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| /* * 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 "../mapping/MapFormat.h"#include "../VCMI_Lib.h"#include "../CGeneralTextHandler.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../mapping/CMapEditManager.h"#include "../CTownHandler.h"#include "../StringConstants.h"#include "../filesystem/Filesystem.h"#include "CZonePlacer.h"#include "TileInfo.h"#include "Zone.h"#include "Functions.h"#include "RmgMap.h"#include "threadpool/ThreadPool.h"#include "modificators/ObjectManager.h"#include "modificators/TreasurePlacer.h"#include "modificators/RoadPlacer.h"VCMI_LIB_NAMESPACE_BEGINCMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, int RandomSeed) :	mapGenOptions(mapGenOptions), randomSeed(RandomSeed),	allowedPrisons(0), monolithIndex(0){	loadConfig();	rand.setSeed(this->randomSeed);	mapGenOptions.finalize(rand);	map = std::make_unique<RmgMap>(mapGenOptions);	placer = std::make_shared<CZonePlacer>(*map);}int CMapGenerator::getRandomSeed() const{	return randomSeed;}void CMapGenerator::loadConfig(){	static const ResourceID path("config/randomMap.json");	JsonNode randomMapJson(path);	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();	config.singleThread = randomMapJson["singleThread"].Bool();}const CMapGenerator::Config & CMapGenerator::getConfig() const{	return config;}//must be instantiated in .cpp file for access to complete types of all member fieldsCMapGenerator::~CMapGenerator() = default;const CMapGenOptions& CMapGenerator::getMapGenOptions() const{	return mapGenOptions;}void CMapGenerator::initPrisonsRemaining(){	allowedPrisons = 0;	for (auto isAllowed : map->getMap(this).allowedHeroes)	{		if (isAllowed)			allowedPrisons++;	}	allowedPrisons = std::max<int> (0, allowedPrisons - 16 * mapGenOptions.getPlayerCount()); //so at least 16 heroes will be available for every player}void CMapGenerator::initQuestArtsRemaining(){	//TODO: Move to QuestArtifactPlacer?	for (auto art : VLC->arth->objects)	{		//Don't use parts of combined artifacts		if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->getId()) && art->constituentOf.empty())			questArtifacts.push_back(art->getId());	}}std::unique_ptr<CMap> CMapGenerator::generate(){	Load::Progress::reset();	Load::Progress::setupStepsTill(5, 30);	try	{		addHeaderInfo();		map->initTiles(*this, rand);		Load::Progress::step();		initPrisonsRemaining();		initQuestArtsRemaining();		genZones();		Load::Progress::step();		map->getMap(this).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->width() % map->height() % static_cast<int>(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()]->getNameTranslated();		}	}	return ss.str();}void CMapGenerator::addPlayerInfo(){	// Calculate which team numbers exist	enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2}; // Used as a kind of a local named array index, so left as enum, not enum class	std::array<std::list<int>, 2> teamNumbers;	std::set<int> teamsTotal;	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(pSettings.getTeam() != TeamID::NO_TEAM)		{			player.team = pSettings.getTeam();		}		else		{			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);		}		teamsTotal.insert(player.team.getNum());		map->getMap(this).players[pSettings.getColor().getNum()] = player;	}	map->getMap(this).howManyTeams = teamsTotal.size();}void CMapGenerator::genZones(){	placer->placeZones(&rand);	placer->assignZones(&rand);	logGlobal->info("Zones generated successfully");}void CMapGenerator::addWaterTreasuresInfo(){	if (!getZoneWater())		return;	//add treasures on water	for (const auto& treasureInfo : getConfig().waterTreasure)	{		getZoneWater()->addTreasureInfo(treasureInfo);	}}void CMapGenerator::fillZones(){	addWaterTreasuresInfo();	logGlobal->info("Started filling zones");	size_t numZones = map->getZones().size();	//we need info about all town types to evaluate dwellings and pandoras with creatures properly	//place main town in the middle	