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/*
* Copyright (C) 2002-2004, 2006-2010, 2013 by the Widelands Development Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "editor/map_generator.h"
#include <memory>
#include <stdint.h>
#include "base/wexception.h"
#include "editor/tools/increase_resources_tool.h"
#include "logic/editor_game_base.h"
#include "logic/findnode.h"
#include "logic/map.h"
#include "logic/map_objects/world/map_gen.h"
#include "logic/map_objects/world/world.h"
#include "scripting/lua_interface.h"
#include "scripting/lua_table.h"
constexpr uint32_t kAverageElevation = 0x80000000;
constexpr uint32_t kMaxElevation = 0xffffffff;
constexpr int kMapIdDigits = 24;
constexpr int kIslandBorder = 10;
constexpr uint32_t kMaxElevationHalf = 0x80000000;
namespace Widelands {
MapGenerator::MapGenerator(Map& map, const UniqueRandomMapInfo& mapInfo, EditorGameBase& egbase)
: map_(map), map_info_(mapInfo), egbase_(egbase) {
std::unique_ptr<LuaTable> map_gen_config(egbase.lua().run_script("world/map_generation.lua"));
map_gen_config->do_not_warn_about_unaccessed_keys();
map_gen_info_.reset(
new MapGenInfo(*map_gen_config->get_table(mapInfo.world_name), egbase.world()));
}
void MapGenerator::generate_bobs(std::unique_ptr<uint32_t[]> const* random_bobs,
Coords const fc,
RNG& rng,
MapGenAreaInfo::MapGenTerrainType const terrType) {
// Figure out which bob area is due here...
size_t num = map_gen_info_->get_num_land_resources();
size_t found = num;
uint32_t sum_weight = map_gen_info_->get_sum_land_resource_weight();
uint32_t max_val = 0;
for (size_t ix = 0; ix < num; ++ix) {
uint32_t val = random_bobs[ix][fc.x + map_info_.w * fc.y];
val = (val / sum_weight) * map_gen_info_->get_land_resource(ix).get_weight();
if (val >= max_val) {
found = ix;
max_val = val;
}
}
if (found >= num)
return;
// Figure out if we really need to set a bob here...
const MapGenLandResource& landResource = map_gen_info_->get_land_resource(found);
const MapGenBobCategory* bobCategory = landResource.get_bob_category(terrType);
if (!bobCategory) // no bobs defined here...
return;
uint32_t immovDens = landResource.get_immovable_density();
uint32_t movDens = landResource.get_moveable_density();
immovDens *= max_val / 100;
movDens *= max_val / 100;
immovDens = immovDens >= kMaxElevationHalf ? kMaxElevation : immovDens * 2;
movDens = movDens >= kMaxElevationHalf ? kMaxElevation : movDens * 2;
uint32_t val = rng.rand();
bool set_immovable = (val <= immovDens);
val = rng.rand();
bool set_moveable = (val <= movDens);
// Set bob according to bob area
if (set_immovable && (num = bobCategory->num_immovables()))
egbase_.create_immovable(
fc, bobCategory->get_immovable(static_cast<size_t>(rng.rand() / (kMaxElevation / num))),
MapObjectDescr::OwnerType::kWorld);
if (set_moveable && (num = bobCategory->num_critters()))
egbase_.create_critter(
fc, egbase_.world().get_bob(
bobCategory->get_critter(static_cast<size_t>(rng.rand() / (kMaxElevation / num)))
.c_str()));
}
void MapGenerator::generate_resources(uint32_t const* const random1,
uint32_t const* const random2,
uint32_t const* const random3,
uint32_t const* const random4,
const FCoords& fc) {
// We'll take the "D" terrain at first...
// TODO(unknown): Check how the editor handles this...
