| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732 | #include "StdInc.h"#include "CMapGenerator.h"#include "../mapping/CMap.h"#include "../VCMI_Lib.h"#include "../CGeneralTextHandler.h"#include "../mapping/CMapEditManager.h"#include "../CTownHandler.h"#include "../StringConstants.h"#include "../filesystem/Filesystem.h"#include "CRmgTemplate.h"#include "CRmgTemplateZone.h"#include "CZonePlacer.h"#include "../mapObjects/CObjectClassesHandler.h"static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)};void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo){	for(const int3 &dir : int3::getDirs())	{		int3 n = pos + dir;		if(map->isInTheMap(n))			foo(n);	}}void CMapGenerator::foreachDirectNeighbour(const int3& pos, std::function<void(int3& pos)> foo){	for(const int3 &dir : dirs4)	{		int3 n = pos + dir;		if(map->isInTheMap(n))			foo(n);	}	}CMapGenerator::CMapGenerator() :    zonesTotal(0), monolithIndex(0){}void CMapGenerator::initTiles(){	map->initTerrain();	int width = map->width;	int height = map->height;	int level = map->twoLevel ? 2 : 1;	tiles = new CTileInfo**[width];	for (int i = 0; i < width; ++i)	{		tiles[i] = new CTileInfo*[height];		for (int j = 0; j < height; ++j)		{			tiles[i][j] = new CTileInfo[level];		}	}}CMapGenerator::~CMapGenerator(){	if (tiles)	{		int width = mapGenOptions->getWidth();		int height = mapGenOptions->getHeight();		for (int i=0; i < width; i++)		{			for(int j=0; j < height; j++)			{				delete [] tiles[i][j];			}			delete [] tiles[i];		}		delete [] tiles;	}}void CMapGenerator::initPrisonsRemaining(){	prisonsRemaining = 0;	for (auto isAllowed : map->allowedHeroes)	{		if (isAllowed)			prisonsRemaining++;	}	prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * mapGenOptions->getPlayerCount()); //so at least 16 heroes will be available for every player}void CMapGenerator::initQuestArtsRemaining(){	for (auto art : VLC->arth->artifacts)	{		if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->id) && art->constituentOf.empty()) //don't use parts of combined artifacts			questArtifacts.push_back(art->id);	}}std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/){	this->mapGenOptions = mapGenOptions;	this->randomSeed = randomSeed;	assert(mapGenOptions);	rand.setSeed(this->randomSeed);	mapGenOptions->finalize(rand);	map = make_unique<CMap>();	editManager = map->getEditManager();	try	{		editManager->getUndoManager().setUndoRedoLimit(0);		//FIXME:  somehow mapGenOption is nullptr at this point :?		addHeaderInfo();		initTiles();		initPrisonsRemaining();		initQuestArtsRemaining();		genZones();		map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded		fillZones();		//updated guarded tiles will be calculated in CGameState::initMapObjects()	}	catch (rmgException &e)	{		logGlobal->errorStream() << "Random map generation received exception: " << e.what();	}	return std::move(map);}std::string CMapGenerator::getMapDescription() const{	assert(mapGenOptions);	assert(map);	const std::string waterContentStr[3] = { "none", "normal", "islands" };	const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };	int monsterStrengthIndex = mapGenOptions->getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0    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, 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]);	for(const auto & pair : mapGenOptions->getPlayersSettings())	{		const auto & pSettings = pair.second;		if(pSettings.getPlayerType() == EPlayerType::HUMAN)		{			ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";		}		if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)		{			ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]			   << " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;		}	}	return ss.str();}void CMapGenerator::addPlayerInfo(){	// Calculate which team numbers exist	enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2};	std::array<std::list<int>, 2> teamNumbers;	int teamOffset = 0;	int playerCount = 0;	int teamCount = 0;	for (int i = CPHUMAN; i < AFTER_LAST; ++i)	{		if (i == CPHUMAN)		{			playerCount = mapGenOptions->getPlayerCount();			teamCount = mapGenOptions->getTeamCount();		}		else		{			playerCount = mapGenOptions->getCompOnlyPlayerCount();			teamCount = mapGenOptions->getCompOnlyTeamCount();		}				if(playerCount == 0)		{			continue;		}		int playersPerTeam = playerCount / (teamCount == 0 ? playerCount : teamCount);		