move teambuilder to its own file
This commit is contained in:
parent
f9b32d375e
commit
663494f661
4 changed files with 329 additions and 293 deletions
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@ -1000,6 +1000,7 @@
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<Unit filename="..\..\src\syncmp_handler.hpp" />
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<Unit filename="..\..\src\team.cpp" />
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<Unit filename="..\..\src\team.hpp" />
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<Unit filename="..\..\src\teambuilder.hpp" />
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<Unit filename="..\..\src\terrain.cpp" />
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<Unit filename="..\..\src\terrain.hpp" />
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<Unit filename="..\..\src\terrain_filter.cpp" />
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@ -21052,6 +21052,10 @@
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RelativePath="..\..\src\team.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\teambuilder.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\terrain.cpp"
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>
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@ -21,7 +21,6 @@
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#include "gamestatus.hpp"
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#include "actions/create.hpp"
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#include "carryover.hpp"
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#include "filesystem.hpp"
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#include "formula_string_utils.hpp"
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@ -36,6 +35,7 @@
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#include "serialization/binary_or_text.hpp"
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#include "statistics.hpp"
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#include "team.hpp"
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#include "teambuilder.hpp"
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#include "unit.hpp"
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#include "unit_id.hpp"
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#include "wesconfig.h"
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@ -62,12 +62,6 @@ static lg::log_domain log_engine("engine");
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#define LOG_NG LOG_STREAM(info, log_engine)
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#define DBG_NG LOG_STREAM(debug, log_engine)
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static lg::log_domain log_engine_tc("engine/team_construction");
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#define ERR_NG_TC LOG_STREAM(err, log_engine_tc)
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#define WRN_NG_TC LOG_STREAM(warn, log_engine_tc)
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#define LOG_NG_TC LOG_STREAM(info, log_engine_tc)
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#define DBG_NG_TC LOG_STREAM(debug, log_engine_tc)
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static lg::log_domain log_enginerefac("enginerefac");
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#define LOG_RG LOG_STREAM(info, log_enginerefac)
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@ -75,292 +69,6 @@ static lg::log_domain log_enginerefac("enginerefac");
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/// The default difficulty setting for campaigns.
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const std::string DEFAULT_DIFFICULTY("NORMAL");
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class team_builder {
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public:
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team_builder(const config& side_cfg,
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const std::string &save_id, std::vector<team>& teams,
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const config& level, gamemap& map, unit_map& units,
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const config &starting_pos)
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: gold_info_ngold_(0)
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, leader_configs_()
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, level_(level)
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, map_(map)
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, player_exists_(false)
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, save_id_(save_id)
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, seen_ids_()
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, side_(0)
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, side_cfg_(side_cfg)
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, starting_pos_(starting_pos)
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, t_(NULL)
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, teams_(teams)
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, unit_configs_()
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, units_(units)
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{
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}
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void build_team_stage_one()
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{
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//initialize the context variables and flags, find relevant tags, set up everything
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init();
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//find out the correct qty of gold and handle gold carryover.
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gold();
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//create a new instance of team and push it to back of resources::teams vector
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new_team();
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assert(t_!=NULL);
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//set team objectives if necessary
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objectives();
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// If the game state specifies additional units that can be recruited by the player, add them.
