CMapGenOptions.cpp 22 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 "../entities/faction/CTownHandler.h"
  13. #include "../entities/faction/CFaction.h"
  14. #include "../mapping/CMapHeader.h"
  15. #include "CRmgTemplateStorage.h"
  16. #include "CRmgTemplate.h"
  17. #include "../VCMI_Lib.h"
  18. #include "serializer/JsonSerializeFormat.h"
  19. #include <vstd/RNG.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. CMapGenOptions::CMapGenOptions()
  22. : width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
  23. humanOrCpuPlayerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
  24. waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr),
  25. customizedPlayers(false)
  26. {
  27. initPlayersMap();
  28. setRoadEnabled(RoadId(Road::DIRT_ROAD), true);
  29. setRoadEnabled(RoadId(Road::GRAVEL_ROAD), true);
  30. setRoadEnabled(RoadId(Road::COBBLESTONE_ROAD), true);
  31. }
  32. si32 CMapGenOptions::getWidth() const
  33. {
  34. return width;
  35. }
  36. void CMapGenOptions::setWidth(si32 value)
  37. {
  38. assert(value >= 1);
  39. width = value;
  40. }
  41. si32 CMapGenOptions::getHeight() const
  42. {
  43. return height;
  44. }
  45. void CMapGenOptions::setHeight(si32 value)
  46. {
  47. assert(value >= 1);
  48. height = value;
  49. }
  50. bool CMapGenOptions::getHasTwoLevels() const
  51. {
  52. return hasTwoLevels;
  53. }
  54. void CMapGenOptions::setHasTwoLevels(bool value)
  55. {
  56. hasTwoLevels = value;
  57. }
  58. si8 CMapGenOptions::getHumanOrCpuPlayerCount() const
  59. {
  60. return humanOrCpuPlayerCount;
  61. }
  62. void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
  63. {
  64. assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
  65. humanOrCpuPlayerCount = value;
  66. // Use template player limit, if any
  67. auto playerLimit = getPlayerLimit();
  68. auto possibleCompPlayersCount = playerLimit - std::max<si8>(0, humanOrCpuPlayerCount);
  69. if (compOnlyPlayerCount > possibleCompPlayersCount)
  70. {
  71. setCompOnlyPlayerCount(possibleCompPlayersCount);
  72. }
  73. resetPlayersMap();
  74. }
  75. si8 CMapGenOptions::getMinPlayersCount(bool withTemplateLimit) const
  76. {
  77. auto totalPlayers = 0;
  78. si8 humans = getHumanOrCpuPlayerCount();
  79. si8 cpus = getCompOnlyPlayerCount();
  80. if (humans == RANDOM_SIZE && cpus == RANDOM_SIZE)
  81. {
  82. totalPlayers = 2;
  83. }
  84. else if (humans == RANDOM_SIZE)
  85. {
  86. totalPlayers = cpus + 1; // Must add at least 1 player
  87. }
  88. else if (cpus == RANDOM_SIZE)
  89. {
  90. totalPlayers = humans;
  91. }
  92. else
  93. {
  94. totalPlayers = humans + cpus;
  95. }
  96. if (withTemplateLimit && mapTemplate)
  97. {
  98. auto playersRange = mapTemplate->getPlayers();
  99. //New template can also impose higher limit than current settings
  100. vstd::amax(totalPlayers, playersRange.minValue());
  101. }
  102. // Can't play without at least 2 players
  103. vstd::amax(totalPlayers, 2);
  104. return totalPlayers;
  105. }
  106. si8 CMapGenOptions::getMaxPlayersCount(bool withTemplateLimit) const
  107. {
  108. // Max number of players possible with current settings
  109. auto totalPlayers = 0;
  110. si8 humans = getHumanOrCpuPlayerCount();
  111. si8 cpus = getCompOnlyPlayerCount();
  112. if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
  113. {
  114. totalPlayers = PlayerColor::PLAYER_LIMIT_I;
  115. }
  116. else
  117. {
  118. totalPlayers = humans + cpus;
  119. }
  120. if (withTemplateLimit && mapTemplate)
  121. {
  122. auto playersRange = mapTemplate->getPlayers();
  123. //New template can also impose higher limit than current settings
  124. vstd::amin(totalPlayers, playersRange.maxValue());
  125. }
  126. assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
  127. assert (totalPlayers >= 2);
  128. return totalPlayers;
  129. }
  130. si8 CMapGenOptions::getTeamCount() const
  131. {
  132. return teamCount;
  133. }
  134. void CMapGenOptions::setTeamCount(si8 value)
  135. {
