(EPlayerType::AI));
  240. while (eraseLastPlayer(EPlayerType::COMP_ONLY));
  241. while (eraseLastPlayer(EPlayerType::HUMAN));
  242. }
  243. //First colors from the list are assigned to human players, then to CPU players
  244. std::vector<PlayerColor> availableColors;
  245. for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
  246. {
  247. availableColors.push_back(PlayerColor(color));
  248. }
  249. auto removeUsedColors = [this, &availableColors](EPlayerType playerType)
  250. {
  251. for (auto& player : players)
  252. {
  253. if (player.second.getPlayerType() == playerType)
  254. {
  255. vstd::erase(availableColors, player.second.getColor());
  256. }
  257. }
  258. };
  259. removeUsedColors(EPlayerType::HUMAN);
  260. removeUsedColors(EPlayerType::COMP_ONLY);
  261. //removeUsedColors(EPlayerType::AI);
  262. //Assign unused colors to remaining AI players
  263. while (players.size() < realPlayersCnt && !availableColors.empty())
  264. {
  265. auto color = availableColors.front();
  266. players[color].setColor(color);
  267. setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
  268. availableColors.erase(availableColors.begin());
  269. if (vstd::contains(savedPlayerSettings, color))
  270. {
  271. setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
  272. // TODO: setter
  273. players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
  274. }
  275. else
  276. {
  277. logGlobal->warn("Adding settings for player %s", color);
  278. // Usually, all players should be initialized in initPlayersMap()
  279. CPlayerSettings settings;
  280. players[color] = settings;
  281. }
  282. }
  283. std::set<TeamID> occupiedTeams;
  284. for(auto & player : players)
  285. {
  286. auto team = player.second.getTeam();
  287. if (team != TeamID::NO_TEAM)
  288. {
  289. occupiedTeams.insert(team);
  290. }
  291. }
  292. // TODO: Handle situation when we remove a player and remaining players belong to only one team
  293. for(auto & player : players)
  294. {
  295. if (player.second.getTeam() == TeamID::NO_TEAM)
  296. {
  297. //Find first unused team
  298. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  299. {
  300. TeamID team(i);
  301. if(!occupiedTeams.count(team))
  302. {
  303. player.second.setTeam(team);
  304. occupiedTeams.insert(team);
  305. break;
  306. }
  307. }
  308. }
  309. }
  310. }
  311. void CMapGenOptions::savePlayersMap()
  312. {
  313. //Only save already configured players
  314. for (const auto& player : players)
  315. {
  316. savedPlayerSettings[player.first] = player.second;
  317. }
  318. }
  319. const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
  320. {
  321. return savedPlayerSettings;
  322. }
  323. const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
  324. {
  325. return players;
  326. }
  327. void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, FactionID town)
  328. {
  329. auto it = players.find(color);
  330. assert(it != players.end());
  331. it->second.setStartingTown(town);
  332. }
  333. void CMapGenOptions::setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero)
  334. {
  335. auto it = players.find(color);
  336. assert(it != players.end());
  337. it->second.setStartingHero(hero);
  338. }
  339. void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
  340. {
  341. // FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
  342. assert(playerType != EPlayerType::COMP_ONLY);
  343. auto it = players.find(color);
  344. assert(it != players.end());
  345. it->second.setPlayerType(playerType);
  346. customizedPlayers = true;
  347. }
  348. const CRmgTemplate * CMapGenOptions::getMapTemplate() const
  349. {
  350. return mapTemplate;
  351. }
  352. void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
  353. {
  354. if (mapTemplate == value)
  355. {
  356. //Does not trigger during deserialization
  357. return;
  358. }
  359. mapTemplate = value;
  360. //validate & adapt options according to template
  361. if(mapTemplate)
  362. {
  363. if(!mapTemplate->matchesSize(int3(getWidth(), getHeight(), 1 + getHasTwoLevels())))
