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vcmi/lib/gameState/CGameState.cpp

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/*
* CGameState.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGameState.h"
#include "EVictoryLossCheckResult.h"
#include "InfoAboutArmy.h"
#include "TavernHeroesPool.h"
#include "CGameStateCampaign.h"
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#include "SThievesGuildInfo.h"
#include "../ArtifactUtils.h"
#include "../CBuildingHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "../CPlayerState.h"
#include "../CRandomGenerator.h"
#include "../CStopWatch.h"
#include "../GameSettings.h"
#include "../StartInfo.h"
#include "../TerrainHandler.h"
#include "../VCMIDirs.h"
#include "../VCMI_Lib.h"
#include "../battle/BattleInfo.h"
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#include "../campaign/CampaignState.h"
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#include "../constants/StringConstants.h"
#include "../filesystem/ResourcePath.h"
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#include "../json/JsonBonus.h"
#include "../json/JsonUtils.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/DwellingInstanceConstructor.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/CQuest.h"
#include "../mapObjects/MiscObjects.h"
#include "../mapping/CMap.h"
#include "../mapping/CMapEditManager.h"
#include "../mapping/CMapService.h"
#include "../modding/IdentifierStorage.h"
#include "../modding/ModScope.h"
#include "../pathfinder/CPathfinder.h"
#include "../pathfinder/PathfinderOptions.h"
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#include "../registerTypes/RegisterTypesClientPacks.h"
#include "../rmg/CMapGenerator.h"
#include "../serializer/CMemorySerializer.h"
#include "../serializer/CTypeList.h"
#include "../spells/CSpellHandler.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
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boost::shared_mutex CGameState::mutex;
template <typename T> class CApplyOnGS;
class CBaseForGSApply
{
public:
virtual void applyOnGS(CGameState *gs, CPack * pack) const =0;
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virtual ~CBaseForGSApply() = default;
template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
{
return new CApplyOnGS<U>();
}
};
template <typename T> class CApplyOnGS : public CBaseForGSApply
{
public:
void applyOnGS(CGameState *gs, CPack * pack) const override
{
T *ptr = static_cast<T*>(pack);
ptr->applyGs(gs);
}
};
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HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
{
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(ps.hero >= HeroTypeID(0) && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
{
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return HeroTypeID(ps.hero);
}
return pickUnusedHeroTypeRandomly(owner);
}
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HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
{
//list of available heroes for this faction and others
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std::vector<HeroTypeID> factionHeroes;
std::vector<HeroTypeID> otherHeroes;
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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for(const HeroTypeID & hid : getUnusedAllowedHeroes())
{
if(hid.toHeroType()->heroClass->faction == ps.castle)
factionHeroes.push_back(hid);
else
otherHeroes.push_back(hid);
}
// select random hero native to "our" faction
if(!factionHeroes.empty())
{
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return *RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator());
}
logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());
if(!otherHeroes.empty())
{
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return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());
}
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logGlobal->error("No free allowed heroes!");
auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
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if(!notAllowedHeroesButStillBetterThanCrash.empty())
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return *notAllowedHeroesButStillBetterThanCrash.begin();
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logGlobal->error("No free heroes at all!");
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throw std::runtime_error("Can not allocate hero. All heroes are already used.");
}
int CGameState::getDate(Date mode) const
{
int temp;
switch (mode)
{
case Date::DAY:
return day;
case Date::DAY_OF_WEEK: //day of week
temp = (day)%7; // 1 - Monday, 7 - Sunday
return temp ? temp : 7;
case Date::WEEK: //current week
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
case Date::MONTH: //current month
return ((day-1)/28)+1;
case Date::DAY_OF_MONTH: //day of month
temp = (day)%28;
if (temp)
return temp;
else return 28;
}
return 0;
}
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CGameState::CGameState()
{
gs = this;
heroesPool = std::make_unique<TavernHeroesPool>();
applier = std::make_shared<CApplier<CBaseForGSApply>>();
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registerTypesClientPacks(*applier);
globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
}
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CGameState::~CGameState()
{
// explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState
currentBattles.clear();
map.dellNull();
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scenarioOps.dellNull();
initialOpts.dellNull();
}
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void CGameState::preInit(Services * newServices, IGameCallback * newCallback)
{
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services = newServices;
callback = newCallback;
}
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void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
{
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assert(services);
assert(callback);
scenarioOps = CMemorySerializer::deepCopy(*si).release();
initialOpts = CMemorySerializer::deepCopy(*si).release();
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si = nullptr;
switch(scenarioOps->mode)
{
case EStartMode::NEW_GAME:
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initNewGame(mapService, allowSavingRandomMap, progressTracking);
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break;
case EStartMode::CAMPAIGN:
initCampaign();
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break;
default:
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logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
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return;
}
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logGlobal->info("Map loaded!");
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checkMapChecksum();
day = 0;
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logGlobal->debug("Initialization:");
initGlobalBonuses();
initPlayerStates();
if (campaign)
campaign->placeCampaignHeroes();
removeHeroPlaceholders();
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initGrailPosition();
initRandomFactionsForPlayers();
randomizeMapObjects();
placeStartingHeroes();
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initDifficulty();
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initHeroes();
initStartingBonus();
initTowns();
initTownNames();
placeHeroesInTowns();
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initMapObjects();
buildBonusSystemTree();
initVisitingAndGarrisonedHeroes();
initFogOfWar();
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for(auto & elem : teams)
{
map->obelisksVisited[elem.first] = 0;
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}
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logGlobal->debug("\tChecking objectives");
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map->checkForObjectives(); //needs to be run when all objects are properly placed
auto seedAfterInit = getRandomGenerator().nextInt();
logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
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if(scenarioOps->seedPostInit > 0)
{
//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
assert(scenarioOps->seedPostInit == seedAfterInit);
}
else
{
scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