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previous_recruits();
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//place leader
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leader();
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//prepare units, populate obvious recall lists elements
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prepare_units();
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}
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void build_team_stage_two()
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{
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//place units
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//this is separate stage because we need to place units only after every other team is constructed
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place_units();
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}
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protected:
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int gold_info_ngold_;
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std::deque<config> leader_configs_;
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const config &level_;
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gamemap &map_;
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bool player_exists_;
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const std::string save_id_;
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std::set<std::string> seen_ids_;
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int side_;
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const config &side_cfg_;
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const config &starting_pos_;
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team *t_;
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std::vector<team> &teams_;
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std::vector<const config*> unit_configs_;
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unit_map &units_;
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void log_step(const char *s) const
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{
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LOG_NG_TC << "team "<<side_<<" construction: "<< s << std::endl;
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}
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void init()
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{
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side_ = side_cfg_["side"].to_int(1);
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if (side_ == 0) // Otherwise falls into the next error, with a very confusing message
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throw config::error("Side number 0 encountered. Side numbers start at 1");
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if (unsigned(side_ - 1) >= teams_.size()) {
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std::stringstream ss;
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ss << "Side number " << side_ << " higher than number of sides (" << teams_.size() << ")";
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throw config::error(ss.str());
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}
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if (teams_[side_ - 1].side() != 0) {
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std::stringstream ss;
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ss << "Duplicate definition of side " << side_;
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throw config::error(ss.str());
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}
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t_ = &teams_[side_ - 1];
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log_step("init");
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//track whether a [player] tag with persistence information exists (in addition to the [side] tag)
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player_exists_ = false;
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if(map_.empty()) {
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throw game::load_game_failed("Map not found");
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}
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DBG_NG_TC << "save id: "<< save_id_ <<std::endl;
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DBG_NG_TC << "snapshot: "<< (player_exists_ ? "true" : "false") <<std::endl;
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unit_configs_.clear();
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seen_ids_.clear();
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}
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void gold()
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{
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log_step("gold");
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gold_info_ngold_ = side_cfg_["gold"];
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DBG_NG_TC << "set gold to '" << gold_info_ngold_ << "'\n";
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//DBG_NG_TC << "set gold add flag to '" << gold_info_add_ << "'\n";
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}
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void new_team()
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{
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log_step("new team");
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t_->build(side_cfg_, map_, gold_info_ngold_);
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//t_->set_gold_add(gold_info_add_);
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}
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void objectives()
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{
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log_step("objectives");
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// If this team has no objectives, set its objectives
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// to the level-global "objectives"
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if (t_->objectives().empty())
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t_->set_objectives(level_["objectives"], false);
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}
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void previous_recruits()
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{
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log_step("previous recruits");
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// If the game state specifies units that
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// can be recruited for the player, add them.
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if (!side_cfg_) return;
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if (const config::attribute_value *v = side_cfg_.get("previous_recruits")) {
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BOOST_FOREACH(const std::string &rec, utils::split(*v)) {
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DBG_NG_TC << "adding previous recruit: " << rec << '\n';
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t_->add_recruit(rec);
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}
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}
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}
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void handle_unit(const config &u, const char *origin)
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{
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DBG_NG_TC
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<< "unit from "<<origin
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<< ": type=["<<u["type"]
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<< "] id=["<<u["id"]
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<< "] placement=["<<u["placement"]
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<< "] x=["<<u["x"]
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<< "] y=["<<u["y"]
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<<"]"<< std::endl;
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const std::string &id = u["id"];
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if (!id.empty()) {
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if ( seen_ids_.find(id)!=seen_ids_.end() ) {
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//seen before
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config u_tmp = u;
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u_tmp["side"] = str_cast(side_);
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t_->recall_list().add(UnitPtr(new unit(u_tmp,true)));
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} else {
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//not seen before
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unit_configs_.push_back(&u);
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seen_ids_.insert(id);
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}
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} else {
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unit_configs_.push_back(&u);
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}
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}
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void handle_leader(const config &leader)
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{
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// Make a persistent copy of the config.
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leader_configs_.push_back(leader);
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config & stored = leader_configs_.back();
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// Remove the attributes used to define a side.
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BOOST_FOREACH( const std::string & attr , team::attributes) {
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stored.remove_attribute(attr);
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}
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// Provide some default values, if not specified.
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config::attribute_value &a1 = stored["canrecruit"];
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if (a1.blank()) a1 = true;
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config::attribute_value &a2 = stored["placement"];
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if (a2.blank()) a2 = "map,leader";
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// Add the leader to the list of units to create.
