| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188 | #include "StdInc.h"#include "CMapGenerator.h"#include "../mapping/CMap.h"#include "../VCMI_Lib.h"#include "../CGeneralTextHandler.h"#include "../mapping/CMapEditManager.h"#include "../CObjectHandler.h"#include "../CDefObjInfoHandler.h"#include "../CTownHandler.h"#include "../StringConstants.h"#include "../filesystem/Filesystem.h"#include "CRmgTemplate.h"#include "CRmgTemplateZone.h"CMapGenerator::CMapGenerator(shared_ptr<CMapGenOptions> mapGenOptions, int randomSeed /*= std::time(nullptr)*/) :	mapGenOptions(mapGenOptions), randomSeed(randomSeed){	rand.setSeed(randomSeed);}CMapGenerator::~CMapGenerator(){}std::unique_ptr<CMap> CMapGenerator::generate(){	mapGenOptions->finalize(rand);	map = make_unique<CMap>();	editManager = map->getEditManager();	editManager->getUndoManager().setUndoRedoLimit(0);	addHeaderInfo();	genZones();	fillZones();	return std::move(map);}std::string CMapGenerator::getMapDescription() const{	const std::string waterContentStr[3] = { "none", "normal", "islands" };	const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };    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, second expansion 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[mapGenOptions->getMonsterStrength()]);	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	std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only	int teamOffset = 0;	for(int i = 0; i < 2; ++i)	{		int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount();		int teamCount = i == 0 ? mapGenOptions->getTeamCount() : 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	for(const auto & pair : mapGenOptions->getPlayersSettings())	{		const auto & pSettings = pair.second;		PlayerInfo player;		player.canComputerPlay = true;		int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0;		if(j == 0)		{			player.canHumanPlay = true;		}		auto itTeam = std::next(teamNumbers[j].begin(), rand.nextInt (teamNumbers[j].size()));		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(){	map->initTerrain();	editManager->clearTerrain(&rand);	editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight()));	editManager->drawTerrain(ETerrainType::GRASS, &rand);	auto pcnt = mapGenOptions->getPlayerCount();	auto w = mapGenOptions->getWidth();	auto h = mapGenOptions->getHeight();	auto tmpl = mapGenOptions->getMapTemplate();	auto zones = tmpl->getZones();	int player_per_side = zones.size() > 4 ? 3 : 2;	int zones_cnt = zones.size() > 4 ? 9 : 4;			logGlobal->infoStream() << boost::format("Map size %d %d, players per side %d") % w % h % player_per_side;	int i = 0;	int part_w = w/player_per_side;	int part_h = h/player_per_side;	for(auto const it : zones)	{		CRmgTemplateZone * zone = it.second;		std::vector<int3> shape;		int left = part_w*(i%player_per_side);		int top = part_h*(i/player_per_side);		shape.push_back(int3(left, top,  0));		shape.push_back(int3(left + part_w, top,  0));		shape.push_back(int3(left + part_w, top + part_h,  0));		shape.push_back(int3(left, top + part_h,  0));		zone->setShape(shape);		zone->setType(i < pcnt ? ETemplateZoneType::PLAYER_START : ETemplateZoneType::TREASURE);		this->zones[it.first] = zone;		++i;	}	logGlobal->infoStream() << "Zones generated successfully";}void CMapGenerator::fillZones(){		logGlobal->infoStream() << "Started filling zones";	for(auto it : zones)	{		it.second->fill(this);	}		logGlobal->infoStream() << "Zones filled successfully";}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();}
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