}
}
void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
{
switch(metatype)
{
case Metatype::ARTIFACT_INSTANCE:
logGlobal->error("Artifact instance update is not implemented");
break;
case Metatype::CREATURE_INSTANCE:
logGlobal->error("Creature instance update is not implemented");
break;
case Metatype::HERO_INSTANCE:
//index is hero type
if(index >= 0 && index < map->allHeroes.size())
{
CGHeroInstance * hero = map->allHeroes.at(index);
hero->updateFrom(data);
}
else
{
logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
}
break;
case Metatype::MAP_OBJECT_INSTANCE:
if(index >= 0 && index < map->objects.size())
{
CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
obj->updateFrom(data);
}
else
{
logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
}
break;
default:
logGlobal->error("This metatype update is not implemented");
break;
}
}
void CGameState::updateOnLoad(StartInfo * si)
{
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assert(services);
assert(callback);
scenarioOps->playerInfos = si->playerInfos;
for(auto & i : si->playerInfos)
gs->players[i.first].human = i.second.isControlledByHuman();
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scenarioOps->extraOptionsInfo = si->extraOptionsInfo;
}
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void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
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{
if(scenarioOps->createRandomMap())
{
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logGlobal->info("Create random map.");
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CStopWatch sw;
// Gen map
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CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, callback, scenarioOps->seedToBeUsed);
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progressTracking.include(mapGenerator);
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std::unique_ptr<CMap> randomMap = mapGenerator.generate();
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progressTracking.exclude(mapGenerator);
if(allowSavingRandomMap)
{
try
{
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auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps";
boost::filesystem::create_directories(path);
std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
const std::string templateName = options->getMapTemplate()->getName();
const ui32 seed = scenarioOps->seedToBeUsed;
const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr));
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const std::string fileName = boost::str(boost::format("%s_%s_%d.vmap") % dt % templateName % seed );
const auto fullPath = path / fileName;
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randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt));
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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mapService->saveMap(randomMap, fullPath);
logGlobal->info("Random map has been saved to:");
logGlobal->info(fullPath.string());
}
catch(...)
{
logGlobal->error("Saving random map failed with exception");
}
}
map = randomMap.release();
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// Update starting options
for(int i = 0; i < map->players.size(); ++i)
{
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const auto & playerInfo = map->players[i];
if(playerInfo.canAnyonePlay())
{
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PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
playerSettings.compOnly = !playerInfo.canHumanPlay;
playerSettings.castle = playerInfo.defaultCastle();
if(playerSettings.isControlledByAI() && playerSettings.name.empty())
{
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playerSettings.name = VLC->generaltexth->allTexts[468];
}
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playerSettings.color = PlayerColor(i);
}
else
{
scenarioOps->playerInfos.erase(PlayerColor(i));
}
}
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logGlobal->info("Generated random map in %i ms.", sw.getDiff());
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}
else
{
logGlobal->info("Open map file: %s", scenarioOps->mapname);
const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
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map = mapService->loadMap(mapURI, callback).release();
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}
}
void CGameState::initCampaign()
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{
campaign = std::make_unique<CGameStateCampaign>(this);
map = campaign->getCurrentMap().release();
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}
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void CGameState::checkMapChecksum()
{
logGlobal->info("\tOur checksum for the map: %d", map->checksum);
if(scenarioOps->mapfileChecksum)
{
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logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
if(map->checksum != scenarioOps->mapfileChecksum)
{
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logGlobal->error("Wrong map checksum!!!");
throw std::runtime_error("Wrong checksum");
}
}
else
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{
scenarioOps->mapfileChecksum = map->checksum;
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}
}
void CGameState::initGlobalBonuses()
{
const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
logGlobal->debug("\tLoading global bonuses");
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for(const auto & b : baseBonuses.Struct())
{
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auto bonus = JsonUtils::parseBonus(b.second);
bonus->source = BonusSource::GLOBAL;//for all
bonus->sid = BonusSourceID(); //there is one global object
globalEffects.addNewBonus(bonus);
}
VLC->creh->loadCrExpBon(globalEffects);
}
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void CGameState::initDifficulty()
{
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logGlobal->debug("\tLoading difficulty settings");
JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
config.setModScope(ModScope::scopeGame()); // FIXME: should be set to actual mod
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const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
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auto setDifficulty = [](PlayerState & state, const JsonNode & json)
{
//set starting resources
state.resources = TResources(json["resources"]);
//set global bonuses
for(auto & jsonBonus : json["globalBonuses"].Vector())
if(auto bonus = JsonUtils::parseBonus(jsonBonus))
state.addNewBonus(bonus);
//set battle bonuses
for(auto & jsonBonus : json["battleBonuses"].Vector())
if(auto bonus = JsonUtils::parseBonus(jsonBonus))
state.battleBonuses.push_back(*bonus);
};
for (auto & elem : players)
{
PlayerState &p = elem.second;
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setDifficulty(p, p.human ? difficultyHuman : difficultyAI);
}
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if (campaign)
campaign->initStartingResources();
}
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void CGameState::initGrailPosition()
{
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logGlobal->debug("\tPicking grail position");
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//pick grail location
if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
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{
if(!map->grailRadius) //radius not given -> anywhere on map
map->grailRadius = map->width * 2;
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std::vector<int3> allowedPos;
static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
// add all not blocked tiles in range
for (int z = 0; z < map->levels(); z++)
{
for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
{
for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
{
const TerrainTile &t = map->getTile(int3(x, y, z));
if(!t.blocked
&& !t.visitable
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&& t.terType->isLand()
&& t.terType->isPassable()
&& (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
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allowedPos.emplace_back(x, y, z);
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}
}
}
//remove tiles with holes
for(auto & elem : map->objects)
