| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398 | /* * CMapGenerator.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CMapGenerator.h"#include "../mapping/CMap.h"#include "../VCMI_Lib.h"#include "../CGeneralTextHandler.h"#include "../mapping/CMapEditManager.h"#include "../CTownHandler.h"#include "../StringConstants.h"#include "../filesystem/Filesystem.h"#include "CZonePlacer.h"#include "../mapObjects/CObjectClassesHandler.h"#include "TileInfo.h"#include "Zone.h"#include "Functions.h"#include "RmgMap.h"#include "ObjectManager.h"#include "TreasurePlacer.h"#include "RoadPlacer.h"CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, int RandomSeed) :	mapGenOptions(mapGenOptions), randomSeed(RandomSeed),	prisonsRemaining(0), monolithIndex(0){	loadConfig();	rand.setSeed(this->randomSeed);	mapGenOptions.finalize(rand);	map = std::make_unique<RmgMap>(mapGenOptions);}int CMapGenerator::getRandomSeed() const{	return randomSeed;}void CMapGenerator::loadConfig(){	static const ResourceID path("config/randomMap.json");	JsonNode randomMapJson(path);	for(auto& s : randomMapJson["terrain"]["undergroundAllow"].Vector())	{		if(!s.isNull())			config.terrainUndergroundAllowed.emplace_back(s.String());	}	for(auto& s : randomMapJson["terrain"]["groundProhibit"].Vector())	{		if(!s.isNull())			config.terrainGroundProhibit.emplace_back(s.String());	}	config.shipyardGuard = randomMapJson["waterZone"]["shipyard"]["value"].Integer();	for(auto & treasure : randomMapJson["waterZone"]["treasure"].Vector())	{		config.waterTreasure.emplace_back(treasure["min"].Integer(), treasure["max"].Integer(), treasure["density"].Integer());	}	config.mineExtraResources = randomMapJson["mines"]["extraResourcesLimit"].Integer();	config.minGuardStrength = randomMapJson["minGuardStrength"].Integer();	config.defaultRoadType = randomMapJson["defaultRoadType"].String();	config.secondaryRoadType = randomMapJson["secondaryRoadType"].String();	config.treasureValueLimit = randomMapJson["treasureValueLimit"].Integer();	for(auto & i : randomMapJson["prisons"]["experience"].Vector())		config.prisonExperience.push_back(i.Integer());	for(auto & i : randomMapJson["prisons"]["value"].Vector())		config.prisonValues.push_back(i.Integer());	for(auto & i : randomMapJson["scrolls"]["value"].Vector())		config.scrollValues.push_back(i.Integer());	for(auto & i : randomMapJson["pandoras"]["creaturesValue"].Vector())		config.pandoraCreatureValues.push_back(i.Integer());	for(auto & i : randomMapJson["quests"]["value"].Vector())		config.questValues.push_back(i.Integer());	for(auto & i : randomMapJson["quests"]["rewardValue"].Vector())		config.questRewardValues.push_back(i.Integer());	config.pandoraMultiplierGold = randomMapJson["pandoras"]["valueMultiplierGold"].Integer();	config.pandoraMultiplierExperience = randomMapJson["pandoras"]["valueMultiplierExperience"].Integer();	config.pandoraMultiplierSpells = randomMapJson["pandoras"]["valueMultiplierSpells"].Integer();	config.pandoraSpellSchool = randomMapJson["pandoras"]["valueSpellSchool"].Integer();	config.pandoraSpell60 = randomMapJson["pandoras"]["valueSpell60"].Integer();}const CMapGenerator::Config & CMapGenerator::getConfig() const{	return config;}CMapGenerator::~CMapGenerator(){}const CMapGenOptions& CMapGenerator::getMapGenOptions() const{	return mapGenOptions;}void CMapGenerator::initPrisonsRemaining(){	prisonsRemaining = 0;	for (auto isAllowed : map->map().allowedHeroes)	{		if (isAllowed)			prisonsRemaining++;	}	prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * mapGenOptions.getPlayerCount()); //so at least 16 heroes will be available for every player}void CMapGenerator::initQuestArtsRemaining(){	for (auto art : VLC->arth->objects)	{		if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->id) && art->constituentOf.empty()) //don't use parts of combined artifacts			questArtifacts.push_back(art->id);	}}std::unique_ptr<CMap> CMapGenerator::generate(){	Load::Progress::reset();	Load::Progress::setupStepsTill(5, 30);	try	{		addHeaderInfo();		map->initTiles(*this);		Load::Progress::step();		initPrisonsRemaining();		initQuestArtsRemaining();		genZones();		Load::Progress::step();		map->map().calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded		map->addModificators();		Load::Progress::step(3);		fillZones();		//updated guarded tiles will be calculated in CGameState::initMapObjects()		map->getZones().clear();	}	catch (rmgException &e)	{		logGlobal->error("Random map generation received exception: %s", e.what());	}	Load::Progress::finish();	return std::move(map->mapInstance);}std::string CMapGenerator::getMapDescription() const{	assert(map);	const std::string waterContentStr[3] = { "none", "normal", "islands" };	const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };	int monsterStrengthIndex = mapGenOptions.getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0	const auto * mapTemplate = mapGenOptions.getMapTemplate();	if(!mapTemplate)		throw rmgException("Map template for Random Map Generator is not found. Could not start the game.");    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 %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %		randomSeed % map->map().width % map->map().height % map->map().levels() % static_cast<int>(mapGenOptions.getPlayerCount()) %		static_cast<int>(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] %		monsterStrengthStr[monsterStrengthIndex]);	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)[pSettings.getStartingTown()]->name;		}	}	return ss.str();}void CMapGenerator::addPlayerInfo(){	// Calculate which team numbers exist	enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2};	std::array<std::list<int>, 2> teamNumbers;	int teamOffset = 0;	int playerCount = 0;	int teamCount = 0;	for (int i = CPHUMAN; i < AFTER_LAST; ++i)	{		if (i == CPHUMAN)		{			playerCount = mapGenOptions.getPlayerCount();			teamCount = mapGenOptions.getTeamCount();		}		else		{			playerCount = mapGenOptions.getCompOnlyPlayerCount();			teamCount = 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	//TODO: allow customize teams in rmg template	for(const auto & pair : mapGenOptions.getPlayersSettings())	{		const auto & pSettings = pair.second;		PlayerInfo player;		player.canComputerPlay = true;		int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;		if (j == CPHUMAN)		{			player.canHumanPlay = true;		}		if (teamNumbers[j].empty())		{			logGlobal->error("Not enough places in team for %s player", ((j == CPUONLY) ? "CPU" : "CPU or human"));			assert (teamNumbers[j].size());		}		auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);		player.team = TeamID(*itTeam);		teamNumbers[j].erase(itTeam);		map->map().players[pSettings.getColor().getNum()] = player;	}	map->map().howManyTeams = (mapGenOptions.getTeamCount() == 0 ? mapGenOptions.getPlayerCount() : mapGenOptions.getTeamCount())			+ (mapGenOptions.getCompOnlyTeamCount() == 0 ? mapGenOptions.getCompOnlyPlayerCount() : mapGenOptions.getCompOnlyTeamCount());}void CMapGenerator::genZones(){	CZonePlacer placer(*map);	placer.placeZones(&rand);	placer.assignZones(&rand);	logGlobal->info("Zones generated successfully");}void CMapGenerator::createWaterTreasures(){	if(!getZoneWater())		return;		//add treasures on water	for(auto & treasureInfo : getConfig().waterTreasure)	{		getZoneWater()->addTreasureInfo(treasureInfo);	}}void CMapGenerator::fillZones(){	findZonesForQuestArts();	createWaterTreasures();	logGlobal->info("Started filling zones");	//we need info about all town types to evaluate dwellings and pandoras with creatures properly	//place main town in the middle	Load::Progress::setupStepsTill(map->getZones().size(), 50);	for(auto it : map->getZones())	{		it.second->initFreeTiles();		it.second->initModificators();		Progress::Progress::step();	}	Load::Progress::setupStepsTill(map->getZones().size(), 240);	std::vector<std::shared_ptr<Zone>> treasureZones;	for(auto it : map->getZones())	{		it.second->processModificators();				if (it.second->getType() == ETemplateZoneType::TREASURE)			treasureZones.push_back(it.second);		Progress::Progress::step();	}	//find place for Grail	if(treasureZones.empty())	{		for(auto it : map->getZones())			if(it.second->getType() != ETemplateZoneType::WATER)				treasureZones.push_back(it.second);	}	auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);	map->map().grailPos = *RandomGeneratorUtil::nextItem(grailZone->freePaths().getTiles(), rand);	logGlobal->info("Zones filled successfully");	Load::Progress::set(250);}void CMapGenerator::findZonesForQuestArts(){	//we want to place arties in zones that were not yet filled (higher index)	for (auto connection : mapGenOptions.getMapTemplate()->getConnections())	{		auto zoneA = map->getZones()[connection.getZoneA()];		auto zoneB = map->getZones()[connection.getZoneB()];		if (zoneA->getId() > zoneB->getId())		{			if(auto * m = zoneB->getModificator<TreasurePlacer>())				zoneB->getModificator<TreasurePlacer>()->setQuestArtZone(zoneA.get());		}		else if (zoneA->getId() < zoneB->getId())		{			if(auto * m = zoneA->getModificator<TreasurePlacer>())				zoneA->getModificator<TreasurePlacer>()->setQuestArtZone(zoneB.get());		}	}}void CMapGenerator::addHeaderInfo(){	map->map().version = EMapFormat::VCMI;	map->map().width = mapGenOptions.getWidth();	map->map().height = mapGenOptions.getHeight();	map->map().twoLevel = mapGenOptions.getHasTwoLevels();	map->map().name = VLC->generaltexth->allTexts[740];	map->map().description = getMapDescription();	map->map().difficulty = 1;	addPlayerInfo();}int CMapGenerator::getNextMonlithIndex(){	if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())		throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));	else		return monolithIndex++;}int CMapGenerator::getPrisonsRemaning() const{	return prisonsRemaining;}void CMapGenerator::decreasePrisonsRemaining(){	prisonsRemaining = std::max (0, prisonsRemaining - 1);}const std::vector<ArtifactID> & CMapGenerator::getQuestArtsRemaning() const{	return questArtifacts;}void CMapGenerator::banQuestArt(ArtifactID id){	map->map().allowedArtifact[id] = false;	vstd::erase_if_present(questArtifacts, id);}Zone * CMapGenerator::getZoneWater() const{	for(auto & z : map->getZones())		if(z.second->getType() == ETemplateZoneType::WATER)			return z.second.get();	return nullptr;}
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