const World& world = egbase_.world();
DescriptionIndex const tix = fc.field->get_terrains().d;
const TerrainDescription& terrain_description = egbase_.world().terrain_descr(tix);
const auto set_resource_helper = [this, &world, &terrain_description, &fc](
const uint32_t random_value, const int valid_resource_index) {
const DescriptionIndex res_idx = terrain_description.get_valid_resource(valid_resource_index);
const ResourceAmount max_amount = world.get_resource(res_idx)->max_amount();
ResourceAmount res_val =
static_cast<ResourceAmount>(random_value / (kMaxElevation / max_amount));
res_val *= static_cast<ResourceAmount>(map_info_.resource_amount) + 1;
res_val /= 3;
if (map_.is_resource_valid(world, fc, res_idx)) {
map_.initialize_resources(fc, res_idx, res_val);
}
};
switch (terrain_description.get_num_valid_resources()) {
case 1: {
uint32_t const rnd1 = random1[fc.x + map_info_.w * fc.y];
set_resource_helper(rnd1, 0);
break;
}
case 2: {
uint32_t const rnd1 = random1[fc.x + map_info_.w * fc.y];
uint32_t const rnd2 = random2[fc.x + map_info_.w * fc.y];
if (rnd1 > rnd2) {
set_resource_helper(rnd1, 0);
} else
set_resource_helper(rnd2, 1);
break;
}
case 3: {
uint32_t const rnd1 = random1[fc.x + map_info_.w * fc.y];
uint32_t const rnd2 = random2[fc.x + map_info_.w * fc.y];
uint32_t const rnd3 = random3[fc.x + map_info_.w * fc.y];
if (rnd1 > rnd2 && rnd1 > rnd3) {
set_resource_helper(rnd1, 0);
} else if (rnd2 > rnd1 && rnd2 > rnd3) {
set_resource_helper(rnd2, 1);
} else
set_resource_helper(rnd3, 2);
break;
}
case 4: {
uint32_t const rnd1 = random1[fc.x + map_info_.w * fc.y];
uint32_t const rnd2 = random2[fc.x + map_info_.w * fc.y];
uint32_t const rnd3 = random3[fc.x + map_info_.w * fc.y];
uint32_t const rnd4 = random4[fc.x + map_info_.w * fc.y];
if (rnd1 > rnd2 && rnd1 > rnd3 && rnd1 > rnd4) {
set_resource_helper(rnd1, 0);
} else if (rnd2 > rnd1 && rnd2 > rnd3 && rnd2 > rnd4) {
set_resource_helper(rnd2, 1);
} else if (rnd3 > rnd1 && rnd3 > rnd2 && rnd3 > rnd4) {
set_resource_helper(rnd3, 2);
} else
set_resource_helper(rnd4, 3);
break;
}
default:
break;
// currently mountains have the maximum of allowed resources, which is 4
}
}
/// Translates a random value into a map node height. This method is used
/// within the random map generation methods.
///
/// \param elevation Random value.
/// \param map_gen_info_ Map generator information used to translate random values
/// to height information (world specific info).
/// \param c Position within map.
/// \param mapInfo Information about the random map currently being created
/// (map specific info).
///
/// \returns A map height value corresponding to elevation.
uint8_t MapGenerator::make_node_elevation(double const elevation, Coords const c) {
int32_t const water_h = map_gen_info_->get_water_shallow_height();
int32_t const mount_h = map_gen_info_->get_mountain_foot_height();
int32_t const summit_h = map_gen_info_->get_summit_height();
double const water_fac = map_info_.waterRatio;
double const land_fac = map_info_.landRatio;
uint8_t res_h = elevation < water_fac ?
water_h :
elevation < water_fac + land_fac ?
water_h + 1 + ((elevation - water_fac) / land_fac) * (mount_h - water_h) :
mount_h +
((elevation - water_fac - land_fac) / (1 - water_fac - land_fac)) *
(summit_h - mount_h);
// Handle Map Border in island mode
if (map_info_.islandMode) {
int32_t const border_dist = std::min(
std::min<int16_t>(c.x, map_info_.w - c.x), std::min<int16_t>(c.y, map_info_.h - c.y));
if (border_dist <= kIslandBorder) {
res_h = static_cast<uint8_t>(static_cast<double>(res_h) * border_dist /
static_cast<double>(kIslandBorder));
if (res_h < water_h)
res_h = water_h;
}
}
return res_h;
}
/**
* Generate a "continuous" array of "reasonable" random values.
* The array generated is in fact organized in a two-dimensional
* way. "Reasonable" means that the values are not purely random.
* Neighboring values (in a two-dimensional way) are fitting
* together so that such an array can be used to directly generate
* height information for mountains, wasteland, resources etc.
* "Continuous" means that also value of the left border fit to
* the right border values and values of the top border fit to the
* bottom border values. This means we have some kind of "endlessly"
* repeating set of random values.
* What is more, the different heights are weighed so that the
* random distribution of all random values in the array is linear.
* The minimum valu will be 0, the maximum value will be kMaxElevation,
* the average will be kAverageElevation.
*
* \param w, h Width and height of the two-dimensional array
* produced. Thus, the array has w * h entries. To access a certain
* "coordinate" in the array, use array[x + w * y] to retrieve the entry.
* \param rng The random number generator to be used.
* This will mostly be the current rng of the random map currently being
* created.
*/
uint32_t* MapGenerator::generate_random_value_map(uint32_t const w, uint32_t const h, RNG& rng) {
uint32_t const numFields = h * w; // Size of the resulting array
uint32_t* const values = new uint32_t[numFields]; // Array to be filled
try {
// We will do some initing here...
for (uint32_t ix = 0; ix < numFields; ++ix)
values[ix] = kAverageElevation;
// This will be the first starting random values...
for (uint32_t x = 0; x < w; x += 16)
for (uint32_t y = 0; y < h; y += 16) {
values[x + y * w] = rng.rand();
if (x % 32 || y % 32) {
values[x + y * w] += kAverageElevation;
values[x + y * w] /= 2;
}
}
// randomize the values
uint32_t step_x = std::min(16U, w), step_y = std::min(16U, h);
uint32_t max = kAverageElevation, min = kAverageElevation;
double ele_fac = 0.15;
bool end = false;
while (!end) {
for (uint32_t x = 0; x < w; x += step_x) {
for (uint32_t y = 0; y < h; y += step_y) {
// Calculate coordinates of left and bottom left neighbours of
// the current node.