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handle_unit(stored, "leader_cfg");
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}
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void leader()
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{
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log_step("leader");
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// If this side tag describes the leader of the side, we can simply add it to front of unit queue
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// there was a hack: if this side tag describes the leader of the side,
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// we may replace the leader with someone from recall list who can recruit, but take positioning from [side]
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// this hack shall be removed, since it messes up with 'multiple leaders'
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// If this side tag describes the leader of the side
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if (!side_cfg_["no_leader"].to_bool() && side_cfg_["controller"] != "null") {
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if (side_cfg_["type"] == "random") {
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std::vector<std::string> types = utils::split(side_cfg_["random_leader"]);
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if (types.empty())
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types = utils::split(side_cfg_["leader"]);
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if (types.empty()) {
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utils::string_map i18n_symbols;
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i18n_symbols["faction"] = side_cfg_["name"];
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throw config::error(vgettext("Unable to find a leader type for faction $faction", i18n_symbols));
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}
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const int choice = rand() % types.size();
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config leader = side_cfg_;
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leader["type"] = types[choice];
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handle_leader(leader);
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} else
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handle_leader(side_cfg_);
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}
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BOOST_FOREACH(const config &l, side_cfg_.child_range("leader")) {
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handle_leader(l);
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}
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}
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void prepare_units()
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{
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//if this is a start-of-scenario save then playcampaign.cpp merged
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//units in [replay_start][side] merged with [side] already
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//units that are in '[scenario][side]' are 'first'
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//for create-or-recall semantics to work: for each unit with non-empty
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//id, unconditionally put OTHER, later, units with same id directly to
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//recall list, not including them in unit_configs_
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BOOST_FOREACH(const config &su, side_cfg_.child_range("unit")) {
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handle_unit(su, "side_cfg");
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}
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}
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void place_units()
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{
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log_step("place units");
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unit_creator uc(*t_,map_.starting_position(side_));
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uc
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.allow_add_to_recall(true)
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.allow_discover(true)
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.allow_get_village(true)
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.allow_invalidate(false)
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.allow_rename_side(true)
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.allow_show(false);
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BOOST_FOREACH(const config *u, unit_configs_) {
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uc.add_unit(*u);
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}
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// Find the first leader and use its name as the player name.
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unit_map::iterator u = resources::units->find_first_leader(t_->side());
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if ((u != resources::units->end()) && t_->current_player().empty())
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t_->set_current_player(u->name());
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}
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};
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game_data::game_data()
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: scoped_variables()
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, last_selected(map_location::null_location())
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323
src/teambuilder.hpp
Normal file
323
src/teambuilder.hpp
Normal file
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@ -0,0 +1,323 @@
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/*
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Copyright (C) 2014 by Chris Beck <render787@gmail.com>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef INCL_TEAMBUILDER_HPP_
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#define INCL_TEAMBUILDER_HPP_
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#include "actions/create.hpp"
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#include "config.hpp"
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#include "game_board.hpp"
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#include "log.hpp"
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#include "map.hpp"
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#include "team.hpp"
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#include "unit.hpp"
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#include "unit_map.hpp"
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#include <boost/foreach.hpp>
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#include <deque>
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#include <vector>
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static lg::log_domain log_engine_tc("engine/team_construction");
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#define ERR_NG_TC LOG_STREAM(err, log_engine_tc)
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#define WRN_NG_TC LOG_STREAM(warn, log_engine_tc)
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#define LOG_NG_TC LOG_STREAM(info, log_engine_tc)
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#define DBG_NG_TC LOG_STREAM(debug, log_engine_tc)
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class team_builder {
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public:
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team_builder(const config& side_cfg,
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const std::string &save_id, std::vector<team>& teams,
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const config& level, gamemap& map, unit_map& units,
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const config &starting_pos)
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: gold_info_ngold_(0)
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, leader_configs_()
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, level_(level)
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, map_(map)
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, player_exists_(false)
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, save_id_(save_id)
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, seen_ids_()
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, side_(0)
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, side_cfg_(side_cfg)
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, starting_pos_(starting_pos)
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, t_(NULL)
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, teams_(teams)
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, unit_configs_()
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, units_(units)
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{
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}
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void build_team_stage_one()
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{
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//initialize the context variables and flags, find relevant tags, set up everything
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init();
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//find out the correct qty of gold and handle gold carryover.
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gold();
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//create a new instance of team and push it to back of resources::teams vector
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new_team();
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assert(t_!=NULL);
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//set team objectives if necessary
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objectives();
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// If the game state specifies additional units that can be recruited by the player, add them.
