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model_builder.cpp
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#include "stdafx.h"
#include "model_builder.h"
#include "level.h"
#include "tribe.h"
#include "inventory.h"
#include "collective_builder.h"
#include "options.h"
#include "player_control.h"
#include "spectator.h"
#include "creature.h"
#include "square.h"
#include "progress_meter.h"
#include "level_maker.h"
#include "model.h"
#include "level_builder.h"
#include "monster_ai.h"
#include "campaign.h"
#include "creature_name.h"
#include "villain_type.h"
#include "enemy_factory.h"
#include "creature_group.h"
#include "view_object.h"
#include "item.h"
#include "furniture.h"
#include "sokoban_input.h"
#include "external_enemies.h"
#include "technology.h"
#include "keybinding.h"
#include "tutorial.h"
#include "settlement_info.h"
#include "enemy_info.h"
#include "game_time.h"
#include "lasting_effect.h"
#include "game_config.h"
#include "build_info.h"
#include "tribe_alignment.h"
#include "resource_counts.h"
#include "content_factory.h"
#include "enemy_id.h"
#include "biome_id.h"
#include "zlevel.h"
#include "avatar_info.h"
#include "keeper_base_info.h"
using namespace std::chrono;
ModelBuilder::ModelBuilder(ProgressMeter* m, RandomGen& r, Options* o,
SokobanInput* sok, ContentFactory* contentFactory, EnemyFactory enemyFactory)
: random(r), meter(m), enemyFactory(std::move(enemyFactory)), sokobanInput(sok), contentFactory(contentFactory) {
}
ModelBuilder::~ModelBuilder() {
}
ModelBuilder::LevelMakerMethod ModelBuilder::getMaker(LevelType type) {
switch (type) {
case LevelType::BASIC:
return [this](RandomGen& random, SettlementInfo info, Vec2 size, int difficulty) {
return LevelMaker::settlementLevel(*contentFactory, random, info, size, none, none, FurnitureType("MOUNTAIN2"),
difficulty);
};
case LevelType::TOWER:
return &LevelMaker::towerLevel;
case LevelType::MAZE:
return &LevelMaker::mazeLevel;
case LevelType::DUNGEON:
return &LevelMaker::roomLevel;
case LevelType::MINETOWN:
return &LevelMaker::mineTownLevel;
case LevelType::BLACK_MARKET:
return &LevelMaker::blackMarket;
case LevelType::OUTBACK:
return [this] (RandomGen& random, SettlementInfo info, Vec2, int difficulty) {
auto& biomeInfo = contentFactory->biomeInfo.at(BiomeId("OUTBACK"));
auto natives = enemyFactory->get(EnemyId("NATIVE_VILLAGE"));
natives.settlement.collective = new CollectiveBuilder(natives.config, natives.settlement.tribe, "native village");
return LevelMaker::topLevel(random, {info, natives.settlement}, 100, difficulty, none, none, biomeInfo, ResourceCounts{},
*contentFactory);
};
case LevelType::SOKOBAN: {
Table<char> sokoLevel = sokobanInput->getNext();
return [sokoLevel](RandomGen& random, SettlementInfo info, Vec2, int difficulty) {
return LevelMaker::sokobanFromFile(random, info, sokoLevel, difficulty);
};
}
}
}
void ModelBuilder::addMapVillains(vector<EnemyInfo>& enemyInfo, const vector<BiomeEnemyInfo>& info) {
for (auto& enemy : info)
if (random.chance(enemy.probability))
for (int i : Range(random.get(enemy.count)))
enemyInfo.push_back(enemyFactory->get(enemy.id));
}
PModel ModelBuilder::tryCampaignBaseModel(TribeAlignment alignment, optional<KeeperBaseInfo> keeperBase, BiomeId biome,
optional<ExternalEnemiesType> externalEnemiesType) {
vector<EnemyInfo> enemyInfo;
auto& biomeInfo = contentFactory->biomeInfo.at(biome);