uint32_t right_x = x + step_x;
uint32_t lower_y = y + step_y;
if (right_x >= w)
right_x -= w;
if (lower_y >= h)
lower_y -= h;
// Get the current values of my neighbor nodes and of my node.
uint32_t const x_0_y_0 = values[x + w * y];
uint32_t const x_1_y_0 = values[right_x + w * y];
uint32_t const x_0_y_1 = values[x + w * lower_y];
uint32_t const x_1_y_1 = values[right_x + w * lower_y];
// calculate the in-between values
uint32_t x_new =
x_0_y_0 / 2 + x_1_y_0 / 2 +
static_cast<uint32_t>(ele_fac * rng.rand() - ele_fac * kAverageElevation);
uint32_t y_new =
x_0_y_0 / 2 + x_0_y_1 / 2 +
static_cast<uint32_t>(ele_fac * rng.rand() - ele_fac * kAverageElevation);
uint32_t xy_new =
x_0_y_0 / 4 + x_1_y_1 / 4 + x_1_y_0 / 4 + x_0_y_1 / 4 +
static_cast<uint32_t>(ele_fac * rng.rand() - ele_fac * kAverageElevation);
values[x + step_x / 2 + w * (y)] = x_new;
values[x + step_x / 2 + w * (y + step_y / 2)] = xy_new;
values[x + w * (y + step_y / 2)] = y_new;
// see if we have got a new min or max value
if (x_new > max)
max = x_new;
if (y_new > max)
max = y_new;
if (xy_new > max)
max = xy_new;
if (x_new < min)
min = x_new;
if (y_new < min)
min = y_new;
if (xy_new < min)
min = xy_new;
}
}
// preparations for the next iteration
if (step_y == 2 && step_x == 2)
end = true;
step_x /= 2;
step_y /= 2;
if (step_x <= 1)
step_x = 2;
if (step_y <= 1)
step_y = 2;
ele_fac *= 0.9;
}
// make a histogram of the heights
uint32_t histo[1024];
for (uint32_t x = 0; x < 1024; ++x)
histo[x] = 0;
for (uint32_t x = 0; x < w; ++x)
for (uint32_t y = 0; y < h; ++y) {
values[x + y * w] =
((static_cast<double>(values[x + y * w] - min)) / static_cast<double>(max - min)) *
kMaxElevation;
++histo[values[x + y * w] >> 22];
}
// sort the histo out
double minVals[1024];
double currVal = 0.0;
for (uint32_t x = 0; x < 1024; ++x) {
minVals[x] = currVal;
currVal += static_cast<double>(histo[x]) / static_cast<double>(numFields);
}
// Adjust the heights so that all height values are equal of density.
// This is done to have reliable water/land ratio later on.
for (uint32_t x = 0; x < w; ++x)
for (uint32_t y = 0; y < h; ++y)
values[x + y * w] =
minVals[values[x + y * w] >> 22] * static_cast<double>(kMaxElevation);
return values;
} catch (...) {
delete[] values;
throw;
}
NEVER_HERE();
}
/**
* Figures out terrain info for a field in a random map.
*
* \param map_gen_info_ Map generator information used to translate
* random values to height information (world-
* specific info).
* \param x, y First coordinate of the current triangle.
* \param x1, y1 Second coordinate of the current triangle.
* \param x2, y2 Third coordinate of the current triangle.
* \param random2 Random array for generating different
* terrain types on land.
* \param random3 Random array for generating different
* terrain types on land.
* \param random4 Random array for wasteland generation.
* \param h1, h2, h3 Map height information for the three triangle coords.
* \param mapInfo Information about the random map currently
* being created (map specific info).
* \param rng The random number generator to be used.
* This will mostly be the current rng of the random map
* currently being created.
* \param terrType Returns the terrain type for this triangle.
*/
DescriptionIndex MapGenerator::figure_out_terrain(uint32_t* const random2,
uint32_t* const random3,
uint32_t* const random4,
const Coords& c0,
const Coords& c1,
const Coords& c2,
uint32_t const h1,
uint32_t const h2,
uint32_t const h3,
RNG& rng,
MapGenAreaInfo::MapGenTerrainType& terrType) {
uint32_t numLandAreas = map_gen_info_->get_num_areas(MapGenAreaInfo::atLand);
uint32_t const numWasteLandAreas = map_gen_info_->get_num_areas(MapGenAreaInfo::atWasteland);
bool isDesert = false;
bool isDesertOuter = false;
uint32_t landAreaIndex = 0;
uint32_t rand2 = random2[c0.x + map_info_.w * c0.y] / 3 +
random2[c1.x + map_info_.w * c1.y] / 3 + random2[c2.x + map_info_.w * c2.y] / 3;
uint32_t rand3 = random3[c0.x + map_info_.w * c0.y] / 3 +
random3[c1.x + map_info_.w * c1.y] / 3 + random3[c2.x + map_info_.w * c2.y] / 3;
uint32_t rand4 = random4[c0.x + map_info_.w * c0.y] / 3 +
random4[c1.x + map_info_.w * c1.y] / 3 + random4[c2.x + map_info_.w * c2.y] / 3;
// At first we figure out if it is wasteland or not.
