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Merge pull request #1314 from JonathanSteinbuch/economyMode
Economy mode
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// Copyright (c) 2018 - 2020 Settlers Freaks (sf-team at siedler25.org) | ||
// | ||
// This file is part of Return To The Roots. | ||
// | ||
// Return To The Roots 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. | ||
// | ||
// Return To The Roots 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 Return To The Roots. If not, see <http://www.gnu.org/licenses/>. | ||
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#pragma once | ||
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#include <array> | ||
namespace helpers { | ||
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template<class D = void, class... Types> | ||
constexpr auto make_array(Types&&... t) | ||
{ | ||
using ResultType = std::conditional_t<std::is_same<D, void>::value, std::common_type_t<Types...>, D>; | ||
return std::array<ResultType, sizeof...(Types)>{std::forward<Types>(t)...}; | ||
} | ||
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} // namespace helpers |
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// Copyright (c) 2005 - 2020 Settlers Freaks (sf-team at siedler25.org) | ||
// | ||
// This file is part of Return To The Roots. | ||
// | ||
// Return To The Roots 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. | ||
// | ||
// Return To The Roots 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 Return To The Roots. If not, see <http://www.gnu.org/licenses/>. | ||
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#include "EconomyModeHandler.h" | ||
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#include "EventManager.h" | ||
#include "GameInterface.h" | ||
#include "GamePlayer.h" | ||
#include "GlobalGameSettings.h" | ||
#include "SerializedGameData.h" | ||
#include "helpers/containerUtils.h" | ||
#include "helpers/make_array.h" | ||
#include "random/Random.h" | ||
#include "world/GameWorld.h" | ||
#include "world/GameWorldGame.h" | ||
#include "gameTypes/JobTypes.h" | ||
#include "gameData/JobConsts.h" | ||
#include <boost/optional.hpp> | ||
#include <array> | ||
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EconomyModeHandler::EconomyModeHandler(unsigned endFrame) : endFrame(endFrame), gfLastUpdated(0) | ||
{ | ||
constexpr auto specialGoodPool = | ||
helpers::make_array(GD_TONGS, GD_HAMMER, GD_AXE, GD_SAW, GD_PICKAXE, GD_SHOVEL, GD_CRUCIBLE, GD_RODANDLINE, | ||
GD_SCYTHE, GD_CLEAVER, GD_ROLLINGPIN, GD_BOW); | ||
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constexpr auto commonGoodPool = | ||
helpers::make_array(GD_BEER, GD_WATER, GD_BOAT, GD_SWORD, GD_IRON, GD_FLOUR, GD_FISH, GD_BREAD, GD_WOOD, | ||
GD_BOARDS, GD_STONES, GD_GRAIN, GD_COINS, GD_GOLD, GD_IRONORE, GD_COAL, GD_MEAT, GD_HAM); | ||
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constexpr unsigned numGoodTypesToCollect = 7; | ||
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// Randomly determine *numGoodTypesToCollect* many good types, one of which is a special good (=tool) | ||
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static_assert(numGoodTypesToCollect > 0, "There have to be goods to be collected"); | ||
static_assert(commonGoodPool.size() >= numGoodTypesToCollect - 1, "There have to be enough commond goods"); | ||
static_assert(!specialGoodPool.empty(), "There have to be enough special goods"); | ||
goodsToCollect.reserve(numGoodTypesToCollect); | ||
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while(goodsToCollect.size() < numGoodTypesToCollect - 1) | ||
{ | ||
GoodType nextGoodType = commonGoodPool[RANDOM.Rand(__FILE__, __LINE__, GetObjId(), commonGoodPool.size())]; | ||
// No duplicates should be in goodsToCollect, so only add a good if it isn't one of the already found goods | ||
if(!helpers::contains(goodsToCollect, nextGoodType)) | ||
{ | ||
goodsToCollect.push_back(nextGoodType); | ||
} | ||
} | ||
goodsToCollect.push_back(specialGoodPool[RANDOM.Rand(__FILE__, __LINE__, GetObjId(), specialGoodPool.size())]); | ||
