void carryover_info::transfer_to(config& level) { if(!level.has_attribute("next_underlying_unit_id")) { level["next_underlying_unit_id"] = next_underlying_unit_id_; } //if the game has been loaded from a snapshot, the existing variables will be the current ones if(!level.has_child("variables")) { level.add_child("variables", variables_); } config::attribute_value & seed_value = level["random_seed"]; if ( seed_value.empty() ) { seed_value = rng_.get_random_seed_str(); level["random_calls"] = rng_.get_random_calls(); } if(!level.has_child("menu_item")){ for(config& item : wml_menu_items_) { level.add_child("menu_item").swap(item); } } next_scenario_ = ""; variables_ = config(); wml_menu_items_.clear(); }
void carryover_info::transfer_to(config& level) { if(!level.has_attribute("next_underlying_unit_id")) { level["next_underlying_unit_id"] = next_underlying_unit_id_; } //if the game has been loaded from a snapshot, variables_ is empty since we cleared it below. level.child_or_add("variables").append(std::move(variables_)); config::attribute_value & seed_value = level["random_seed"]; if ( seed_value.empty() ) { seed_value = rng_.get_random_seed_str(); level["random_calls"] = rng_.get_random_calls(); } if(!level.has_child("menu_item")){ for(config& item : wml_menu_items_) { level.add_child("menu_item").swap(item); } } next_scenario_ = ""; variables_.clear(); wml_menu_items_.clear(); }
builder_listbox::builder_listbox(const config& cfg) : builder_styled_widget(cfg) , vertical_scrollbar_mode(get_scrollbar_mode(cfg["vertical_scrollbar_mode"])) , horizontal_scrollbar_mode(get_scrollbar_mode(cfg["horizontal_scrollbar_mode"])) , header(nullptr) , footer(nullptr) , list_builder(nullptr) , list_data() , has_minimum_(cfg["has_minimum"].to_bool(true)) , has_maximum_(cfg["has_maximum"].to_bool(true)) { if(const config& h = cfg.child("header")) { header = std::make_shared<builder_grid>(h); } if(const config& f = cfg.child("footer")) { footer = std::make_shared<builder_grid>(f); } const config& l = cfg.child("list_definition"); VALIDATE(l, _("No list defined.")); list_builder = std::make_shared<builder_grid>(l); assert(list_builder); VALIDATE(list_builder->rows == 1, _("A 'list_definition' should contain one row.")); if(cfg.has_child("list_data")) { list_data = parse_list_data(cfg.child("list_data"), list_builder->cols); } }
//changes done during 1.11.0-dev static void convert_old_saves_1_11_0(config& cfg) { if(!cfg.has_child("snapshot")){ return; } const config& snapshot = cfg.child("snapshot"); const config& replay_start = cfg.child("replay_start"); const config& replay = cfg.child("replay"); if(!cfg.has_child("carryover_sides") && !cfg.has_child("carryover_sides_start")){ config carryover; //copy rng and menu items from toplevel to new carryover_sides carryover["random_seed"] = cfg["random_seed"]; carryover["random_calls"] = cfg["random_calls"]; BOOST_FOREACH(const config& menu_item, cfg.child_range("menu_item")){ carryover.add_child("menu_item", menu_item); } carryover["difficulty"] = cfg["difficulty"]; carryover["random_mode"] = cfg["random_mode"]; //the scenario to be played is always stored as next_scenario in carryover_sides_start carryover["next_scenario"] = cfg["scenario"]; config carryover_start = carryover; //copy sides from either snapshot or replay_start to new carryover_sides if(!snapshot.empty()){ BOOST_FOREACH(const config& side, snapshot.child_range("side")){ carryover.add_child("side", side); } //for compatibility with old savegames that use player instead of side BOOST_FOREACH(const config& side, snapshot.child_range("player")){ carryover.add_child("side", side); } //save the sides from replay_start in carryover_sides_start BOOST_FOREACH(const config& side, replay_start.child_range("side")){ carryover_start.add_child("side", side); } //for compatibility with old savegames that use player instead of side BOOST_FOREACH(const config& side, replay_start.child_range("player")){ carryover_start.add_child("side", side); } } else if (!replay_start.empty()){
void editor_controller::init_music(const config& game_config) { const std::string tag_name = "editor_music"; if (!game_config.has_child(tag_name)) ERR_ED << "No editor music defined\n"; else { BOOST_FOREACH(const config& editor_music, game_config.child_range(tag_name)) { BOOST_FOREACH(const config& music, editor_music.child_range("music")) { music_tracks_.push_back(sound::music_track(music)); } } } }
builder_stacked_widget::builder_stacked_widget(const config& real_cfg) : builder_styled_widget(real_cfg), stack() { const config& cfg = real_cfg.has_child("stack") ? real_cfg.child("stack") : real_cfg; if(&cfg != &real_cfg) { lg::wml_error() << "Stacked widgets no longer require a [stack] tag. Instead, place [layer] tags directly in the widget definition.\n"; } VALIDATE(cfg.has_child("layer"), _("No stack layers defined.")); for(const auto & layer : cfg.child_range("layer")) { stack.emplace_back(std::make_shared<builder_grid>(layer)); } }
void editor_controller::init_music(const config& game_config) { const std::string tag_name = "editor_music"; if (!game_config.has_child(tag_name)) ERR_ED << "No editor music defined\n"; else { BOOST_FOREACH(const config& editor_music, game_config.child_range(tag_name)) { BOOST_FOREACH(const config& music, editor_music.child_range("music")) { sound::music_track track(music); if (track.file_path().empty()) WRN_ED << "Music track " << track.id() << " not found.\n"; else music_tracks_.push_back(sound::music_track(music)); } } } }
