CMapGenOptions.cpp 12 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/CMap.h"
  13. #include "CRmgTemplateStorage.h"
  14. #include "CRmgTemplate.h"
  15. #include "CRandomGenerator.h"
  16. #include "../VCMI_Lib.h"
  17. #include "../CTownHandler.h"
  18. CMapGenOptions::CMapGenOptions()
  19. : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
  20. playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
  21. waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
  22. {
  23. resetPlayersMap();
  24. }
  25. si32 CMapGenOptions::getWidth() const
  26. {
  27. return width;
  28. }
  29. void CMapGenOptions::setWidth(si32 value)
  30. {
  31. assert(value >= 1);
  32. width = value;
  33. }
  34. si32 CMapGenOptions::getHeight() const
  35. {
  36. return height;
  37. }
  38. void CMapGenOptions::setHeight(si32 value)
  39. {
  40. assert(value >= 1);
  41. height = value;
  42. }
  43. bool CMapGenOptions::getHasTwoLevels() const
  44. {
  45. return hasTwoLevels;
  46. }
  47. void CMapGenOptions::setHasTwoLevels(bool value)
  48. {
  49. hasTwoLevels = value;
  50. }
  51. si8 CMapGenOptions::getPlayerCount() const
  52. {
  53. return playerCount;
  54. }
  55. void CMapGenOptions::setPlayerCount(si8 value)
  56. {
  57. assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
  58. playerCount = value;
  59. auto possibleCompPlayersCount = value;
  60. if (compOnlyPlayerCount > possibleCompPlayersCount)
  61. setCompOnlyPlayerCount(possibleCompPlayersCount);
  62. resetPlayersMap();
  63. }
  64. si8 CMapGenOptions::getTeamCount() const
  65. {
  66. return teamCount;
  67. }
  68. void CMapGenOptions::setTeamCount(si8 value)
  69. {
  70. assert(getPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getPlayerCount()) || value == RANDOM_SIZE);
  71. teamCount = value;
  72. }
  73. si8 CMapGenOptions::getCompOnlyPlayerCount() const
  74. {
  75. return compOnlyPlayerCount;
  76. }
  77. void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
  78. {
  79. assert(value == RANDOM_SIZE || (getPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= PlayerColor::PLAYER_LIMIT_I - getPlayerCount())));
  80. compOnlyPlayerCount = value;
  81. resetPlayersMap();
  82. }
  83. si8 CMapGenOptions::getCompOnlyTeamCount() const
  84. {
  85. return compOnlyTeamCount;
  86. }
  87. void CMapGenOptions::setCompOnlyTeamCount(si8 value)
  88. {
  89. assert(value == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE || (value >= 0 && value <= std::max(compOnlyPlayerCount - 1, 0)));
  90. compOnlyTeamCount = value;
  91. }
  92. EWaterContent::EWaterContent CMapGenOptions::getWaterContent() const
  93. {
  94. return waterContent;
  95. }
  96. void CMapGenOptions::setWaterContent(EWaterContent::EWaterContent value)
  97. {
  98. waterContent = value;
  99. }
  100. EMonsterStrength::EMonsterStrength CMapGenOptions::getMonsterStrength() const
  101. {
  102. return monsterStrength;
  103. }
  104. void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value)
  105. {
  106. monsterStrength = value;
  107. }
  108. void CMapGenOptions::resetPlayersMap()
  109. {
  110. std::map<PlayerColor, TFaction> rememberTownTypes;
  111. for (auto p : players)
  112. {
  113. auto town = p.second.getStartingTown();
  114. if (town != RANDOM_SIZE)
  115. rememberTownTypes[p.first] = town;
  116. }
  117. players.clear();
  118. int realPlayersCnt = playerCount;
  119. int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
  120. int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
  121. if (getPlayerCount() == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
  122. totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
  123. //FIXME: what happens with human players here?