int teamCountNorm = teamCount;		if(teamCountNorm == 0)		{			teamCountNorm = playerCount;		}		for(int j = 0; j < teamCountNorm; ++j)		{			for(int k = 0; k < playersPerTeam; ++k)			{				teamNumbers[i].push_back(j + teamOffset);			}		}		for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)		{			teamNumbers[i].push_back(j + teamOffset);		}		teamOffset += teamCountNorm;	}	// Team numbers are assigned randomly to every player	//TODO: allow customize teams in rmg template	for(const auto & pair : mapGenOptions->getPlayersSettings())	{		const auto & pSettings = pair.second;		PlayerInfo player;		player.canComputerPlay = true;		int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;		if (j == CPHUMAN)		{			player.canHumanPlay = true;		}		if (teamNumbers[j].empty())		{			logGlobal->errorStream() << boost::format("Not enough places in team for %s player") % ((j == CPUONLY) ? "CPU" : "CPU or human");			assert (teamNumbers[j].size());		}        auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);		player.team = TeamID(*itTeam);		teamNumbers[j].erase(itTeam);		map->players[pSettings.getColor().getNum()] = player;	}	map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())			+ (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());}void CMapGenerator::genZones(){	editManager->clearTerrain(&rand);	editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight()));	editManager->drawTerrain(ETerrainType::GRASS, &rand);	auto tmpl = mapGenOptions->getMapTemplate();	zones = tmpl->getZones(); //copy from template (refactor?)	CZonePlacer placer(this);	placer.placeZones(mapGenOptions, &rand);	placer.assignZones(mapGenOptions);	logGlobal->infoStream() << "Zones generated successfully";}void CMapGenerator::fillZones(){		//init native town count with 0	for (auto faction : VLC->townh->getAllowedFactions())		zonesPerFaction[faction] = 0;	logGlobal->infoStream() << "Started filling zones";	//initialize possible tiles before any object is actually placed	for (auto it : zones)	{		it.second->initFreeTiles(this);	}	findZonesForQuestArts();	createConnections();	//make sure all connections are passable before creating borders	for (auto it : zones)	{		it.second->createBorder(this);		 //we need info about all town types to evaluate dwellings and pandoras with creatures properly		it.second->initTownType(this);	}	std::vector<CRmgTemplateZone*> treasureZones;	for (auto it : zones)	{		it.second->fill(this);		if (it.second->getType() == ETemplateZoneType::TREASURE)			treasureZones.push_back(it.second);	}	//set apriopriate free/occupied tiles, including blocked underground rock	createObstaclesCommon1();	//set back original terrain for underground zones	for (auto it : zones)		it.second->createObstacles1(this);	createObstaclesCommon2();	//place actual obstacles matching zone terrain	for (auto it : zones)	{		it.second->createObstacles2(this);	}	#define PRINT_MAP_BEFORE_ROADS true	if (PRINT_MAP_BEFORE_ROADS) //enable to debug	{		std::ofstream out("road debug");		int levels = map->twoLevel ? 2 : 1;		int width = map->width;		int height = map->height;		for (int k = 0; k < levels; k++)		{			for (int j = 0; j<height; j++)			{				for (int i = 0; i<width; i++)				{					char t = '?';					switch (getTile(int3(i, j, k)).getTileType())					{					case ETileType::FREE:						t = ' '; break;					case ETileType::BLOCKED:						t = '#'; break;					case ETileType::POSSIBLE:						t = '-'; break;					case ETileType::USED:						t = 'O'; break;					}					out << t;				}				out << std::endl;			}			out << std::endl;		}		out << std::endl;	}	for (auto it : zones)	{		it.second->connectRoads(this); //draw roads after everything else has been placed	}	//find place for Grail	if (treasureZones.empty())	{		for (auto it : zones)			treasureZones.push_back(it.second);	}	auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);	map->grailPos = *RandomGeneratorUtil::nextItem(*grailZone->getFreePaths(), rand);	logGlobal->infoStream() << "Zones filled successfully";}void CMapGenerator::createObstaclesCommon1(){	if (map->twoLevel) //underground	{		//negative approach - create rock tiles first, then make sure all accessible tiles have no rock		std::vector<int3> rockTiles;		for (int x = 0; x < map->width; x++)		{			for (int y = 0; y < map->height; y++)			{				int3 tile(x, y, 1);				if (shouldBeBlocked(tile))				{					rockTiles.push_back(tile);				}			}		}		editManager->getTerrainSelection().setSelection(rockTiles);		editManager->drawTerrain(ETerrainType::ROCK, &rand);	}}void CMapGenerator::createObstaclesCommon2(){	if (map->twoLevel)	{		//finally mark rock tiles as occupied, spawn no obstacles there		for (int x = 0; x < map->width; x++)		{			for (int y = 0; y < map->height; y++)			{				int3 tile(x, y, 1);				if (map->getTile(tile).terType == ETerrainType::ROCK)				{					setOccupied(tile, ETileType::USED);				}			}		}	}	//tighten obstacles to improve visuals	for (int i = 0; i < 3; ++i)	{		int blockedTiles = 0;		int freeTiles = 0;		for (int z = 0; z < (map->twoLevel ? 