  136. assert(getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getHumanOrCpuPlayerCount()) || value == RANDOM_SIZE);
  137. teamCount = value;
  138. }
  139. si8 CMapGenOptions::getCompOnlyPlayerCount() const
  140. {
  141. return compOnlyPlayerCount;
  142. }
  143. si8 CMapGenOptions::getPlayerLimit() const
  144. {
  145. //How many players could we set with current template, ignoring other settings
  146. si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
  147. if (auto temp = getMapTemplate())
  148. {
  149. playerLimit = static_cast<si8>(temp->getPlayers().maxValue());
  150. }
  151. return playerLimit;
  152. }
  153. void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
  154. {
  155. assert(value == RANDOM_SIZE || (getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= getPlayerLimit() - getHumanOrCpuPlayerCount())));
  156. compOnlyPlayerCount = value;
  157. resetPlayersMap();
  158. }
  159. si8 CMapGenOptions::getCompOnlyTeamCount() const
  160. {
  161. return compOnlyTeamCount;
  162. }
  163. void CMapGenOptions::setCompOnlyTeamCount(si8 value)
  164. {
  165. assert(value == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE || (value >= 0 && value <= std::max(compOnlyPlayerCount - 1, 0)));
  166. compOnlyTeamCount = value;
  167. }
  168. EWaterContent::EWaterContent CMapGenOptions::getWaterContent() const
  169. {
  170. return waterContent;
  171. }
  172. void CMapGenOptions::setWaterContent(EWaterContent::EWaterContent value)
  173. {
  174. waterContent = value;
  175. }
  176. EMonsterStrength::EMonsterStrength CMapGenOptions::getMonsterStrength() const
  177. {
  178. return monsterStrength;
  179. }
  180. void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value)
  181. {
  182. monsterStrength = value;
  183. }
  184. void CMapGenOptions::initPlayersMap()
  185. {
  186. std::map<PlayerColor, FactionID> rememberTownTypes;
  187. std::map<PlayerColor, TeamID> rememberTeam;
  188. for(const auto & p : players)
  189. {
  190. auto town = p.second.getStartingTown();
  191. if (town != FactionID::RANDOM)
  192. rememberTownTypes[p.first] = FactionID(town);
  193. rememberTeam[p.first] = p.second.getTeam();
  194. }
  195. players.clear();
  196. int realPlayersCnt = getHumanOrCpuPlayerCount();
  197. // Initialize settings for all color even if not present
  198. for(int color = 0; color < getPlayerLimit(); ++color)
  199. {
  200. CPlayerSettings player;
  201. auto pc = PlayerColor(color);
  202. player.setColor(pc);
  203. auto playerType = EPlayerType::AI;
  204. // Color doesn't have to be continuous. Player colors can later be changed manually
  205. if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
  206. {
  207. playerType = EPlayerType::HUMAN;
  208. }
  209. else if((getHumanOrCpuPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
  210. || (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I - compOnlyPlayerCount)))
  211. {
  212. playerType = EPlayerType::COMP_ONLY;
  213. }
  214. player.setPlayerType(playerType);
  215. players[pc] = player;
  216. }
  217. savePlayersMap();
  218. }
  219. void CMapGenOptions::resetPlayersMap()
  220. {
  221. // Called when number of player changes
  222. // But do not update info about already made selections
  223. savePlayersMap();
  224. int realPlayersCnt = getMaxPlayersCount();
  225. //Trim the number of AI players, then CPU-only players, finally human players
  226. auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
  227. {
  228. for (auto it = players.rbegin(); it != players.rend(); ++it)
  229. {
  230. if (it->second.getPlayerType() == playerType)
  231. {
  232. players.erase(it->first);
  233. return true;
  234. }
  235. }
  236. return false; //Can't earse any player of this type
  237. };
  238. while (players.size() > realPlayersCnt)
  239. {
  240. if (eraseLastPlayer(EPlayerType::AI))
  241. continue;
  242. if (eraseLastPlayer(EPlayerType::COMP_ONLY))
  243. continue;
  244. if (eraseLastPlayer(EPlayerType::HUMAN))
  245. continue;
  246. }
  247. //First colors from the list are assigned to human players, then to CPU players