Load::Progress::setupStepsTill(numZones, 50);	for (const auto& it : map->getZones())	{		it.second->initFreeTiles();		it.second->initModificators();		Progress::Progress::step();	}	std::vector<std::shared_ptr<Zone>> treasureZones;	TModificators allJobs;	for (auto& it : map->getZones())	{		allJobs.splice(allJobs.end(), it.second->getModificators());	}	Load::Progress::setupStepsTill(allJobs.size(), 240);	if (config.singleThread) //No thread pool, just queue with deterministic order	{		while (!allJobs.empty())		{			for (auto it = allJobs.begin(); it != allJobs.end();)			{				if ((*it)->isReady())				{					auto jobCopy = *it;					jobCopy->run();					Progress::Progress::step(); //Update progress bar					allJobs.erase(it);					break; //Restart from the first job				}				else				{					++it;				}			}		}	}	else	{		ThreadPool pool;		std::vector<boost::future<void>> futures;		//At most one Modificator can run for every zone		pool.init(std::min<int>(boost::thread::hardware_concurrency(), numZones));		while (!allJobs.empty())		{			for (auto it = allJobs.begin(); it != allJobs.end();)			{				if ((*it)->isFinished())				{					it = allJobs.erase(it);					Progress::Progress::step();				}				else if ((*it)->isReady())				{					auto jobCopy = *it;					futures.emplace_back(pool.async([this, jobCopy]() -> void						{							jobCopy->run();							Progress::Progress::step(); //Update progress bar						}					));					it = allJobs.erase(it);				}				else				{					++it;				}			}		}		//Wait for all the tasks		for (auto& fut : futures)		{			fut.get();		}	}	for (const auto& it : map->getZones())	{		if (it.second->getType() == ETemplateZoneType::TREASURE)			treasureZones.push_back(it.second);	}	//find place for Grail	if (treasureZones.empty())	{		for (const auto& it : map->getZones())			if (it.second->getType() != ETemplateZoneType::WATER)				treasureZones.push_back(it.second);	}	auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);	map->getMap(this).grailPos = *RandomGeneratorUtil::nextItem(grailZone->freePaths().getTiles(), rand);	logGlobal->info("Zones filled successfully");	Load::Progress::set(250);}void CMapGenerator::addHeaderInfo(){	auto& m = map->getMap(this);	m.version = EMapFormat::VCMI;	m.width = mapGenOptions.getWidth();	m.height = mapGenOptions.getHeight();	m.twoLevel = mapGenOptions.getHasTwoLevels();	m.name = VLC->generaltexth->allTexts[740];	m.description = getMapDescription();	m.difficulty = 1;	addPlayerInfo();}int CMapGenerator::getNextMonlithIndex(){	while (true)	{		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		{			//Skip modded Monoliths which can't beplaced on every terrain			auto templates = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, monolithIndex)->getTemplates();			if (templates.empty() || !templates[0]->canBePlacedAtAnyTerrain())			{				monolithIndex++;			}			else			{				return monolithIndex++;			}		}	}}int CMapGenerator::getPrisonsRemaning() const{	return allowedPrisons;}std::shared_ptr<CZonePlacer> CMapGenerator::getZonePlacer() const{	return placer;}const std::vector<ArtifactID> & CMapGenerator::getAllPossibleQuestArtifacts() const{	return questArtifacts;}const std::vector<HeroTypeID> CMapGenerator::getAllPossibleHeroes() const{	//Skip heroes that were banned, including the ones placed in prisons	std::vector<HeroTypeID> ret;	for (int j = 0; j < map->getMap(this).allowedHeroes.size(); j++)	{		if (map->getMap(this).allowedHeroes[j])			ret.push_back(HeroTypeID(j));	}	return ret;}void CMapGenerator::banQuestArt(const ArtifactID & id){	//TODO: Protect with mutex	map->getMap(this).allowedArtifact[id] = false;}void CMapGenerator::banHero(const HeroTypeID & id){	//TODO: Protect with mutex	map->getMap(this).allowedHeroes[id] = false;}Zone * CMapGenerator::getZoneWater() const{	for(auto & z : map->getZones())		if(z.second->getType() == ETemplateZoneType::WATER)			return z.second.get();	return nullptr;}VCMI_LIB_NAMESPACE_END
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