move teambuilder to its own file

This commit is contained in:
Chris Beck 2014-06-24 13:12:29 -04:00
parent f9b32d375e
commit 663494f661
4 changed files with 329 additions and 293 deletions

View file

@ -1000,6 +1000,7 @@
<Unit filename="..\..\src\syncmp_handler.hpp" />
<Unit filename="..\..\src\team.cpp" />
<Unit filename="..\..\src\team.hpp" />
<Unit filename="..\..\src\teambuilder.hpp" />
<Unit filename="..\..\src\terrain.cpp" />
<Unit filename="..\..\src\terrain.hpp" />
<Unit filename="..\..\src\terrain_filter.cpp" />

View file

@ -21052,6 +21052,10 @@
RelativePath="..\..\src\team.hpp"
>
</File>
<File
RelativePath="..\..\src\teambuilder.hpp"
>
</File>
<File
RelativePath="..\..\src\terrain.cpp"
>

View file

@ -21,7 +21,6 @@
#include "gamestatus.hpp"
#include "actions/create.hpp"
#include "carryover.hpp"
#include "filesystem.hpp"
#include "formula_string_utils.hpp"
@ -36,6 +35,7 @@
#include "serialization/binary_or_text.hpp"
#include "statistics.hpp"
#include "team.hpp"
#include "teambuilder.hpp"
#include "unit.hpp"
#include "unit_id.hpp"
#include "wesconfig.h"
@ -62,12 +62,6 @@ static lg::log_domain log_engine("engine");
#define LOG_NG LOG_STREAM(info, log_engine)
#define DBG_NG LOG_STREAM(debug, log_engine)
static lg::log_domain log_engine_tc("engine/team_construction");
#define ERR_NG_TC LOG_STREAM(err, log_engine_tc)
#define WRN_NG_TC LOG_STREAM(warn, log_engine_tc)
#define LOG_NG_TC LOG_STREAM(info, log_engine_tc)
#define DBG_NG_TC LOG_STREAM(debug, log_engine_tc)
static lg::log_domain log_enginerefac("enginerefac");
#define LOG_RG LOG_STREAM(info, log_enginerefac)
@ -75,292 +69,6 @@ static lg::log_domain log_enginerefac("enginerefac");
/// The default difficulty setting for campaigns.
const std::string DEFAULT_DIFFICULTY("NORMAL");
class team_builder {
public:
team_builder(const config& side_cfg,
const std::string &save_id, std::vector<team>& teams,
const config& level, gamemap& map, unit_map& units,
const config &starting_pos)
: gold_info_ngold_(0)
, leader_configs_()
, level_(level)
, map_(map)
, player_exists_(false)
, save_id_(save_id)
, seen_ids_()
, side_(0)
, side_cfg_(side_cfg)
, starting_pos_(starting_pos)
, t_(NULL)
, teams_(teams)
, unit_configs_()
, units_(units)
{
}
void build_team_stage_one()
{
//initialize the context variables and flags, find relevant tags, set up everything
init();
//find out the correct qty of gold and handle gold carryover.
gold();
//create a new instance of team and push it to back of resources::teams vector
new_team();
assert(t_!=NULL);
//set team objectives if necessary
objectives();
// If the game state specifies additional units that can be recruited by the player, add them.
previous_recruits();
//place leader
leader();
//prepare units, populate obvious recall lists elements
prepare_units();
}
void build_team_stage_two()
{
//place units
//this is separate stage because we need to place units only after every other team is constructed
place_units();
}
protected:
int gold_info_ngold_;
std::deque<config> leader_configs_;
const config &level_;
gamemap &map_;
bool player_exists_;
const std::string save_id_;
std::set<std::string> seen_ids_;
int side_;
const config &side_cfg_;
const config &starting_pos_;
team *t_;
std::vector<team> &teams_;
std::vector<const config*> unit_configs_;
unit_map &units_;
void log_step(const char *s) const
{
LOG_NG_TC << "team "<<side_<<" construction: "<< s << std::endl;
}
void init()
{
side_ = side_cfg_["side"].to_int(1);
if (side_ == 0) // Otherwise falls into the next error, with a very confusing message
throw config::error("Side number 0 encountered. Side numbers start at 1");
if (unsigned(side_ - 1) >= teams_.size()) {
std::stringstream ss;
ss << "Side number " << side_ << " higher than number of sides (" << teams_.size() << ")";
throw config::error(ss.str());
}
if (teams_[side_ - 1].side() != 0) {
std::stringstream ss;
ss << "Duplicate definition of side " << side_;
throw config::error(ss.str());
}
t_ = &teams_[side_ - 1];
log_step("init");
//track whether a [player] tag with persistence information exists (in addition to the [side] tag)
player_exists_ = false;
if(map_.empty()) {
throw game::load_game_failed("Map not found");
}
DBG_NG_TC << "save id: "<< save_id_ <<std::endl;
DBG_NG_TC << "snapshot: "<< (player_exists_ ? "true" : "false") <<std::endl;
unit_configs_.clear();
seen_ids_.clear();
}
void gold()
{
log_step("gold");
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());
}
};
game_data::game_data()
: scoped_variables()
, last_selected(map_location::null_location())