if(elem && elem->ID == Obj::HOLE)
allowedPos -= elem->pos;
if(!allowedPos.empty())
{
map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
}
else
{
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logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
}
}
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}
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void CGameState::initRandomFactionsForPlayers()
{
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logGlobal->debug("\tPicking random factions for players");
for(auto & elem : scenarioOps->playerInfos)
{
if(elem.second.castle==FactionID::RANDOM)
{
auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
std::advance(iter, randomID);
elem.second.castle = *iter;
}
}
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}
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void CGameState::randomizeMapObjects()
{
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logGlobal->debug("\tRandomizing objects");
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for(CGObjectInstance *object : map->objects)
{
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if(!object)
continue;
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object->pickRandomObject(getRandomGenerator());
//handle Favouring Winds - mark tiles under it
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if(object->ID == Obj::FAVORABLE_WINDS)
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{
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for (int i = 0; i < object->getWidth() ; i++)
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{
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for (int j = 0; j < object->getHeight() ; j++)
{
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int3 pos = object->pos - int3(i,j,0);
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if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
}
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}
}
}
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}
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void CGameState::initPlayerStates()
{
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logGlobal->debug("\tCreating player entries in gs");
for(auto & elem : scenarioOps->playerInfos)
{
PlayerState & p = players[elem.first];
p.color=elem.first;
p.human = elem.second.isControlledByHuman();
p.team = map->players[elem.first.getNum()].team;
teams[p.team].id = p.team;//init team
teams[p.team].players.insert(elem.first);//add player to team
}
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}
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void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
{
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for(auto town : map->towns)
{
if(town->getPosition() == townPos)
{
townPos = town->visitablePos();
break;
}
}
auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());
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CGObjectInstance * obj = handler->create(callback, handler->getTemplates().front());
CGHeroInstance * hero = dynamic_cast<CGHeroInstance *>(obj);
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hero->ID = Obj::HERO;
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hero->setHeroType(heroTypeId);
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hero->tempOwner = playerColor;
hero->pos = townPos;
hero->pos += hero->getVisitableOffset();
map->getEditManager()->insertObject(hero);
}
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void CGameState::placeStartingHeroes()
{
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logGlobal->debug("\tGiving starting hero");
for(auto & playerSettingPair : scenarioOps->playerInfos)
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{
auto playerColor = playerSettingPair.first;
auto & playerInfo = map->players[playerColor.getNum()];
if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
{
// Do not place a starting hero if the hero was already placed due to a campaign bonus
if (campaign && campaign->playerHasStartingHero(playerColor))
continue;
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HeroTypeID heroTypeId = pickNextHeroType(playerColor);
if(playerSettingPair.second.hero == HeroTypeID::NONE)
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playerSettingPair.second.hero = heroTypeId;
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placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
}
}
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}
void CGameState::removeHeroPlaceholders()
{
// remove any hero placeholders that remain on map after (potential) campaign heroes placement
for(auto obj : map->objects)
{
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
{
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
map->removeBlockVisTiles(heroPlaceholder, true);
map->instanceNames.erase(obj->instanceName);
map->objects[heroPlaceholder->id.getNum()] = nullptr;
delete heroPlaceholder;
}
}
}
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void CGameState::initHeroes()
{
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
{
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logGlobal->warn("Hero with uninitialized owner!");
continue;
}
hero->initHero(getRandomGenerator());
getPlayerState(hero->getOwner())->heroes.push_back(hero);
map->allHeroes[hero->getHeroType().getNum()] = hero;
}
// generate boats for all heroes on water
for(auto hero : map->heroesOnMap)
{
assert(map->isInTheMap(hero->visitablePos()));
const auto & tile = map->getTile(hero->visitablePos());
if (tile.terType->isWater())
{
auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
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auto boat = dynamic_cast<CGBoat*>(handler->create(callback, nullptr));
handler->configureObject(boat, gs->getRandomGenerator());
boat->pos = hero->pos;
boat->appearance = handler->getTemplates().front();
boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
map->objects.emplace_back(boat);
hero->attachToBoat(boat);
}
}
for(auto obj : map->objects) //prisons
{
if(obj && obj->ID == Obj::PRISON)
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{
auto * hero = dynamic_cast<CGHeroInstance*>(obj.get());
hero->initHero(getRandomGenerator());
map->allHeroes[hero->getHeroType().getNum()] = hero;
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}
}
std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
for(auto ph : map->predefinedHeroes)
{
if(!vstd::contains(heroesToCreate, ph->getHeroType()))
continue;
ph->initHero(getRandomGenerator());
heroesPool->addHeroToPool(ph);
heroesToCreate.erase(ph->type->getId());
map->allHeroes[ph->getHeroType().getNum()] = ph;
}
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for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
{
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auto * vhi = new CGHeroInstance(callback);
vhi->initHero(getRandomGenerator(), htype);
int typeID = htype.getNum();
map->allHeroes[typeID] = vhi;
heroesPool->addHeroToPool(vhi);
}
for(auto & elem : map->disposedHeroes)
heroesPool->setAvailability(elem.heroId, elem.players);
if (campaign)
campaign->initHeroes();
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}
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void CGameState::initFogOfWar()
{
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logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
int layers = map->levels();
for(auto & elem : teams)
{
auto & fow = elem.second.fogOfWarMap;
fow.resize(boost::extents[layers][map->width][map->height]);
std::fill(fow.data(), fow.data() + fow.num_elements(), 0);
for(CGObjectInstance *obj : map->objects)
{
if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
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std::unordered_set<int3> tiles;
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
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for(const int3 & tile : tiles)
{
elem.second.fogOfWarMap[tile.z][tile.x][tile.y] = 1;
}
}
}
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}
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void CGameState::initStartingBonus()
{
if (scenarioOps->mode == EStartMode::CAMPAIGN)
return;
// These are the single scenario bonuses; predefined
// campaign bonuses are spread out over other init* functions.