  364. {
  365. auto sizes = mapTemplate->getMapSizes();
  366. setWidth(sizes.first.x);
  367. setHeight(sizes.first.y);
  368. setHasTwoLevels(sizes.first.z - 1);
  369. }
  370. si8 maxPlayerCount = getMaxPlayersCount(false);
  371. si8 minPlayerCount = getMinPlayersCount(false);
  372. // Neither setting can fit within the template range
  373. if(!mapTemplate->getPlayers().isInRange(minPlayerCount) &&
  374. !mapTemplate->getPlayers().isInRange(maxPlayerCount))
  375. {
  376. setHumanOrCpuPlayerCount(RANDOM_SIZE);
  377. setCompOnlyPlayerCount(RANDOM_SIZE);
  378. }
  379. if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
  380. setWaterContent(EWaterContent::RANDOM);
  381. resetPlayersMap(); // Update teams and player count
  382. }
  383. }
  384. void CMapGenOptions::setMapTemplate(const std::string & name)
  385. {
  386. if(!name.empty())
  387. setMapTemplate(VLC->tplh->getTemplate(name));
  388. }
  389. void CMapGenOptions::setRoadEnabled(const RoadId & roadType, bool enable)
  390. {
  391. if (enable)
  392. {
  393. enabledRoads.insert(roadType);
  394. }
  395. else
  396. {
  397. enabledRoads.erase(roadType);
  398. }
  399. }
  400. bool CMapGenOptions::isRoadEnabled(const RoadId & roadType) const
  401. {
  402. return enabledRoads.count(roadType);
  403. }
  404. bool CMapGenOptions::isRoadEnabled() const
  405. {
  406. return !enabledRoads.empty();
  407. }
  408. void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
  409. {
  410. auto it = players.find(color);
  411. assert(it != players.end());
  412. it->second.setTeam(team);
  413. customizedPlayers = true;
  414. }
  415. void CMapGenOptions::finalize(CRandomGenerator & rand)
  416. {
  417. logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
  418. logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
  419. static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
  420. static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
  421. if(!mapTemplate)
  422. {
  423. mapTemplate = getPossibleTemplate(rand);
  424. }
  425. assert(mapTemplate);
  426. logGlobal->info("RMG template name: %s", mapTemplate->getName());
  427. auto maxPlayers = getMaxPlayersCount();
  428. if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
  429. {
  430. auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
  431. //ignore all non-randomized players, make sure these players will not be missing after roll
  432. possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
  433. vstd::erase_if(possiblePlayers, [maxPlayers](int i)
  434. {
  435. return i > maxPlayers;
  436. });
  437. assert(!possiblePlayers.empty());
  438. setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
  439. updatePlayers();
  440. }
  441. if(teamCount == RANDOM_SIZE)
  442. {
  443. teamCount = rand.nextInt(getHumanOrCpuPlayerCount() - 1);
  444. if (teamCount == 1)
  445. teamCount = 0;
  446. }
  447. if(compOnlyPlayerCount == RANDOM_SIZE)
  448. {
  449. // Use remaining range
  450. auto presentPlayers = getHumanOrCpuPlayerCount();
  451. auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
  452. vstd::erase_if(possiblePlayers, [maxPlayers, presentPlayers](int i)
  453. {
  454. return i > (maxPlayers - presentPlayers);
  455. });
  456. if (possiblePlayers.empty())
  457. {
  458. compOnlyPlayerCount = 0;
  459. }
  460. else
  461. {
  462. compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
  463. }
  464. updateCompOnlyPlayers();
  465. }
  466. if(compOnlyTeamCount == RANDOM_SIZE)
  467. {
  468. compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
  469. }
  470. if(waterContent == EWaterContent::RANDOM)
  471. {
  472. auto allowedContent = mapTemplate->getWaterContentAllowed();
  473. if(!allowedContent.empty())
  474. {
  475. waterContent = *RandomGeneratorUtil::nextItem(mapTemplate->getWaterContentAllowed(), rand);
  476. }
  477. else
  478. {
  479. waterContent = EWaterContent::NONE;
  480. }
  481. }
  482. if(monsterStrength == EMonsterStrength::RANDOM)
  483. {
  484. monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  485. }