2 : 1); z++)		{			for (int x = 0; x < map->width; x++)			{				for (int y = 0; y < map->height; y++)				{					int3 tile(x, y, z);					if (!isPossible(tile)) //only possible tiles can change						continue;					int blockedNeighbours = 0;					int freeNeighbours = 0;					foreach_neighbour(tile, [this, &blockedNeighbours, &freeNeighbours](int3 &pos)					{						if (this->isBlocked(pos))							blockedNeighbours++;						if (this->isFree(pos))							freeNeighbours++;					});					if (blockedNeighbours > 4)					{						setOccupied(tile, ETileType::BLOCKED);						blockedTiles++;					}					else if (freeNeighbours > 4)					{						setOccupied(tile, ETileType::FREE);						freeTiles++;					}				}			}		}		logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;	}}void CMapGenerator::findZonesForQuestArts(){	//we want to place arties in zones that were not yet filled (higher index)	for (auto connection : mapGenOptions->getMapTemplate()->getConnections())	{		auto zoneA = connection.getZoneA();		auto zoneB = connection.getZoneB();		if (zoneA->getId() > zoneB->getId())		{			zoneB->setQuestArtZone(zoneA);		}		else if (zoneA->getId() < zoneB->getId())		{			zoneA->setQuestArtZone(zoneB);		}	}}void CMapGenerator::createConnections(){	for (auto connection : mapGenOptions->getMapTemplate()->getConnections())	{		auto zoneA = connection.getZoneA();		auto zoneB = connection.getZoneB();		//rearrange tiles in random order		auto tilesCopy = zoneA->getTileInfo();		std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());		RandomGeneratorUtil::randomShuffle(tiles, rand);		int3 guardPos(-1,-1,-1);		auto otherZoneTiles = zoneB->getTileInfo();		int3 posA = zoneA->getPos();		int3 posB = zoneB->getPos();		if (posA.z == posB.z)		{			for (auto tile : tiles)			{				if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed					continue;				foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos) //must be direct since paths also also generated between direct neighbours				{					//if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))					if (vstd::contains(otherZoneTiles, pos))						guardPos = tile;				});				if (guardPos.valid())				{					setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn					zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true);					//zones can make paths only in their own area					zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center					zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center												zoneA->addRoadNode(guardPos);					zoneB->addRoadNode(guardPos);					break; //we're done with this connection				}			}		}		else //create subterranean gates between two zones		{				//find point on the path between zones			float3 offset (posB.x - posA.x, posB.y - posA.y, 0);			float distance = posB.dist2d(posA);			vstd::amax (distance, 0.5f);			offset /= distance; //get unit vector			float3 vec (0, 0, 0);			//use reduced size of underground zone - make sure gate does not stand on rock			int3 tile = posA;			int3 otherTile = tile;			bool stop = false;			while (!stop)			{				vec += offset; //this vector may extend beyond line between zone centers, in case they are directly over each other				tile = posA + int3(vec.x, vec.y, 0);				float distanceFromA = posA.dist2d(tile);				float distanceFromB = posB.dist2d(tile);				if (distanceFromA + distanceFromB > std::max<int>(zoneA->getSize() + zoneB->getSize(), distance))					break; //we are too far away to ever connect				//if zone is underground, gate must fit within its (reduced) radius				if (distanceFromA > 5 && (!posA.z || distanceFromA < zoneA->getSize() - 3) &&					distanceFromB > 5 && (!posB.z || distanceFromB < zoneB->getSize() - 3))				{					otherTile = tile;					otherTile.z = posB.z;					if (vstd::contains(tiles, tile) && vstd::contains(otherZoneTiles, otherTile))					