  248. std::vector<PlayerColor> availableColors;
  249. for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
  250. {
  251. availableColors.push_back(PlayerColor(color));
  252. }
  253. auto removeUsedColors = [this, &availableColors](EPlayerType playerType)
  254. {
  255. for (auto& player : players)
  256. {
  257. if (player.second.getPlayerType() == playerType)
  258. {
  259. vstd::erase(availableColors, player.second.getColor());
  260. }
  261. }
  262. };
  263. removeUsedColors(EPlayerType::HUMAN);
  264. removeUsedColors(EPlayerType::COMP_ONLY);
  265. //removeUsedColors(EPlayerType::AI);
  266. //Assign unused colors to remaining AI players
  267. while (players.size() < realPlayersCnt && !availableColors.empty())
  268. {
  269. auto color = availableColors.front();
  270. players[color].setColor(color);
  271. setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
  272. availableColors.erase(availableColors.begin());
  273. if (vstd::contains(savedPlayerSettings, color))
  274. {
  275. setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
  276. // TODO: setter
  277. players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
  278. }
  279. else
  280. {
  281. logGlobal->warn("Adding settings for player %s", color);
  282. // Usually, all players should be initialized in initPlayersMap()
  283. CPlayerSettings settings;
  284. players[color] = settings;
  285. }
  286. }
  287. std::set<TeamID> occupiedTeams;
  288. for(auto & player : players)
  289. {
  290. auto team = player.second.getTeam();
  291. if (team != TeamID::NO_TEAM)
  292. {
  293. occupiedTeams.insert(team);
  294. }
  295. }
  296. // TODO: Handle situation when we remove a player and remaining players belong to only one team
  297. for(auto & player : players)
  298. {
  299. if (player.second.getTeam() == TeamID::NO_TEAM)
  300. {
  301. //Find first unused team
  302. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  303. {
  304. TeamID team(i);
  305. if(!occupiedTeams.count(team))
  306. {
  307. player.second.setTeam(team);
  308. occupiedTeams.insert(team);
  309. break;
  310. }
  311. }
  312. }
  313. }
  314. }
  315. void CMapGenOptions::savePlayersMap()
  316. {
  317. //Only save already configured players
  318. for (const auto& player : players)
  319. {
  320. savedPlayerSettings[player.first] = player.second;
  321. }
  322. }
  323. const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
  324. {
  325. return savedPlayerSettings;
  326. }
  327. const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
  328. {
  329. return players;
  330. }
  331. void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, FactionID town)
  332. {
  333. auto it = players.find(color);
  334. assert(it != players.end());
  335. it->second.setStartingTown(town);
  336. }
  337. void CMapGenOptions::setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero)
  338. {
  339. auto it = players.find(color);
  340. assert(it != players.end());
  341. it->second.setStartingHero(hero);
  342. }
  343. void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
  344. {
  345. // FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
  346. assert(playerType != EPlayerType::COMP_ONLY);
  347. auto it = players.find(color);
  348. assert(it != players.end());
  349. it->second.setPlayerType(playerType);
  350. customizedPlayers = true;
  351. }
  352. const CRmgTemplate * CMapGenOptions::getMapTemplate() const
  353. {
  354. return mapTemplate;
  355. }
  356. void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
  357. {
  358. if (mapTemplate == value)
  359. {
  360. //Does not trigger during deserialization
  361. return;
  362. }
  363. mapTemplate = value;
  364. //validate & adapt options according to template
  365. if(mapTemplate)
  366. {
  367. if(!mapTemplate->matchesSize(int3(getWidth(), getHeight(), 1 + getHasTwoLevels())))
  368. {
  369. auto sizes = mapTemplate->getMapSizes();
  370. setWidth(sizes.first.x);
  371. setHeight(sizes.first.y);
  372. setHasTwoLevels(sizes.first.z - 1);
  373. }