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// Schedule end game event and trust the event manager to keep track of it | ||
if(!isInfinite()) | ||
GetEvMgr().AddEvent(this, endFrame); | ||
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// Find and set up Teams and trackers | ||
DetermineTeams(); | ||
amountsThePlayersCollected.resize(goodsToCollect.size()); | ||
maxAmountsATeamCollected.resize(goodsToCollect.size()); | ||
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// Send Mission Goal | ||
for(unsigned p = 0; p < gwg->GetNumPlayers(); ++p) | ||
{ | ||
std::string goalText = _("Economy Mode: Collect as much as you can of the following good types: "); | ||
for(unsigned i = 0; i < numGoodTypesToCollect; i++) | ||
{ | ||
if(i > 0) | ||
goalText += ", "; | ||
goalText += _(WARE_NAMES[goodsToCollect[i]]); | ||
} | ||
goalText += ". "; | ||
goalText += _("Tools in the hands of workers are also counted. So are weapons, and beer, that soldiers have in " | ||
"use. For an updating tally of the collected goods see the economic progress window."); | ||
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gwg->GetPostMgr().SetMissionGoal(p, goalText); | ||
} | ||
} | ||
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EconomyModeHandler::EconomyModeHandler(SerializedGameData& sgd, unsigned objId) | ||
: GameObject(sgd, objId), endFrame(sgd.PopUnsignedInt()), gfLastUpdated(0) | ||
{ | ||
sgd.PopContainer(goodsToCollect); | ||
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std::vector<unsigned> teamBitMasks; | ||
sgd.PopContainer(teamBitMasks); | ||
for(auto& teamMask : teamBitMasks) | ||
{ | ||
economyModeTeams.emplace_back(teamMask, goodsToCollect.size()); | ||
} | ||
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amountsThePlayersCollected.resize(goodsToCollect.size()); | ||
maxAmountsATeamCollected.resize(goodsToCollect.size()); | ||
} | ||
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void EconomyModeHandler::Destroy() {} | ||
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/// Serialisierungsfunktion | ||
void EconomyModeHandler::Serialize(SerializedGameData& sgd) const | ||
{ | ||
sgd.PushUnsignedInt(endFrame); | ||
sgd.PushContainer(goodsToCollect); | ||
std::vector<unsigned> teamBitMasks; | ||
for(const EconomyModeHandler::EconTeam& curTeam : economyModeTeams) | ||
{ | ||
teamBitMasks.push_back(curTeam.playersInTeam.to_ulong()); | ||
} | ||
sgd.PushContainer(teamBitMasks); | ||
} | ||
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void EconomyModeHandler::DetermineTeams() | ||
{ | ||
RTTR_Assert(economyModeTeams.empty()); | ||
for(unsigned i = 0; i < gwg->GetNumPlayers(); ++i) | ||
{ | ||
if(gwg->GetPlayer(i).isUsed()) | ||
{ | ||
bool foundTeam = false; | ||
for(const auto& team : economyModeTeams) | ||
{ | ||
if(team.containsPlayer(i)) | ||
{ | ||
foundTeam = true; | ||
break; | ||
} | ||
} | ||
if(!foundTeam) | ||
{ | ||
const GamePlayer& player = gwg->GetPlayer(i); | ||
std::bitset<MAX_PLAYERS> newTeam; | ||
newTeam.set(i); | ||
for(unsigned j = i + 1; j < gwg->GetNumPlayers(); ++j) | ||
{ | ||
if(gwg->GetPlayer(j).isUsed() && player.IsAlly(j)) | ||
{ | ||
newTeam.set(j); | ||
} | ||
} | ||
economyModeTeams.emplace_back(newTeam, goodsToCollect.size()); | ||
} | ||
} | ||
} | ||
} | ||
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unsigned EconomyModeHandler::SumUpGood(GoodType good, const Inventory& Inventory) | ||
{ | ||
unsigned retVal = Inventory.goods[good]; | ||
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// Add the tools used by workers to the good totals | ||
for(unsigned j = 0; j < NUM_JOB_TYPES; j++) | ||
{ | ||
boost::optional<GoodType> tool = JOB_CONSTS[(Job)j].tool; | ||
if(tool == good) | ||
{ | ||
retVal += Inventory.people[j]; | ||
} | ||
} | ||
// Add the weapons and beer used by soldiers to the good totals | ||
if(good == GD_BEER || good == GD_SWORD || good == GD_SHIELDROMANS) | ||
{ | ||
for(const auto& it : SOLDIER_JOBS) | ||
{ | ||
retVal += Inventory.people[it]; | ||
} | ||
} | ||
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return retVal; | ||
} | ||