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previous_recruits();
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//place leader
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leader();
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//prepare units, populate obvious recall lists elements
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prepare_units();
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}
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void build_team_stage_two()
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{
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//place units
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//this is separate stage because we need to place units only after every other team is constructed
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place_units();
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}
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protected:
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int gold_info_ngold_;
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std::deque<config> leader_configs_;
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const config &level_;
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gamemap &map_;
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bool player_exists_;
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const std::string save_id_;
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std::set<std::string> seen_ids_;
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int side_;
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const config &side_cfg_;
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const config &starting_pos_;
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team *t_;
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std::vector<team> &teams_;
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std::vector<const config*> unit_configs_;
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unit_map &units_;
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void log_step(const char *s) const
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{
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LOG_NG_TC << "team "<<side_<<" construction: "<< s << std::endl;
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}
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void init()
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{
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side_ = side_cfg_["side"].to_int(1);
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if (side_ == 0) // Otherwise falls into the next error, with a very confusing message
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throw config::error("Side number 0 encountered. Side numbers start at 1");
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if (unsigned(side_ - 1) >= teams_.size()) {
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std::stringstream ss;
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ss << "Side number " << side_ << " higher than number of sides (" << teams_.size() << ")";
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throw config::error(ss.str());
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}
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if (teams_[side_ - 1].side() != 0) {
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std::stringstream ss;
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ss << "Duplicate definition of side " << side_;
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throw config::error(ss.str());
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}
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t_ = &teams_[side_ - 1];
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log_step("init");
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//track whether a [player] tag with persistence information exists (in addition to the [side] tag)
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player_exists_ = false;
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if(map_.empty()) {
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throw game::load_game_failed("Map not found");
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}
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DBG_NG_TC << "save id: "<< save_id_ <<std::endl;
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DBG_NG_TC << "snapshot: "<< (player_exists_ ? "true" : "false") <<std::endl;
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unit_configs_.clear();
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seen_ids_.clear();
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}
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void gold()
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{
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log_step("gold");
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gold_info_ngold_ = side_cfg_["gold"];
|
||||
|
||||
DBG_NG_TC << "set gold to '" << gold_info_ngold_ << "'\n";
|
||||
//DBG_NG_TC << "set gold add flag to '" << gold_info_add_ << "'\n";
|
||||
}
|
||||
|
||||
|
||||
void new_team()
|
||||
{
|
||||
log_step("new team");
|
||||
t_->build(side_cfg_, map_, gold_info_ngold_);
|
||||
//t_->set_gold_add(gold_info_add_);
|
||||
}
|
||||
|
||||
|
||||
void objectives()
|
||||
{
|
||||
log_step("objectives");
|
||||
// If this team has no objectives, set its objectives
|
||||
// to the level-global "objectives"
|
||||
if (t_->objectives().empty())
|
||||
t_->set_objectives(level_["objectives"], false);
|
||||
}
|
||||
|
||||
|
||||
void previous_recruits()
|
||||
{
|
||||
log_step("previous recruits");
|
||||
// If the game state specifies units that
|
||||
// can be recruited for the player, add them.
|
||||
if (!side_cfg_) return;
|
||||
if (const config::attribute_value *v = side_cfg_.get("previous_recruits")) {
|
||||
BOOST_FOREACH(const std::string &rec, utils::split(*v)) {
|
||||
DBG_NG_TC << "adding previous recruit: " << rec << '\n';
|
||||
t_->add_recruit(rec);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void handle_unit(const config &u, const char *origin)
|
||||
{
|
||||
DBG_NG_TC
|
||||
<< "unit from "<<origin
|
||||
<< ": type=["<<u["type"]
|
||||
<< "] id=["<<u["id"]
|
||||
<< "] placement=["<<u["placement"]
|
||||
<< "] x=["<<u["x"]
|
||||
<< "] y=["<<u["y"]
|
||||
<<"]"<< std::endl;
|
||||
const std::string &id = u["id"];
|
||||
if (!id.empty()) {
|
||||
if ( seen_ids_.find(id)!=seen_ids_.end() ) {
|
||||
//seen before
|
||||
config u_tmp = u;
|
||||
u_tmp["side"] = str_cast(side_);
|
||||
t_->recall_list().add(UnitPtr(new unit(u_tmp,true)));
|
||||
} else {
|
||||
//not seen before
|
||||
unit_configs_.push_back(&u);
|
||||
seen_ids_.insert(id);
|
||||
}
|
||||
|
||||
} else {
|
||||
unit_configs_.push_back(&u);
|
||||
}
|
||||
}
|
||||
|
||||
void handle_leader(const config &leader)
|
||||
{
|
||||
// Make a persistent copy of the config.