if (numWasteLandAreas == 0) {
} else if (numWasteLandAreas == 1) {
if (rand4 < (kAverageElevation * map_info_.wastelandRatio)) {
numLandAreas = numWasteLandAreas;
isDesert = true;
isDesertOuter = rand4 > (kAverageElevation * map_info_.wastelandRatio / 4) * 3;
landAreaIndex = 0;
}
} else {
if (rand4 < (kAverageElevation * map_info_.wastelandRatio * 0.5)) {
numLandAreas = numWasteLandAreas;
isDesert = true;
isDesertOuter = rand4 > (kAverageElevation * map_info_.wastelandRatio * 0.5 / 4) * 3;
landAreaIndex = 0;
} else if (rand4 > (kMaxElevation - kAverageElevation * map_info_.wastelandRatio * 0.5)) {
numLandAreas = numWasteLandAreas;
isDesert = true;
isDesertOuter = rand4 < 1 - kAverageElevation * map_info_.wastelandRatio * 0.5 / 4 * 3;
landAreaIndex = 1;
}
}
MapGenAreaInfo::MapGenAreaType atp = MapGenAreaInfo::atLand;
MapGenAreaInfo::MapGenTerrainType ttp = MapGenAreaInfo::ttLandLand;
if (!isDesert) { // see what kind of land it is
if (numLandAreas == 1)
landAreaIndex = 0;
else if (numLandAreas == 2) {
uint32_t const weight1 = map_gen_info_->get_area(MapGenAreaInfo::atLand, 0).get_weight();
uint32_t const weight2 = map_gen_info_->get_area(MapGenAreaInfo::atLand, 1).get_weight();
uint32_t const sum = map_gen_info_->get_sum_land_weight();
if (weight1 * (random2[c0.x + map_info_.w * c0.y] / sum) >=
weight2 * (kAverageElevation / sum))
landAreaIndex = 0;
else
landAreaIndex = 1;
} else {
uint32_t const weight1 = map_gen_info_->get_area(MapGenAreaInfo::atLand, 0).get_weight();
uint32_t const weight2 = map_gen_info_->get_area(MapGenAreaInfo::atLand, 1).get_weight();
uint32_t const weight3 = map_gen_info_->get_area(MapGenAreaInfo::atLand, 2).get_weight();
uint32_t const sum = map_gen_info_->get_sum_land_weight();
uint32_t const randomX = (rand2 + rand3) / 2;
if (weight1 * (rand2 / sum) > weight2 * (rand3 / sum) &&
weight1 * (rand2 / sum) > weight3 * (randomX / sum))
landAreaIndex = 0;
else if (weight2 * (rand3 / sum) > weight1 * (rand2 / sum) &&
weight2 * (rand3 / sum) > weight3 * (randomX / sum))
landAreaIndex = 1;
else
landAreaIndex = 2;
}
atp = MapGenAreaInfo::atLand;
ttp = MapGenAreaInfo::ttLandLand;
} else {
atp = MapGenAreaInfo::atWasteland;
ttp = MapGenAreaInfo::ttWastelandInner;
}
// see whether it is water
uint32_t const coast_h = map_gen_info_->get_land_coast_height();
if (h1 <= coast_h && h2 <= coast_h && h3 <= coast_h) { // water or coast...
atp = MapGenAreaInfo::atLand;
ttp = MapGenAreaInfo::ttLandCoast;
uint32_t const ocean_h = map_gen_info_->get_water_ocean_height();
uint32_t const shelf_h = map_gen_info_->get_water_shelf_height();
uint32_t const shallow_h = map_gen_info_->get_water_shallow_height();
// TODO(unknown): The heights can not be lower than water-Shallow --
// there will never be an ocean yet
if (h1 <= ocean_h && h2 <= ocean_h && h3 <= ocean_h) {
atp = MapGenAreaInfo::atWater;
ttp = MapGenAreaInfo::ttWaterOcean;
} else if (h1 <= shelf_h && h2 <= shelf_h && h3 <= shelf_h) {
atp = MapGenAreaInfo::atWater;
ttp = MapGenAreaInfo::ttWaterShelf;
} else if (h1 <= shallow_h && h2 <= shallow_h && h3 <= shallow_h) {
atp = MapGenAreaInfo::atWater;
ttp = MapGenAreaInfo::ttWaterShallow;
}
} else { // it is not water
uint32_t const upper_h = map_gen_info_->get_land_upper_height();
uint32_t const foot_h = map_gen_info_->get_mountain_foot_height();
uint32_t const mount_h = map_gen_info_->get_mountain_height();
uint32_t const snow_h = map_gen_info_->get_snow_height();
if (h1 >= snow_h && h2 >= snow_h && h3 >= snow_h) {
atp = MapGenAreaInfo::atMountains;
ttp = MapGenAreaInfo::ttMountainsSnow;
} else if (h1 >= mount_h && h2 >= mount_h && h3 >= mount_h) {
atp = MapGenAreaInfo::atMountains;
ttp = MapGenAreaInfo::ttMountainsMountain;
} else if (h1 >= foot_h && h2 >= foot_h && h3 >= foot_h) {
atp = MapGenAreaInfo::atMountains;
ttp = MapGenAreaInfo::ttMountainsFoot;
} else if (h1 >= upper_h && h2 >= upper_h && h3 >= upper_h) {
atp = MapGenAreaInfo::atLand;
ttp = MapGenAreaInfo::ttLandUpper;
}
}
// Aftermath for land/Wasteland.