323
src/teambuilder.hpp Normal file
View file

@ -0,0 +1,323 @@
/*
Copyright (C) 2014 by Chris Beck <render787@gmail.com>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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.
See the COPYING file for more details.
*/
#ifndef INCL_TEAMBUILDER_HPP_
#define INCL_TEAMBUILDER_HPP_
#include "actions/create.hpp"
#include "config.hpp"
#include "game_board.hpp"
#include "log.hpp"
#include "map.hpp"
#include "team.hpp"
#include "unit.hpp"
#include "unit_map.hpp"
#include <boost/foreach.hpp>
#include <deque>
#include <vector>
static lg::log_domain log_engine_tc("engine/team_construction");
#define ERR_NG_TC LOG_STREAM(err, log_engine_tc)
#define WRN_NG_TC LOG_STREAM(warn, log_engine_tc)
#define LOG_NG_TC LOG_STREAM(info, log_engine_tc)
#define DBG_NG_TC LOG_STREAM(debug, log_engine_tc)
class team_builder {
public:
team_builder(const config& side_cfg,
const std::string &save_id, std::vector<team>& teams,
const config& level, gamemap& map, unit_map& units,
const config &starting_pos)
: gold_info_ngold_(0)
, leader_configs_()
, level_(level)
, map_(map)
, player_exists_(false)
, save_id_(save_id)
, seen_ids_()
, side_(0)
, side_cfg_(side_cfg)
, starting_pos_(starting_pos)
, t_(NULL)
, teams_(teams)
, unit_configs_()
, units_(units)
{
}
void build_team_stage_one()
{
//initialize the context variables and flags, find relevant tags, set up everything
init();
//find out the correct qty of gold and handle gold carryover.
gold();
//create a new instance of team and push it to back of resources::teams vector
new_team();
assert(t_!=NULL);
//set team objectives if necessary
objectives();
// If the game state specifies additional units that can be recruited by the player, add them.
previous_recruits();
//place leader
leader();
//prepare units, populate obvious recall lists elements
prepare_units();
}
void build_team_stage_two()
{
//place units
//this is separate stage because we need to place units only after every other team is constructed
place_units();
}
protected:
int gold_info_ngold_;
std::deque<config> leader_configs_;
const config &level_;
gamemap &map_;
bool player_exists_;
const std::string save_id_;
std::set<std::string> seen_ids_;
int side_;
const config &side_cfg_;
const config &starting_pos_;
team *t_;
std::vector<team> &teams_;
std::vector<const config*> unit_configs_;
unit_map &units_;
void log_step(const char *s) const
{
LOG_NG_TC << "team "<<side_<<" construction: "<< s << std::endl;
}
void init()
{
side_ = side_cfg_["side"].to_int(1);
if (side_ == 0) // Otherwise falls into the next error, with a very confusing message
throw config::error("Side number 0 encountered. Side numbers start at 1");
if (unsigned(side_ - 1) >= teams_.size()) {
std::stringstream ss;
ss << "Side number " << side_ << " higher than number of sides (" << teams_.size() << ")";
throw config::error(ss.str());
}
if (teams_[side_ - 1].side() != 0) {
std::stringstream ss;
ss << "Duplicate definition of side " << side_;
throw config::error(ss.str());
}
t_ = &teams_[side_ - 1];
log_step("init");
//track whether a [player] tag with persistence information exists (in addition to the [side] tag)
player_exists_ = false;
if(map_.empty()) {
throw game::load_game_failed("Map not found");
}
DBG_NG_TC << "save id: "<< save_id_ <<std::endl;
DBG_NG_TC << "snapshot: "<< (player_exists_ ? "true" : "false") <<std::endl;
unit_configs_.clear();
seen_ids_.clear();
}
void gold()
{
log_step("gold");
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