addMapVillains(enemyInfo, alignment == TribeAlignment::EVIL
? biomeInfo.darkKeeperBaseEnemies
: biomeInfo.whiteKeeperBaseEnemies);
optional<ExternalEnemies> externalEnemies;
if (externalEnemiesType)
externalEnemies = ExternalEnemies(random, &contentFactory->getCreatures(), enemyFactory->getExternalEnemies(),
*externalEnemiesType);
return tryModel(114, 0, enemyInfo, getPlayerTribeId(alignment), std::move(keeperBase), biome, std::move(externalEnemies));
}
PModel ModelBuilder::tryTutorialModel(optional<KeeperBaseInfo> keeperBase) {
vector<EnemyInfo> enemyInfo;
BiomeId biome = BiomeId("MOUNTAIN");
//enemyInfo.push_back(enemyFactory->get(EnemyId("CORPSES")));
//enemyInfo.push_back(enemyFactory->get(EnemyId("RED_DRAGON")));
//enemyInfo.push_back(enemyFactory->get(EnemyId("RUINS")));
enemyInfo.push_back(enemyFactory->get(EnemyId("TUTORIAL_VILLAGE")));
//enemyInfo.push_back(enemyFactory->get(EnemyId("ADA_GOLEMS")));
//enemyInfo.push_back(enemyFactory->get(EnemyId("TEMPLE")));
//enemyInfo.push_back(enemyFactory->get(EnemyId("LIZARDMEN")));
return tryModel(114, 0, enemyInfo, TribeId::getDarkKeeper(), keeperBase, biome, {});
}
PModel ModelBuilder::tryCampaignSiteModel(EnemyId enemyId, VillainType type, TribeAlignment alignment, BiomeId biomeId,
int difficulty) {
vector<EnemyInfo> enemyInfo { enemyFactory->get(enemyId).setVillainType(type)};
if (auto id = enemyInfo[0].otherEnemy)
enemyInfo.push_back(enemyFactory->get(*id));
auto& biomeInfo = contentFactory->biomeInfo.at(biomeId);
if (type != VillainType::MINOR)
addMapVillains(enemyInfo, alignment == TribeAlignment::EVIL ? biomeInfo.darkKeeperEnemies : biomeInfo.whiteKeeperEnemies);
return tryModel(type == VillainType::MINOR ? 60 : 114, difficulty, enemyInfo, none, none, biomeId, {});
}
PModel ModelBuilder::tryBuilding(int numTries, function<PModel()> buildFun, const string& name) {
for (int i : Range(numTries)) {
try {
if (meter)
meter->reset();
return buildFun();
} catch (LevelGenException) {
INFO << "Retrying level gen";
}
}
USER_FATAL << "Couldn't generate a level: " << name;
return nullptr;
}
PModel ModelBuilder::campaignBaseModel(const AvatarInfo& avatarInfo, BiomeId biome,
optional<ExternalEnemiesType> externalEnemies) {
return tryBuilding(20, [&] { return tryCampaignBaseModel(avatarInfo.tribeAlignment,
avatarInfo.creatureInfo.startingBase, biome, externalEnemies); },
"campaign base");
}
PModel ModelBuilder::tutorialModel(optional<KeeperBaseInfo> keeperBase) {
return tryBuilding(20, [=] { return tryTutorialModel(keeperBase); }, "tutorial");
}
PModel ModelBuilder::campaignSiteModel(EnemyId enemyId, VillainType type, TribeAlignment alignment, BiomeId biome,
int difficulty) {
return tryBuilding(20, [&] { return tryCampaignSiteModel(enemyId, type, alignment, biome, difficulty); },
enemyId.data());
}
void ModelBuilder::measureSiteGen(int numTries, vector<string> types, vector<BiomeId> biomes) {
if (types.empty()) {
types = {"campaign_base", "tutorial", "zlevels"};
for (auto id : enemyFactory->getAllIds()) {
auto enemy = enemyFactory->get(id);
if (!!enemy.getBiome())
types.push_back(id.data());
}
}
vector<function<void()>> tasks;
for (auto& type : types) {
if (type == "campaign_base")
for (auto alignment : ENUM_ALL(TribeAlignment))
for (auto biome : biomes)
tasks.push_back([=] { measureModelGen(type + " (" + EnumInfo<TribeAlignment>::getString(alignment) + ", "