uint32_t usedLandIndex = landAreaIndex;
if (atp != MapGenAreaInfo::atLand && atp != MapGenAreaInfo::atWasteland)
usedLandIndex = 0;
else if (isDesert) {
atp = MapGenAreaInfo::atWasteland;
ttp = ttp == MapGenAreaInfo::ttLandCoast || isDesertOuter ? MapGenAreaInfo::ttWastelandOuter :
MapGenAreaInfo::ttWastelandInner;
}
// Return terrain type
terrType = ttp;
// Figure out which terrain to use at this point in the map...
return map_gen_info_->get_area(atp, usedLandIndex)
.get_terrain(
ttp, rng.rand() % map_gen_info_->get_area(atp, usedLandIndex).get_num_terrains(ttp));
}
void MapGenerator::create_random_map() {
// Init random number generator with map number
// We will use our own random number generator here so we do not influence
// someone else...
RNG rng;
rng.seed(map_info_.mapNumber);
// Create a "raw" random elevation matrix.
// We will transform this into reasonable elevations and terrains later on.
std::unique_ptr<uint32_t[]> elevations(generate_random_value_map(map_info_.w, map_info_.h, rng));
// for land stuff
std::unique_ptr<uint32_t[]> random2(generate_random_value_map(map_info_.w, map_info_.h, rng));
std::unique_ptr<uint32_t[]> random3(generate_random_value_map(map_info_.w, map_info_.h, rng));
// for desert/land
std::unique_ptr<uint32_t[]> random4(generate_random_value_map(map_info_.w, map_info_.h, rng));
// for resources
std::unique_ptr<uint32_t[]> random_rsrc_1(
generate_random_value_map(map_info_.w, map_info_.h, rng));
std::unique_ptr<uint32_t[]> random_rsrc_2(
generate_random_value_map(map_info_.w, map_info_.h, rng));
std::unique_ptr<uint32_t[]> random_rsrc_3(
generate_random_value_map(map_info_.w, map_info_.h, rng));
std::unique_ptr<uint32_t[]> random_rsrc_4(
generate_random_value_map(map_info_.w, map_info_.h, rng));
// for bobs
std::unique_ptr<std::unique_ptr<uint32_t[]>[]> random_bobs(
new std::unique_ptr<uint32_t[]>[map_gen_info_->get_num_land_resources()]);
for (size_t ix = 0; ix < map_gen_info_->get_num_land_resources(); ++ix)
random_bobs[ix].reset(generate_random_value_map(map_info_.w, map_info_.h, rng));
// Now we have generated a lot of random data!!
// Lets use it !!!
iterate_Map_FCoords(map_, map_info_, fc) fc.field->set_height(
make_node_elevation(static_cast<double>(elevations[fc.x + map_info_.w * fc.y]) /
static_cast<double>(kMaxElevation),
fc));
// Now lets set the terrain right according to the heights.
iterate_Map_FCoords(map_, map_info_, fc) {
// Calculate coordinates of left and bottom left neighbours of the
// current node.
// ... Treat "even" and "uneven" row numbers differently
uint32_t const x_dec = fc.y % 2 == 0;
uint32_t right_x = fc.x + 1;
uint32_t lower_y = fc.y + 1;
uint32_t lower_x = fc.x - x_dec;
uint32_t lower_right_x = fc.x - x_dec + 1;
if (lower_x > map_info_.w)
lower_x += map_info_.w;
if (right_x >= map_info_.w)
right_x -= map_info_.w;
if (lower_x >= map_info_.w)
lower_x -= map_info_.w;
if (lower_right_x >= map_info_.w)
lower_right_x -= map_info_.w;
if (lower_y >= map_info_.h)
lower_y -= map_info_.h;
// get the heights of my neighbour nodes and of my current node
uint8_t height_x0_y0 = fc.field->get_height();
uint8_t height_x1_y0 = map_[Coords(right_x, fc.y)].get_height();
uint8_t height_x0_y1 = map_[Coords(lower_x, lower_y)].get_height();
uint8_t height_x1_y1 = map_[Coords(lower_right_x, lower_y)].get_height();
MapGenAreaInfo::MapGenTerrainType terrType;
fc.field->set_terrain_d(figure_out_terrain(
random2.get(), random3.get(), random4.get(), fc, Coords(lower_x, lower_y),
Coords(lower_right_x, lower_y), height_x0_y0, height_x0_y1, height_x1_y1, rng, terrType));
fc.field->set_terrain_r(figure_out_terrain(
random2.get(), random3.get(), random4.get(), fc, Coords(right_x, fc.y),
Coords(lower_right_x, lower_y), height_x0_y0, height_x1_y0, height_x1_y1, rng, terrType));
// set resources for this field
generate_resources(
random_rsrc_1.get(), random_rsrc_2.get(), random_rsrc_3.get(), random_rsrc_4.get(), fc);
// set bobs and immovables for this field
generate_bobs(random_bobs.get(), fc, rng, terrType);
}
// Aftermaths...