random_map::random_map(const config& data) : scenario(data), generator_data_(), generate_whole_scenario_(data_.has_attribute("scenario_generation")), generator_name_(generate_whole_scenario_ ? data_["scenario_generation"] : data_["map_generation"]) { if (!data.has_child("generator")) { data_ = config(); generator_data_= config(); data_["description"] = "Error: Random map found with missing generator information. Scenario should have a [generator] child."; data_["error_message"] = "missing [generator] tag"; } else { generator_data_ = data.child("generator"); } if (!data.has_attribute("scenario_generation") && !data.has_attribute("map_generation")) { data_ = config(); generator_data_= config(); data_["description"] = "Error: Random map found with missing generator information. Scenario should have a [generator] child."; data_["error_message"] = "couldn't find 'scenario_generation' or 'map_generation' attribute"; } }
tbuilder_horizontal_listbox::tbuilder_horizontal_listbox(const config& cfg) : tbuilder_control(cfg) , vertical_scrollbar_mode( get_scrollbar_mode(cfg["vertical_scrollbar_mode"])) , horizontal_scrollbar_mode( get_scrollbar_mode(cfg["horizontal_scrollbar_mode"])) , list_builder(nullptr) , list_data() , has_minimum_(cfg["has_minimum"].to_bool(true)) , has_maximum_(cfg["has_maximum"].to_bool(true)) { const config& l = cfg.child("list_definition"); VALIDATE(l, _("No list defined.")); list_builder = std::make_shared<tbuilder_grid>(l); assert(list_builder); VALIDATE(list_builder->rows == 1, _("A 'list_definition' should contain one row.")); if(cfg.has_child("list_data")) { list_data = parse_list_data(cfg.child("list_data"), list_builder->cols); } }
turn_info::PROCESS_DATA_RESULT turn_info::process_network_data(const config& cfg) { // the simple wesnothserver implementation in wesnoth was removed years ago. assert(cfg.all_children_count() == 1); assert(cfg.attribute_range().first == cfg.attribute_range().second); if(!resources::recorder->at_end()) { ERR_NW << "processing network data while still having data on the replay." << std::endl; } if (const config &msg = cfg.child("message")) { resources::screen->get_chat_manager().add_chat_message(time(nullptr), msg["sender"], msg["side"], msg["message"], events::chat_handler::MESSAGE_PUBLIC, preferences::message_bell()); } else if (const config &msg = cfg.child("whisper") /*&& is_observer()*/) { resources::screen->get_chat_manager().add_chat_message(time(nullptr), "whisper: " + msg["sender"].str(), 0, msg["message"], events::chat_handler::MESSAGE_PRIVATE, preferences::message_bell()); } else if (const config &ob = cfg.child("observer") ) { resources::screen->get_chat_manager().add_observer(ob["name"]); } else if (const config &ob = cfg.child("observer_quit")) { resources::screen->get_chat_manager().remove_observer(ob["name"]); } else if (cfg.child("leave_game")) { throw ingame_wesnothd_error(""); } else if (const config &turn = cfg.child("turn")) { return handle_turn(turn); } else if (cfg.has_child("whiteboard")) { resources::whiteboard->process_network_data(cfg); } else if (const config &change = cfg.child("change_controller")) { if(change.empty()) { ERR_NW << "Bad [change_controller] signal from server, [change_controller] tag was empty." << std::endl; return PROCESS_CONTINUE; } const int side = change["side"].to_int(); const bool is_local = change["is_local"].to_bool(); const std::string player = change["player"]; const size_t index = side - 1; if(index >= resources::gameboard->teams().size()) { ERR_NW << "Bad [change_controller] signal from server, side out of bounds: " << change.debug() << std::endl; return PROCESS_CONTINUE; } const team & tm = resources::gameboard->teams().at(index); const bool was_local = tm.is_local(); resources::gameboard->side_change_controller(side, is_local, player); if (!was_local && tm.is_local()) { resources::controller->on_not_observer(); } if (resources::gameboard->is_observer() || (resources::gameboard->teams())[resources::screen->playing_team()].is_local_human()) { resources::screen->set_team(resources::screen->playing_team()); resources::screen->redraw_everything(); resources::screen->recalculate_minimap(); } else if (tm.is_local_human()) { resources::screen->set_team(side - 1); resources::screen->redraw_everything(); resources::screen->recalculate_minimap(); } resources::whiteboard->on_change_controller(side,tm); resources::screen->labels().recalculate_labels(); const bool restart = resources::screen->playing_side() == side && (was_local || tm.is_local()); return restart ? PROCESS_RESTART_TURN : PROCESS_CONTINUE; } else if (const config &side_drop_c = cfg.child("side_drop")) { const int side_drop = side_drop_c["side_num"].to_int(0); size_t index = side_drop -1; bool restart = side_drop == resources::screen->playing_side(); if (index >= resources::teams->size()) { ERR_NW << "unknown side " << side_drop << " is dropping game" << std::endl; throw ingame_wesnothd_error(""); } team::CONTROLLER ctrl; if(!ctrl.parse(side_drop_c["controller"])) { ERR_NW << "unknown controller type issued from server on side drop: " << side_drop_c["controller"] << std::endl; throw ingame_wesnothd_error(""); } if (ctrl == team::CONTROLLER::AI) { resources::gameboard->side_drop_to(side_drop, ctrl); return restart ? PROCESS_RESTART_TURN:PROCESS_CONTINUE; } //null controlled