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logGlobal->debug("\tStarting bonuses");
for(auto & elem : players)
{
//starting bonus
if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));
switch(scenarioOps->playerInfos[elem.first].bonus)
{
case PlayerStartingBonus::GOLD:
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elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
break;
case PlayerStartingBonus::RESOURCE:
{
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auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == EGameResID::WOOD_AND_ORE)
{
int amount = getRandomGenerator().nextInt(5, 10);
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elem.second.resources[EGameResID::WOOD] += amount;
elem.second.resources[EGameResID::ORE] += amount;
}
else
{
elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
}
break;
}
case PlayerStartingBonus::ARTIFACT:
{
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if(elem.second.heroes.empty())
{
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logGlobal->error("Cannot give starting artifact - no heroes!");
break;
}
const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(VLC);
CGHeroInstance *hero = elem.second.heroes[0];
if(!giveHeroArtifact(hero, toGive->getId()))
logGlobal->error("Cannot give starting artifact - no free slots!");
}
break;
}
}
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}
void CGameState::initTownNames()
{
std::map<FactionID, std::vector<int>> availableNames;
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for(const auto & faction : VLC->townh->getDefaultAllowed())
{
std::vector<int> potentialNames;
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if(faction.toFaction()->town->getRandomNamesCount() > 0)
{
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for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i)
potentialNames.push_back(i);
availableNames[faction] = potentialNames;
}
}
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for(auto & vti : map->towns)
{
assert(vti->town);
if(!vti->getNameTextID().empty())
continue;
FactionID faction = vti->getFaction();
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if(availableNames.empty())
{
logGlobal->warn("Failed to find available name for a random town!");
vti->setNameTextId("core.genrltxt.508"); // Unnamed
continue;
}
// If town has no available names (for example - all were picked) - pick names from some other faction that still has names available
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if(!availableNames.count(faction))
faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;
auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());
vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));
availableNames[faction].erase(nameIt);
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if(availableNames[faction].empty())
availableNames.erase(faction);
}
}
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void CGameState::initTowns()
{
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logGlobal->debug("\tTowns");
if (campaign)
campaign->initTowns();
map->townUniversitySkills.clear();
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::FIRE_MAGIC));
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::AIR_MAGIC));
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC));
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC));
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for (auto & vti : map->towns)
{
assert(vti->town);
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constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
//init buildings
if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
{
vti->builtBuildings.erase(BuildingID::DEFAULT);
vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
if(vti->tempOwner != PlayerColor::NEUTRAL)
vti->builtBuildings.insert(BuildingID::TAVERN);
auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
for(int i = 0; i < definesBuildingsChances.size(); i++)
{
if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
{
vti->builtBuildings.insert(basicDwellings[i]);
}
}
}
// village hall must always exist
vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
//init hordes
for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
{
if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
{
vti->builtBuildings.erase(hordes[i]);//remove old ID
if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
{
vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
//if we have upgraded dwelling as well
if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
}
if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
{
vti->builtBuildings.insert(BuildingID::HORDE_2);
if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
}
}
}
//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
//But DO NOT remove horde placeholders before they are replaced
vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
{
return !vti->getTown()->buildings.count(bid) || !vti->getTown()->buildings.at(bid);
});
if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
//Early check for #1444-like problems
for([[maybe_unused]] const auto & building : vti->builtBuildings)
{
assert(vti->getTown()->buildings.at(building) != nullptr);
}
//town events
for(CCastleEvent &ev : vti->events)
{
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
{
ev.buildings.erase(hordes[i]);
if (vti->getTown()->hordeLvl.at(0) == i)
ev.buildings.insert(BuildingID::HORDE_1);
if (vti->getTown()->hordeLvl.at(1) == i)
ev.buildings.insert(BuildingID::HORDE_2);
}
}
//init spells
vti->spells.resize(GameConstants::SPELL_LEVELS);
for(ui32 z=0; z<vti->obligatorySpells.size();z++)
{
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const auto * s = vti->obligatorySpells[z].toSpell();
vti->spells[s->getLevel()-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
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while(!vti->possibleSpells.empty())
{
ui32 total=0;
int sel = -1;
for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
if (total == 0) // remaining spells have 0 probability
break;
auto r = getRandomGenerator().nextInt(total - 1);
for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
{
r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
if(r<0)
{
sel = ps;
break;
}
}
if(sel<0)
sel=0;
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const auto * s = vti->possibleSpells[sel].toSpell();
vti->spells[s->getLevel()-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
vti->possibleSpells.clear();
if(vti->getOwner() != PlayerColor::NEUTRAL)
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getPlayerState(vti->getOwner())->towns.emplace_back(vti);
}
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}
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void CGameState::initMapObjects()
{
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logGlobal->debug("\tObject initialization");
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// objCaller->preInit();
for(CGObjectInstance *obj : map->objects)
{
if(obj)
obj->initObj(getRandomGenerator());
}
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logGlobal->debug("\tObject initialization done");
for(CGObjectInstance *obj : map->objects)
{
if(!obj)
continue;
switch(obj->ID.toEnum())
{
case Obj::QUEST_GUARD:
case Obj::SEER_HUT:
{
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auto * q = dynamic_cast<CGSeerHut *>(obj);
assert (q);
q->setObjToKill();
}
}
}
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CGSubterraneanGate::postInit(callback); //pairing subterranean gates
map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
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}
void CGameState::placeHeroesInTowns()
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{
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for(auto & player : players)
{
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if(player.first == PlayerColor::NEUTRAL)
continue;
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for(CGHeroInstance * h : player.second.heroes)
{
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for(CGTownInstance * t : player.second.towns)
{
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if(h->visitablePos().z != t->visitablePos().z)