map_.recalc_whole_map(egbase_.world());
// Care about players and place their start positions
const std::string tribe = map_.get_scenario_player_tribe(1);
const std::string ai = map_.get_scenario_player_ai(1);
map_.set_nrplayers(map_info_.numPlayers);
FindNodeSize functor(FindNodeSize::sizeBig);
Coords playerstart(-1, -1);
// Build a basic structure how player start positions are placed
uint8_t line[3];
uint8_t rows = 1, lines = 1;
if (map_info_.numPlayers > 1) {
++lines;
if (map_info_.numPlayers > 2) {
++rows;
if (map_info_.numPlayers > 4) {
++lines;
if (map_info_.numPlayers > 6) {
++rows;
}
}
}
}
line[0] = line[1] = line[2] = rows;
if (rows * lines > map_info_.numPlayers) {
--line[1];
if (rows * lines - 1 > map_info_.numPlayers)
--line[2];
}
// Random placement of starting positions
assert(map_info_.numPlayers);
std::vector<PlayerNumber> pn(map_info_.numPlayers);
for (PlayerNumber n = 1; n <= map_info_.numPlayers; ++n) {
bool okay = false;
// This is a kinda dump algorithm -> we generate a random number and increase it until it
// fits.
// However it's working and simple ;) - if you've got a better idea, feel free to fix it.
PlayerNumber x = rng.rand() % map_info_.numPlayers;
while (!okay) {
okay = true;
++x; // PlayerNumber begins at 1 not at 0
for (PlayerNumber p = 1; p < n; ++p) {
if (pn[p - 1] == x) {
okay = false;
x = x % map_info_.numPlayers;
break;
}
}
}
pn[n - 1] = x;
}
for (PlayerNumber n = 1; n <= map_info_.numPlayers; ++n) {
// Set scenario information - needed even if it's not a scenario
map_.set_scenario_player_name(n, _("Random Player"));
map_.set_scenario_player_tribe(n, tribe);
map_.set_scenario_player_ai(n, ai);
map_.set_scenario_player_closeable(n, false);
// Calculate wished coords for player starting position
if (line[0] + 1 > pn[n - 1]) {
// X-Coordinates
playerstart.x = map_info_.w * (line[0] * line[0] + 1 - pn[n - 1] * pn[n - 1]);
playerstart.x /= line[0] * line[0] + 1;
// Y-Coordinates
if (lines == 1)
playerstart.y = map_info_.h / 2;
else
playerstart.y = map_info_.h / 7 + kIslandBorder;
} else if (line[0] + line[1] + 1 > pn[n - 1]) {
// X-Coordinates
uint8_t pos = pn[n - 1] - line[0];
playerstart.x = map_info_.w;
playerstart.x *= line[1] * line[1] + 1 - pos * pos;
playerstart.x /= line[1] * line[1] + 1;
// Y-Coordinates
if (lines == 3)
playerstart.y = map_info_.h / 2;
else
playerstart.y = map_info_.h - map_info_.h / 7 - kIslandBorder;
} else {
// X-Coordinates
uint8_t pos = pn[n - 1] - line[0] - line[1];
playerstart.x = map_info_.w;
playerstart.x *= line[2] * line[2] + 1 - pos * pos;
playerstart.x /= line[2] * line[2] + 1;
// Y-Coordinates
playerstart.y = map_info_.h - map_info_.h / 7 - kIslandBorder;
}
// Now try to find a place as near as possible to the wished
// starting position
std::vector<Coords> coords;
map_.find_fields(Area<FCoords>(map_.get_fcoords(playerstart), 20), &coords, functor);
// Take the nearest ones
uint32_t min_distance = 0;
Coords coords2;
for (uint16_t i = 0; i < coords.size(); ++i) {
uint32_t test = map_.calc_distance(coords[i], playerstart);
if (test < min_distance) {
min_distance = test;
coords2 = coords[i];
}
}
if (coords.empty()) {
// TODO(unknown): inform players via popup
log("WARNING: Could not find a suitable place for player %u\n", n);
// Let's hope that one is at least on dry ground.
coords2 = playerstart;
}
// Remove coordinates if they are an illegal starting position.
if (coords2.x < 0 || coords2.x > map_.get_width() - 1 || coords2.y < 0 ||
coords2.y > map_.get_height() - 1) {
// TODO(GunChleoc): If we check for buildcaps here, this always fails.
