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vcmi/lib/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 "mapping/CCampaignHandler.h"
#include "mapObjects/CObjectClassesHandler.h"
#include "CArtHandler.h"
#include "CBuildingHandler.h"
#include "CGeneralTextHandler.h"
#include "CTownHandler.h"
#include "spells/CSpellHandler.h"
#include "CHeroHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "CModHandler.h"
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#include "GameSettings.h"
#include "TerrainHandler.h"
#include "CSkillHandler.h"
#include "mapping/CMap.h"
#include "mapping/CMapService.h"
#include "StartInfo.h"
#include "NetPacks.h"
#include "registerTypes/RegisterTypes.h"
#include "battle/BattleInfo.h"
#include "JsonNode.h"
#include "filesystem/Filesystem.h"
#include "GameConstants.h"
#include "rmg/CMapGenerator.h"
#include "CStopWatch.h"
#include "mapping/CMapEditManager.h"
#include "serializer/CTypeList.h"
#include "serializer/CMemorySerializer.h"
#include "VCMIDirs.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, void *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, void *pack) const override
{
T *ptr = static_cast<T*>(pack);
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boost::unique_lock<boost::shared_mutex> lock(CGameState::mutex);
ptr->applyGs(gs);
}
};
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void MetaString::getLocalString(const std::pair<ui8, ui32> & txt, std::string & dst) const
{
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int type = txt.first;
int ser = txt.second;
if(type == ART_NAMES)
{
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const auto * art = ArtifactID(ser).toArtifact(VLC->artifacts());
if(art)
dst = art->getNameTranslated();
else
dst = "#!#";
}
else if(type == ART_DESCR)
{
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const auto * art = ArtifactID(ser).toArtifact(VLC->artifacts());
if(art)
dst = art->getDescriptionTranslated();
else
dst = "#!#";
}
else if (type == ART_EVNTS)
{
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const auto * art = ArtifactID(ser).toArtifact(VLC->artifacts());
if(art)
dst = art->getEventTranslated();
else
dst = "#!#";
}
else if(type == CRE_PL_NAMES)
{
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const auto * cre = CreatureID(ser).toCreature(VLC->creatures());
if(cre)
dst = cre->getNamePluralTranslated();
else
dst = "#!#";
}
else if(type == CRE_SING_NAMES)
{
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const auto * cre = CreatureID(ser).toCreature(VLC->creatures());
if(cre)
dst = cre->getNameSingularTranslated();
else
dst = "#!#";
}
else if(type == MINE_NAMES)
{
dst = VLC->generaltexth->translate("core.minename", ser);
}
else if(type == MINE_EVNTS)
{
dst = VLC->generaltexth->translate("core.mineevnt", ser);
}
else if(type == SPELL_NAME)
{
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const auto * spell = SpellID(ser).toSpell(VLC->spells());
if(spell)
dst = spell->getNameTranslated();
else
dst = "#!#";
}
else if(type == OBJ_NAMES)
{
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dst = VLC->objtypeh->getObjectName(ser, 0);
}
else if(type == SEC_SKILL_NAME)
{
dst = VLC->skillh->getByIndex(ser)->getNameTranslated();
}
else
{
switch(type)
{
case GENERAL_TXT:
dst = VLC->generaltexth->translate("core.genrltxt", ser);
break;
case RES_NAMES:
dst = VLC->generaltexth->translate("core.restypes", ser);
break;
case ARRAY_TXT:
dst = VLC->generaltexth->translate("core.arraytxt", ser);
break;
case CREGENS:
dst = VLC->objtypeh->getObjectName(Obj::CREATURE_GENERATOR1, ser);
break;
case CREGENS4:
dst = VLC->objtypeh->getObjectName(Obj::CREATURE_GENERATOR4, ser);
break;
case ADVOB_TXT:
dst = VLC->generaltexth->translate("core.advevent", ser);
break;
case COLOR:
dst = VLC->generaltexth->translate("vcmi.capitalColors", ser);
break;
case JK_TXT:
dst = VLC->generaltexth->translate("core.jktext", ser);
break;
default:
logGlobal->error("Failed string substitution because type is %d", type);
dst = "#@#";
return;
}
}
}
DLL_LINKAGE void MetaString::toString(std::string &dst) const
{
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size_t exSt = 0;
size_t loSt = 0;
size_t nums = 0;
dst.clear();
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for(const auto & elem : message)
{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
switch(elem)
{
case TEXACT_STRING:
dst += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
dst += hlp;
}
break;
case TNUMBER:
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dst += std::to_string(numbers[nums++]);
break;
case TREPLACE_ESTRING:
boost::replace_first(dst, "%s", exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
boost::replace_first(dst, "%s", hlp);
}
break;
case TREPLACE_NUMBER:
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boost::replace_first(dst, "%d", std::to_string(numbers[nums++]));
break;
case TREPLACE_PLUSNUMBER:
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boost::replace_first(dst, "%+d", '+' + std::to_string(numbers[nums++]));
break;
default:
logGlobal->error("MetaString processing error! Received message of type %d", int(elem));
break;
}
}
}
DLL_LINKAGE std::string MetaString::toString() const
{
std::string ret;
toString(ret);
return ret;
}
DLL_LINKAGE std::string MetaString::buildList () const
///used to handle loot from creature bank
{
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size_t exSt = 0;
size_t loSt = 0;
size_t nums = 0;
std::string lista;
for (int i = 0; i < message.size(); ++i)
{
if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
{
if (exSt == exactStrings.size() - 1)
lista += VLC->generaltexth->allTexts[141]; //" and "
else
lista += ", ";
}
switch (message[i])
{
case TEXACT_STRING:
lista += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista += hlp;
}
break;
case TNUMBER:
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lista += std::to_string(numbers[nums++]);
break;
case TREPLACE_ESTRING:
lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista.replace (lista.find("%s"), 2, hlp);
}
break;
case TREPLACE_NUMBER:
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lista.replace (lista.find("%d"), 2, std::to_string(numbers[nums++]));
break;
default:
logGlobal->error("MetaString processing error! Received message of type %d",int(message[i]));
}
}
return lista;
}
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void MetaString::addCreReplacement(const CreatureID & id, TQuantity count) //adds sing or plural name;
{
if (!count)
addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
else if (count == 1)
addReplacement (CRE_SING_NAMES, id);
else
addReplacement (CRE_PL_NAMES, id);
}
void MetaString::addReplacement(const CStackBasicDescriptor & stack)
{
assert(stack.type); //valid type
addCreReplacement(stack.type->idNumber, stack.count);
}
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static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & pos, const PlayerColor & owner)
{
CGObjectInstance * nobj;
switch(id)
{
case Obj::HERO:
{
auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->objects[subid]->heroClass->getIndex());
nobj = handler->create(handler->getTemplates().front());
break;
}
case Obj::TOWN:
nobj = new CGTownInstance();
break;
default: //rest of objects
nobj = new CGObjectInstance();
break;
}
nobj->ID = id;
nobj->subID = subid;
nobj->pos = pos;
nobj->tempOwner = owner;
if (id != Obj::HERO)
nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
return nobj;
}
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CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native,
const PlayerColor & player,
const CTown * town,
std::map<ui32, ConstTransitivePtr<CGHeroInstance>> & available,
CRandomGenerator & rand,
const CHeroClass * bannedClass) const
{
CGHeroInstance *ret = nullptr;
if(player>=PlayerColor::PLAYER_LIMIT)
{
logGlobal->error("Cannot pick hero for faction %s. Wrong owner!", town->faction->getJsonKey());
return nullptr;
}
std::vector<CGHeroInstance *> pool;
if(native)
{
for(auto & elem : available)
{
if(pavailable.find(elem.first)->second & 1<<player.getNum()
&& elem.second->type->heroClass->faction == town->faction->getIndex())
{
pool.push_back(elem.second); //get all available heroes
}
}
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if(pool.empty())
{
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logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
return pickHeroFor(false, player, town, available, rand);
}
else
{
ret = *RandomGeneratorUtil::nextItem(pool, rand);
}
}
else
{
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int sum = 0;
int r;
for(auto & elem : available)
{
if (pavailable.find(elem.first)->second & (1<<player.getNum()) && // hero is available
( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
{
pool.push_back(elem.second);
sum += elem.second->type->heroClass->selectionProbability[town->faction->getIndex()]; //total weight
}
}
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if(pool.empty() || sum == 0)
{
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logGlobal->error("There are no heroes available for player %s!", player.getStr());
return nullptr;
}
r = rand.nextInt(sum - 1);
for (auto & elem : pool)
{
r -= elem->type->heroClass->selectionProbability[town->faction->getIndex()];
if(r < 0)
{
ret = elem;
break;
}
}
if(!ret)
ret = pool.back();
}
available.erase(ret->subID);
return ret;
}
void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
{
heroesFromPreviousScenario.push_back(hero);
heroesFromAnyPreviousScenarios.push_back(hero);
}
void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
{
heroesFromPreviousScenario -= hero;
heroesFromAnyPreviousScenarios -= hero;
}
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CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
hero(hero),
heroPlaceholderId(heroPlaceholderId)
{
}