  486. assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
  487. assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  488. logGlobal->trace("Player config:");
  489. int cpuOnlyPlayers = 0;
  490. for(const auto & player : players)
  491. {
  492. std::string playerType;
  493. switch (player.second.getPlayerType())
  494. {
  495. case EPlayerType::AI:
  496. playerType = "AI";
  497. break;
  498. case EPlayerType::COMP_ONLY:
  499. playerType = "computer only";
  500. cpuOnlyPlayers++;
  501. break;
  502. case EPlayerType::HUMAN:
  503. playerType = "human only";
  504. break;
  505. default:
  506. assert(false);
  507. }
  508. logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
  509. }
  510. logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), cpuOnlyPlayers);
  511. }
  512. void CMapGenOptions::updatePlayers()
  513. {
  514. // Remove non-human players only from the end of the players map if necessary
  515. for(auto itrev = players.end(); itrev != players.begin();)
  516. {
  517. auto it = itrev;
  518. --it;
  519. if (players.size() == getHumanOrCpuPlayerCount()) break;
  520. if(it->second.getPlayerType() != EPlayerType::HUMAN)
  521. {
  522. players.erase(it);
  523. }
  524. else
  525. {
  526. --itrev;
  527. }
  528. }
  529. }
  530. void CMapGenOptions::updateCompOnlyPlayers()
  531. {
  532. // Remove comp only players only from the end of the players map if necessary
  533. for(auto itrev = players.end(); itrev != players.begin();)
  534. {
  535. auto it = itrev;
  536. --it;
  537. if (players.size() <= getHumanOrCpuPlayerCount()) break;
  538. if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
  539. {
  540. players.erase(it);
  541. }
  542. else
  543. {
  544. --itrev;
  545. }
  546. }
  547. // Add some comp only players if necessary
  548. int compOnlyPlayersToAdd = static_cast<int>(getHumanOrCpuPlayerCount() - players.size());
  549. if (compOnlyPlayersToAdd < 0)
  550. {
  551. logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", humanOrCpuPlayerCount, players.size());
  552. assert (compOnlyPlayersToAdd < 0);
  553. }
  554. for(int i = 0; i < compOnlyPlayersToAdd; ++i)
  555. {
  556. CPlayerSettings pSettings;
  557. pSettings.setPlayerType(EPlayerType::COMP_ONLY);
  558. pSettings.setColor(getNextPlayerColor());
  559. players[pSettings.getColor()] = pSettings;
  560. }
  561. }
  562. int CMapGenOptions::countHumanPlayers() const
  563. {
  564. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  565. {
  566. return pair.second.getPlayerType() == EPlayerType::HUMAN;
  567. }));
  568. }
  569. int CMapGenOptions::countCompOnlyPlayers() const
  570. {
  571. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  572. {
  573. return pair.second.getPlayerType() == EPlayerType::COMP_ONLY;
  574. }));
  575. }
  576. PlayerColor CMapGenOptions::getNextPlayerColor() const
  577. {
  578. for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1))
  579. {
  580. if(!players.count(i))
  581. {
  582. return i;
  583. }
  584. }
  585. logGlobal->error("Failed to get next player color");
  586. assert(false);
  587. return PlayerColor(0);
  588. }
  589. bool CMapGenOptions::checkOptions() const
  590. {
  591. if(mapTemplate)
  592. {
  593. return true;
  594. }
  595. else
  596. {
  597. CRandomGenerator gen;
  598. return getPossibleTemplate(gen) != nullptr;
  599. }
  600. }
  601. bool CMapGenOptions::arePlayersCustomized() const
  602. {
  603. return customizedPlayers;
  604. }
  605. std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
  606. {
  607. int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
  608. auto humanPlayers = countHumanPlayers();
  609. auto templates = VLC->tplh->getTemplates();
  610. vstd::erase_if(templates, [this, &tplSize, humanPlayers](const CRmgTemplate * tmpl)
  611. {
  612. if(!tmpl->matchesSize(tplSize))
  613. return true;
  614. if(!tmpl->isWaterContentAllowed(getWaterContent()))
  615. return true;
  616. auto humanOrCpuPlayerCount = getHumanOrCpuPlayerCount();
  617. auto compOnlyPlayerCount = getCompOnlyPlayerCount();