side cannot be dropped becasue they aren't controlled by anyone. else if (ctrl != team::CONTROLLER::HUMAN) { ERR_NW << "unknown controller type issued from server on side drop: " << ctrl.to_cstring() << std::endl; throw ingame_wesnothd_error(""); } int action = 0; int first_observer_option_idx = 0; int control_change_options = 0; bool has_next_scenario = !resources::gamedata->next_scenario().empty() && resources::gamedata->next_scenario() != "null"; std::vector<std::string> observers; std::vector<const team *> allies; std::vector<std::string> options; const team &tm = resources::gameboard->teams()[index]; for (const team &t : resources::gameboard->teams()) { if (!t.is_enemy(side_drop) && !t.is_local_human() && !t.is_local_ai() && !t.is_network_ai() && !t.is_empty() && t.current_player() != tm.current_player()) { allies.push_back(&t); } } // We want to give host chance to decide what to do for side if (!resources::controller->is_linger_mode() || has_next_scenario) { utils::string_map t_vars; //get all allies in as options to transfer control for (const team *t : allies) { //if this is an ally of the dropping side and it is not us (choose local player //if you want that) and not ai or empty and if it is not the dropping side itself, //get this team in as well t_vars["player"] = t->current_player(); options.push_back(vgettext("Give control to their ally $player", t_vars)); control_change_options++; } first_observer_option_idx = options.size(); //get all observers in as options to transfer control for (const std::string &ob : resources::screen->observers()) { t_vars["player"] = ob; options.push_back(vgettext("Give control to observer $player", t_vars)); observers.push_back(ob); control_change_options++; } options.push_back(_("Replace with AI")); options.push_back(_("Replace with local player")); options.push_back(_("Set side to idle")); options.push_back(_("Save and abort game")); t_vars["player"] = tm.current_player(); const std::string msg = vgettext("$player has left the game. What do you want to do?", t_vars); gui2::tsimple_item_selector dlg("", msg, options); dlg.set_single_button(true); dlg.show(resources::screen->video()); action = dlg.selected_index(); // If esc was pressed, default to setting side to idle if (action == -1) { action = control_change_options + 2; } } else { // Always set leaving side to idle if in linger mode and there is no next scenario action = 2; } if (action < control_change_options) { // Grant control to selected ally { // Server thinks this side is ours now so in case of error transferring side we have to make local state to same as what server thinks it is. resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_IDLE); } if (action < first_observer_option_idx) { change_side_controller(side_drop, allies[action]->current_player()); } else { change_side_controller(side_drop, observers[action - first_observer_option_idx]); } return restart ? PROCESS_RESTART_TURN : PROCESS_CONTINUE; } else { action -= control_change_options; //make the player an AI, and redo this turn, in case //it was the current player's team who has just changed into //an AI. switch(action) { case 0: resources::controller->on_not_observer(); resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_AI); return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE; case 1: resources::controller->on_not_observer(); resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_HUMAN); return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE; case 2: resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_IDLE); return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE; case 3: //The user pressed "end game". Don't throw a network error here or he will get //thrown back to the title screen. do_save(); throw_quit_game_exception(); default: break; } } } // The host has ended linger mode in a campaign -> enable the "End scenario" button // and tell we did get the notification. else if (cfg.child("notify_next_scenario")) { gui::button* btn_end = resources::screen->find_action_button("button-endturn"); if(btn_end) { btn_end->enable(true); } return PROCESS_END_LINGER; } //If this client becomes the new host, notify the play_controller object about it else if (cfg.child("host_transfer")){ host_transfer_.notify_observers(); } else { ERR_NW << "found unknown command:\n" << cfg.debug() << std::endl; } return PROCESS_CONTINUE; }
void mp_options_helper::display_custom_options(const std::string& type, int node_position, const config& cfg) { // Needed since some compilers don't like passing just {} static const std::map<std::string, string_map> empty_map; // This ensures that any game, era, or mod with no options doesn't get an entry in the visible_options_ // vector and prevents invalid options from different games, era, or mods being created when the options // config is created. if(!cfg.has_child("options")) { return; } visible_options_.push_back({type, cfg["id"]}); // Get the node vector for this specific source type node_vector& type_node_vector = node_data_map_[type].nodes; for(const auto& options : cfg.child_range("options")) { std::map<std::string, string_map> data; string_map item; item["label"] = cfg["name"]; data.emplace("tree_view_node_label", item); tree_view_node& option_node = options_tree_.add_node("option_node", data, node_position); type_node_vector.push_back(&option_node); for(const config::any_child& opt : options.all_children_range()) { data.clear(); item.clear(); const config& option_cfg = opt.cfg; const auto add_name = [&](const std::string& id) { item["label"] = option_cfg["name"]; data.emplace(id, item); }; config::attribute_value val; if(opt.key == "checkbox") { add_name("option_checkbox"); toggle_button* checkbox; std::tie(checkbox, val) = add_node_and_get_widget<toggle_button>(option_node, "option_checkbox", data, option_cfg); checkbox->set_value(val.to_bool()); connect_signal_notify_modified(*checkbox, std::bind(&mp_options_helper::update_options_data_map<toggle_button>, this, checkbox, visible_options_.back())); } else if(opt.key == "spacer") { option_node.add_child("options_spacer_node", empty_map); } else if(opt.key == "choice" || opt.key == "combo") { if(opt.key == "combo") { deprecated_message("combo", DEP_LEVEL::FOR_REMOVAL, {1, 15, 0}, "Use [choice] instead."); } if(!option_cfg.has_child("item")) { continue; } add_name("menu_button_label"); std::vector<config> combo_items; std::vector<std::string> combo_values; for(auto i : option_cfg.child_range("item")) { // Comboboxes expect this key to be 'label' not 'name' i["label"] = i["name"]; combo_items.push_back(i); combo_values.push_back(i["value"]); } menu_button* menu; std::tie(menu, val) = add_node_and_get_widget<menu_button>(option_node, "option_menu_button", data, option_cfg); // Needs to be called before set_selected menu->set_values(combo_items); auto iter = std::find(combo_values.begin(), combo_values.end(), val.str()); if(iter != combo_values.end()) { menu->set_selected(std::distance(combo_values.begin(), iter)); } connect_signal_notify_modified(*menu, std::bind(&mp_options_helper::update_options_data_map_menu_button, this, menu, visible_options_.back(), option_cfg)); } else if(opt.key == "slider") { add_name("slider_label"); slider* slide; std::tie(slide, val) = add_node_and_get_widget<slider>(option_node, "option_slider", data, option_cfg); slide->set_value_range(option_cfg["min"].to_int(), option_cfg["max"].to_int()); slide->set_step_size(option_cfg["step"].to_int(1)); slide->set_value(val.to_int()); connect_signal_notify_modified(*slide, std::bind(&mp_options_helper::update_options_data_map<slider>, this, slide, visible_options_.back())); } else if(opt.key == "entry") { add_name("text_entry_label"); text_box* textbox; std::tie(textbox, val) = add_node_and_get_widget<text_box>(option_node, "option_text_entry", data, option_cfg); textbox->set_value(val.str()); textbox->set_text_changed_callback( std::bind(&mp_options_helper::update_options_data_map<text_box>, this, textbox, visible_options_.back())); } } // Add the Defaults button at the end tree_view_node& node = option_node.add_child("options_default_button", empty_map); connect_signal_mouse_left_click(find_widget<button>(&node, "reset_option_values", false), std::bind(&mp_options_helper::reset_options_data, this, visible_options_.back(), std::placeholders::_3, std::placeholders::_4)); } }
std::string default_map_generator_job::default_generate_map(generator_data data, std::map<map_location,std::string>* labels, const config& cfg) { log_scope("map generation"); // Odd widths are nasty VALIDATE(is_even(data.width), _("Random maps with an odd width aren't supported.")); // Try to find configuration for castles const config& castle_config = cfg.child("castle"); int ticks = SDL_GetTicks(); // We want to generate a map that is 9 times bigger than the actual size desired. // Only the middle part of the map will be used, but the rest is so that the map we // end up using can have a context (e.g. rivers flowing from out of the map into the map, // same for roads, etc.) data.width *= 3; data.height *= 3; config naming; if(cfg.has_child("naming")) { naming = game_config_.child("naming"); naming.append_attributes(cfg.child("naming")); } // If the [naming] child is empty, we cannot provide good names. std::map<map_location,std::string>* misc_labels = naming.empty() ? nullptr : labels; std::shared_ptr<name_generator> base_name_generator, river_name_generator, lake_name_generator, road_name_generator, bridge_name_generator, mountain_name_generator, forest_name_generator, swamp_name_generator; if(misc_labels != nullptr) { name_generator_factory base_generator_factory{ naming, {"male", "base", "bridge", "road", "river", "forest", "lake", "mountain", "swamp"} }; naming.get_old_attribute("base_names", "male_names", "[naming]male_names= is deprecated, use base_names= instead"); //Due to the attribute detection feature of the factory we also support male_name_generator= but keep it undocumented. base_name_generator = base_generator_factory.get_name_generator( (naming.has_attribute("base_names") || naming.has_attribute("base_name_generator")) ? "base" : "male" ); river_name_generator = base_generator_factory.get_name_generator("river"); lake_name_generator = base_generator_factory.get_name_generator("lake"); road_name_generator = base_generator_factory.get_name_generator("road"); bridge_name_generator = base_generator_factory.get_name_generator("bridge"); mountain_name_generator = base_generator_factory.get_name_generator("mountain"); forest_name_generator = base_generator_factory.get_name_generator("forest"); swamp_name_generator = base_generator_factory.get_name_generator("swamp"); } // Generate the height of everything. const height_map heights = generate_height_map(data.width, data.height, data.iterations, data.hill_size, data.island_size, data.island_off_center); LOG_NG << "Done generating height map. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; ticks = SDL_GetTicks(); // Find out what the 'flatland' on this map is, i.e. grassland. std::string flatland = cfg["default_flatland"]; if(flatland.empty()) { flatland = t_translation::write_terrain_code(t_translation::GRASS_LAND); } const t_translation::terrain_code grassland = t_translation::read_terrain_code(flatland); std::vector<terrain_height_mapper> height_conversion; for(const config& h : cfg.child_range("height")) { height_conversion.emplace_back(h); } terrain_map terrain(data.width, data.height, grassland); for(size_t x = 0; x != heights.size(); ++x) { for(size_t y = 0; y != heights[x].size(); ++y) { for(auto i : height_conversion) { if(i.convert_terrain(heights[x][y])) { terrain[x][y] = i.convert_to(); break; } } } } t_translation::starting_positions starting_positions; LOG_NG << output_map(terrain, starting_positions); LOG_NG << "Placed landforms. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; ticks = SDL_GetTicks(); /* Now that we have our basic set of flatland/hills/mountains/water, * we can place lakes and rivers on the map. * All rivers are sourced at a lake. * Lakes must be in high land - at least 'min_lake_height'. * (Note that terrain below a certain altitude may be made into bodies of water * in the code above - i.e. 'sea', but these are not considered 'lakes', * because they are not sources of rivers). * * We attempt to place 'max_lakes' lakes. * Each lake will be placed at a random location, if that random location meets theminimum * terrain requirements for a lake. We will also attempt to source a river from each lake. */ std::set<map_location> lake_locs; std::map<map_location, std::string> river_names, lake_names, road_names, bridge_names, mountain_names, forest_names, swamp_names; const size_t nlakes = data.max_lakes > 0 ? (rng_()%data.max_lakes) : 0; for(size_t lake = 0; lake != nlakes; ++lake) { for(int tries = 0; tries != 100; ++tries) { const int x = rng_()%data.width; const int y = rng_()%data.height; if(heights[x][y] <= cfg["min_lake_height"].to_int()) { continue; } std::vector<map_location> river = generate_river(heights, terrain, x, y, cfg["river_frequency"]); if(!river.empty() && misc_labels != nullptr) { const std::string base_name = base_name_generator->generate(); const std::string& name = river_name_generator->generate({{"base", base_name}}); LOG_NG << "Named river '" << name << "'\n"; size_t name_frequency = 20; for(std::vector<map_location>::const_iterator r = river.begin(); r != river.end(); ++r) { const map_location loc(r->x-data.width/3,r->y-data.height/3); if(((r - river.begin())%name_frequency) == name_frequency/2) { misc_labels->emplace(loc, name); } river_names.emplace(loc, base_name); } } LOG_NG << "Generating lake...\n"; std::set<map_location> locs; if(generate_lake(terrain, x, y, cfg["lake_size"], locs) && misc_labels != nullptr) { bool touches_other_lake = false; std::string base_name = base_name_generator->generate(); const std::string& name = lake_name_generator->generate({{"base", base_name}}); // Only generate a name if the lake hasn't touched any other lakes, // so that we don't end up with one big lake with multiple names. for(auto i : locs) { if(lake_locs.count(i) != 0) { touches_other_lake = true; // Reassign the name of this lake to be the same as the other lake const map_location loc(i.x-data.width/3,i.y-data.height/3); const std::map<map_location,std::string>::const_iterator other_name = lake_names.find(loc); if(other_name != lake_names.end()) { base_name = other_name->second; } } lake_locs.insert(i); } if(!touches_other_lake) { const map_location loc(x-data.width/3,y-data.height/3); misc_labels->erase(loc); misc_labels->emplace(loc, name); } for(auto i : locs) { const map_location loc(i.x-data.width/3,i.y-data.height/3); lake_names.emplace(loc, base_name); } } break; } } LOG_NG << "Generated rivers. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; ticks = SDL_GetTicks(); const size_t default_dimensions = 40*40*9; /* * Convert grassland terrain to other types of flat terrain. * * We generate a 'temperature map' which uses the height generation * algorithm to generate the temperature levels all over the map. Then we * can use a combination of height and terrain to divide terrain up into * more interesting types than the default. */ const height_map temperature_map = generate_height_map(data.width,data.height, cfg["temperature_iterations"].to_int() * data.width * data.height / default_dimensions, cfg["temperature_size"], 0, 0); LOG_NG << "Generated temperature map. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; ticks = SDL_GetTicks(); std::vector<terrain_converter> converters; for(const config& cv : cfg.child_range("convert")) { converters.emplace_back(cv); } LOG_NG << "Created terrain converters. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; ticks = SDL_GetTicks(); // Iterate over every flatland tile, and determine what type of flatland it is, based on our [convert] tags. for(int x = 0; x != data.width; ++x) { for(int y = 0; y != data.height; ++y) { for(auto i : converters) { if(i.convert_terrain(terrain[x][y],heights[x][y],temperature_map[x][y])) { terrain[x][y] = i.convert_to(); break; } } } } LOG_NG << "Placing castles...