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int CGameState::pickNextHeroType(const PlayerColor & owner)
{
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
{
return ps.hero;
}
return pickUnusedHeroTypeRandomly(owner);
}
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int 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(VLC->heroh->objects[hid.getNum()]->heroClass->faction == ps.castle)
factionHeroes.push_back(hid);
else
otherHeroes.push_back(hid);
}
// select random hero native to "our" faction
if(!factionHeroes.empty())
{
return RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator())->getNum();
}
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logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.getStr());
if(!otherHeroes.empty())
{
return RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator())->getNum();
}
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logGlobal->error("No free allowed heroes!");
auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
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if(!notAllowedHeroesButStillBetterThanCrash.empty())
return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
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logGlobal->error("No free heroes at all!");
assert(0); //current code can't handle this situation
return -1; // no available heroes at all
}
std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
{
switch(obj->ID)
{
case Obj::RANDOM_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
case Obj::RANDOM_TREASURE_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE));
case Obj::RANDOM_MINOR_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MINOR));
case Obj::RANDOM_MAJOR_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MAJOR));
case Obj::RANDOM_RELIC_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_RELIC));
case Obj::RANDOM_HERO:
return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
case Obj::RANDOM_MONSTER:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator()));
case Obj::RANDOM_MONSTER_L1:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 1));
case Obj::RANDOM_MONSTER_L2:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 2));
case Obj::RANDOM_MONSTER_L3:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 3));
case Obj::RANDOM_MONSTER_L4:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 4));
case Obj::RANDOM_RESOURCE:
return std::make_pair(Obj::RESOURCE,getRandomGenerator().nextInt(6)); //now it's OH3 style, use %8 for mithril
case Obj::RANDOM_TOWN:
{
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PlayerColor align = PlayerColor((dynamic_cast<CGTownInstance *>(obj))->alignment);
si32 f; // can be negative (for random)
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if(align >= PlayerColor::PLAYER_LIMIT) //same as owner / random
{
if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
f = -1; //random
else
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0)
{
do
{
f = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
}
while ((*VLC->townh)[f]->town == nullptr); // find playable faction
}
return std::make_pair(Obj::TOWN,f);
}
case Obj::RANDOM_MONSTER_L5:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 5));
case Obj::RANDOM_MONSTER_L6:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 6));
case Obj::RANDOM_MONSTER_L7:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 7));
case Obj::RANDOM_DWELLING:
case Obj::RANDOM_DWELLING_LVL:
case Obj::RANDOM_DWELLING_FACTION:
{
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auto * dwl = dynamic_cast<CGDwelling *>(obj);
int faction;
//if castle alignment available
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if(auto * info = dynamic_cast<CCreGenAsCastleInfo *>(dwl->info))
{
faction = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
if(info->asCastle && !info->instanceId.empty())
{
auto iter = map->instanceNames.find(info->instanceId);
if(iter == map->instanceNames.end())
logGlobal->error("Map object not found: %s", info->instanceId);
else
{
auto elem = iter->second;
if(elem->ID==Obj::RANDOM_TOWN)
{
randomizeObject(elem.get()); //we have to randomize the castle first
faction = elem->subID;
}
else if(elem->ID==Obj::TOWN)
faction = elem->subID;
else
logGlobal->error("Map object must be town: %s", info->instanceId);
}
}
else if(info->asCastle)
{
for(auto & elem : map->objects)
{
if(!elem)
continue;
if(elem->ID==Obj::RANDOM_TOWN
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
{
randomizeObject(elem); //we have to randomize the castle first
faction = elem->subID;
break;
}
else if(elem->ID==Obj::TOWN
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
{
faction = elem->subID;
break;
}
}
}
else
{
std::set<int> temp;
for(int i = 0; i < info->allowedFactions.size(); i++)
if(info->allowedFactions[i])
temp.insert(i);
if(temp.empty())
logGlobal->error("Random faction selection failed. Nothing is allowed. Fall back to random.");
