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- /*
- * CMapGenOptions.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CMapGenOptions.h"
- #include "../mapping/CMapHeader.h"
- #include "CRmgTemplateStorage.h"
- #include "CRmgTemplate.h"
- #include "CRandomGenerator.h"
- #include "../VCMI_Lib.h"
- #include "../CTownHandler.h"
- VCMI_LIB_NAMESPACE_BEGIN
- CMapGenOptions::CMapGenOptions()
- : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
- humanOrCpuPlayerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
- waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr),
- customizedPlayers(false)
- {
- initPlayersMap();
- setRoadEnabled(RoadId(Road::DIRT_ROAD), true);
- setRoadEnabled(RoadId(Road::GRAVEL_ROAD), true);
- setRoadEnabled(RoadId(Road::COBBLESTONE_ROAD), true);
- }
- si32 CMapGenOptions::getWidth() const
- {
- return width;
- }
- void CMapGenOptions::setWidth(si32 value)
- {
- assert(value >= 1);
- width = value;
- }
- si32 CMapGenOptions::getHeight() const
- {
- return height;
- }
- void CMapGenOptions::setHeight(si32 value)
- {
- assert(value >= 1);
- height = value;
- }
- bool CMapGenOptions::getHasTwoLevels() const
- {
- return hasTwoLevels;
- }
- void CMapGenOptions::setHasTwoLevels(bool value)
- {
- hasTwoLevels = value;
- }
- si8 CMapGenOptions::getHumanOrCpuPlayerCount() const
- {
- return humanOrCpuPlayerCount;
- }
- void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
- {
- assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
- humanOrCpuPlayerCount = value;
- // Use template player limit, if any
- auto playerLimit = getPlayerLimit();
- auto possibleCompPlayersCount = playerLimit - std::max<si8>(0, humanOrCpuPlayerCount);
- if (compOnlyPlayerCount > possibleCompPlayersCount)
- {
- setCompOnlyPlayerCount(possibleCompPlayersCount);
- }
- resetPlayersMap();
- }
- si8 CMapGenOptions::getMinPlayersCount(bool withTemplateLimit) const
- {
- auto totalPlayers = 0;
- si8 humans = getHumanOrCpuPlayerCount();
- si8 cpus = getCompOnlyPlayerCount();
- if (humans == RANDOM_SIZE && cpus == RANDOM_SIZE)
- {
- totalPlayers = 2;
- }
- else if (humans == RANDOM_SIZE)
- {
- totalPlayers = cpus + 1; // Must add at least 1 player
- }
- else if (cpus == RANDOM_SIZE)
- {
- totalPlayers = humans;
- }
- else
- {
- totalPlayers = humans + cpus;
- }
- if (withTemplateLimit && mapTemplate)
- {
- auto playersRange = mapTemplate->getPlayers();
- //New template can also impose higher limit than current settings
- vstd::amax(totalPlayers, playersRange.minValue());
- }
- // Can't play without at least 2 players
- vstd::amax(totalPlayers, 2);
- return totalPlayers;
- }
- si8 CMapGenOptions::getMaxPlayersCount(bool withTemplateLimit) const
- {
- // Max number of players possible with current settings
- auto totalPlayers = 0;
- si8 humans = getHumanOrCpuPlayerCount();
- si8 cpus = getCompOnlyPlayerCount();
- if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
- {
- totalPlayers = PlayerColor::PLAYER_LIMIT_I;
- }
- else
- {
- totalPlayers = humans + cpus;
- }
- if (withTemplateLimit && mapTemplate)
- {
- auto playersRange = mapTemplate->getPlayers();
- //New template can also impose higher limit than current settings
- vstd::amin(totalPlayers, playersRange.maxValue());
- }
- assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
- assert (totalPlayers >= 2);
- return totalPlayers;
- }
- si8 CMapGenOptions::getTeamCount() const
- {
- return teamCount;
- }
- void CMapGenOptions::setTeamCount(si8 value)
- {
- assert(getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getHumanOrCpuPlayerCount()) || value == RANDOM_SIZE);
- teamCount = value;
- }
- si8 CMapGenOptions::getCompOnlyPlayerCount() const
- {
- return compOnlyPlayerCount;
- }
- si8 CMapGenOptions::getPlayerLimit() const
- {
- //How many players could we set with current template, ignoring other settings
- si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
- if (auto temp = getMapTemplate())
- {
- playerLimit = static_cast<si8>(temp->getPlayers().maxValue());
- }
- return playerLimit;
- }
- void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
- {
- assert(value == RANDOM_SIZE || (getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= getPlayerLimit() - getHumanOrCpuPlayerCount())));
- compOnlyPlayerCount = value;
- resetPlayersMap();
- }
- si8 CMapGenOptions::getCompOnlyTeamCount() const
- {
- return compOnlyTeamCount;
- }
- void CMapGenOptions::setCompOnlyTeamCount(si8 value)
- {
- assert(value == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE || (value >= 0 && value <= std::max(compOnlyPlayerCount - 1, 0)));
- compOnlyTeamCount = value;
- }
- EWaterContent::EWaterContent CMapGenOptions::getWaterContent() const