\n"; /* * Attempt to place castles at random. * * After they are placed, we run a sanity check to make sure no two castles * are closer than 'min_distance' hexes apart, and that they appear on a * terrain listed in 'valid_terrain'. * * If not, we attempt to place them again. */ std::vector<map_location> castles; std::set<map_location> failed_locs; if(castle_config) { /* * Castle configuration tag contains a 'valid_terrain' attribute which is a * list of terrains that the castle may appear on. */ const t_translation::ter_list list = t_translation::read_list(castle_config["valid_terrain"]); const is_valid_terrain terrain_tester(terrain, list); for(int player = 0; player != data.nplayers; ++player) { LOG_NG << "placing castle for " << player << "\n"; lg::scope_logger inner_scope_logging_object__(lg::general(), "placing castle"); const int min_x = data.width/3 + 3; const int min_y = data.height/3 + 3; const int max_x = (data.width/3)*2 - 4; const int max_y = (data.height/3)*2 - 4; int min_distance = castle_config["min_distance"]; map_location best_loc; int best_ranking = 0; for(int x = min_x; x != max_x; ++x) { for(int y = min_y; y != max_y; ++y) { const map_location loc(x,y); if(failed_locs.count(loc)) { continue; } const int ranking = rank_castle_location(x, y, terrain_tester, min_x, max_x, min_y, max_y, min_distance, castles, best_ranking); if(ranking <= 0) { failed_locs.insert(loc); } if(ranking > best_ranking) { best_ranking = ranking; best_loc = loc; } } } if(best_ranking == 0) { ERR_NG << "No castle location found, aborting." << std::endl; const std::string error = _("No valid castle location found. Too many or too few mountain hexes? (please check the 'max hill size' parameter)"); throw mapgen_exception(error); } assert(std::find(castles.begin(), castles.end(), best_loc) == castles.end()); castles.push_back(best_loc); // Make sure the location can't get a second castle. failed_locs.insert(best_loc); } LOG_NG << "Placed castles. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; } LOG_NG << "Placing roads...\n"; ticks = SDL_GetTicks(); // Place roads. // We select two tiles at random locations on the borders of the map // and try to build roads between them. int nroads = cfg["roads"]; if(data.link_castles) { nroads += castles.size()*castles.size(); } std::set<map_location> bridges; road_path_calculator calc(terrain, cfg, rng_()); for(int road = 0; road != nroads; ++road) { lg::scope_logger another_inner_scope_logging_object__(lg::general(), "creating road"); /* * We want the locations to be on the portion of the map we're actually * going to use, since roads on other parts of the map won't have any * influence, and doing it like this will be quicker. */ map_location src = random_point_at_side(data.width/3 + 2,data.height/3 + 2); map_location dst = random_point_at_side(data.width/3 + 2,data.height/3 + 2); src.x += data.width/3 - 1; src.y += data.height/3 - 1; dst.x += data.width/3 - 1; dst.y += data.height/3 - 1; if(data.link_castles && road < int(castles.size() * castles.size())) { const size_t src_castle = road/castles.size(); const size_t dst_castle = road%castles.size(); if(src_castle >= dst_castle) { continue; } src = castles[src_castle]; dst = castles[dst_castle]; } else if(src.x == dst.x || src.y == dst.y) { // If the road isn't very interesting (on the same border), don't draw it. continue; } if(calc.cost(src, 0.0) >= 1000.0 || calc.cost(dst, 0.0) >= 1000.0) { continue; } // Search a path out for the road pathfind::plain_route rt = pathfind::a_star_search(src, dst, 10000.0, calc, data.width, data.height); const std::string& road_base_name = misc_labels != nullptr ? base_name_generator->generate() : ""; const std::string& road_name = misc_labels != nullptr ? road_name_generator->generate({{"base", road_base_name}}) : ""; const int name_frequency = 20; int name_count = 0; bool on_bridge = false; // Draw the road. // If the search failed, rt.steps will simply be empty. for(std::vector<map_location>::const_iterator step = rt.steps.begin(); step != rt.steps.end(); ++step) { const int x = step->x; const int y = step->y; if(x < 0 || y < 0 || x >= static_cast<long>(data.width) || y >= static_cast<long>(data.height)) { continue; } // Find the configuration which tells us what to convert this tile to, to make it into a road. const config& child = cfg.find_child("road_cost", "terrain", t_translation::write_terrain_code(terrain[x][y])); if(child.empty()){ continue; } /* Convert to bridge means that we want to convert depending on the direction of the road. * Typically it will be in a format like convert_to_bridge = \,|,/ * '|' will be used if the road is going north-south * '/' will be used if the road is going south west-north east * '\' will be used if the road is going south east-north west * The terrain will be left unchanged otherwise (if there is no clear direction). */ const std::string& convert_to_bridge = child["convert_to_bridge"]; if(!convert_to_bridge.empty()) { if(step == rt.steps.begin() || step+1 == rt.steps.end()) { continue; } const map_location& last = *(step-1); const map_location& next = *(step+1); map_location adj[6]; get_adjacent_tiles(*step,adj); int direction = -1; // If we are going north-south if((last == adj[0] && next == adj[3]) || (last == adj[3] && next == adj[0])) { direction = 0; } // If we are going south west-north east else if((last == adj[1] && next == adj[4]) || (last == adj[4] && next == adj[1])) { direction = 1; } // If we are going south