/* Copyright (C) 2013 - 2017 by Andrius Silinskas 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. */ #include "game_initialization/create_engine.hpp" #include "filesystem.hpp" #include "formula/string_utils.hpp" #include "game_config_manager.hpp" #include "preferences/credentials.hpp" #include "preferences/game.hpp" #include "generators/map_create.hpp" #include "gui/dialogs/campaign_difficulty.hpp" #include "hash.hpp" #include "image.hpp" #include "log.hpp" #include "map/exception.hpp" #include "map/map.hpp" #include "minimap.hpp" #include "saved_game.hpp" #include "wml_exception.hpp" #include "serialization/preprocessor.hpp" #include "serialization/parser.hpp" #include #include static lg::log_domain log_config("config"); #define ERR_CF LOG_STREAM(err, log_config) static lg::log_domain log_mp_create_engine("mp/create/engine"); #define WRN_MP LOG_STREAM(warn, log_mp_create_engine) #define DBG_MP LOG_STREAM(debug, log_mp_create_engine) namespace ng { level::level(const config& data) : data_(data) { } scenario::scenario(const config& data) : level(data) , map_() , map_hash_() , num_players_(0) { set_metadata(); } bool scenario::can_launch_game() const { return map_.get() != nullptr; } void scenario::set_metadata() { const std::string& map_data = data_["map_data"]; try { map_.reset(new gamemap(game_config_manager::get()->terrain_types(), map_data)); } catch(incorrect_map_format_error& e) { data_["description"] = _("Map could not be loaded: ") + e.message; ERR_CF << "map could not be loaded: " << e.message << '\n'; } catch(wml_exception& e) { data_["description"] = _("Map could not be loaded."); ERR_CF << "map could not be loaded: " << e.dev_message << '\n'; } set_sides(); } std::string scenario::map_size() const { std::stringstream map_size; if(map_.get() != nullptr) { map_size << map_->w(); map_size << font::unicode_multiplication_sign; map_size << map_->h(); } else { map_size << _("not available."); } return map_size.str(); } void scenario::set_sides() { if(map_.get() != nullptr) { // If there are fewer sides in the configuration than there are // starting positions, then generate the additional sides const int map_positions = map_->num_valid_starting_positions(); for(int pos = data_.child_count("side"); pos < map_positions; ++pos) { config& side = data_.add_child("side"); side["side"] = pos + 1; side["team_name"] = "Team " + std::to_string(pos + 1); side["canrecruit"] = true; side["controller"] = "human"; } num_players_ = 0; for(const config& scenario : data_.child_range("side")) { if(scenario["allow_player"].to_bool(true)) { ++num_players_; } } } } user_map::user_map(const config& data, const std::string& name, gamemap* map) : scenario(data) , name_(name) { if(map != nullptr) { map_.reset(new gamemap(*map)); } set_metadata(); } void user_map::set_metadata() { set_sides(); } std::string user_map::description() const { if(!data_["description"].empty()) { return data_["description"]; } // map error message return _("User made map"); } 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"; } } map_generator* random_map::create_map_generator() const { return ::create_map_generator(generator_name(), generator_data()); } campaign::campaign(const config& data) : level(data) , id_(data["id"]) , allow_era_choice_(level::allow_era_choice()) , image_label_() , min_players_(2) , max_players_(2) { if(data.has_attribute("start_year")) { dates_.first = irdya_date::read_date(data["start_year"]); if(data.has_attribute("end_year")) { dates_.second = irdya_date::read_date(data["end_year"]); } else { dates_.second = dates_.first; } } else if(data.has_attribute("year")) { dates_.first = dates_.second = irdya_date::read_date(data["year"]); } set_metadata(); } bool campaign::can_launch_game() const { return !data_.empty(); } void campaign::set_metadata() { image_label_ = data_["image"].str(); int min = data_["min_players"].to_int(2); int max = data_["max_players"].to_int(2); min_players_ = max_players_ = min; if(max > min) { max_players_ = max; } } void campaign::mark_if_completed() { data_["completed"] = preferences::is_campaign_completed(data_["id"]); std::vector completed_difficulties; bool completed_on_hardest = false; for(auto cfg : data_.child_range("difficulty")) { if(preferences::is_campaign_completed(data_["id"], cfg["define"])) { completed_difficulties.push_back(cfg["define"]); completed_on_hardest = true; } else { completed_on_hardest = false; } } data_["completed_difficulties"] = utils::join(completed_difficulties); data_["completed_on_hardest"] = completed_on_hardest; } create_engine::create_engine(CVideo& v, saved_game& state) : current_level_type_() , current_level_index_(0) , current_era_index_(0) , current_mod_index_(0) , level_name_filter_() , player_count_filter_(1) , type_map_() , user_map_names_() , user_scenario_names_() , eras_() , mods_() , state_(state) , video_(v) , dependency_manager_(nullptr) , generator_(nullptr) , selected_campaign_difficulty_() { // Set up the type map. Do this first! type_map_.emplace(level::TYPE::SCENARIO, type_list()); type_map_.emplace(level::TYPE::USER_MAP, type_list()); type_map_.emplace(level::TYPE::USER_SCENARIO, type_list()); type_map_.emplace(level::TYPE::CAMPAIGN, type_list()); type_map_.emplace(level::TYPE::SP_CAMPAIGN, type_list()); type_map_.emplace(level::TYPE::RANDOM_MAP, type_list()); DBG_MP << "restoring game config\n"; // Restore game config for multiplayer. game_classification::CAMPAIGN_TYPE type = state_.classification().campaign_type; bool connect = state_.mp_settings().show_connect; state_.clear(); state_.classification().campaign_type = type; state_.mp_settings().show_connect = connect; game_config_manager::get()->load_game_config_for_create(type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER); // Initialize dependency_manager_ after refreshing game config. dependency_manager_.reset(new depcheck::manager( game_config_manager::get()->game_config(), type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER, video_)); // TODO: the editor dir is already configurable, is the preferences value filesystem::get_files_in_dir(filesystem::get_user_data_dir() + "/editor/maps", &user_map_names_, nullptr, filesystem::FILE_NAME_ONLY); filesystem::get_files_in_dir(filesystem::get_user_data_dir() + "/editor/scenarios", &user_scenario_names_, nullptr, filesystem::FILE_NAME_ONLY); DBG_MP << "initializing all levels, eras and mods\n"; init_all_levels(); init_extras(ERA); init_extras(MOD); state_.mp_settings().saved_game = false; for(const std::string& str : preferences::modifications(state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER)) { if(game_config_manager::get()->game_config().find_child("modification", "id", str)) { state_.mp_settings().active_mods.push_back(str); } } if(current_level_type_ != level::TYPE::CAMPAIGN && current_level_type_ != level::TYPE::SP_CAMPAIGN) { dependency_manager_->try_modifications(state_.mp_settings().active_mods, true); } reset_level_filters(); } void create_engine::init_generated_level_data() { DBG_MP << "initializing generated level data\n"; //DBG_MP << "current data:\n"; //DBG_MP << current_level().data().debug(); random_map * cur_lev = dynamic_cast (¤t_level()); if(!cur_lev) { WRN_MP << "Tried to initialized generated level data on a level that wasn't a random map\n"; return; } try { if(!cur_lev->generate_whole_scenario()) { DBG_MP << "** replacing map ** \n"; config data = cur_lev->data(); data["map_data"] = generator_->create_map(); cur_lev->set_data(data); } else { //scenario generation DBG_MP << "** replacing scenario ** \n"; config data = generator_->create_scenario(); // Set the scenario to have placing of sides // based on the terrain they prefer if(!data.has_attribute("modify_placing")) { data["modify_placing"] = "true"; } const std::string& description = cur_lev->data()["description"]; data["description"] = description; cur_lev->set_data(data); } } catch (mapgen_exception & e) { config data = cur_lev->data(); data["error_message"] = e.what(); cur_lev->set_data(data); } //DBG_MP << "final data:\n"; //DBG_MP << current_level().data().debug(); } void create_engine::prepare_for_new_level() { DBG_MP << "preparing mp_game_settings for new level\n"; state_.expand_scenario(); state_.expand_random_scenario(); } void create_engine::prepare_for_era_and_mods() { const config& game_manager_config = game_config_manager::get()->game_config(); state_.classification().era_define = game_manager_config.find_child("era", "id", get_parameters().mp_era)["define"].str(); for(const std::string& mod_id : get_parameters().active_mods) { state_.classification().mod_defines.push_back(game_manager_config.find_child("modification", "id", mod_id)["define"].str()); } } void create_engine::prepare_for_scenario() { DBG_MP << "preparing data for