  618. // Check if total number of players fall inside given range
  619. if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE && compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
  620. {
  621. if (!tmpl->getPlayers().isInRange(humanOrCpuPlayerCount + compOnlyPlayerCount))
  622. return true;
  623. }
  624. else if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
  625. {
  626. // We can always add any number CPU players, but not subtract
  627. if (!(humanOrCpuPlayerCount <= tmpl->getPlayers().maxValue()))
  628. return true;
  629. }
  630. else if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
  631. {
  632. //We must fit at least one more human player, but can add any number
  633. if (!(compOnlyPlayerCount < tmpl->getPlayers().maxValue()))
  634. return true;
  635. }
  636. else
  637. {
  638. // Human players shouldn't be banned when playing with random player count
  639. if(humanPlayers > tmpl->getPlayers().minValue())
  640. return true;
  641. }
  642. return false;
  643. });
  644. return templates;
  645. }
  646. const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand) const
  647. {
  648. auto templates = getPossibleTemplates();
  649. if(templates.empty())
  650. return nullptr;
  651. return *RandomGeneratorUtil::nextItem(templates, rand);
  652. }
  653. CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), startingHero(HeroTypeID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
  654. {
  655. }
  656. PlayerColor CMapGenOptions::CPlayerSettings::getColor() const
  657. {
  658. return color;
  659. }
  660. void CMapGenOptions::CPlayerSettings::setColor(const PlayerColor & value)
  661. {
  662. assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT);
  663. color = value;
  664. }
  665. FactionID CMapGenOptions::CPlayerSettings::getStartingTown() const
  666. {
  667. return startingTown;
  668. }
  669. void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
  670. {
  671. assert(value >= FactionID::RANDOM);
  672. if(value != FactionID::RANDOM)
  673. {
  674. assert(value < FactionID(VLC->townh->size()));
  675. assert((*VLC->townh)[value]->town != nullptr);
  676. }
  677. startingTown = value;
  678. }
  679. HeroTypeID CMapGenOptions::CPlayerSettings::getStartingHero() const
  680. {
  681. return startingHero;
  682. }
  683. void CMapGenOptions::CPlayerSettings::setStartingHero(HeroTypeID value)
  684. {
  685. assert(value == HeroTypeID::RANDOM || value.toEntity(VLC) != nullptr);
  686. startingHero = value;
  687. }
  688. EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
  689. {
  690. return playerType;
  691. }
  692. void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType value)
  693. {
  694. playerType = value;
  695. }
  696. TeamID CMapGenOptions::CPlayerSettings::getTeam() const
  697. {
  698. return team;
  699. }
  700. void CMapGenOptions::CPlayerSettings::setTeam(const TeamID & value)
  701. {
  702. team = value;
  703. }
  704. void CMapGenOptions::serializeJson(JsonSerializeFormat & handler)
  705. {
  706. handler.serializeInt("width", width);
  707. handler.serializeInt("height", height);
  708. handler.serializeBool("haswoLevels", hasTwoLevels);
  709. handler.serializeInt("humanOrCpuPlayerCount", humanOrCpuPlayerCount);
  710. handler.serializeInt("teamCount", teamCount);
  711. handler.serializeInt("compOnlyPlayerCount", compOnlyPlayerCount);
  712. handler.serializeInt("compOnlyTeamCount", compOnlyTeamCount);
  713. handler.serializeInt("waterContent", waterContent);
  714. handler.serializeInt("monsterStrength", monsterStrength);
  715. std::string templateName;
  716. if(mapTemplate && handler.saving)
  717. {
  718. templateName = mapTemplate->getId();
  719. }
  720. handler.serializeString("templateName", templateName);
  721. if(!handler.saving)
  722. {
  723. setMapTemplate(templateName);
  724. }
  725. handler.serializeIdArray("roads", enabledRoads);
  726. if (!handler.saving)
  727. {
  728. // Player settings won't be saved
  729. resetPlayersMap();
  730. }
  731. }
  732. VCMI_LIB_NAMESPACE_END