  124. for(int color = 0; color < totalPlayersLimit; ++color)
  125. {
  126. CPlayerSettings player;
  127. auto pc = PlayerColor(color);
  128. player.setColor(pc);
  129. auto playerType = EPlayerType::AI;
  130. if (getPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
  131. {
  132. playerType = EPlayerType::HUMAN;
  133. }
  134. else if((getPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
  135. || (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I-compOnlyPlayerCount)))
  136. {
  137. playerType = EPlayerType::COMP_ONLY;
  138. }
  139. player.setPlayerType(playerType);
  140. players[pc] = player;
  141. if (vstd::contains(rememberTownTypes, pc))
  142. players[pc].setStartingTown(rememberTownTypes[pc]);
  143. }
  144. }
  145. const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
  146. {
  147. return players;
  148. }
  149. void CMapGenOptions::setStartingTownForPlayer(PlayerColor color, si32 town)
  150. {
  151. auto it = players.find(color);
  152. if(it == players.end()) assert(0);
  153. it->second.setStartingTown(town);
  154. }
  155. void CMapGenOptions::setPlayerTypeForStandardPlayer(PlayerColor color, EPlayerType::EPlayerType playerType)
  156. {
  157. assert(playerType != EPlayerType::COMP_ONLY);
  158. auto it = players.find(color);
  159. if(it == players.end()) assert(0);
  160. it->second.setPlayerType(playerType);
  161. }
  162. const CRmgTemplate * CMapGenOptions::getMapTemplate() const
  163. {
  164. return mapTemplate;
  165. }
  166. void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
  167. {
  168. mapTemplate = value;
  169. //TODO validate & adapt options according to template
  170. assert(0);
  171. }
  172. void CMapGenOptions::finalize(CRandomGenerator & rand)
  173. {
  174. logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
  175. static_cast<int>(getPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
  176. static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
  177. if(!mapTemplate)
  178. {
  179. mapTemplate = getPossibleTemplate(rand);
  180. }
  181. assert(mapTemplate);
  182. if (getPlayerCount() == RANDOM_SIZE)
  183. {
  184. auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
  185. //ignore all non-randomized players, make sure these players will not be missing after roll
  186. possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
  187. assert(!possiblePlayers.empty());
  188. setPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
  189. updatePlayers();
  190. }
  191. if(teamCount == RANDOM_SIZE)
  192. {
  193. teamCount = rand.nextInt(getPlayerCount() - 1);
  194. if (teamCount == 1)
  195. teamCount = 0;
  196. }
  197. if(compOnlyPlayerCount == RANDOM_SIZE)
  198. {
  199. auto possiblePlayers = mapTemplate->getCpuPlayers().getNumbers();
  200. compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
  201. updateCompOnlyPlayers();
  202. }
  203. if(compOnlyTeamCount == RANDOM_SIZE)
  204. {
  205. compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
  206. }
  207. if(waterContent == EWaterContent::RANDOM)
  208. {
  209. waterContent = *RandomGeneratorUtil::nextItem(mapTemplate->getWaterContentAllowed(), rand);
  210. }
  211. if(monsterStrength == EMonsterStrength::RANDOM)
  212. {
  213. monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  214. }
  215. assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
  216. assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  217. //rectangular maps are the future of gaming
  218. //setHeight(20);
  219. //setWidth(50);
  220. logGlobal->trace("Player config:");
  221. int humanPlayers = 0, cpuOnlyPlayers = 0, AIplayers = 0;
  222. for (auto player : players)
  223. {
  224. std::string playerType;
  225. switch (player.second.getPlayerType())
  226. {
  227. case EPlayerType::AI:
  228. playerType = "AI";
  229. AIplayers++;
  230. break;
  231. case EPlayerType::COMP_ONLY:
  232. playerType = "computer only";
  233. cpuOnlyPlayers++;
  234. break;
  235. case EPlayerType::HUMAN:
  236. playerType = "human only";
  237. humanPlayers++;
  238. break;
  239. default:
  240. assert(false);
  241. }
  242. logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
  243. }
  244. setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automaticlaly (?)