continue;
bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
// current hero position is at one of blocking tiles of current town
// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
if (heroOnTownBlockableTile)
{
int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
map->removeBlockVisTiles(h);
h->pos = correctedPos;
map->addBlockVisTiles(h);
assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
}
}
}
}
}
void CGameState::initVisitingAndGarrisonedHeroes()
{
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for(auto & player : players)
{
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if(player.first == PlayerColor::NEUTRAL)
continue;
//init visiting and garrisoned heroes
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for(CGHeroInstance * h : player.second.heroes)
{
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for(CGTownInstance * t : player.second.towns)
{
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if(h->visitablePos().z != t->visitablePos().z)
continue;
if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
{
assert(t->visitingHero == nullptr);
t->setVisitingHero(h);
}
}
}
}
for (auto hero : map->heroesOnMap)
{
if (hero->visitedTown)
{
assert (hero->visitedTown->visitingHero == hero);
}
}
}
const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
{
if (!player.isValidPlayer())
return nullptr;
for (const auto & battlePtr : currentBattles)
if (battlePtr->sides[0].color == player || battlePtr->sides[1].color == player)
return battlePtr.get();
return nullptr;
}
const BattleInfo * CGameState::getBattle(const BattleID & battle) const
{
for (const auto & battlePtr : currentBattles)
if (battlePtr->battleID == battle)
return battlePtr.get();
return nullptr;
}
BattleInfo * CGameState::getBattle(const BattleID & battle)
{
for (const auto & battlePtr : currentBattles)
if (battlePtr->battleID == battle)
return battlePtr.get();
return nullptr;
}
BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand)
{
assert(tile.valid());
if(!tile.valid())
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return BattleField::NONE;
const TerrainTile &t = map->getTile(tile);
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auto * topObject = t.visitableObjects.front();
if(topObject && topObject->getBattlefield() != BattleField::NONE)
{
return topObject->getBattlefield();
}
for(auto &obj : map->objects)
{
//look only for objects covering given tile
if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
continue;
auto customBattlefield = obj->getBattlefield();
if(customBattlefield != BattleField::NONE)
return customBattlefield;
}
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if(map->isCoastalTile(tile)) //coastal tile is always ground
return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
if (t.terType->battleFields.empty())
throw std::runtime_error("Failed to find battlefield for terrain " + t.terType->getJsonKey());
return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
}
void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
{
assert(obj);
assert(obj->hasStackAtSlot(stackPos));
out = fillUpgradeInfo(obj->getStack(stackPos));
}
UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
{
UpgradeInfo ret;
const CCreature *base = stack.type;
if (stack.armyObj->ID == Obj::HERO)
{
auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
hero->fillUpgradeInfo(ret, stack);
if (hero->visitedTown)
{
hero->visitedTown->fillUpgradeInfo(ret, stack);
}
else
{
auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
if (object != hero && upgradeSource != nullptr)
upgradeSource->fillUpgradeInfo(ret, stack);
}
}
if (stack.armyObj->ID == Obj::TOWN)
{
auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
town->fillUpgradeInfo(ret, stack);
}
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if(!ret.newID.empty())
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ret.oldID = base->getId();
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for (ResourceSet &cost : ret.cost)
cost.positive(); //upgrade cost can't be negative, ignore missing resources
return ret;
}
PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
{
if ( color1 == color2 )
return PlayerRelations::SAME_PLAYER;
if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
return PlayerRelations::ENEMIES;
const TeamState * ts = getPlayerTeam(color1);
if (ts && vstd::contains(ts->players, color2))
return PlayerRelations::ALLIES;
return PlayerRelations::ENEMIES;
}
void CGameState::apply(CPack *pack)
{
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ui16 typ = CTypeList::getInstance().getTypeID(pack);
applier->getApplier(typ)->applyOnGS(this, pack);
}
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
{
calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
}
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void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
{
//FIXME: creating pathfinder is costly, maybe reset / clear is enough?
CPathfinder pathfinder(this, config);
pathfinder.calculatePaths();
}
/**
* Tells if the tile is guarded by a monster as well as the position
* of the monster that will attack on it.
*
* @return int3(-1, -1, -1) if the tile is unguarded, or the position of
* the monster guarding the tile.
*/
std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
{
std::vector<CGObjectInstance*> guards;
const int3 originalPos = pos;
if (!map->isInTheMap(pos))
return guards;
const TerrainTile &posTile = map->getTile(pos);
if (posTile.visitable)
{
for (CGObjectInstance* obj : posTile.visitableObjects)
{
if(obj->isBlockedVisitable())
{
if (obj->ID == Obj::MONSTER) // Monster
guards.push_back(obj);
}
}
}
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (map->isInTheMap(pos))
{
const auto & tile = map->getTile(pos);
if (tile.visitable && (tile.isWater() == posTile.isWater()))
{
for (CGObjectInstance* obj : tile.visitableObjects)
{
if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
{
guards.push_back(obj);
}
}
}
}
pos.y++;
}
pos.y -= 3;
pos.x++;
}
return guards;
}
int3 CGameState::guardingCreaturePosition (int3 pos) const
{
return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
}
void CGameState::updateRumor()
{
static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
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int rumorId = -1;
int rumorExtra = -1;
auto & rand = getRandomGenerator();
rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
do
{
switch(rumor.type)
{
case RumorState::TYPE_SPECIAL:
{
SThievesGuildInfo tgi;
obtainPlayersStats(tgi, 20);
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
if(rumorId == RumorState::RUMOR_GRAIL)
{
rumorExtra = getTile(map->grailPos)->terType->getIndex();
break;
}
std::vector<PlayerColor> players = {};
switch(rumorId)
{
case RumorState::RUMOR_OBELISKS:
players = tgi.obelisks[0];
break;
case RumorState::RUMOR_ARTIFACTS:
players = tgi.artifacts[0];
break;
case RumorState::RUMOR_ARMY:
players = tgi.army[0];
break;
case RumorState::RUMOR_INCOME:
players = tgi.income[0];
break;
}
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
break;
}
case RumorState::TYPE_MAP:
// Makes sure that map rumors only used if there enough rumors too choose from
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if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
{
rumorId = rand.nextInt((int)map->rumors.size() - 1);
break;
}
else
rumor.type = RumorState::TYPE_RAND;
[[fallthrough]];
case RumorState::TYPE_RAND:
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
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rumorId = rand.nextInt((int)vector.size() - 1);
break;
}
}
while(!rumor.update(rumorId, rumorExtra));
}
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bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
{
if (!map->isInTheMap(pos))
return false;
if (!player)
return true;
if(player == PlayerColor::NEUTRAL)
return false;
if(player->isSpectator())
return true;
return getPlayerTeam(*player)->fogOfWarMap[pos.z][pos.x][pos.y];
}
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bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
{
if(!player)
return true;
//we should always see our own heroes - but sometimes not visible heroes cause crash :?