scenario by reloading game config\n"; state_.classification().scenario_define = current_level().data()["define"].str(); state_.set_carryover_sides_start( config {"next_scenario", current_level().data()["id"]} ); } void create_engine::prepare_for_campaign(const std::string& difficulty) { DBG_MP << "preparing data for campaign by reloading game config\n"; if(difficulty != "") { state_.classification().difficulty = difficulty; } else if(!selected_campaign_difficulty_.empty()) { state_.classification().difficulty = selected_campaign_difficulty_; } config& current_level_data = current_level().data(); state_.classification().campaign = current_level_data["id"].str(); state_.classification().abbrev = current_level_data["abbrev"].str(); state_.classification().end_text = current_level_data["end_text"].str(); state_.classification().end_text_duration = current_level_data["end_text_duration"]; state_.classification().campaign_define = current_level_data["define"].str(); state_.classification().campaign_xtra_defines = utils::split(current_level_data["extra_defines"]); state_.set_carryover_sides_start( config {"next_scenario", current_level_data["first_scenario"]} ); } std::string create_engine::select_campaign_difficulty(int set_value) { // Verify the existence of difficulties std::vector difficulties; for(const config& d : current_level().data().child_range("difficulty")) { difficulties.push_back(d["define"]); } if(difficulties.empty()) { difficulties = utils::split(current_level().data()["difficulties"]); } // No difficulties found. Exit if(difficulties.empty()) { return ""; } // One difficulty found. Use it if(difficulties.size() == 1) { return difficulties[0]; } // A specific difficulty value was passed // Use a minimalistic interface to get the specified define if(set_value != -1) { if(set_value > static_cast(difficulties.size())) { std::cerr << "incorrect difficulty number: [" << set_value << "]. maximum is [" << difficulties.size() << "].\n"; return "FAIL"; } else if(set_value < 1) { std::cerr << "incorrect difficulty number: [" << set_value << "]. minimum is [1].\n"; return "FAIL"; } else { return difficulties[set_value - 1]; } } // If not, let the user pick one from the prompt // We don't pass the difficulties vector here because additional data is required // to constrict the dialog gui2::dialogs::campaign_difficulty dlg(current_level().data()); dlg.show(video_); selected_campaign_difficulty_ = dlg.selected_difficulty(); return selected_campaign_difficulty_; } void create_engine::prepare_for_saved_game() { DBG_MP << "preparing mp_game_settings for saved game\n"; game_config_manager::get()->load_game_config_for_game(state_.classification()); // The save might be a start-of-scenario save so make sure we have the scenario data loaded. state_.expand_scenario(); state_.mp_settings().saved_game = true; state_.mp_settings().name = vgettext("$login|’s game", {{"login", preferences::login()}}); } void create_engine::prepare_for_other() { DBG_MP << "prepare_for_other\n"; state_.set_scenario(current_level().data()); state_.mp_settings().hash = current_level().data().hash(); } void create_engine::apply_level_filter(const std::string& name) { level_name_filter_ = name; apply_level_filters(); } void create_engine::apply_level_filter(int players) { player_count_filter_ = players; apply_level_filters(); } void create_engine::reset_level_filters() { for(auto& type : type_map_) { type.second.reset_filter(); } level_name_filter_ = ""; } std::vector create_engine::extras_menu_item_names(const MP_EXTRA extra_type) const { std::vector names; for(extras_metadata_ptr extra : get_const_extras_by_type(extra_type)) { names.push_back(extra->name); } return names; } level& create_engine::current_level() const { return *type_map_.at(current_level_type_.v).games[current_level_index_]; } const create_engine::extras_metadata& create_engine::current_extra(const MP_EXTRA extra_type) const { const size_t index = (extra_type == ERA) ? current_era_index_ : current_mod_index_; return *get_const_extras_by_type(extra_type)[index]; } void create_engine::set_current_level(const size_t index) { try { current_level_index_ = type_map_.at(current_level_type_.v).games_filtered.at(index); } catch (std::out_of_range&) { current_level_index_ = 0u; } if(current_level_type_ == level::TYPE::RANDOM_MAP) { random_map* current_random_map = dynamic_cast(¤t_level()); // If