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 "../VCMI_Lib.h"
  16. #include "../CTownHandler.h"
  17. #include "serializer/JsonSerializeFormat.h"
  18. #include <vstd/RNG.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. if (eraseLastPlayer(EPlayerType::AI))
  240. continue;
  241. if (eraseLastPlayer(EPlayerType::COMP_ONLY))
  242. continue;
  243. if (eraseLastPlayer(EPlayerType::HUMAN))
  244. continue;
  245. }
  246. //First colors from the list are assigned to human players, then to CPU players
  247. std::vector<PlayerColor> availableColors;
  248. for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
  249. {
  250. availableColors.push_back(PlayerColor(color));
  251. }
  252. auto removeUsedColors = [this, &availableColors](EPlayerType playerType)
  253. {
  254. for (auto& player : players)
  255. {
  256. if (player.second.getPlayerType() == playerType)
  257. {
  258. vstd::erase(availableColors, player.second.getColor());
  259. }
  260. }
  261. };
  262. removeUsedColors(EPlayerType::HUMAN);
  263. removeUsedColors(EPlayerType::COMP_ONLY);
  264. //removeUsedColors(EPlayerType::AI);
  265. //Assign unused colors to remaining AI players
  266. while (players.size() < realPlayersCnt && !availableColors.empty())
  267. {
  268. auto color = availableColors.front();
  269. players[color].setColor(color);
  270. setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
  271. availableColors.erase(availableColors.begin());
  272. if (vstd::contains(savedPlayerSettings, color))
  273. {
  274. setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
  275. // TODO: setter
  276. players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
  277. }
  278. else
  279. {
  280. logGlobal->warn("Adding settings for player %s", color);
  281. // Usually, all players should be initialized in initPlayersMap()
  282. CPlayerSettings settings;
  283. players[color] = settings;
  284. }
  285. }
  286. std::set<TeamID> occupiedTeams;
  287. for(auto & player : players)
  288. {
  289. auto team = player.second.getTeam();
  290. if (team != TeamID::NO_TEAM)
  291. {
  292. occupiedTeams.insert(team);
  293. }
  294. }
  295. // TODO: Handle situation when we remove a player and remaining players belong to only one team
  296. for(auto & player : players)
  297. {
  298. if (player.second.getTeam() == TeamID::NO_TEAM)
  299. {
  300. //Find first unused team
  301. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  302. {
  303. TeamID team(i);
  304. if(!occupiedTeams.count(team))
  305. {
  306. player.second.setTeam(team);
  307. occupiedTeams.insert(team);
  308. break;
  309. }
  310. }
  311. }
  312. }
  313. }
  314. void CMapGenOptions::savePlayersMap()
  315. {
  316. //Only save already configured players
  317. for (const auto& player : players)
  318. {
  319. savedPlayerSettings[player.first] = player.second;
  320. }
  321. }
  322. const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
  323. {
  324. return savedPlayerSettings;
  325. }
  326. const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
  327. {
  328. return players;
  329. }
  330. void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, FactionID town)
  331. {
  332. auto it = players.find(color);
  333. assert(it != players.end());
  334. it->second.setStartingTown(town);
  335. }
  336. void CMapGenOptions::setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero)
  337. {
  338. auto it = players.find(color);
  339. assert(it != players.end());
  340. it->second.setStartingHero(hero);
  341. }
  342. void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
  343. {
  344. // FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
  345. assert(playerType != EPlayerType::COMP_ONLY);
  346. auto it = players.find(color);
  347. assert(it != players.end());
  348. it->second.setPlayerType(playerType);
  349. customizedPlayers = true;
  350. }
  351. const CRmgTemplate * CMapGenOptions::getMapTemplate() const
  352. {
  353. return mapTemplate;
  354. }
  355. void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
  356. {
  357. if (mapTemplate == value)
  358. {
  359. //Does not trigger during deserialization