// we should bulldoze a bit of terrain to increase the chance that starting positions
// do not fail:
// map_.get_fcoords(coords2).field->nodecaps() & Widelands::BUILDCAPS_SIZEMASK
// != Widelands::BUILDCAPS_BIG)
log("WARNING: Player %u has no starting position - illegal coordinates (%d, %d).\n", n,
coords2.x, coords2.y);
coords2 = Coords(-1, -1);
}
// Finally set the found starting position
map_.set_starting_pos(n, coords2);
}
}
/**
* Converts a character out of a mapId-String into an integer value.
* Valid characters are 'a'-'z' (or 'A'-'Z') and '2'-'9'. 'i' and 'o'
* (or 'I' and 'O') are not valid.
* The character is treated case-insensitive.
*
* \param ch Character to convert.
* \return The resulting number (0-31) or -1 if the character
* was no legal character.
*/
int UniqueRandomMapInfo::map_id_char_to_number(char ch) {
if ((ch == '0') || (ch == 'o') || (ch == 'O'))
return 22;
else if ((ch == '1') || (ch == 'l') || (ch == 'L') || (ch == 'I') || (ch == 'i') ||
(ch == 'J') || (ch == 'j'))
return 23;
else if (ch >= 'A' && ch < 'O') {
char res = ch - 'A';
if (ch > 'I')
--res;
if (ch > 'J')
--res;
if (ch > 'L')
--res;
if (ch > 'O')
--res;
return res;
} else if (ch >= 'a' && ch <= 'z') {
char res = ch - 'a';
if (ch > 'i')
--res;
if (ch > 'j')
--res;
if (ch > 'l')
--res;
if (ch > 'o')
--res;
return res;
} else if (ch >= '2' && ch <= '9')
return 24 + ch - '2';
return -1;
}
/**
* Converts an integer number (0-31) to a characted usable in
* a map id string.
*
* \param num Number to convert.
* \return The converted value as a character.
*/
char UniqueRandomMapInfo::map_id_number_to_char(int32_t const num) {
if (num == 22)
return '0';
else if (num == 23)
return '1';
else if ((0 <= num) && (num < 22)) {
char result = num + 'a';
if (result >= 'i')
++result;
if (result >= 'j')
++result;
if (result >= 'l')
++result;
if (result >= 'o')
++result;
return result;
} else if ((24 <= num) && (num < 32))
return (num - 24) + '2';
else
return '?';
}
/**
* Fills a UniqueRandomMapInfo structure from a given map ID string.
*
* \param mapIdString Map ID string.
* \param mapInfo_out UniqueRandomMapInfo structure to be filled.
* \param world_names List of valid world names to check against.
*
* \return True if the map ID string was valid, false otherwise.
*/
bool UniqueRandomMapInfo::set_from_id_string(UniqueRandomMapInfo& mapInfo_out,
const std::string& mapIdString,
const std::vector<std::string>& world_names) {
// check string
if (mapIdString.length() != kMapIdDigits + kMapIdDigits / 4 - 1)
return false;
for (uint32_t ix = 4; ix < kMapIdDigits; ix += 5)
if (mapIdString[ix] != '-')
return false;
// convert digits to values
int32_t nums[kMapIdDigits];
for (uint32_t ix = 0; ix < kMapIdDigits; ++ix) {
int const num = map_id_char_to_number(mapIdString[ix + (ix / 4)]);
if (num < 0)
return false;
nums[ix] = num;
}
// get xxor start value
int32_t xorr = nums[kMapIdDigits - 1];
for (int32_t ix = kMapIdDigits - 1; ix >= 0; --ix) {
nums[ix] = nums[ix] ^ xorr;
xorr -= 7;
xorr -= ix;
if (xorr < 0)
xorr &= 0x0000001f;
}
// check if xxor was right
if (nums[kMapIdDigits - 1])
return false;
// check if version number is 1
if (nums[kMapIdDigits - 2] != 1)
return false;
// check if csm is right
if (nums[kMapIdDigits - 3] != 0x15)
return false;
// convert map number
mapInfo_out.mapNumber = (nums[0]) | (nums[1] << 5) | (nums[2] << 10) | (nums[3] << 15) |
(nums[4] << 20) | (nums[5] << 25) | ((nums[6] & 3) << 30);
// Convert amount of resources
mapInfo_out.resource_amount =
static_cast<Widelands::UniqueRandomMapInfo::ResourceAmount>((nums[6] & 0xc) >> 2);
if (mapInfo_out.resource_amount > Widelands::UniqueRandomMapInfo::raHigh)
return false;
// Convert map size
mapInfo_out.w = nums[7] * 16 + 64;
mapInfo_out.h = nums[8] * 16 + 64;
// Convert water percent
mapInfo_out.waterRatio = static_cast<double>(nums[9]) / 20.0;
// Convert land percent
mapInfo_out.landRatio = static_cast<double>(nums[10]) / 20.0;
// Convert wasteland percent
mapInfo_out.wastelandRatio = static_cast<double>(nums[11]) / 20.0;
// Number of players
mapInfo_out.numPlayers = nums[12];
// Island mode
mapInfo_out.islandMode = (nums[13] == 1) ? true : false;
// World name hash
uint16_t world_name_hash = (nums[14]) | (nums[15] << 5) | (nums[16] << 10) | (nums[17] << 15);
for (const std::string& world_name : world_names) {
if (generate_world_name_hash(world_name) == world_name_hash) {
mapInfo_out.world_name = world_name;
return true;
}
}
return false; // No valid world name found
}
/**
* Generates an ID-String for map generation.