  245. logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), (int)getCompOnlyPlayerCount());
  246. }
  247. void CMapGenOptions::updatePlayers()
  248. {
  249. // Remove AI players only from the end of the players map if necessary
  250. for(auto itrev = players.end(); itrev != players.begin();)
  251. {
  252. auto it = itrev;
  253. --it;
  254. if (players.size() == getPlayerCount()) break;
  255. if(it->second.getPlayerType() == EPlayerType::AI)
  256. {
  257. players.erase(it);
  258. }
  259. else
  260. {
  261. --itrev;
  262. }
  263. }
  264. }
  265. void CMapGenOptions::updateCompOnlyPlayers()
  266. {
  267. // Remove comp only players only from the end of the players map if necessary
  268. for(auto itrev = players.end(); itrev != players.begin();)
  269. {
  270. auto it = itrev;
  271. --it;
  272. if (players.size() <= getPlayerCount()) break;
  273. if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
  274. {
  275. players.erase(it);
  276. }
  277. else
  278. {
  279. --itrev;
  280. }
  281. }
  282. // Add some comp only players if necessary
  283. int compOnlyPlayersToAdd = static_cast<int>(getPlayerCount() - players.size());
  284. if (compOnlyPlayersToAdd < 0)
  285. {
  286. logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", playerCount, players.size());
  287. assert (compOnlyPlayersToAdd < 0);
  288. }
  289. for(int i = 0; i < compOnlyPlayersToAdd; ++i)
  290. {
  291. CPlayerSettings pSettings;
  292. pSettings.setPlayerType(EPlayerType::COMP_ONLY);
  293. pSettings.setColor(getNextPlayerColor());
  294. players[pSettings.getColor()] = pSettings;
  295. }
  296. }
  297. int CMapGenOptions::countHumanPlayers() const
  298. {
  299. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  300. {
  301. return pair.second.getPlayerType() == EPlayerType::HUMAN;
  302. }));
  303. }
  304. int CMapGenOptions::countCompOnlyPlayers() const
  305. {
  306. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  307. {
  308. return pair.second.getPlayerType() == EPlayerType::COMP_ONLY;
  309. }));
  310. }
  311. PlayerColor CMapGenOptions::getNextPlayerColor() const
  312. {
  313. for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1))
  314. {
  315. if(!players.count(i))
  316. {
  317. return i;
  318. }
  319. }
  320. logGlobal->error("Failed to get next player color");
  321. assert(false);
  322. return PlayerColor(0);
  323. }
  324. bool CMapGenOptions::checkOptions() const
  325. {
  326. assert(countHumanPlayers() > 0);
  327. if(mapTemplate)
  328. {
  329. return true;
  330. }
  331. else
  332. {
  333. CRandomGenerator gen;
  334. return getPossibleTemplate(gen) != nullptr;
  335. }
  336. }
  337. const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand) const
  338. {
  339. int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
  340. auto humanPlayers = countHumanPlayers();
  341. auto templates = VLC->tplh->getTemplates();
  342. vstd::erase_if(templates, [this, &tplSize, humanPlayers](const CRmgTemplate * tmpl)
  343. {
  344. if(!tmpl->matchesSize(tplSize))
  345. return true;
  346. if(!tmpl->isWaterContentAllowed(getWaterContent()))
  347. return true;
  348. if(getPlayerCount() != -1)
  349. {
  350. if (!tmpl->getPlayers().isInRange(getPlayerCount()))
  351. return true;
  352. }
  353. else
  354. {
  355. // Human players shouldn't be banned when playing with random player count
  356. if(humanPlayers > *boost::min_element(tmpl->getPlayers().getNumbers()))
  357. return true;
  358. }
  359. if(compOnlyPlayerCount != -1)
  360. {
  361. if (!tmpl->getCpuPlayers().isInRange(compOnlyPlayerCount))
  362. return true;
  363. }
  364. return false;
  365. });
  366. // Select tpl
  367. if(templates.empty())
  368. return nullptr;
  369. return *RandomGeneratorUtil::nextItem(templates, rand);
  370. }
  371. CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(RANDOM_TOWN), playerType(EPlayerType::AI)
  372. {
  373. }
  374. PlayerColor CMapGenOptions::CPlayerSettings::getColor() const
  375. {
  376. return color;
  377. }
  378. void CMapGenOptions::CPlayerSettings::setColor(PlayerColor value)
  379. {
  380. assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT);
  381. color = value;
  382. }
  383. si32 CMapGenOptions::CPlayerSettings::getStartingTown() const
  384. {
  385. return startingTown;
  386. }
  387. void CMapGenOptions::CPlayerSettings::setStartingTown(si32 value)
  388. {
  389. assert(value >= -1);
  390. if(value >= 0)
  391. {
  392. assert(value < static_cast<int>(VLC->townh->size()));
  393. assert((*VLC->townh)[value]->town != nullptr);
  394. }
  395. startingTown = value;
  396. }
  397. EPlayerType::EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
  398. {
  399. return playerType;
  400. }
  401. void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType::EPlayerType value)
  402. {
  403. playerType = value;
  404. }