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- #include "StdInc.h"
- #include "CMapGenerator.h"
- #include "../mapping/CMap.h"
- #include "../VCMI_Lib.h"
- #include "../CGeneralTextHandler.h"
- #include "../mapping/CMapEditManager.h"
- #include "../CObjectHandler.h"
- #include "../CDefObjInfoHandler.h"
- #include "../GameConstants.h"
- #include "../CTownHandler.h"
- #include "../StringConstants.h"
- CMapGenerator::CMapGenerator(const CMapGenOptions & mapGenOptions, int randomSeed) :
- mapGenOptions(mapGenOptions), randomSeed(randomSeed)
- {
- gen.seed(randomSeed);
- }
- CMapGenerator::~CMapGenerator()
- {
- }
- std::unique_ptr<CMap> CMapGenerator::generate()
- {
- mapGenOptions.finalize(gen);
- //TODO select a template based on the map gen options or adapt it if necessary
- map = make_unique<CMap>();
- addHeaderInfo();
- terViewPatternConfig = make_unique<CTerrainViewPatternConfig>();
- mapMgr = make_unique<CMapEditManager>(terViewPatternConfig.get(), map.get(), randomSeed);
- genTerrain();
- genTowns();
- return std::move(map);
- }
- std::string CMapGenerator::getMapDescription() const
- {
- const std::string waterContentStr[3] = { "none", "normal", "islands" };
- const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
- std::stringstream ss;
- ss << "Map created by the Random Map Generator.\nTemplate was <MOCK>, ";
- ss << "Random seed was " << randomSeed << ", size " << map->width << "x";
- ss << map->height << ", levels " << (map->twoLevel ? "2" : "1") << ", ";
- ss << "humans " << static_cast<int>(mapGenOptions.getPlayersCnt()) << ", computers ";
- ss << static_cast<int>(mapGenOptions.getCompOnlyPlayersCnt()) << ", water " << waterContentStr[mapGenOptions.getWaterContent()];
- ss << ", monster " << monsterStrengthStr[mapGenOptions.getMonsterStrength()] << ", second expansion map";
- BOOST_FOREACH(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 " << ETownType::names[pSettings.getStartingTown()];
- }
- }
- return ss.str();
- }
- void CMapGenerator::addPlayerInfo()
- {
- // Calculate which team numbers exist
- std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only
- int teamOffset = 0;
- for(int i = 0; i < 2; ++i)
- {
- int playersCnt = i == 0 ? mapGenOptions.getPlayersCnt() : mapGenOptions.getCompOnlyPlayersCnt();
- int teamsCnt = i == 0 ? mapGenOptions.getTeamsCnt() : mapGenOptions.getCompOnlyTeamsCnt();
- if(playersCnt == 0)
- {
- continue;
- }
- int playersPerTeam = playersCnt /
- (teamsCnt == 0 ? playersCnt : teamsCnt);
- int teamsCntNorm = teamsCnt;
- if(teamsCntNorm == 0)
- {
- teamsCntNorm = playersCnt;
- }
- for(int j = 0; j < teamsCntNorm; ++j)
- {
- for(int k = 0; k < playersPerTeam; ++k)
- {
- teamNumbers[i].push_back(j + teamOffset);
- }
- }
- for(int j = 0; j < playersCnt - teamsCntNorm * playersPerTeam; ++j)
- {
- teamNumbers[i].push_back(j + teamOffset);
- }
- teamOffset += teamsCntNorm;
- }
- // Team numbers are assigned randomly to every player
- BOOST_FOREACH(const auto & pair, mapGenOptions.getPlayersSettings())
- {
- const auto & pSettings = pair.second;
- PlayerInfo player;
- player.canComputerPlay = true;
- int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0;
- if(j == 0)
- {
- player.canHumanPlay = true;
- }
- auto itTeam = std::next(teamNumbers[j].begin(), gen.getInteger(0, teamNumbers[j].size() - 1));
- player.team = TeamID(*itTeam);
- teamNumbers[j].erase(itTeam);
- map->players[pSettings.getColor().getNum()] = player;
- }
- map->howManyTeams = (mapGenOptions.getTeamsCnt() == 0 ? mapGenOptions.getPlayersCnt() : mapGenOptions.getTeamsCnt())
- + (mapGenOptions.getCompOnlyTeamsCnt() == 0 ? mapGenOptions.getCompOnlyPlayersCnt() : mapGenOptions.getCompOnlyTeamsCnt());
- }
- void CMapGenerator::genTerrain()
- {
- map->initTerrain(); //FIXME nicer solution
- mapMgr->clearTerrain();
- mapMgr->drawTerrain(ETerrainType::GRASS, 10, 10, 20, 30, false);
- }
- void CMapGenerator::genTowns()
- {
- //FIXME mock gen
- const int3 townPos[2] = { int3(17, 13, 0), int3(25,13, 0) };
- const int townTypes[2] = { ETownType::CASTLE, ETownType::DUNGEON };
- for(size_t i = 0; i < map->players.size(); ++i)
- {
- auto & playerInfo = map->players[i];
- if(!playerInfo.canAnyonePlay()) break;
- PlayerColor owner(i);
- int side = i % 2;
- CGTownInstance * town = new CGTownInstance();
- town->ID = Obj::TOWN;
- town->subID = townTypes[side];
- town->tempOwner = owner;
- town->defInfo = VLC->dobjinfo->gobjs[town->ID][town->subID];
- town->builtBuildings.insert(BuildingID::FORT);
- town->builtBuildings.insert(BuildingID::DEFAULT);
- mapMgr->insertObject(town, townPos[side].x, townPos[side].y + (i / 2) * 5, false);
- // Update player info
- playerInfo.allowedFactions.clear();
- playerInfo.allowedFactions.insert(townTypes[side]);
- playerInfo.hasMainTown = true;
- playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
- playerInfo.generateHeroAtMainTown = true;
- }
- }
- void CMapGenerator::addHeaderInfo()
- {
- map->version = EMapFormat::SOD;
- map->width = mapGenOptions.getWidth();
- map->height = mapGenOptions.getHeight();
- map->twoLevel = mapGenOptions.getHasTwoLevels();
- map->name = VLC->generaltexth->allTexts[740];
- map->description = getMapDescription();
- map->difficulty = 1;
- addPlayerInfo();
- }
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