east-north west else if((last == adj[2] && next == adj[5]) || (last == adj[5] && next == adj[2])) { direction = 2; } if(misc_labels != nullptr && !on_bridge) { on_bridge = true; std::string bridge_base_name = base_name_generator->generate(); const std::string& name = bridge_name_generator->generate({{"base", bridge_base_name}}); const map_location loc(x - data.width / 3, y-data.height/3); misc_labels->emplace(loc, name); bridge_names.emplace(loc, bridge_base_name); //add to use for village naming bridges.insert(loc); } if(direction != -1) { const std::vector<std::string> items = utils::split(convert_to_bridge); if(size_t(direction) < items.size() && !items[direction].empty()) { terrain[x][y] = t_translation::read_terrain_code(items[direction]); } continue; } } else { on_bridge = false; } // Just a plain terrain substitution for a road const std::string& convert_to = child["convert_to"]; if(!convert_to.empty()) { const t_translation::terrain_code letter = t_translation::read_terrain_code(convert_to); if(misc_labels != nullptr && terrain[x][y] != letter && name_count++ == name_frequency && !on_bridge) { misc_labels->emplace(map_location(x - data.width / 3, y - data.height / 3), road_name); name_count = 0; } terrain[x][y] = letter; if(misc_labels != nullptr) { const map_location loc(x - data.width / 3, y - data.height / 3); //add to use for village naming if(!road_base_name.empty()) road_names.emplace(loc, road_base_name); } } } } // Now that road drawing is done, we can plonk down the castles. for(std::vector<map_location>::const_iterator c = castles.begin(); c != castles.end(); ++c) { if(!c->valid()) { continue; } const int x = c->x; const int y = c->y; const int player = c - castles.begin() + 1; const t_translation::coordinate coord(x, y); starting_positions.insert(t_translation::starting_positions::value_type(std::to_string(player), coord)); terrain[x][y] = t_translation::HUMAN_KEEP; const int castle_array[13][2] { {-1, 0}, {-1, -1}, {0, -1}, {1, -1}, {1, 0}, {0, 1}, {-1, 1}, {-2, 1}, {-2, 0}, {-2, -1}, {-1, -2}, {0, -2}, {1, -2} }; for(int i = 0; i < data.castle_size - 1; i++) { terrain[x+ castle_array[i][0]][y+ castle_array[i][1]] = t_translation::HUMAN_CASTLE; } // Remove all labels under the castle tiles if(labels != nullptr) { labels->erase(map_location(x-data.width/3,y-data.height/3)); for(int i = 0; i < data.castle_size - 1; i++) { labels->erase(map_location(x+ castle_array[i][0]-data.width/3, y+ castle_array[i][1]-data.height/3)); } } } LOG_NG << "Placed roads. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; ticks = SDL_GetTicks(); /* Random naming for landforms: mountains, forests, swamps, hills * we name these now that everything else is placed (as e.g., placing * roads could split a forest) */ if(misc_labels != nullptr) { for(int x = data.width / 3; x < (data.width / 3)*2; x++) { for(int y = data.height / 3; y < (data.height / 3) * 2;y++) { //check the terrain of the tile const map_location loc(x - data.width / 3, y - data.height / 3); const t_translation::terrain_code terr = terrain[x][y]; std::string name, base_name; std::set<std::string> used_names; if(t_translation::terrain_matches(terr, t_translation::ALL_MOUNTAINS)) { //name every 15th mountain if((rng_() % 15) == 0) { for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) { base_name = base_name_generator->generate(); name = mountain_name_generator->generate({{"base", base_name}}); } misc_labels->emplace(loc, name); mountain_names.emplace(loc, base_name); } } else if(t_translation::terrain_matches(terr, t_translation::ALL_FORESTS)) { // If the forest tile is not named yet, name it const std::map<map_location, std::string>::const_iterator forest_name = forest_names.find(loc); if(forest_name == forest_names.end()) { for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) { base_name = base_name_generator->generate(); name = forest_name_generator->generate({{"base", base_name}}); } forest_names.emplace(loc, base_name); // name all connected forest tiles accordingly flood_name(loc, base_name, forest_names, t_translation::ALL_FORESTS, terrain, data.width, data.height, 0, misc_labels, name); } } else if(t_translation::terrain_matches(terr, t_translation::ALL_SWAMPS)) { // If the swamp tile is not named yet, name it const std::map<map_location, std::string>::const_iterator swamp_name = swamp_names.find(loc); if(swamp_name == swamp_names.end()) { for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) { base_name = base_name_generator->generate(); name = swamp_name_generator->generate({{"base", base_name}}); } swamp_names.emplace(loc, base_name); // name all connected swamp tiles accordingly flood_name(loc, base_name, swamp_names, t_translation::ALL_SWAMPS, terrain, data.width, data.height, 0, misc_labels, name); } } } } } LOG_NG << "Named landforms. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; LOG_NG << "Placing villages...