+ biome.data() + ")", numTries,
[&] { tryCampaignBaseModel(alignment, none, biome, none); }); });
else if (type == "zlevels") {
// FATAL << "Fix after adding z level groups";
for (auto alignment : ENUM_ALL(TribeAlignment))
for (int i : Range(1, 30))
tasks.push_back([=] { measureModelGen(type + " " + toString(i) +
" (" + EnumInfo<TribeAlignment>::getString(alignment) + ")",
numTries,
[&] {
auto model = tryCampaignBaseModel(alignment, none, BiomeId("GRASSLAND"), none);
auto size = model->getGroundLevel()->getBounds().getSize();
auto maker = getLevelMaker(Random, contentFactory, {"basic"}, i, TribeId::getDarkKeeper(), size,
EnemyAggressionLevel(0));
LevelBuilder(Random, contentFactory, size.x, size.y, true)
.build(contentFactory, model.get(), maker.maker.get(), 123);
}); });
}
else if (type == "tutorial")
tasks.push_back([=] { measureModelGen(type, numTries, [&] { tryTutorialModel(none); }); });
else {
auto id = EnemyId(type.data());
for (auto alignment : ENUM_ALL(TribeAlignment))
tasks.push_back([=] { measureModelGen(type, numTries, [&] {
tryCampaignSiteModel(id, VillainType::LESSER, alignment, Random.choose(biomes), 0); }); });
}
}
for (auto& t : tasks)
t();
}
void ModelBuilder::measureModelGen(const string& name, int numTries, function<void()> genFun) {
int numSuccess = 0;
int maxT = 0;
int minT = 1000000;
double sumT = 0;
USER_INFO << "Testing " << name;
for (int i : Range(numTries)) {
#ifndef OSX // this triggers some compiler errors OSX, I don't need it there anyway.
auto time = steady_clock::now();
#endif
try {
genFun();
++numSuccess;
//std::cout << ".";
//std::cout.flush();
} catch (LevelGenException) {
//std::cout << "x";
//std::cout.flush();
}
#ifndef OSX
int millis = duration_cast<milliseconds>(steady_clock::now() - time).count();
sumT += millis;
maxT = max(maxT, millis);
minT = min(minT, millis);
#endif
}
USER_INFO << numSuccess << " / " << numTries << ". MinT: " <<
minT << ". MaxT: " << maxT << ". AvgT: " << sumT / numTries;
}
void ModelBuilder::makeExtraLevel(Model* model, LevelConnection& connection, SettlementInfo& mainSettlement,
StairKey upLink, vector<EnemyInfo>& extraEnemies, int depth, bool mainDungeon, int difficulty) {
StairKey downLink = StairKey::getNew();
int direction = connection.direction == LevelConnectionDir::DOWN ? 1 : -1;
for (int index : All(connection.levels)) {
auto& level = connection.levels[index];
auto addLevel = [&] (SettlementInfo& settlement, bool bottomLevel) {
settlement.upStairs.push_back(upLink);
if (!bottomLevel)
settlement.downStairs.push_back(downLink);
if (direction == -1)
swap(settlement.upStairs, settlement.downStairs);
auto res = model->buildLevel(
contentFactory,
LevelBuilder(meter, random, contentFactory, level.levelSize.x, level.levelSize.y, true,
level.isLit ? 1.0 : 0.0),
getMaker(level.levelType)(random, settlement, level.levelSize, difficulty),
depth,
level.name.value_or(TSentence("Z_LEVEL", TString(depth))));
res->canTranfer = level.canTransfer;
res->aiFollows = level.aiFollows;
res->mainDungeon = mainDungeon;
upLink = downLink;
downLink = StairKey::getNew();
depth += direction;
};
level.enemy.match(
[&](LevelConnection::ExtraEnemy& e) {
for (int i : All(e.enemyInfo)) {
auto& set = processLevelConnection(model, e.enemyInfo[i], extraEnemies, depth, false, difficulty);