if (player == obj->tempOwner)
return true;
if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
return false;
//object is visible when at least one blocked tile is visible
for(int fy=0; fy < obj->getHeight(); ++fy)
{
for(int fx=0; fx < obj->getWidth(); ++fx)
{
int3 pos = obj->pos + int3(-fx, -fy, 0);
if ( map->isInTheMap(pos) &&
obj->coveringAt(pos.x, pos.y) &&
isVisible(pos, *player))
return true;
}
}
return false;
}
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
{
const TerrainTile * pom = &map->getTile(dst);
return map->checkForVisitableDir(src, pom, dst);
}
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EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
{
const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
auto evaluateEvent = [=](const EventCondition & condition)
{
return this->checkForVictory(player, condition);
};
const PlayerState *p = CGameInfoCallback::getPlayerState(player);
//cheater or tester, but has entered the code...
if (p->enteredWinningCheatCode)
return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
if (p->enteredLosingCheatCode)
return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
for (const TriggeredEvent & event : map->triggeredEvents)
{
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if (event.trigger.test(evaluateEvent))
{
if (event.effect.type == EventEffect::VICTORY)
return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
if (event.effect.type == EventEffect::DEFEAT)
return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
}
}
if (checkForStandardLoss(player))
{
return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
}
return EVictoryLossCheckResult();
}
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bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const
{
const PlayerState *p = CGameInfoCallback::getPlayerState(player);
switch (condition.condition)
{
case EventCondition::STANDARD_WIN:
{
return player == checkForStandardWin();
}
case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
{
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for(const auto & elem : p->heroes)
if(elem->hasArt(condition.objectType.as<ArtifactID>()))
return true;
return false;
}
case EventCondition::HAVE_CREATURES:
{
//check if in players armies there is enough creatures
int total = 0; //creature counter
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for(auto object : map->objects)
{
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const auto * ai = dynamic_cast<const CArmedInstance *>(object.get());
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if(ai && ai->getOwner() == player)
{
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for(const auto & elem : ai->Slots()) //iterate through army
if(elem.second->getId() == condition.objectType.as<CreatureID>()) //it's searched creature
total += elem.second->count;
}
}
return total >= condition.value;
}
case EventCondition::HAVE_RESOURCES:
{
return p->resources[condition.objectType.as<GameResID>()] >= condition.value;
}
case EventCondition::HAVE_BUILDING:
{
if (condition.objectID != ObjectInstanceID::NONE) // specific town
{
const auto * t = getTown(condition.objectID);
return (t->tempOwner == player && t->hasBuilt(condition.objectType.as<BuildingID>()));
}
else // any town
{
for (const CGTownInstance * t : p->towns)
{
if (t->hasBuilt(condition.objectType.as<BuildingID>()))
return true;
}
return false;
}
}
case EventCondition::DESTROY:
{
if (condition.objectID != ObjectInstanceID::NONE) // mode A - destroy specific object of this type
{
return p->destroyedObjects.count(condition.objectID);
}
else
{
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for(const auto & elem : map->objects) // mode B - destroy all objects of this type
{
if(elem && elem->ID == condition.objectType.as<MapObjectID>())
return false;
}
return true;
}
}
case EventCondition::CONTROL:
{
// list of players that need to control object to fulfull condition
// NOTE: cgameinfocallback specified explicitly in order to get const version
const auto * team = CGameInfoCallback::getPlayerTeam(player);
if (condition.objectID != ObjectInstanceID::NONE) // mode A - flag one specific object, like town
{
const auto * object = getObjInstance(condition.objectID);
if (!object)
return false;
return team->players.count(object->getOwner()) != 0;
}
else
{
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for(const auto & elem : map->objects) // mode B - flag all objects of this type
{
//check not flagged objs
if ( elem && elem->ID == condition.objectType.as<MapObjectID>() && team->players.count(elem->getOwner()) == 0 )
return false;
}
return true;
}
}
case EventCondition::TRANSPORT:
{
const auto * t = getTown(condition.objectID);
return (t->visitingHero && t->visitingHero->getOwner() == player && t->visitingHero->hasArt(condition.objectType.as<ArtifactID>())) ||
(t->garrisonHero && t->garrisonHero->getOwner() == player && t->garrisonHero->hasArt(condition.objectType.as<ArtifactID>()));
}
case EventCondition::DAYS_PASSED:
{
return (si32)gs->day > condition.value;
}
case EventCondition::IS_HUMAN:
{
return p->human ? condition.value == 1 : condition.value == 0;
}
case EventCondition::DAYS_WITHOUT_TOWN:
{
if (p->daysWithoutCastle)
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return p->daysWithoutCastle >= condition.value;
else
return false;
}
case EventCondition::CONST_VALUE:
{
return condition.value; // just convert to bool
}
default:
logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
return false;
}
}
PlayerColor CGameState::checkForStandardWin() const
{
//std victory condition is:
//all enemies lost
PlayerColor supposedWinner = PlayerColor::NEUTRAL;
TeamID winnerTeam = TeamID::NO_TEAM;
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for(const auto & elem : players)
{
if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
{
if(supposedWinner == PlayerColor::NEUTRAL)
{
//first player remaining ingame - candidate for victory
supposedWinner = elem.second.color;
winnerTeam = elem.second.team;
}
else if(winnerTeam != elem.second.team)
{
//current candidate has enemy remaining in game -> no vicotry
return PlayerColor::NEUTRAL;
}
}
}
return supposedWinner;
}