{						bool withinZone = true;						foreach_neighbour (tile, [&withinZone, &tiles](int3 &pos)						{							if (!vstd::contains(tiles, pos))								withinZone = false;						});						foreach_neighbour (otherTile, [&withinZone, &otherZoneTiles](int3 &pos)						{							if (!vstd::contains(otherZoneTiles, pos))								withinZone = false;						});						if (withinZone)						{							zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength());							zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength());							stop = true; //we are done, go to next connection						}					}				}			}			if (stop)				continue;		}		if (!guardPos.valid())		{			auto teleport1 = new CGMonolith;			teleport1->ID = Obj::MONOLITH_TWO_WAY;			teleport1->subID = getNextMonlithIndex();			auto teleport2 = new CGMonolith(*teleport1);			zoneA->addRequiredObject (teleport1, connection.getGuardStrength());			zoneB->addRequiredObject (teleport2, connection.getGuardStrength());		}			}}void CMapGenerator::addHeaderInfo(){	map->version = EMapFormat::SOD;	map->width = mapGenOptions->getWidth();	map->height = mapGenOptions->getHeight();	map->twoLevel = mapGenOptions->getHasTwoLevels();	map->name = VLC->generaltexth->allTexts[740];	map->description = getMapDescription();	map->difficulty = 1;	addPlayerInfo();}void CMapGenerator::checkIsOnMap(const int3& tile) const{	if (!map->isInTheMap(tile))		throw  rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));	}std::map<TRmgTemplateZoneId, CRmgTemplateZone*> CMapGenerator::getZones() const{	return zones;}bool CMapGenerator::isBlocked(const int3 &tile) const{	checkIsOnMap(tile);	return tiles[tile.x][tile.y][tile.z].isBlocked();}bool CMapGenerator::shouldBeBlocked(const int3 &tile) const{	checkIsOnMap(tile);	return tiles[tile.x][tile.y][tile.z].shouldBeBlocked();}bool CMapGenerator::isPossible(const int3 &tile) const{	checkIsOnMap(tile);	return tiles[tile.x][tile.y][tile.z].isPossible();}bool CMapGenerator::isFree(const int3 &tile) const{	checkIsOnMap(tile);	return tiles[tile.x][tile.y][tile.z].isFree();}bool CMapGenerator::isUsed(const int3 &tile) const{	checkIsOnMap(tile);	return tiles[tile.x][tile.y][tile.z].isUsed();}bool CMapGenerator::isRoad(const int3& tile) const{	checkIsOnMap(tile);		return tiles[tile.x][tile.y][tile.z].isRoad();	}void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state){	checkIsOnMap(tile);	tiles[tile.x][tile.y][tile.z].setOccupied(state);}void CMapGenerator::setRoad(const int3& tile, ERoadType::ERoadType roadType){	checkIsOnMap(tile);	tiles[tile.x][tile.y][tile.z].setRoadType(roadType);	}CTileInfo CMapGenerator::getTile(const int3& tile) const{	checkIsOnMap(tile);	return tiles[tile.x][tile.y][tile.z];}bool CMapGenerator::isAllowedSpell(SpellID sid) const{	assert(sid >= 0);	if (sid < map->allowedSpell.size())	{		return map->allowedSpell[sid];	}	else		return false;}void CMapGenerator::setNearestObjectDistance(int3 &tile, float value){	checkIsOnMap(tile);	tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value);}float CMapGenerator::getNearestObjectDistance(const int3 &tile) const{	checkIsOnMap(tile);	return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance();}int CMapGenerator::getNextMonlithIndex(){	if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())	{		//logGlobal->errorStream() << boost::to_string(boost::format("RMG Error! There is no Monolith Two Way with index %d available!") % monolithIndex);		//monolithIndex++;		//return VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size() - 1;		//TODO: interrupt map generation and report error		throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));	}	else		return monolithIndex++;}int CMapGenerator::getPrisonsRemaning() const{	return prisonsRemaining;}void CMapGenerator::decreasePrisonsRemaining(){	prisonsRemaining = std::max (0, prisonsRemaining - 1);}std::vector<ArtifactID> CMapGenerator::getQuestArtsRemaning() const{	return questArtifacts;}void CMapGenerator::banQuestArt(ArtifactID id){	map->allowedArtifact[id] = false;	vstd::erase_if_present (questArtifacts, id);}void CMapGenerator::registerZone (TFaction faction){	zonesPerFaction[faction]++;	zonesTotal++;}ui32 CMapGenerator::getZoneCount(TFaction faction){	return zonesPerFaction[faction];}ui32 CMapGenerator::getTotalZoneCount() const{	return zonesTotal;}
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