else
faction = *RandomGeneratorUtil::nextItem(temp, getRandomGenerator());
}
}
else // castle alignment fixed
faction = obj->subID;
int level;
//if level set to range
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if(auto * info = dynamic_cast<CCreGenLeveledInfo *>(dwl->info))
{
level = getRandomGenerator().nextInt(info->minLevel, info->maxLevel);
}
else // fixed level
{
level = obj->subID;
}
delete dwl->info;
dwl->info = nullptr;
std::pair<Obj, int> result(Obj::NO_OBJ, -1);
CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0];
//NOTE: this will pick last dwelling with this creature (Mantis #900)
//check for block map equality is better but more complex solution
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auto testID = [&](const Obj & primaryID) -> void
{
auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
for (si32 entry : dwellingIDs)
{
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const auto * handler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
if (handler->producesCreature(VLC->creh->objects[cid]))
result = std::make_pair(primaryID, entry);
}
};
testID(Obj::CREATURE_GENERATOR1);
if (result.first == Obj::NO_OBJ)
testID(Obj::CREATURE_GENERATOR4);
if (result.first == Obj::NO_OBJ)
{
logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), getRandomGenerator()));
}
return result;
}
}
return std::make_pair(Obj::NO_OBJ,-1);
}
void CGameState::randomizeObject(CGObjectInstance *cur)
{
std::pair<Obj,int> ran = pickObject(cur);
if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(cur->ID==Obj::TOWN)
cur->setType(cur->ID, cur->subID); // update def, if necessary
}
else if(ran.first==Obj::HERO)//special code for hero
{
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auto * h = dynamic_cast<CGHeroInstance *>(cur);
cur->setType(ran.first, ran.second);
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map->heroesOnMap.emplace_back(h);
}
else if(ran.first==Obj::TOWN)//special code for town
{
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auto * t = dynamic_cast<CGTownInstance *>(cur);
cur->setType(ran.first, ran.second);
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map->towns.emplace_back(t);
}
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else
{
cur->setType(ran.first, ran.second);
}
}
int CGameState::getDate(Date::EDateType 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;
applier = std::make_shared<CApplier<CBaseForGSApply>>();
registerTypesClientPacks1(*applier);
registerTypesClientPacks2(*applier);
//objCaller = new CObjectCallersHandler();
globalEffects.setDescription("Global effects");
globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
}
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CGameState::~CGameState()
{
map.dellNull();
curB.dellNull();
for(auto ptr : hpool.heroesPool) // clean hero pool
ptr.second.dellNull();
}
void CGameState::preInit(Services * services)
{
this->services = services;
}
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
2017-07-20 06:08:49 +02:00
void CGameState::init(const IMapService * mapService, StartInfo * si, bool allowSavingRandomMap)
{
preInitAuto();
logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
getRandomGenerator().setSeed(si->seedToBeUsed);
scenarioOps = CMemorySerializer::deepCopy(*si).release();
initialOpts = CMemorySerializer::deepCopy(*si).release();
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si = nullptr;
switch(scenarioOps->mode)
{
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case StartInfo::NEW_GAME:
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
2017-07-20 06:08:49 +02:00
initNewGame(mapService, allowSavingRandomMap);
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break;
case StartInfo::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;
}
VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
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logGlobal->info("Map loaded!");
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checkMapChecksum();
day = 0;
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logGlobal->debug("Initialization:");
initGlobalBonuses();
initPlayerStates();
placeCampaignHeroes();
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initGrailPosition();
initRandomFactionsForPlayers();
randomizeMapObjects();
placeStartingHeroes();
initStartingResources();
initHeroes();
initStartingBonus();
initTowns();
placeHeroesInTowns();
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initMapObjects();
buildBonusSystemTree();
initVisitingAndGarrisonedHeroes();
initFogOfWar();
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// Explicitly initialize static variables
for(auto & elem : players)
{
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CGKeys::playerKeyMap[elem.first] = std::set<ui8>();
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}
for(auto & elem : teams)
{
CGObelisk::visited[elem.first] = 0;
}
