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