  374. si8 maxPlayerCount = getMaxPlayersCount(false);
  375. si8 minPlayerCount = getMinPlayersCount(false);
  376. // Neither setting can fit within the template range
  377. if(!mapTemplate->getPlayers().isInRange(minPlayerCount) &&
  378. !mapTemplate->getPlayers().isInRange(maxPlayerCount))
  379. {
  380. setHumanOrCpuPlayerCount(RANDOM_SIZE);
  381. setCompOnlyPlayerCount(RANDOM_SIZE);
  382. }
  383. if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
  384. setWaterContent(EWaterContent::RANDOM);
  385. resetPlayersMap(); // Update teams and player count
  386. }
  387. }
  388. void CMapGenOptions::setMapTemplate(const std::string & name)
  389. {
  390. if(!name.empty())
  391. setMapTemplate(VLC->tplh->getTemplate(name));
  392. }
  393. void CMapGenOptions::setRoadEnabled(const RoadId & roadType, bool enable)
  394. {
  395. if (enable)
  396. {
  397. enabledRoads.insert(roadType);
  398. }
  399. else
  400. {
  401. enabledRoads.erase(roadType);
  402. }
  403. }
  404. bool CMapGenOptions::isRoadEnabled(const RoadId & roadType) const
  405. {
  406. return enabledRoads.count(roadType);
  407. }
  408. bool CMapGenOptions::isRoadEnabled() const
  409. {
  410. return !enabledRoads.empty();
  411. }
  412. void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
  413. {
  414. auto it = players.find(color);
  415. assert(it != players.end());
  416. it->second.setTeam(team);
  417. customizedPlayers = true;
  418. }
  419. void CMapGenOptions::finalize(vstd::RNG & rand)
  420. {
  421. logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
  422. logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
  423. static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
  424. static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
  425. if(!mapTemplate)
  426. {
  427. mapTemplate = getPossibleTemplate(rand);
  428. }
  429. assert(mapTemplate);
  430. logGlobal->info("RMG template name: %s", mapTemplate->getName());
  431. auto maxPlayers = getMaxPlayersCount();
  432. if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
  433. {
  434. auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
  435. int requiredPlayers = countHumanPlayers() + countCompOnlyPlayers();
  436. //ignore all non-randomized players, make sure these players will not be missing after roll
  437. possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(requiredPlayers));
  438. vstd::erase_if(possiblePlayers, [maxPlayers](int i)
  439. {
  440. return i > maxPlayers;
  441. });
  442. assert(!possiblePlayers.empty());
  443. setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
  444. updatePlayers();
  445. }
  446. if(teamCount == RANDOM_SIZE)
  447. {
  448. teamCount = rand.nextInt(getHumanOrCpuPlayerCount() - 1);
  449. if (teamCount == 1)
  450. teamCount = 0;
  451. }
  452. if(compOnlyPlayerCount == RANDOM_SIZE)
  453. {
  454. // Use remaining range
  455. auto presentPlayers = getHumanOrCpuPlayerCount();
  456. auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
  457. vstd::erase_if(possiblePlayers, [maxPlayers, presentPlayers](int i)
  458. {
  459. return i > (maxPlayers - presentPlayers);
  460. });
  461. if (possiblePlayers.empty())
  462. {
  463. compOnlyPlayerCount = 0;
  464. }
  465. else
  466. {
  467. compOnlyPlayerCount = *RandomGeneratorUtil::nextItem(possiblePlayers, rand);
  468. }
  469. updateCompOnlyPlayers();
  470. }
  471. if(compOnlyTeamCount == RANDOM_SIZE)
  472. {
  473. compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
  474. }
  475. if(waterContent == EWaterContent::RANDOM)
  476. {
  477. auto allowedContent = mapTemplate->getWaterContentAllowed();
  478. if(!allowedContent.empty())
  479. {
  480. waterContent = *RandomGeneratorUtil::nextItem(mapTemplate->getWaterContentAllowed(), rand);
  481. }
  482. else
  483. {
  484. waterContent = EWaterContent::NONE;
  485. }
  486. }
  487. if(monsterStrength == EMonsterStrength::RANDOM)
  488. {
  489. monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  490. }
  491. assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