dynamic cast has failed then we somehow have gotten all the pointers mixed together. assert(current_random_map); generator_.reset(current_random_map->create_map_generator()); } else { generator_.reset(nullptr); } if(current_level_type_ != level::TYPE::CAMPAIGN && current_level_type_ != level::TYPE::SP_CAMPAIGN) { dependency_manager_->try_scenario(current_level().id()); } } void create_engine::set_current_era_index(const size_t index, bool force) { current_era_index_ = index; dependency_manager_->try_era_by_index(index, force); } bool create_engine::toggle_current_mod(bool force) { force |= (current_level_type_ == ng::level::TYPE::CAMPAIGN || current_level_type_ == ng::level::TYPE::SP_CAMPAIGN); bool is_active = dependency_manager_->is_modification_active(current_mod_index_); dependency_manager_->try_modification_by_index(current_mod_index_, !is_active, force); state_.mp_settings().active_mods = dependency_manager_->get_modifications(); return !is_active; } bool create_engine::generator_assigned() const { return generator_ != nullptr; } bool create_engine::generator_has_settings() const { return generator_->allow_user_config(); } void create_engine::generator_user_config() { generator_->user_config(); } int create_engine::find_level_by_id(const std::string& id) const { int i = 0; for(const auto& type : type_map_) { i = 0; for(const auto game : type.second.games) { if(game->id() == id) { return i; } i++; } } return -1; } int create_engine::find_extra_by_id(const MP_EXTRA extra_type, const std::string& id) const { int i = 0; for(extras_metadata_ptr extra : get_const_extras_by_type(extra_type)) { if(extra->id == id) { return i; } i++; } return -1; } level::TYPE create_engine::find_level_type_by_id(const std::string& id) const { for(const auto& type : type_map_) { for(const auto game : type.second.games) { if(game->id() == id) { return type.first; } } } return level::TYPE::SP_CAMPAIGN; } void create_engine::init_active_mods() { state_.mp_settings().active_mods = dependency_manager_->get_modifications(); } std::vector& create_engine::active_mods() { return state_.mp_settings().active_mods; } std::vector create_engine::active_mods_data() { const std::vector& mods = get_const_extras_by_type(MP_EXTRA::MOD); std::vector data_vec; std::copy_if(mods.begin(), mods.end(), std::back_inserter(data_vec), [this](extras_metadata_ptr mod) { return dependency_manager_->is_modification_active(mod->id); }); return data_vec; } const config& create_engine::curent_era_cfg() const { int era_index = current_level().allow_era_choice() ? current_era_index_ : 0; return *eras_[era_index]->cfg; } const mp_game_settings& create_engine::get_parameters() { DBG_MP << "getting parameter values" << std::endl; int era_index = current_level().allow_era_choice() ? current_era_index_ : 0; state_.mp_settings().mp_era = eras_[era_index]->id; state_.mp_settings().mp_era_addon_id = (*eras_[era_index]->cfg)["addon_id"].str(); return state_.mp_settings(); } void create_engine::init_all_levels() { if(const config& generic_multiplayer = game_config_manager::get()->game_config().child("generic_multiplayer")) { config gen_mp_data = generic_multiplayer; // User maps. int dep_index_offset = 0; for(size_t i = 0; i < user_map_names_.size(); i++) { config user_map_data = gen_mp_data; user_map_data["map_data"] = filesystem::read_map(user_map_names_[i]); // Check if a file is actually a map. // Note that invalid maps should be displayed in order to // show error messages in the GUI. bool add_map = true; std::unique_ptr map; try { map.reset(new gamemap(game_config_manager::get()->terrain_types(), user_map_data["map_data"])); } catch (incorrect_map_format_error& e) { user_map_data["description"] = _("Map could not be loaded: ") + e.message; ERR_CF << "map could not be loaded: " << e.message << '\n'; } catch (wml_exception&) { add_map = false; dep_index_offset++; } if(add_map) { user_map_ptr new_user_map(new user_map(user_map_data, user_map_names_[i], map.get())); type_map_[level::TYPE::USER_MAP].games.push_back(new_user_map); // Since user maps are treated as scenarios, some dependency info is required config depinfo; depinfo["id"] = user_map_names_[i]; depinfo["name"] = user_map_names_[i]; dependency_manager_->insert_element(depcheck::SCENARIO, depinfo, i - dep_index_offset); } } // User made scenarios. dep_index_offset = 0; for(size_t i = 0; i < user_scenario_names_.size(); i++) { config data; try { read(data, *preprocess_file(filesystem::get_user_data_dir() + "/editor/scenarios/" + user_scenario_names_[i])); } catch (config::error & e) { ERR_CF << "Caught a config error while parsing user made (editor) scenarios:\n" << e.message << std::endl; ERR_CF << "Skipping file: " << (filesystem::get_user_data_dir() + "/editor/scenarios/" + user_scenario_names_[i]) << std::endl; continue; } scenario_ptr new_scenario(new scenario(data)); if(new_scenario->id().empty()) continue; type_map_[level::TYPE::USER_SCENARIO].games.push_back(new_scenario); // Since user scenarios are treated as scenarios, some dependency info is required config depinfo; depinfo["id"] = data["id"]; depinfo["name"] = data["name"]; dependency_manager_->insert_element(depcheck::SCENARIO, depinfo, i - dep_index_offset++); } } // Stand-alone scenarios. for(const config& data : game_config_manager::get()->game_config().child_range("multiplayer")) { if(!data["allow_new_game"].to_bool(true)) continue; if(!data["campaign_id"].empty()) continue; if(data.has_attribute("map_generation") || data.has_attribute("scenario_generation")) { random_map_ptr new_random_map(new random_map(data)); type_map_[level::TYPE::RANDOM_MAP].games.push_back(new_random_map); } else { scenario_ptr new_scenario(new scenario(data)); type_map_[level::TYPE::SCENARIO].games.push_back(new_scenario); } } // Campaigns. for(const config& data : game_config_manager::get()->game_config().child_range("campaign")) { const std::string& type = data["type"]; bool mp = state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER; if(type == "mp" || (type == "hybrid" && mp)) { campaign_ptr new_campaign(new campaign(data)); type_map_[level::TYPE::CAMPAIGN].games.push_back(new_campaign); } if(type == "sp" || type.empty() || (type == "hybrid" && !mp)) { campaign_ptr new_sp_campaign(new campaign(data)); new_sp_campaign->mark_if_completed(); type_map_[level::TYPE::SP_CAMPAIGN].games.push_back(new_sp_campaign); } } auto& sp_campaigns = type_map_[level::TYPE::SP_CAMPAIGN].games; // Sort sp campaigns by rank. std::stable_sort(sp_campaigns.begin(), sp_campaigns.end(), [](const create_engine::level_ptr& a, const create_engine::level_ptr& b) { return a->data()["rank"].to_int(1000) < b->data()["rank"].to_int(1000); } ); } void create_engine::init_extras(const MP_EXTRA extra_type) { std::vector& extras = get_extras_by_type(extra_type); const std::string extra_name = (extra_type == ERA) ? "era" : "modification"; ng::depcheck::component_availabilty default_availabilty = (extra_type == ERA) ? ng::depcheck::component_availabilty::MP : ng::depcheck::component_availabilty::HYBRID; for(const config& extra : game_config_manager::get()->game_config().child_range(extra_name)) { ng::depcheck::component_availabilty type = extra["type"].to_enum(default_availabilty); bool mp = state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER; if((type != ng::depcheck::component_availabilty::MP || mp) && (type != ng::depcheck::component_availabilty::SP || !mp) ) { extras_metadata_ptr new_extras_metadata(new extras_metadata()); new_extras_metadata->id = extra["id"].str(); new_extras_metadata->name = extra["name"].str(); new_extras_metadata->description = extra["description"].str(); new_extras_metadata->cfg = &extra; extras.push_back(new_extras_metadata); } } } void create_engine::apply_level_filters() { for(auto& type : type_map_) { type.second.apply_filter(player_count_filter_, level_name_filter_); } } std::vector create_engine::get_levels_by_type_unfiltered(level::TYPE type) const { std::vector levels; for(const level_ptr lvl : type_map_.at(type.v).games) { levels.push_back(lvl); } return levels; } std::vector create_engine::get_levels_by_type(level::TYPE type) const { auto& g_list = type_map_.at(type.v); std::vector levels; for(size_t level : g_list.games_filtered) { levels.push_back(g_list.games[level]); } return levels; } std::vector create_engine::get_filtered_level_indices(level::TYPE type) const { return type_map_.at(type.v).games_filtered; } const std::vector& create_engine::get_const_extras_by_type(const MP_EXTRA extra_type) const { return (extra_type == ERA) ? eras_ : mods_; } std::vector& create_engine::get_extras_by_type(const MP_EXTRA extra_type) { return (extra_type == ERA) ? eras_ : mods_; } saved_game& create_engine::get_state() { return state_; } } // end namespace ng