addLevel(set, index == connection.levels.size() - 1 && i == e.enemyInfo.size() - 1);
}
},
[&](LevelConnection::MainEnemy&) {
addLevel(mainSettlement, index == connection.levels.size() - 1);
}
);
}
}
SettlementInfo& ModelBuilder::processLevelConnection(Model* model, EnemyInfo& enemyInfo,
vector<EnemyInfo>& extraEnemies, int depth, bool mainDungeon, int difficulty) {
if (!enemyInfo.levelConnection)
return enemyInfo.settlement;
auto processExtraEnemy = [&] (LevelConnection::EnemyLevelInfo& enemyInfo) {
if (auto extra = enemyInfo.getReferenceMaybe<LevelConnection::ExtraEnemy>()) {
for (auto& enemy : extra->enemyInfo) {
enemy.settlement.collective =
new CollectiveBuilder(enemy.config, enemy.settlement.tribe, !!enemy.id ? enemy.id->data() : "unknown");
extraEnemies.push_back(enemy);
}
}
};
for (auto& level : enemyInfo.levelConnection->levels)
processExtraEnemy(level.enemy);
processExtraEnemy(enemyInfo.levelConnection->topLevel);
StairKey downLink = StairKey::getNew();
bool goingDown = enemyInfo.levelConnection->direction == LevelConnectionDir::DOWN;
makeExtraLevel(model, *enemyInfo.levelConnection, enemyInfo.settlement, downLink, extraEnemies,
depth + (goingDown ? 1 : -1), mainDungeon, difficulty);
SettlementInfo* ret = nullptr;
if (auto extra = enemyInfo.levelConnection->topLevel.getReferenceMaybe<LevelConnection::ExtraEnemy>()) {
for (auto& enemy : extra->enemyInfo) {
CHECK(!ret);
ret = &enemy.settlement;
}
} else
ret = &enemyInfo.settlement;
(goingDown ? ret->downStairs : ret->upStairs).push_back(downLink);
return *ret;
}
PModel ModelBuilder::tryModel(int width, int difficulty, vector<EnemyInfo> enemyInfo, optional<TribeId> keeperTribe,
optional<KeeperBaseInfo> keeperBase, BiomeId biomeId,
optional<ExternalEnemies> externalEnemies) {
auto& biomeInfo = contentFactory->biomeInfo.at(biomeId);
auto model = Model::create(contentFactory, biomeInfo.overrideMusic, biomeId);
vector<SettlementInfo> topLevelSettlements;
vector<EnemyInfo> extraEnemies;
for (auto& elem : enemyInfo) {
elem.settlement.collective = new CollectiveBuilder(elem.config, elem.settlement.tribe, !!elem.id ? elem.id->data() : "unknown");
topLevelSettlements.push_back(processLevelConnection(model.get(), elem, extraEnemies, 0, true, difficulty));
}
append(enemyInfo, extraEnemies);
model->buildMainLevel(
contentFactory,
LevelBuilder(meter, random, contentFactory, width, width, false),
LevelMaker::topLevel(random, topLevelSettlements, width, difficulty, keeperTribe, std::move(keeperBase),
biomeInfo, *chooseResourceCounts(random, contentFactory->resources, 0), *contentFactory));
model->getGroundLevel()->sightRange = biomeInfo.sightRange;
model->calculateStairNavigation();
for (auto& enemy : enemyInfo)
model->addCollective(enemy.buildCollective(contentFactory));
if (externalEnemies)
model->addExternalEnemies(std::move(*externalEnemies));
return model;
}
PModel ModelBuilder::battleModel(const FilePath& levelPath, vector<PCreature> allies, vector<CreatureList> enemies) {
auto m = Model::create(contentFactory, none, BiomeId("GRASSLAND"));
ifstream stream(levelPath.getPath());
Table<char> level = *SokobanInput::readTable(stream);
Level* l = m->buildMainLevel(
contentFactory,
LevelBuilder(meter, Random, contentFactory, level.getBounds().width(), level.getBounds().height(), true, 1.0),
LevelMaker::battleLevel(level, std::move(allies), enemies));
return m;
}