- {
- return waterContent;
- }
- void CMapGenOptions::setWaterContent(EWaterContent::EWaterContent value)
- {
- waterContent = value;
- }
- EMonsterStrength::EMonsterStrength CMapGenOptions::getMonsterStrength() const
- {
- return monsterStrength;
- }
- void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value)
- {
- monsterStrength = value;
- }
- void CMapGenOptions::initPlayersMap()
- {
- std::map<PlayerColor, FactionID> rememberTownTypes;
- std::map<PlayerColor, TeamID> rememberTeam;
- for(const auto & p : players)
- {
- auto town = p.second.getStartingTown();
- if (town != FactionID::RANDOM)
- rememberTownTypes[p.first] = FactionID(town);
- rememberTeam[p.first] = p.second.getTeam();
- }
- players.clear();
- int realPlayersCnt = getHumanOrCpuPlayerCount();
- // Initialize settings for all color even if not present
- for(int color = 0; color < getPlayerLimit(); ++color)
- {
- CPlayerSettings player;
- auto pc = PlayerColor(color);
- player.setColor(pc);
- auto playerType = EPlayerType::AI;
- // Color doesn't have to be continuous. Player colors can later be changed manually
- if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
- {
- playerType = EPlayerType::HUMAN;
- }
- else if((getHumanOrCpuPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
- || (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I - compOnlyPlayerCount)))
- {
- playerType = EPlayerType::COMP_ONLY;
- }
- player.setPlayerType(playerType);
- players[pc] = player;
- }
- savePlayersMap();
- }
- void CMapGenOptions::resetPlayersMap()
- {
- // Called when number of player changes
- // But do not update info about already made selections
- savePlayersMap();
- int realPlayersCnt = getMaxPlayersCount();
- //Trim the number of AI players, then CPU-only players, finally human players
- auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
- {
- for (auto it = players.rbegin(); it != players.rend(); ++it)
- {
- if (it->second.getPlayerType() == playerType)
- {
- players.erase(it->first);
- return true;
- }
- }
- return false; //Can't earse any player of this type
- };
- while (players.size() > realPlayersCnt)
- {
- while (eraseLastPlayer(EPlayerType::AI));
- while (eraseLastPlayer(EPlayerType::COMP_ONLY));
- while (eraseLastPlayer(EPlayerType::HUMAN));
- }
- //First colors from the list are assigned to human players, then to CPU players
- std::vector<PlayerColor> availableColors;
- for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
- {
- availableColors.push_back(PlayerColor(color));
- }
- auto removeUsedColors = [this, &availableColors](EPlayerType playerType)
- {
- for (auto& player : players)
- {
- if (player.second.getPlayerType() == playerType)
- {
- vstd::erase(availableColors, player.second.getColor());
- }
- }
- };
- removeUsedColors(EPlayerType::HUMAN);
- removeUsedColors(EPlayerType::COMP_ONLY);
- //removeUsedColors(EPlayerType::AI);
- //Assign unused colors to remaining AI players
- while (players.size() < realPlayersCnt && !availableColors.empty())
- {
- auto color = availableColors.front();
- setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
- players[color].setColor(color);
- availableColors.erase(availableColors.begin());
- if (vstd::contains(savedPlayerSettings, color))
- {
- setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
- // TODO: setter
- players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
- }
- else
- {
- logGlobal->warn("Adding settings for player %s", color);
- // Usually, all players should be initialized in initPlayersMap()
- CPlayerSettings settings;
- players[color] = settings;
- }
- }
- std::set<TeamID> occupiedTeams;
- for(auto & player : players)
- {
- auto team = player.second.getTeam();
- if (team != TeamID::NO_TEAM)
- {
- occupiedTeams.insert(team);
- }
- }
- // TODO: Handle situation when we remove a player and remaining players belong to only one team
- for(auto & player : players)
- {
- if (player.second.getTeam() == TeamID::NO_TEAM)
- {
- //Find first unused team
- for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
- {
- TeamID team(i);
- if(!occupiedTeams.count(team))
- {
- player.second.setTeam(team);
- occupiedTeams.insert(team);
- break;
- }
- }
- }
- }
- }
- void CMapGenOptions::savePlayersMap()
- {
- //Only save already configured players
- for (const auto& player : players)
- {
- savedPlayerSettings[player.first] = player.second;
- }
- }
- const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
- {
- return savedPlayerSettings;
- }
- const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
- {
- return players;
- }
- void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, FactionID town)