\n"; ticks = SDL_GetTicks(); /* * Place villages in a 'grid', to make placing fair, but with villages * displaced from their position according to terrain and randomness, to * add some variety. */ std::set<map_location> villages; if(data.nvillages > 0) { // First we work out the size of the x and y distance between villages const size_t tiles_per_village = ((data.width*data.height)/9)/data.nvillages; size_t village_x = 1, village_y = 1; // Alternate between incrementing the x and y value. // When they are high enough to equal or exceed the tiles_per_village, // then we have them to the value we want them at. while(village_x*village_y < tiles_per_village) { if(village_x < village_y) { ++village_x; } else { ++village_y; } } std::set<std::string> used_names; tcode_list_cache adj_liked_cache; config village_naming = game_config_.child("village_naming"); if(cfg.has_child("village_naming")) { village_naming.append_attributes(cfg.child("village_naming")); } // If the [village_naming] child is empty, we cannot provide good names. std::map<map_location,std::string>* village_labels = village_naming.empty() ? nullptr : labels; for(int vx = 0; vx < data.width; vx += village_x) { LOG_NG << "village at " << vx << "\n"; for(int vy = rng_()%village_y; vy < data.height; vy += village_y) { const size_t add = rng_()%3; const size_t x = (vx + add) - 1; const size_t y = (vy + add) - 1; const map_location res = place_village(terrain, x, y, 2, cfg, adj_liked_cache); if(res.x < static_cast<long>(data.width ) / 3 || res.x >= static_cast<long>(data.width * 2) / 3 || res.y < static_cast<long>(data.height ) / 3 || res.y >= static_cast<long>(data.height * 2) / 3) { continue; } const std::string str = t_translation::write_terrain_code(terrain[res.x][res.y]); const std::string& convert_to = cfg.find_child("village", "terrain", str)["convert_to"].str(); if(convert_to.empty()) { continue; } terrain[res.x][res.y] = t_translation::read_terrain_code(convert_to); villages.insert(res); if(village_labels == nullptr) { continue; } name_generator_factory village_name_generator_factory{ village_naming, {"base", "male", "village", "lake", "river", "bridge", "grassland", "forest", "hill", "mountain", "mountain_anon", "road", "swamp"} }; village_naming.get_old_attribute("base_names", "male_names", "[village_naming]male_names= is deprecated, use base_names= instead"); //Due to the attribute detection feature of the factory we also support male_name_generator= but keep it undocumented. base_name_generator = village_name_generator_factory.get_name_generator( (village_naming.has_attribute("base_names") || village_naming.has_attribute("base_name_generator")) ? "base" : "male" ); const map_location loc(res.x-data.width/3,res.y-data.height/3); map_location adj[6]; get_adjacent_tiles(loc,adj); std::string name_type = "village"; const t_translation::ter_list field = t_translation::ter_list(1, t_translation::GRASS_LAND), forest = t_translation::ter_list(1, t_translation::FOREST), mountain = t_translation::ter_list(1, t_translation::MOUNTAIN), hill = t_translation::ter_list(1, t_translation::HILL); size_t field_count = 0, forest_count = 0, mountain_count = 0, hill_count = 0; std::map<std::string,std::string> symbols; size_t n; for(n = 0; n != 6; ++n) { const std::map<map_location,std::string>::const_iterator road_name = road_names.find(adj[n]); if(road_name != road_names.end()) { symbols["road"] = road_name->second; name_type = "road"; break; } const std::map<map_location,std::string>::const_iterator river_name = river_names.find(adj[n]); if(river_name != river_names.end()) { symbols["river"] = river_name->second; name_type = "river"; const std::map<map_location,std::string>::const_iterator bridge_name = bridge_names.find(adj[n]); if(bridge_name != bridge_names.end()) { //we should always end up here, since if there is an adjacent bridge, there has to be an adjacent river too symbols["bridge"] = bridge_name->second; name_type = "river_bridge"; } break; } const std::map<map_location,std::string>::const_iterator forest_name = forest_names.find(adj[n]); if(forest_name != forest_names.end()) { symbols["forest"] = forest_name->second; name_type = "forest"; break; } const std::map<map_location,std::string>::const_iterator lake_name = lake_names.find(adj[n]); if(lake_name != lake_names.end()) { symbols["lake"] = lake_name->second; name_type = "lake"; break; } const std::map<map_location,std::string>::const_iterator mountain_name = mountain_names.find(adj[n]); if(mountain_name != mountain_names.end()) { symbols["mountain"] = mountain_name->second; name_type = "mountain"; break; } const std::map<map_location,std::string>::const_iterator swamp_name = swamp_names.find(adj[n]); if(swamp_name != swamp_names.end()) { symbols["swamp"] = swamp_name->second; name_type = "swamp"; break; } const t_translation::terrain_code terr = terrain[adj[n].x+data.width/3][adj[n].y+data.height/3]; if(std::count(field.begin(),field.end(),terr) > 0) { ++field_count; } else if(std::count(forest.begin(),forest.end(),terr) > 0) { ++forest_count; } else if(std::count(hill.begin(),hill.end(),terr) > 0) { ++hill_count; } else if(std::count(mountain.begin(),mountain.end(),terr) > 0) { ++mountain_count; } } if(n == 6) { if(field_count == 6) { name_type = "grassland"; } else if(forest_count >= 2) { name_type = "forest"; } else if(mountain_count >= 1) { name_type = "mountain_anon"; } else if(hill_count >= 2) { name_type = "hill"; } } std::string name; symbols["base"] = base_name_generator->generate(); std::shared_ptr<name_generator> village_name_generator = village_name_generator_factory.get_name_generator(name_type); for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) { name = village_name_generator->generate(symbols); } used_names.insert(name); village_labels->emplace(loc, name); } } } LOG_NG << "Placed villages. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n"; return output_map(terrain, starting_positions); }