Example #1
0
vector<Vec2> Vec2::directions4(RandomGen& random) {
  return random.permutation(directions4());
}
Example #2
0
vector<Vec2> Vec2::neighbors4(RandomGen& random) const {
  return random.permutation(neighbors4());
}
Example #3
0
optional<Campaign> Campaign::prepareCampaign(View* view, Options* options, RetiredGames&& retired,
    RandomGen& random) {
  Vec2 size(16, 9);
  int numBlocked = 0.6 * size.x * size.y;
  Table<SiteInfo> terrain = getTerrain(random, size, numBlocked);
  string worldName = NameGenerator::get(NameGeneratorId::WORLD)->getNext();
  options->setDefaultString(OptionId::KEEPER_NAME, NameGenerator::get(NameGeneratorId::FIRST)->getNext());
  while (1) {
    //options->setLimits(OptionId::RETIRED_VILLAINS, 0, min<int>(retired.size(), 4)); 
    options->setLimits(OptionId::MAIN_VILLAINS, 0, 9); 
    options->setLimits(OptionId::LESSER_VILLAINS, 0, 8); 
    options->setLimits(OptionId::ALLIES, 0, 6); 
    options->setLimits(OptionId::INFLUENCE_SIZE, 3, 6); 
    int numRetired = min(retired.getNumActive(), options->getIntValue(OptionId::MAIN_VILLAINS));
    int numMain = options->getIntValue(OptionId::MAIN_VILLAINS) - numRetired;
    int numLesser = options->getIntValue(OptionId::LESSER_VILLAINS);
    int numAllies = options->getIntValue(OptionId::ALLIES);
    vector<VillainInfo> mainVillains;
    while (mainVillains.size() < numMain)
      append(mainVillains, random.permutation(getMainVillains()));
    mainVillains.resize(numMain);
    vector<VillainInfo> lesserVillains;
    while (lesserVillains.size() < numLesser)
      append(lesserVillains, random.permutation(getLesserVillains()));
    lesserVillains.resize(numLesser);
    vector<VillainInfo> allies;
    while (allies.size() < numAllies)
      append(allies, random.permutation(getAllies()));
    allies.resize(numAllies);
    Campaign campaign(terrain);
    campaign.worldName = worldName;
    vector<Vec2> freePos;
    for (Vec2 v : Rectangle(size))
      if (campaign.sites[v].canEmbark())
        freePos.push_back(v);
    for (int i : All(mainVillains)) {
      Vec2 pos = random.choose(freePos);
      removeElement(freePos, pos);
      campaign.sites[pos].dweller = mainVillains[i];
    }
    vector<RetiredGames::RetiredGame> activeGames = retired.getActiveGames();
    for (int i : Range(numRetired)) {
      Vec2 pos = random.choose(freePos);
      removeElement(freePos, pos);
      campaign.sites[pos].dweller = RetiredInfo{activeGames[i].gameInfo, activeGames[i].fileInfo};
    }
    for (int i : All(lesserVillains)) {
      Vec2 pos = random.choose(freePos);
      removeElement(freePos, pos);
      campaign.sites[pos].dweller = lesserVillains[i];
    }
    for (int i : All(allies)) {
      Vec2 pos = random.choose(freePos);
      removeElement(freePos, pos);
      campaign.sites[pos].dweller = allies[i];
    }
    while (1) {
      bool updateMap = false;
      campaign.influenceSize = options->getIntValue(OptionId::INFLUENCE_SIZE);
      campaign.refreshInfluencePos();
      CampaignAction action = view->prepareCampaign(campaign, options, retired);
      switch (action.getId()) {
        case CampaignActionId::REROLL_MAP:
            terrain = getTerrain(random, size, numBlocked);
            worldName = NameGenerator::get(NameGeneratorId::WORLD)->getNext();
            options->setDefaultString(OptionId::KEEPER_NAME, NameGenerator::get(NameGeneratorId::FIRST)->getNext());
        case CampaignActionId::UPDATE_MAP:
            updateMap = true; break;
        case CampaignActionId::UPDATE_OPTION:
            switch (action.get<OptionId>()) {
              case OptionId::KEEPER_NAME:
              case OptionId::INFLUENCE_SIZE: break;
              default: updateMap = true; break;
            }
            break;
        case CampaignActionId::CANCEL:
            return none;
        case CampaignActionId::CHOOSE_SITE:
            if (campaign.playerPos)
              campaign.clearSite(*campaign.playerPos);
            campaign.playerPos = action.get<Vec2>();
            campaign.sites[*campaign.playerPos].dweller = PlayerInfo{ViewId::KEEPER};
            break;
        case CampaignActionId::CONFIRM:
            return campaign;
      }
      if (updateMap)
        break;
    }
  }
}