CMapGenerator.cpp 5.8 KB

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  1. /*
  2. * CMapGenerator.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 "CMapGenerator.h"
  12. #include "../mapping/CMap.h"
  13. #include "../VCMI_Lib.h"
  14. #include "../CGeneralTextHandler.h"
  15. #include "../mapping/CMapEditManager.h"
  16. #include "../CObjectHandler.h"
  17. #include "../CDefObjInfoHandler.h"
  18. #include "../CTownHandler.h"
  19. #include "../StringConstants.h"
  20. #include "CRmgTemplate.h"
  21. CMapGenerator::CMapGenerator() : mapGenOptions(nullptr), randomSeed(0)
  22. {
  23. }
  24. CMapGenerator::~CMapGenerator()
  25. {
  26. }
  27. std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/)
  28. {
  29. this->randomSeed = randomSeed;
  30. rand.setSeed(this->randomSeed);
  31. this->mapGenOptions = mapGenOptions;
  32. this->mapGenOptions->finalize(rand);
  33. map = make_unique<CMap>();
  34. editManager = map->getEditManager();
  35. editManager->getUndoManager().setUndoRedoLimit(0);
  36. addHeaderInfo();
  37. genTerrain();
  38. genTowns();
  39. return std::move(map);
  40. }
  41. std::string CMapGenerator::getMapDescription() const
  42. {
  43. const std::string waterContentStr[3] = { "none", "normal", "islands" };
  44. const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
  45. std::stringstream ss;
  46. ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
  47. ", levels %s, humans %d, computers %d, water %s, monster %s, second expansion map") % mapGenOptions->getMapTemplate()->getName() %
  48. randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
  49. static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
  50. monsterStrengthStr[mapGenOptions->getMonsterStrength()]);
  51. for(const auto & pair : mapGenOptions->getPlayersSettings())
  52. {
  53. const auto & pSettings = pair.second;
  54. if(pSettings.getPlayerType() == EPlayerType::HUMAN)
  55. {
  56. ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
  57. }
  58. if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  59. {
  60. ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
  61. << " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;
  62. }
  63. }
  64. return ss.str();
  65. }
  66. void CMapGenerator::addPlayerInfo()
  67. {
  68. // Calculate which team numbers exist
  69. std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only
  70. int teamOffset = 0;
  71. for(int i = 0; i < 2; ++i)
  72. {
  73. int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount();
  74. int teamCount = i == 0 ? mapGenOptions->getTeamCount() : mapGenOptions->getCompOnlyTeamCount();
  75. if(playerCount == 0)
  76. {
  77. continue;
  78. }
  79. int playersPerTeam = playerCount /
  80. (teamCount == 0 ? playerCount : teamCount);
  81. int teamCountNorm = teamCount;
  82. if(teamCountNorm == 0)
  83. {
  84. teamCountNorm = playerCount;
  85. }
  86. for(int j = 0; j < teamCountNorm; ++j)
  87. {
  88. for(int k = 0; k < playersPerTeam; ++k)
  89. {
  90. teamNumbers[i].push_back(j + teamOffset);
  91. }
  92. }
  93. for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
  94. {
  95. teamNumbers[i].push_back(j + teamOffset);
  96. }
  97. teamOffset += teamCountNorm;
  98. }
  99. // Team numbers are assigned randomly to every player
  100. for(const auto & pair : mapGenOptions->getPlayersSettings())
  101. {
  102. const auto & pSettings = pair.second;
  103. PlayerInfo player;
  104. player.canComputerPlay = true;
  105. int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0;
  106. if(j == 0)
  107. {
  108. player.canHumanPlay = true;
  109. }
  110. auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
  111. player.team = TeamID(*itTeam);
  112. teamNumbers[j].erase(itTeam);
  113. map->players[pSettings.getColor().getNum()] = player;
  114. }
  115. map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())
  116. + (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());
  117. }
  118. void CMapGenerator::genTerrain()
  119. {
  120. map->initTerrain();
  121. editManager->clearTerrain(&rand);
  122. editManager->getTerrainSelection().selectRange(MapRect(int3(4, 4, 0), 24, 30));
  123. editManager->drawTerrain(ETerrainType::GRASS, &rand);
  124. }
  125. void CMapGenerator::genTowns()
  126. {
  127. //FIXME mock gen
  128. const int3 townPos[2] = { int3(11, 7, 0), int3(19,7, 0) };
  129. for(size_t i = 0; i < map->players.size(); ++i)
  130. {
  131. auto & playerInfo = map->players[i];
  132. if(!playerInfo.canAnyonePlay()) break;
  133. PlayerColor owner(i);
  134. int side = i % 2;
  135. auto town = new CGTownInstance();
  136. town->ID = Obj::TOWN;
  137. int townId = mapGenOptions->getPlayersSettings().find(PlayerColor(i))->second.getStartingTown();
  138. if(townId == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  139. {
  140. // select default towns
  141. townId = rand.nextInt(8);
  142. }
  143. town->subID = townId;
  144. town->tempOwner = owner;
  145. town->appearance = VLC->objtypeh->getHandlerFor(town->ID, town->subID)->getTemplates(map->getTile(townPos[side]).terType).front();
  146. town->builtBuildings.insert(BuildingID::FORT);
  147. town->builtBuildings.insert(BuildingID::DEFAULT);
  148. editManager->insertObject(town, int3(townPos[side].x, townPos[side].y + (i / 2) * 5, 0));
  149. // Update player info
  150. playerInfo.allowedFactions.clear();
  151. playerInfo.allowedFactions.insert(townId);
  152. playerInfo.hasMainTown = true;
  153. playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
  154. playerInfo.generateHeroAtMainTown = true;
  155. }
  156. }
  157. void CMapGenerator::addHeaderInfo()
  158. {
  159. map->version = EMapFormat::SOD;
  160. map->width = mapGenOptions->getWidth();
  161. map->height = mapGenOptions->getHeight();
  162. map->twoLevel = mapGenOptions->getHasTwoLevels();
  163. map->name = VLC->generaltexth->allTexts[740];
  164. map->description = getMapDescription();
  165. map->difficulty = 1;
  166. addPlayerInfo();
  167. }