  360. return;
  361. }
  362. mapTemplate = value;
  363. //validate & adapt options according to template
  364. if(mapTemplate)
  365. {
  366. if(!mapTemplate->matchesSize(int3(getWidth(), getHeight(), 1 + getHasTwoLevels())))
  367. {
  368. auto sizes = mapTemplate->getMapSizes();
  369. setWidth(sizes.first.x);
  370. setHeight(sizes.first.y);
  371. setHasTwoLevels(sizes.first.z - 1);
  372. }
  373. si8 maxPlayerCount = getMaxPlayersCount(false);
  374. si8 minPlayerCount = getMinPlayersCount(false);
  375. // Neither setting can fit within the template range
  376. if(!mapTemplate->getPlayers().isInRange(minPlayerCount) &&
  377. !mapTemplate->getPlayers().isInRange(maxPlayerCount))
  378. {
  379. setHumanOrCpuPlayerCount(RANDOM_SIZE);
  380. setCompOnlyPlayerCount(RANDOM_SIZE);
  381. }
  382. if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
  383. setWaterContent(EWaterContent::RANDOM);
  384. resetPlayersMap(); // Update teams and player count
  385. }
  386. }
  387. void CMapGenOptions::setMapTemplate(const std::string & name)
  388. {
  389. if(!name.empty())
  390. setMapTemplate(VLC->tplh->getTemplate(name));
  391. }
  392. void CMapGenOptions::setRoadEnabled(const RoadId & roadType, bool enable)
  393. {
  394. if (enable)
  395. {
  396. enabledRoads.insert(roadType);
  397. }
  398. else
  399. {
  400. enabledRoads.erase(roadType);
  401. }
  402. }
  403. bool CMapGenOptions::isRoadEnabled(const RoadId & roadType) const
  404. {
  405. return enabledRoads.count(roadType);
  406. }
  407. bool CMapGenOptions::isRoadEnabled() const
  408. {
  409. return !enabledRoads.empty();
  410. }
  411. void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
  412. {
  413. auto it = players.find(color);
  414. assert(it != players.end());
  415. it->second.setTeam(team);
  416. customizedPlayers = true;
  417. }
  418. void CMapGenOptions::finalize(vstd::RNG & rand)
  419. {
  420. logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
  421. logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
  422. static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
  423. static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
  424. if(!mapTemplate)
  425. {
  426. mapTemplate = getPossibleTemplate(rand);
  427. }
  428. assert(mapTemplate);
  429. logGlobal->info("RMG template name: %s", mapTemplate->getName());
  430. auto maxPlayers = getMaxPlayersCount();
  431. if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
  432. {
  433. auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
  434. int requiredPlayers = countHumanPlayers() + countCompOnlyPlayers();
  435. //ignore all non-randomized players, make sure these players will not be missing after roll
  436. possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(requiredPlayers));
  437. vstd::erase_if(possiblePlayers, [maxPlayers](int i)
  438. {
  439. return i > maxPlayers;
  440. });
  441. assert(!possiblePlayers.empty());
  442. setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
  443. updatePlayers();
  444. }
  445. if(teamCount == RANDOM_SIZE)
  446. {
  447. teamCount = rand.nextInt(getHumanOrCpuPlayerCount() - 1);
  448. if (teamCount == 1)
  449. teamCount = 0;
  450. }
  451. if(compOnlyPlayerCount == RANDOM_SIZE)
  452. {
  453. // Use remaining range
  454. auto presentPlayers = getHumanOrCpuPlayerCount();
  455. auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
  456. vstd::erase_if(possiblePlayers, [maxPlayers, presentPlayers](int i)
  457. {
  458. return i > (maxPlayers - presentPlayers);
  459. });
  460. if (possiblePlayers.empty())
  461. {
  462. compOnlyPlayerCount = 0;
  463. }
  464. else
  465. {
  466. compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
  467. }
  468. updateCompOnlyPlayers();
  469. }
  470. if(compOnlyTeamCount == RANDOM_SIZE)
  471. {
  472. compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
  473. }
  474. if(waterContent == EWaterContent::RANDOM)
  475. {
  476. auto allowedContent = mapTemplate->getWaterContentAllowed();
  477. if(!allowedContent.empty())
  478. {
  479. waterContent = *RandomGeneratorUtil::nextItem(mapTemplate->getWaterContentAllowed(), rand);
  480. }