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void EconomyModeHandler::UpdateAmounts() | ||
{ | ||
// Return if the game is over or we already updated the amounts this game frame | ||
if(isOver() || gfLastUpdated == GetEvMgr().GetCurrentGF()) | ||
{ | ||
return; | ||
} | ||
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// Sum up goods | ||
for(unsigned i = 0; i < gwg->GetNumPlayers(); ++i) | ||
{ | ||
const GamePlayer& player = gwg->GetPlayer(i); | ||
Inventory playerInventory = player.GetInventory(); | ||
for(unsigned g = 0; g < goodsToCollect.size(); g++) | ||
{ | ||
amountsThePlayersCollected[g][i] = SumUpGood(goodsToCollect[g], playerInventory); | ||
} | ||
} | ||
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// Compute the amounts for the teams | ||
std::fill(maxAmountsATeamCollected.begin(), maxAmountsATeamCollected.end(), 0); | ||
for(auto& team : economyModeTeams) | ||
{ | ||
std::fill(team.amountsTheTeamCollected.begin(), team.amountsTheTeamCollected.end(), 0); | ||
for(unsigned i = 0; i < gwg->GetNumPlayers(); ++i) | ||
{ | ||
if(team.containsPlayer(i)) | ||
{ | ||
for(unsigned g = 0; g < goodsToCollect.size(); g++) | ||
{ | ||
team.amountsTheTeamCollected[g] += GetAmount(g, i); | ||
if(team.amountsTheTeamCollected[g] > maxAmountsATeamCollected[g]) | ||
{ | ||
maxAmountsATeamCollected[g] = team.amountsTheTeamCollected[g]; | ||
} | ||
} | ||
} | ||
} | ||
} | ||
// Determine the leading teams for each good type and determine how many good type wins is the maximum. | ||
mostGoodTypeWins = 0; | ||
for(auto& team : economyModeTeams) | ||
{ | ||
team.goodTypeWins = 0; | ||
for(unsigned g = 0; g < goodsToCollect.size(); g++) | ||
{ | ||
if(team.amountsTheTeamCollected[g] >= maxAmountsATeamCollected[g]) | ||
{ | ||
team.goodTypeWins++; | ||
if(team.goodTypeWins > mostGoodTypeWins) | ||
{ | ||
mostGoodTypeWins = team.goodTypeWins; | ||
} | ||
} | ||
} | ||
} | ||
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gfLastUpdated = GetEvMgr().GetCurrentGF(); | ||
} | ||
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void EconomyModeHandler::HandleEvent(const unsigned) | ||
{ | ||
if(isOver()) | ||
{ | ||
return; | ||
} | ||
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// Handle game end event | ||
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// Update one last time | ||
UpdateAmounts(); | ||
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// Determine bitmask of all players in teams with the most good type wins | ||
std::bitset<MAX_PLAYERS> bestMask; | ||
for(auto& team : economyModeTeams) | ||
{ | ||
if(team.goodTypeWins == mostGoodTypeWins) | ||
{ | ||
bestMask |= team.playersInTeam; | ||
} | ||
} | ||
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// Let players know who won | ||
if(bestMask.count() > 1) | ||
gwg->GetGameInterface()->GI_TeamWinner(bestMask.to_ulong()); | ||
else | ||
for(unsigned i = 0; i < gwg->GetNumPlayers(); ++i) | ||
{ | ||
if(bestMask[i]) | ||
{ | ||
gwg->GetGameInterface()->GI_Winner(i); | ||
} | ||
} | ||
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gwg->MakeWholeMapVisibleForAllPlayers(); | ||
gwg->GetGameInterface()->GI_UpdateMapVisibility(); | ||
} | ||
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bool EconomyModeHandler::isOver() const | ||
{ | ||
return gwg->GetGGS().objective == GO_ECONOMYMODE && !isInfinite() && endFrame < GetEvMgr().GetCurrentGF(); | ||
} | ||
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EconomyModeHandler::EconTeam::EconTeam(SerializedGameData& sgd, unsigned numGoodTypesToCollect) | ||
: playersInTeam(sgd.PopSignedInt()), amountsTheTeamCollected(numGoodTypesToCollect, 0), goodTypeWins(0) | ||
{} | ||
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void EconomyModeHandler::EconTeam::Serialize(SerializedGameData& sgd) const | ||
{ | ||
sgd.PushUnsignedInt(playersInTeam.to_ulong()); | ||
} | ||
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bool EconomyModeHandler::EconTeam::containsPlayer(unsigned playerId) const | ||
{ | ||
return playersInTeam[playerId]; | ||
} |
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