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bool CGameState::checkForStandardLoss(const PlayerColor & player) const
{
//std loss condition is: player lost all towns and heroes
const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
return pState.checkVanquished();
}
struct statsHLP
{
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using TStat = std::pair<PlayerColor, si64>;
//converts [<player's color, value>] to vec[place] -> platers
static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
{
std::sort(stats.begin(), stats.end(), statsHLP());
//put first element
std::vector< std::vector<PlayerColor> > ret;
std::vector<PlayerColor> tmp;
tmp.push_back( stats[0].first );
ret.push_back( tmp );
//the rest of elements
for(int g=1; g<stats.size(); ++g)
{
if(stats[g].second == stats[g-1].second)
{
(ret.end()-1)->push_back( stats[g].first );
}
else
{
//create next occupied rank
std::vector<PlayerColor> tmp;
tmp.push_back(stats[g].first);
ret.push_back(tmp);
}
}
return ret;
}
bool operator()(const TStat & a, const TStat & b) const
{
return a.second > b.second;
}
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static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
{
std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
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if(h.empty())
return nullptr;
//best hero will be that with highest exp
int best = 0;
for(int b=1; b<h.size(); ++b)
{
if(h[b]->exp > h[best]->exp)
{
best = b;
}
}
return h[best];
}
//calculates total number of artifacts that belong to given player
static int getNumberOfArts(const PlayerState * ps)
{
int ret = 0;
for(auto h : ps->heroes)
{
ret += (int)h->artifactsInBackpack.size() + (int)h->artifactsWorn.size();
}
return ret;
}
// get total strength of player army
static si64 getArmyStrength(const PlayerState * ps)
{
si64 str = 0;
for(auto h : ps->heroes)
{
if(!h->inTownGarrison) //original h3 behavior
str += h->getArmyStrength();
}
return str;
}
// get total gold income
static int getIncome(const PlayerState * ps)
{
int totalIncome = 0;
const CGObjectInstance * heroOrTown = nullptr;
//Heroes can produce gold as well - skill, specialty or arts
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for(const auto & h : ps->heroes)
{
totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD))));
if(!heroOrTown)
heroOrTown = h;
}
//Add town income of all towns
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for(const auto & t : ps->towns)
{
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totalIncome += t->dailyIncome()[EGameResID::GOLD];
if(!heroOrTown)
heroOrTown = t;
}
/// FIXME: Dirty dirty hack
/// Stats helper need some access to gamestate.
std::vector<const CGObjectInstance *> ownedObjects;
for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
{
if(obj && obj->tempOwner == ps->color)
ownedObjects.push_back(obj);
}
/// This is code from CPlayerSpecificInfoCallback::getMyObjects
/// I'm really need to find out about callback interface design...
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for(const auto * object : ownedObjects)
{
//Mines
if ( object->ID == Obj::MINE )
{
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const auto * mine = dynamic_cast<const CGMine *>(object);
assert(mine);
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if (mine->producedResource == EGameResID::GOLD)
totalIncome += mine->producedQuantity;
}
}
return totalIncome;
}
};
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
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auto playerInactive = [&](const PlayerColor & color)
{
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return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
};
#define FILL_FIELD(FIELD, VAL_GETTER) \
{ \
std::vector< std::pair< PlayerColor, si64 > > stats; \
for(auto g = players.begin(); g != players.end(); ++g) \
{ \
if(playerInactive(g->second.color)) \
continue; \
std::pair< PlayerColor, si64 > stat; \
stat.first = g->second.color; \
stat.second = VAL_GETTER; \
stats.push_back(stat); \
} \
tgi.FIELD = statsHLP::getRank(stats); \
}
for(auto & elem : players)
{
if(!playerInactive(elem.second.color))
tgi.playerColors.push_back(elem.second.color);
}
if(level >= 0) //num of towns & num of heroes
{
//num of towns
FILL_FIELD(numOfTowns, g->second.towns.size())
//num of heroes
FILL_FIELD(numOfHeroes, g->second.heroes.size())
}
if(level >= 1) //best hero's portrait
{
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for(const auto & player : players)
{
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if(playerInactive(player.second.color))
continue;
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const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
InfoAboutHero iah;
iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
iah.army.clear();
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tgi.colorToBestHero[player.second.color] = iah;
}
}
if(level >= 2) //gold
{
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FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
}
if(level >= 2) //wood & ore
{
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FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
}
if(level >= 3) //mercury, sulfur, crystal, gems
{
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FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
}
if(level >= 3) //obelisks found
{
auto getObeliskVisited = [&](const TeamID & t)
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{
if(map->obelisksVisited.count(t))
return map->obelisksVisited[t];
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else
return ui8(0);
};
FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
}
if(level >= 4) //artifacts
{
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
}
if(level >= 4) //army strength
{
FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
}
if(level >= 5) //income
{
FILL_FIELD(income, statsHLP::getIncome(&g->second))
}
if(level >= 2) //best hero's stats
{
//already set in lvl 1 handling
}
if(level >= 3) //personality
{
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for(const auto & player : players)
{
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if(playerInactive(player.second.color)) //do nothing for neutral player
continue;