  481. else
  482. {
  483. waterContent = EWaterContent::NONE;
  484. }
  485. }
  486. if(monsterStrength == EMonsterStrength::RANDOM)
  487. {
  488. monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  489. }
  490. assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
  491. assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  492. logGlobal->trace("Player config:");
  493. int cpuOnlyPlayers = 0;
  494. for(const auto & player : players)
  495. {
  496. std::string playerType;
  497. switch (player.second.getPlayerType())
  498. {
  499. case EPlayerType::AI:
  500. playerType = "AI";
  501. break;
  502. case EPlayerType::COMP_ONLY:
  503. playerType = "computer only";
  504. cpuOnlyPlayers++;
  505. break;
  506. case EPlayerType::HUMAN:
  507. playerType = "human only";
  508. break;
  509. default:
  510. assert(false);
  511. }
  512. logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
  513. }
  514. logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), cpuOnlyPlayers);
  515. }
  516. void CMapGenOptions::updatePlayers()
  517. {
  518. // Remove non-human players only from the end of the players map if necessary
  519. for(auto itrev = players.end(); itrev != players.begin();)
  520. {
  521. auto it = itrev;
  522. --it;
  523. if (players.size() == getHumanOrCpuPlayerCount())
  524. break;
  525. if(it->second.getPlayerType() != EPlayerType::HUMAN)
  526. {
  527. players.erase(it);
  528. }
  529. else
  530. {
  531. --itrev;
  532. }
  533. }
  534. }
  535. void CMapGenOptions::updateCompOnlyPlayers()
  536. {
  537. // Remove comp only players only from the end of the players map if necessary
  538. for(auto itrev = players.end(); itrev != players.begin();)
  539. {
  540. auto it = itrev;
  541. --it;
  542. if (players.size() <= getHumanOrCpuPlayerCount()) break;
  543. if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
  544. {
  545. players.erase(it);
  546. }
  547. else
  548. {
  549. --itrev;
  550. }
  551. }
  552. // Add some comp only players if necessary
  553. int compOnlyPlayersToAdd = static_cast<int>(getHumanOrCpuPlayerCount() - players.size());
  554. if (compOnlyPlayersToAdd < 0)
  555. {
  556. logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", humanOrCpuPlayerCount, players.size());
  557. assert (compOnlyPlayersToAdd < 0);
  558. }
  559. for(int i = 0; i < compOnlyPlayersToAdd; ++i)
  560. {
  561. CPlayerSettings pSettings;
  562. pSettings.setPlayerType(EPlayerType::COMP_ONLY);
  563. pSettings.setColor(getNextPlayerColor());
  564. players[pSettings.getColor()] = pSettings;
  565. }
  566. }
  567. int CMapGenOptions::countHumanPlayers() const
  568. {
  569. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  570. {
  571. return pair.second.getPlayerType() == EPlayerType::HUMAN;
  572. }));
  573. }
  574. int CMapGenOptions::countCompOnlyPlayers() const
  575. {
  576. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  577. {
  578. return pair.second.getPlayerType() == EPlayerType::COMP_ONLY;
  579. }));
  580. }
  581. PlayerColor CMapGenOptions::getNextPlayerColor() const
  582. {
  583. for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1))
  584. {
  585. if(!players.count(i))
  586. {
  587. return i;
  588. }
  589. }
  590. logGlobal->error("Failed to get next player color");
  591. assert(false);
  592. return PlayerColor(0);
  593. }
  594. bool CMapGenOptions::checkOptions() const
  595. {
  596. if(mapTemplate)
  597. {
  598. return true;
  599. }
  600. else
  601. {
  602. return !getPossibleTemplates().empty();
  603. }
  604. }
  605. bool CMapGenOptions::arePlayersCustomized() const
  606. {
  607. return customizedPlayers;
  608. }
  609. std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
  610. {
  611. int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
  612. auto humanPlayers = countHumanPlayers();
  613. auto templates = VLC->tplh->getTemplates();
  614. vstd::erase_if(templates, [this, &tplSize, humanPlayers](const CRmgTemplate * tmpl)
  615. {
  616. if(!tmpl->matchesSize(tplSize))
  617. return true;
  618. if(!tmpl->isWaterContentAllowed(getWaterContent()))
  619. return true;
