void InitEmpires(const std::map<int, PlayerSetupData>& player_setup_data) { DebugLogger() << "Initializing " << player_setup_data.size() << " empires"; // copy empire colour table, so that individual colours can be removed after they're used std::vector<GG::Clr> colors = EmpireColors(); // create empire objects and do some basic initilization for each player int player_i = 0; for (std::map<int, PlayerSetupData>::const_iterator setup_data_it = player_setup_data.begin(); setup_data_it != player_setup_data.end(); ++setup_data_it, ++player_i) { int player_id = setup_data_it->first; if (player_id == Networking::INVALID_PLAYER_ID) ErrorLogger() << "InitEmpires player id (" << player_id << ") is invalid"; // use player ID for empire ID so that the calling code can get the // correct empire for each player ID in player_setup_data int empire_id = player_id; std::string player_name = setup_data_it->second.m_player_name; GG::Clr empire_colour = setup_data_it->second.m_empire_color; // validate or generate empire colour // ensure no other empire gets auto-assigned this colour automatically std::vector<GG::Clr>::iterator color_it = std::find(colors.begin(), colors.end(), empire_colour); if (color_it != colors.end()) colors.erase(color_it); // if no colour already set, do so automatically if (empire_colour == GG::Clr(0, 0, 0, 0)) { if (!colors.empty()) { // take next colour from list empire_colour = colors[0]; colors.erase(colors.begin()); } else { // as a last resort, make up a colour empire_colour = GG::FloatClr(static_cast<float>(RandZeroToOne()), static_cast<float>(RandZeroToOne()), static_cast<float>(RandZeroToOne()), 1.0f); } } // set generic default empire name std::string empire_name = UserString("EMPIRE") + boost::lexical_cast<std::string>(empire_id); DebugLogger() << "Universe::InitEmpires creating new empire" << " with ID: " << empire_id << " for player: " << player_name << " (with player id: " << player_id << ")"; // create new Empire object through empire manager Empires().CreateEmpire(empire_id, empire_name, player_name, empire_colour); } Empires().ResetDiplomacy(); }
void HumanClientApp::NewSinglePlayerGame(bool quickstart) { if (!GetOptionsDB().Get<bool>("force-external-server")) { try { StartServer(); } catch (const std::runtime_error& err) { ErrorLogger() << "HumanClientApp::NewSinglePlayerGame : Couldn't start server. Got error message: " << err.what(); ClientUI::MessageBox(UserString("SERVER_WONT_START"), true); return; } } bool ended_with_ok = false; if (!quickstart) { GalaxySetupWnd galaxy_wnd; galaxy_wnd.Run(); ended_with_ok = galaxy_wnd.EndedWithOk(); } bool failed = false; unsigned int start_time = Ticks(); while (!m_networking.ConnectToLocalHostServer(boost::posix_time::seconds(2))) { if (SERVER_CONNECT_TIMEOUT < Ticks() - start_time) { ClientUI::MessageBox(UserString("ERR_CONNECT_TIMED_OUT"), true); failed = true; break; } } m_connected = !failed; if (!failed && (quickstart || ended_with_ok)) { DebugLogger() << "HumanClientApp::NewSinglePlayerGame : Connected to server"; SinglePlayerSetupData setup_data; setup_data.m_new_game = true; setup_data.m_filename.clear(); // not used for new game // get values stored in options from previous time game was run or // from just having run GalaxySetupWnd // GalaxySetupData setup_data.m_seed = GetOptionsDB().Get<std::string>("GameSetup.seed"); setup_data.m_size = GetOptionsDB().Get<int>("GameSetup.stars"); setup_data.m_shape = GetOptionsDB().Get<Shape>("GameSetup.galaxy-shape"); setup_data.m_age = GetOptionsDB().Get<GalaxySetupOption>("GameSetup.galaxy-age"); setup_data.m_starlane_freq = GetOptionsDB().Get<GalaxySetupOption>("GameSetup.starlane-frequency"); setup_data.m_planet_density = GetOptionsDB().Get<GalaxySetupOption>("GameSetup.planet-density"); setup_data.m_specials_freq = GetOptionsDB().Get<GalaxySetupOption>("GameSetup.specials-frequency"); setup_data.m_monster_freq = GetOptionsDB().Get<GalaxySetupOption>("GameSetup.monster-frequency"); setup_data.m_native_freq = GetOptionsDB().Get<GalaxySetupOption>("GameSetup.native-frequency"); setup_data.m_ai_aggr = GetOptionsDB().Get<Aggression>("GameSetup.ai-aggression"); // SinglePlayerSetupData contains a map of PlayerSetupData, for // the human and AI players. Need to compile this information // from the specified human options and number of requested AIs // Human player setup data first PlayerSetupData human_player_setup_data; human_player_setup_data.m_player_name = GetOptionsDB().Get<std::string>("GameSetup.player-name"); human_player_setup_data.m_empire_name = GetOptionsDB().Get<std::string>("GameSetup.empire-name"); // DB stores index into array of available colours, so need to get that array to look up value of index. // if stored value is invalid, use a default colour const std::vector<GG::Clr>& empire_colours = EmpireColors(); int colour_index = GetOptionsDB().Get<int>("GameSetup.empire-color"); if (colour_index >= 0 && colour_index < static_cast<int>(empire_colours.size())) human_player_setup_data.m_empire_color = empire_colours[colour_index]; else human_player_setup_data.m_empire_color = GG::CLR_GREEN; human_player_setup_data.m_starting_species_name = GetOptionsDB().Get<std::string>("GameSetup.starting-species"); if (human_player_setup_data.m_starting_species_name == "1") human_player_setup_data.m_starting_species_name = "SP_HUMAN"; // kludge / bug workaround for bug with options storage and retreival. Empty-string options are stored, but read in as "true" boolean, and converted to string equal to "1" if (!GetSpecies(human_player_setup_data.m_starting_species_name)) { const SpeciesManager& sm = GetSpeciesManager(); if (sm.NumPlayableSpecies() < 1) human_player_setup_data.m_starting_species_name.clear(); else human_player_setup_data.m_starting_species_name = sm.playable_begin()->first; } human_player_setup_data.m_save_game_empire_id = ALL_EMPIRES; // not used for new games human_player_setup_data.m_client_type = Networking::CLIENT_TYPE_HUMAN_PLAYER; // add to setup data players setup_data.m_players.push_back(human_player_setup_data); // AI player setup data. One entry for each requested AI int num_AIs = GetOptionsDB().Get<int>("GameSetup.ai-players"); for (int ai_i = 1; ai_i <= num_AIs; ++ai_i) { PlayerSetupData ai_setup_data; ai_setup_data.m_player_name = "AI_" + boost::lexical_cast<std::string>(ai_i); ai_setup_data.m_empire_name.clear(); // leave blank, to be set by server in Universe::GenerateEmpires ai_setup_data.m_empire_color = GG::CLR_ZERO; // to be set by server ai_setup_data.m_starting_species_name.clear(); // leave blank, to be set by server ai_setup_data.m_save_game_empire_id = ALL_EMPIRES; // not used for new games ai_setup_data.m_client_type = Networking::CLIENT_TYPE_AI_PLAYER; setup_data.m_players.push_back(ai_setup_data); } m_networking.SendMessage(HostSPGameMessage(setup_data)); m_fsm->process_event(HostSPGameRequested()); } else { DebugLogger() << "HumanClientApp::NewSinglePlayerGame killing server due to canceled game or server connection failure"; if (m_networking.Connected()) { DebugLogger() << "HumanClientApp::NewSinglePlayerGame Sending server shutdown message."; m_networking.SendMessage(ShutdownServerMessage(m_networking.PlayerID())); boost::this_thread::sleep(boost::posix_time::seconds(1)); m_networking.DisconnectFromServer(); if (!m_networking.Connected()) DebugLogger() << "HumanClientApp::NewSinglePlayerGame Disconnected from server."; else ErrorLogger() << "HumanClientApp::NewSinglePlayerGame Unexpectedly still connected to server...?"; } KillServer(); } }