|
||||
leader_configs_.push_back(leader);
|
||||
config & stored = leader_configs_.back();
|
||||
|
||||
// Remove the attributes used to define a side.
|
||||
BOOST_FOREACH( const std::string & attr , team::attributes) {
|
||||
stored.remove_attribute(attr);
|
||||
}
|
||||
|
||||
// Provide some default values, if not specified.
|
||||
config::attribute_value &a1 = stored["canrecruit"];
|
||||
if (a1.blank()) a1 = true;
|
||||
config::attribute_value &a2 = stored["placement"];
|
||||
if (a2.blank()) a2 = "map,leader";
|
||||
|
||||
// Add the leader to the list of units to create.
|
||||
handle_unit(stored, "leader_cfg");
|
||||
}
|
||||
|
||||
void leader()
|
||||
{
|
||||
log_step("leader");
|
||||
// If this side tag describes the leader of the side, we can simply add it to front of unit queue
|
||||
// there was a hack: if this side tag describes the leader of the side,
|
||||
// we may replace the leader with someone from recall list who can recruit, but take positioning from [side]
|
||||
// this hack shall be removed, since it messes up with 'multiple leaders'
|
||||
|
||||
// If this side tag describes the leader of the side
|
||||
if (!side_cfg_["no_leader"].to_bool() && side_cfg_["controller"] != "null") {
|
||||
if (side_cfg_["type"] == "random") {
|
||||
std::vector<std::string> types = utils::split(side_cfg_["random_leader"]);
|
||||
if (types.empty())
|
||||
types = utils::split(side_cfg_["leader"]);
|
||||
if (types.empty()) {
|
||||
utils::string_map i18n_symbols;
|
||||
i18n_symbols["faction"] = side_cfg_["name"];
|
||||
throw config::error(vgettext("Unable to find a leader type for faction $faction", i18n_symbols));
|
||||
}
|
||||
const int choice = rand() % types.size();
|
||||
config leader = side_cfg_;
|
||||
leader["type"] = types[choice];
|
||||
handle_leader(leader);
|
||||
} else
|
||||
handle_leader(side_cfg_);
|
||||
}
|
||||
BOOST_FOREACH(const config &l, side_cfg_.child_range("leader")) {
|
||||
handle_leader(l);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void prepare_units()
|
||||
{
|
||||
//if this is a start-of-scenario save then playcampaign.cpp merged
|
||||
//units in [replay_start][side] merged with [side] already
|
||||
//units that are in '[scenario][side]' are 'first'
|
||||
|
||||
//for create-or-recall semantics to work: for each unit with non-empty
|
||||
//id, unconditionally put OTHER, later, units with same id directly to
|
||||
//recall list, not including them in unit_configs_
|
||||
BOOST_FOREACH(const config &su, side_cfg_.child_range("unit")) {
|
||||
handle_unit(su, "side_cfg");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void place_units()
|
||||
{
|
||||
log_step("place units");
|
||||
unit_creator uc(*t_,map_.starting_position(side_));
|
||||
uc
|
||||
.allow_add_to_recall(true)
|
||||
.allow_discover(true)
|
||||
.allow_get_village(true)
|
||||
.allow_invalidate(false)
|
||||
.allow_rename_side(true)
|
||||
.allow_show(false);
|
||||
|
||||
BOOST_FOREACH(const config *u, unit_configs_) {
|
||||
uc.add_unit(*u);
|
||||
}
|
||||
|
||||
// Find the first leader and use its name as the player name.
|
||||
unit_map::iterator u = resources::units->find_first_leader(t_->side());
|
||||
if ((u != resources::units->end()) && t_->current_player().empty())
|
||||
t_->set_current_player(u->name());
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Add table
Reference in a new issue