  620. auto humanOrCpuPlayerCount = getHumanOrCpuPlayerCount();
  621. auto compOnlyPlayerCount = getCompOnlyPlayerCount();
  622. // Check if total number of players fall inside given range
  623. if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE && compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
  624. {
  625. if (!tmpl->getPlayers().isInRange(humanOrCpuPlayerCount + compOnlyPlayerCount))
  626. return true;
  627. }
  628. else if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
  629. {
  630. // We can always add any number CPU players, but not subtract
  631. if (!(humanOrCpuPlayerCount <= tmpl->getPlayers().maxValue()))
  632. return true;
  633. }
  634. else if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
  635. {
  636. //We must fit at least one more human player, but can add any number
  637. if (!(compOnlyPlayerCount < tmpl->getPlayers().maxValue()))
  638. return true;
  639. }
  640. else
  641. {
  642. // Human players shouldn't be banned when playing with random player count
  643. if(humanPlayers > tmpl->getPlayers().minValue())
  644. return true;
  645. }
  646. return false;
  647. });
  648. return templates;
  649. }
  650. const CRmgTemplate * CMapGenOptions::getPossibleTemplate(vstd::RNG & rand) const
  651. {
  652. auto templates = getPossibleTemplates();
  653. if(templates.empty())
  654. return nullptr;
  655. return *RandomGeneratorUtil::nextItem(templates, rand);
  656. }
  657. CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), startingHero(HeroTypeID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
  658. {
  659. }
  660. PlayerColor CMapGenOptions::CPlayerSettings::getColor() const
  661. {
  662. return color;
  663. }
  664. void CMapGenOptions::CPlayerSettings::setColor(const PlayerColor & value)
  665. {
  666. assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT);
  667. color = value;
  668. }
  669. FactionID CMapGenOptions::CPlayerSettings::getStartingTown() const
  670. {
  671. return startingTown;
  672. }
  673. void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
  674. {
  675. assert(value >= FactionID::RANDOM);
  676. if(value != FactionID::RANDOM)
  677. {
  678. assert(value < FactionID(VLC->townh->size()));
  679. assert((*VLC->townh)[value]->town != nullptr);
  680. }
  681. startingTown = value;
  682. }
  683. HeroTypeID CMapGenOptions::CPlayerSettings::getStartingHero() const
  684. {
  685. return startingHero;
  686. }
  687. void CMapGenOptions::CPlayerSettings::setStartingHero(HeroTypeID value)
  688. {
  689. assert(value == HeroTypeID::RANDOM || value.toEntity(VLC) != nullptr);
  690. startingHero = value;
  691. }
  692. EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
  693. {
  694. return playerType;
  695. }
  696. void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType value)
  697. {
  698. playerType = value;
  699. }
  700. TeamID CMapGenOptions::CPlayerSettings::getTeam() const
  701. {
  702. return team;
  703. }
  704. void CMapGenOptions::CPlayerSettings::setTeam(const TeamID & value)
  705. {
  706. team = value;
  707. }
  708. void CMapGenOptions::serializeJson(JsonSerializeFormat & handler)
  709. {
  710. handler.serializeInt("width", width);
  711. handler.serializeInt("height", height);
  712. handler.serializeBool("haswoLevels", hasTwoLevels);
  713. handler.serializeInt("humanOrCpuPlayerCount", humanOrCpuPlayerCount);
  714. handler.serializeInt("teamCount", teamCount);
  715. handler.serializeInt("compOnlyPlayerCount", compOnlyPlayerCount);
  716. handler.serializeInt("compOnlyTeamCount", compOnlyTeamCount);
  717. handler.serializeInt("waterContent", waterContent);
  718. handler.serializeInt("monsterStrength", monsterStrength);
  719. std::string templateName;
  720. if(mapTemplate && handler.saving)
  721. {
  722. templateName = mapTemplate->getId();
  723. }
  724. handler.serializeString("templateName", templateName);
  725. if(!handler.saving)
  726. {
  727. setMapTemplate(templateName);
  728. }
  729. handler.serializeIdArray("roads", enabledRoads);
  730. if (!handler.saving)
  731. {
  732. // Player settings won't be saved
  733. resetPlayersMap();
  734. }
  735. }
  736. VCMI_LIB_NAMESPACE_END