* The ID-String is an encoded version of the
* information in a UniqueMapInfo structure.
* Thus, the ID_String will contain all info
* necessary to re-create a given random map.
*
* \param mapIdsString_out Output buffer for the resulting map ID string.
* \param mapInfo Information about the random map currently being
* created (map specific info).
*/
void UniqueRandomMapInfo::generate_id_string(std::string& mapIdsString_out,
const UniqueRandomMapInfo& mapInfo) {
// Init
assert(mapInfo.w <= 560);
assert(mapInfo.h <= 560);
assert(mapInfo.waterRatio >= 0.0);
assert(mapInfo.waterRatio <= 1.0);
assert(mapInfo.landRatio >= 0.0);
assert(mapInfo.landRatio <= 1.0);
assert(mapInfo.wastelandRatio >= 0.0);
assert(mapInfo.wastelandRatio <= 1.0);
assert(mapInfo.resource_amount <= Widelands::UniqueRandomMapInfo::raHigh);
mapIdsString_out = "";
int32_t nums[kMapIdDigits];
for (uint32_t ix = 0; ix < kMapIdDigits; ++ix)
nums[ix] = 0;
// Generate world name hash
uint16_t nameHash = generate_world_name_hash(mapInfo.world_name);
// Convert map random number
nums[0] = mapInfo.mapNumber & 31;
nums[1] = (mapInfo.mapNumber >> 5) & 31;
nums[2] = (mapInfo.mapNumber >> 10) & 31;
nums[3] = (mapInfo.mapNumber >> 15) & 31;
nums[4] = (mapInfo.mapNumber >> 20) & 31;
nums[5] = (mapInfo.mapNumber >> 25) & 31;
nums[6] = (mapInfo.mapNumber >> 30) & 3;
// Convert amount of resources
nums[6] |= (mapInfo.resource_amount & 3) << 2;
// Convert width
nums[7] = (mapInfo.w - 64) / 16;
// Convert height
nums[8] = (mapInfo.h - 64) / 16;
// Convert water percent
nums[9] = (mapInfo.waterRatio + 0.025) * 20.0;
// Convert land percent
nums[10] = (mapInfo.landRatio + 0.025) * 20.0;
// Convert wasteland percent
nums[11] = (mapInfo.wastelandRatio + 0.025) * 20.0;
// Set number of islands
nums[12] = mapInfo.numPlayers;
// Island mode
nums[13] = mapInfo.islandMode ? 1 : 0;
// World name hash (16 bit)
nums[14] = nameHash & 31;
nums[15] = (nameHash >> 5) & 31;
nums[16] = (nameHash >> 10) & 31;
nums[17] = (nameHash >> 15) & 1;
// Set id csm
nums[kMapIdDigits - 3] = 0x15;
// Set id version number
nums[kMapIdDigits - 2] = 0x01;
// Last number intentionally left blank
nums[kMapIdDigits - 1] = 0x00;
// Nox xor everything
// This lets it look better
// Every change in a digit will result in a complete id change
int32_t xorr = 0x0a;
for (uint32_t ix = 0; ix < kMapIdDigits; ++ix)
xorr = xorr ^ nums[ix];
for (int32_t ix = kMapIdDigits - 1; ix >= 0; --ix) {
nums[ix] = nums[ix] ^ xorr;
xorr -= 7;
xorr -= ix;
if (xorr < 0)
xorr &= 0x0000001f;
}
// translate it to ASCII
for (uint32_t ix = 0; ix < kMapIdDigits; ++ix) {
mapIdsString_out += map_id_number_to_char(nums[ix]);
if (ix % 4 == 3 && ix != kMapIdDigits - 1)
mapIdsString_out += "-";
}
}
uint16_t Widelands::UniqueRandomMapInfo::generate_world_name_hash(const std::string& name) {
// This is only a simple digest algorithm. Thats enough for our purposes.
uint16_t hash = 0xa5a5;
int32_t posInHash = 0;
for (size_t idx = 0; idx < name.size(); idx++) {
hash ^= static_cast<uint8_t>(name[idx] & 0xff) << posInHash;
posInHash ^= 8;
}
hash ^= (name.size() & 0xff) << 4;
return hash;
}
// TODO(unknown): Also take mountain and water areas into bob generation
// (we have ducks and chamois)
// TODO(unknown): Define the "none"-bob to weigh other bobs lower within BobCategory...
// TODO(unknown): MapGen: Bob generation, configurable in mapgenconf
// TODO(unknown): MapGen: Resource generation, configurable in mapgenconf
// TODO(unknown): MapGen: Check out sample map
// TODO(unknown): MapGen: How to handle height profile in make_blah...
}
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