  492. assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
  493. logGlobal->trace("Player config:");
  494. int cpuOnlyPlayers = 0;
  495. for(const auto & player : players)
  496. {
  497. std::string playerType;
  498. switch (player.second.getPlayerType())
  499. {
  500. case EPlayerType::AI:
  501. playerType = "AI";
  502. break;
  503. case EPlayerType::COMP_ONLY:
  504. playerType = "computer only";
  505. cpuOnlyPlayers++;
  506. break;
  507. case EPlayerType::HUMAN:
  508. playerType = "human only";
  509. break;
  510. default:
  511. assert(false);
  512. }
  513. logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
  514. }
  515. logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), cpuOnlyPlayers);
  516. }
  517. void CMapGenOptions::updatePlayers()
  518. {
  519. // Remove non-human players only from the end of the players map if necessary
  520. for(auto itrev = players.end(); itrev != players.begin();)
  521. {
  522. auto it = itrev;
  523. --it;
  524. if (players.size() == getHumanOrCpuPlayerCount())
  525. break;
  526. if(it->second.getPlayerType() != EPlayerType::HUMAN)
  527. {
  528. players.erase(it);
  529. }
  530. else
  531. {
  532. --itrev;
  533. }
  534. }
  535. }
  536. void CMapGenOptions::updateCompOnlyPlayers()
  537. {
  538. // Remove comp only players only from the end of the players map if necessary
  539. for(auto itrev = players.end(); itrev != players.begin();)
  540. {
  541. auto it = itrev;
  542. --it;
  543. if (players.size() <= getHumanOrCpuPlayerCount()) break;
  544. if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
  545. {
  546. players.erase(it);
  547. }
  548. else
  549. {
  550. --itrev;
  551. }
  552. }
  553. // Add some comp only players if necessary
  554. int compOnlyPlayersToAdd = static_cast<int>(getHumanOrCpuPlayerCount() - players.size());
  555. if (compOnlyPlayersToAdd < 0)
  556. {
  557. logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", humanOrCpuPlayerCount, players.size());
  558. assert (compOnlyPlayersToAdd < 0);
  559. }
  560. for(int i = 0; i < compOnlyPlayersToAdd; ++i)
  561. {
  562. CPlayerSettings pSettings;
  563. pSettings.setPlayerType(EPlayerType::COMP_ONLY);
  564. pSettings.setColor(getNextPlayerColor());
  565. players[pSettings.getColor()] = pSettings;
  566. }
  567. }
  568. int CMapGenOptions::countHumanPlayers() const
  569. {
  570. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  571. {
  572. return pair.second.getPlayerType() == EPlayerType::HUMAN;
  573. }));
  574. }
  575. int CMapGenOptions::countCompOnlyPlayers() const
  576. {
  577. return static_cast<int>(boost::count_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & pair)
  578. {
  579. return pair.second.getPlayerType() == EPlayerType::COMP_ONLY;
  580. }));
  581. }
  582. PlayerColor CMapGenOptions::getNextPlayerColor() const
  583. {
  584. for(PlayerColor i = PlayerColor(0); i < PlayerColor::PLAYER_LIMIT; i.advance(1))
  585. {
  586. if(!players.count(i))
  587. {
  588. return i;
  589. }
  590. }
  591. logGlobal->error("Failed to get next player color");
  592. assert(false);
  593. return PlayerColor(0);
  594. }
  595. bool CMapGenOptions::checkOptions() const
  596. {
  597. if(mapTemplate)
  598. {
  599. return true;
  600. }
  601. else
  602. {
  603. return !getPossibleTemplates().empty();
  604. }
  605. }
  606. bool CMapGenOptions::arePlayersCustomized() const
  607. {
  608. return customizedPlayers;
  609. }
  610. std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
  611. {
  612. int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
  613. auto humanPlayers = countHumanPlayers();
  614. auto templates = VLC->tplh->getTemplates();
  615. vstd::erase_if(templates, [this, &tplSize, humanPlayers](const CRmgTemplate * tmpl)
  616. {
  617. if(!tmpl->matchesSize(tplSize))
  618. return true;
  619. if(!tmpl->isWaterContentAllowed(getWaterContent()))
  620. return true;
  621. auto humanOrCpuPlayerCount = getHumanOrCpuPlayerCount();
  622. auto compOnlyPlayerCount = getCompOnlyPlayerCount();