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if(player.second.human)
{
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tgi.personality[player.second.color] = EAiTactic::NONE;
}
else //AI
{
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tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
}
}
}
if(level >= 4) //best creature
{
//best creatures belonging to player (highest AI value)
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for(const auto & player : players)
{
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if(playerInactive(player.second.color)) //do nothing for neutral player
continue;
CreatureID bestCre; //best creature's ID
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for(const auto & elem : player.second.heroes)
{
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for(const auto & it : elem->Slots())
{
CreatureID toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
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if(bestCre == CreatureID::NONE || bestCre.toEntity(VLC)->getAIValue() < toCmp.toEntity(VLC)->getAIValue())
{
bestCre = toCmp;
}
}
}
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tgi.bestCreature[player.second.color] = bestCre;
}
}
#undef FILL_FIELD
}
void CGameState::buildBonusSystemTree()
{
buildGlobalTeamPlayerTree();
attachArmedObjects();
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for(CGTownInstance *t : map->towns)
{
t->deserializationFix();
}
}
void CGameState::deserializationFix()
{
buildGlobalTeamPlayerTree();
attachArmedObjects();
}
void CGameState::buildGlobalTeamPlayerTree()
{
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for(auto & team : teams)
{
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TeamState * t = &team.second;
t->attachTo(globalEffects);
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for(const PlayerColor & teamMember : team.second.players)
{
PlayerState *p = getPlayerState(teamMember);
assert(p);
p->attachTo(*t);
}
}
}
void CGameState::attachArmedObjects()
{
for(CGObjectInstance *obj : map->objects)
{
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if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
{
armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
}
}
}
bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
{
CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(aid);
map->addNewArtifactInstance(ai);
auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
{
ai->putAt(*h, slot);
return true;
}
else
{
return false;
}
}
std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
{
std::set<HeroTypeID> ret = map->allowedHeroes;
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for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
{
if(playerSettingPair.second.hero != HeroTypeID::RANDOM)
ret -= HeroTypeID(playerSettingPair.second.hero);
}
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if(hero->type)
ret -= hero->type->getId();
else
ret -= hero->getHeroType();
}
for(auto obj : map->objects) //prisons
{
auto * hero = dynamic_cast<const CGHeroInstance *>(obj.get());
if(hero && hero->ID == Obj::PRISON)
ret -= hero->getHeroType();
}
return ret;
}
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bool CGameState::isUsedHero(const HeroTypeID & hid) const
{
return getUsedHero(hid);
}
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CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
{
for(auto obj : map->objects) //prisons
{
if (!obj)
continue;
if ( obj->ID !=Obj::PRISON && obj->ID != Obj::HERO)
continue;
auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
assert(hero);
if (hero->getHeroType() == hid)
return hero;
}
return nullptr;
}
bool RumorState::update(int id, int extra)
{
if(vstd::contains(last, type))
{
if(last[type].first != id)
{
last[type].first = id;
last[type].second = extra;
}
else
return false;
}
else
last[type] = std::make_pair(id, extra);
return true;
}
TeamState::TeamState()
{
setNodeType(TEAM);
}
vstd::RNG & CGameState::getRandomGenerator()
{
return callback->getRandomGenerator();
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts)
{
std::set<ArtifactID> potentialPicks;
// Select artifacts that satisfy provided criteria
for (auto const & artifactID : map->allowedArtifact)
{
if (!VLC->arth->legalArtifact(artifactID))
continue;
auto const * artifact = artifactID.toArtifact();
assert(artifact->aClass != CArtifact::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized
if ((flags & CArtifact::ART_TREASURE) == 0 && artifact->aClass == CArtifact::ART_TREASURE)
continue;
if ((flags & CArtifact::ART_MINOR) == 0 && artifact->aClass == CArtifact::ART_MINOR)
continue;
if ((flags & CArtifact::ART_MAJOR) == 0 && artifact->aClass == CArtifact::ART_MAJOR)
continue;
if ((flags & CArtifact::ART_RELIC) == 0 && artifact->aClass == CArtifact::ART_RELIC)
continue;
if (!accepts(artifact->getId()))
continue;
potentialPicks.insert(artifact->getId());
}
return pickRandomArtifact(rand, potentialPicks);
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> potentialPicks)
{
// No allowed artifacts at all - give Grail - this can't be banned (hopefully)
// FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior
if (potentialPicks.empty())
{
logGlobal->warn("Failed to find artifact that matches requested parameters!");
return ArtifactID::GRAIL;
}
// Find how many times least used artifacts were picked by randomizer
int leastUsedTimes = std::numeric_limits<int>::max();
for (auto const & artifact : potentialPicks)
if (allocatedArtifacts[artifact] < leastUsedTimes)
leastUsedTimes = allocatedArtifacts[artifact];
// Pick all artifacts that were used least number of times
std::set<ArtifactID> preferredPicks;
for (auto const & artifact : potentialPicks)
if (allocatedArtifacts[artifact] == leastUsedTimes)
preferredPicks.insert(artifact);
assert(!preferredPicks.empty());
ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, rand);
allocatedArtifacts[artID] += 1; // record +1 more usage
return artID;
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts)
{
return pickRandomArtifact(rand, 0xff, std::move(accepts));
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags)
{
return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; });
}
VCMI_LIB_NAMESPACE_END