- {
- auto it = players.find(color);
- assert(it != players.end());
- it->second.setStartingTown(town);
- }
- void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
- {
- // FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
- assert(playerType != EPlayerType::COMP_ONLY);
- auto it = players.find(color);
- assert(it != players.end());
- it->second.setPlayerType(playerType);
- customizedPlayers = true;
- }
- const CRmgTemplate * CMapGenOptions::getMapTemplate() const
- {
- return mapTemplate;
- }
- void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
- {
- if (mapTemplate == value)
- {
- //Does not trigger during deserialization
- return;
- }
- mapTemplate = value;
- //validate & adapt options according to template
- if(mapTemplate)
- {
- if(!mapTemplate->matchesSize(int3(getWidth(), getHeight(), 1 + getHasTwoLevels())))
- {
- auto sizes = mapTemplate->getMapSizes();
- setWidth(sizes.first.x);
- setHeight(sizes.first.y);
- setHasTwoLevels(sizes.first.z - 1);
- }
- si8 maxPlayerCount = getMaxPlayersCount(false);
- si8 minPlayerCount = getMinPlayersCount(false);
- // Neither setting can fit within the template range
- if(!mapTemplate->getPlayers().isInRange(minPlayerCount) &&
- !mapTemplate->getPlayers().isInRange(maxPlayerCount))
- {
- setHumanOrCpuPlayerCount(RANDOM_SIZE);
- setCompOnlyPlayerCount(RANDOM_SIZE);
- }
- if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
- setWaterContent(EWaterContent::RANDOM);
- resetPlayersMap(); // Update teams and player count
- }
- }
- void CMapGenOptions::setMapTemplate(const std::string & name)
- {
- if(!name.empty())
- setMapTemplate(VLC->tplh->getTemplate(name));
- }
- void CMapGenOptions::setRoadEnabled(const RoadId & roadType, bool enable)
- {
- if (enable)
- {
- enabledRoads.insert(roadType);
- }
- else
- {
- enabledRoads.erase(roadType);
- }
- }
- bool CMapGenOptions::isRoadEnabled(const RoadId & roadType) const
- {
- return enabledRoads.count(roadType);
- }
- bool CMapGenOptions::isRoadEnabled() const
- {
- return !enabledRoads.empty();
- }
- void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
- {
- auto it = players.find(color);
- assert(it != players.end());
- it->second.setTeam(team);
- customizedPlayers = true;
- }
- void CMapGenOptions::finalize(CRandomGenerator & rand)
- {
- logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
- logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
- static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
- static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
- if(!mapTemplate)
- {
- mapTemplate = getPossibleTemplate(rand);
- }
- assert(mapTemplate);
-
- logGlobal->info("RMG template name: %s", mapTemplate->getName());
- auto maxPlayers = getMaxPlayersCount();
- if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
- {
- auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
- //ignore all non-randomized players, make sure these players will not be missing after roll
- possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
- vstd::erase_if(possiblePlayers, [maxPlayers](int i)
- {
- return i > maxPlayers;
- });
- assert(!possiblePlayers.empty());
- setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
- updatePlayers();
- }
- if(teamCount == RANDOM_SIZE)
- {
- teamCount = rand.nextInt(getHumanOrCpuPlayerCount() - 1);
- if (teamCount == 1)
- teamCount = 0;
- }
- if(compOnlyPlayerCount == RANDOM_SIZE)
- {
- // Use remaining range
- auto presentPlayers = getHumanOrCpuPlayerCount();
- auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
- vstd::erase_if(possiblePlayers, [maxPlayers, presentPlayers](int i)
- {
- return i > (maxPlayers - presentPlayers);
- });
- if (possiblePlayers.empty())
- {
- compOnlyPlayerCount = 0;
- }
- else
- {
- compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
- }
- updateCompOnlyPlayers();
- }
- if(compOnlyTeamCount == RANDOM_SIZE)
- {
- compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
- }
- if(waterContent == EWaterContent::RANDOM)
- {
- auto allowedContent = mapTemplate->getWaterContentAllowed();
- if(!allowedContent.empty())
- {
- waterContent = *RandomGeneratorUtil::nextItem(mapTemplate->getWaterContentAllowed(), rand);
- }
- else
- {
- waterContent = EWaterContent::NONE;
- }
- }
- 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(), static_cast<int>(getCompOnlyPlayerCount()));
- }
- 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;
- }
- if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
- {
- if (!tmpl->getHumanPlayers().isInRange(compOnlyPlayerCount))
- 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
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