  623. // Check if total number of players fall inside given range
  624. if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE && compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
  625. {
  626. if (!tmpl->getPlayers().isInRange(humanOrCpuPlayerCount + compOnlyPlayerCount))
  627. return true;
  628. }
  629. else if(humanOrCpuPlayerCount != CMapGenOptions::RANDOM_SIZE)
  630. {
  631. // We can always add any number CPU players, but not subtract
  632. if (!(humanOrCpuPlayerCount <= tmpl->getPlayers().maxValue()))
  633. return true;
  634. }
  635. else if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
  636. {
  637. //We must fit at least one more human player, but can add any number
  638. if (!(compOnlyPlayerCount < tmpl->getPlayers().maxValue()))
  639. return true;
  640. }
  641. else
  642. {
  643. // Human players shouldn't be banned when playing with random player count
  644. if(humanPlayers > tmpl->getPlayers().minValue())
  645. return true;
  646. }
  647. return false;
  648. });
  649. return templates;
  650. }
  651. const CRmgTemplate * CMapGenOptions::getPossibleTemplate(vstd::RNG & rand) const
  652. {
  653. auto templates = getPossibleTemplates();
  654. if(templates.empty())
  655. return nullptr;
  656. return *RandomGeneratorUtil::nextItem(templates, rand);
  657. }
  658. CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), startingHero(HeroTypeID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
  659. {
  660. }
  661. PlayerColor CMapGenOptions::CPlayerSettings::getColor() const
  662. {
  663. return color;
  664. }
  665. void CMapGenOptions::CPlayerSettings::setColor(const PlayerColor & value)
  666. {
  667. assert(value >= PlayerColor(0) && value < PlayerColor::PLAYER_LIMIT);
  668. color = value;
  669. }
  670. FactionID CMapGenOptions::CPlayerSettings::getStartingTown() const
  671. {
  672. return startingTown;
  673. }
  674. void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
  675. {
  676. assert(value >= FactionID::RANDOM);
  677. if(value != FactionID::RANDOM)
  678. {
  679. assert(value < FactionID(VLC->townh->size()));
  680. assert((*VLC->townh)[value]->town != nullptr);
  681. }
  682. startingTown = value;
  683. }
  684. HeroTypeID CMapGenOptions::CPlayerSettings::getStartingHero() const
  685. {
  686. return startingHero;
  687. }
  688. void CMapGenOptions::CPlayerSettings::setStartingHero(HeroTypeID value)
  689. {
  690. assert(value == HeroTypeID::RANDOM || value.toEntity(VLC) != nullptr);
  691. startingHero = value;
  692. }
  693. EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
  694. {
  695. return playerType;
  696. }
  697. void CMapGenOptions::CPlayerSettings::setPlayerType(EPlayerType value)
  698. {
  699. playerType = value;
  700. }
  701. TeamID CMapGenOptions::CPlayerSettings::getTeam() const
  702. {
  703. return team;
  704. }
  705. void CMapGenOptions::CPlayerSettings::setTeam(const TeamID & value)
  706. {
  707. team = value;
  708. }
  709. void CMapGenOptions::serializeJson(JsonSerializeFormat & handler)
  710. {
  711. handler.serializeInt("width", width);
  712. handler.serializeInt("height", height);
  713. handler.serializeBool("haswoLevels", hasTwoLevels);
  714. handler.serializeInt("humanOrCpuPlayerCount", humanOrCpuPlayerCount);
  715. handler.serializeInt("teamCount", teamCount);
  716. handler.serializeInt("compOnlyPlayerCount", compOnlyPlayerCount);
  717. handler.serializeInt("compOnlyTeamCount", compOnlyTeamCount);
  718. handler.serializeInt("waterContent", waterContent);
  719. handler.serializeInt("monsterStrength", monsterStrength);
  720. std::string templateName;
  721. if(mapTemplate && handler.saving)
  722. {
  723. templateName = mapTemplate->getId();
  724. }
  725. handler.serializeString("templateName", templateName);
  726. if(!handler.saving)
  727. {
  728. setMapTemplate(templateName);
  729. }
  730. handler.serializeIdArray("roads", enabledRoads);
  731. if (!handler.saving)
  732. {
  733. // Player settings won't be saved
  734. resetPlayersMap();
  735. }
  736. }
  737. VCMI_LIB_NAMESPACE_END