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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:
services->updateEntity(metatype, index, data);
break;
}
}
void CGameState::updateOnLoad(StartInfo * si)
{
preInitAuto();
scenarioOps->playerInfos = si->playerInfos;
for(auto & i : si->playerInfos)
gs->players[i.first].human = i.second.isControlledByHuman();
}
void CGameState::preInitAuto()
{
if(services == nullptr)
{
logGlobal->error("Game state preinit missing");
preInit(VLC);
}
}
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
2017-07-20 06:08:49 +02:00
void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap)
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{
if(scenarioOps->createRandomMap())
{
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logGlobal->info("Create random map.");
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CStopWatch sw;
// Gen map
CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, scenarioOps->seedToBeUsed);
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std::unique_ptr<CMap> randomMap = mapGenerator.generate();
if(allowSavingRandomMap)
{
try
{
auto path = VCMIDirs::get().userCachePath() / "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 fileName = boost::str(boost::format("%s_%d.vmap") % templateName % seed );
const auto fullPath = path / fileName;
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
2017-07-20 06:08:49 +02:00
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");
handleException();
}
}
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.team = playerInfo.team;
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);
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const ResourceID mapURI(scenarioOps->mapname, EResType::MAP);
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
2017-07-20 06:08:49 +02:00
map = mapService->loadMap(mapURI).release();
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}
}
void CGameState::initCampaign()
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{
logGlobal->info("Open campaign map file: %d", scenarioOps->campState->currentMap.get());
map = scenarioOps->campState->getMap();
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}
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void CGameState::checkMapChecksum()
{
logGlobal->info("\tOur checksum for the map: %d", map->checksum);
if(scenarioOps->mapfileChecksum)
{
2017-08-12 13:36:04 +02:00
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 = Bonus::GLOBAL;//for all
bonus->sid = -1; //there is one global object
globalEffects.addNewBonus(bonus);
}
}
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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==-1)
{
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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}
2013-12-18 21:18:12 +03:00
void CGameState::randomizeMapObjects()
{
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logGlobal->debug("\tRandomizing objects");
for(CGObjectInstance *obj : map->objects)
{
2013-12-18 21:18:12 +03:00
if(!obj) continue;
randomizeObject(obj);
//handle Favouring Winds - mark tiles under it
if(obj->ID == Obj::FAVORABLE_WINDS)
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{
for (int i = 0; i < obj->getWidth() ; i++)
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{
for (int j = 0; j < obj->getHeight() ; j++)
{
int3 pos = obj->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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}
void CGameState::placeCampaignHeroes()
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{
if (scenarioOps->campState)
{
// place bonus hero
auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
if(campaignGiveHero)
{
auto playerColor = PlayerColor(campaignBonus->info1);
auto it = scenarioOps->playerInfos.find(playerColor);
if(it != scenarioOps->playerInfos.end())
{
auto heroTypeId = campaignBonus->info2;
if(heroTypeId == 0xffff) // random bonus hero
{
heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
}
placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
}
}
// replace heroes placeholders
auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
{
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logGlobal->debug("\tGenerate list of hero placeholders");
auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
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logGlobal->debug("\tPrepare crossover heroes");
prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
// remove same heroes on the map which will be added through crossover heroes
// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
// with the same hero type id
std::vector<CGHeroInstance *> removedHeroes;
for(auto & campaignHeroReplacement : campaignHeroReplacements)
{
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auto * hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
if(hero)
{
removedHeroes.push_back(hero);
map->heroesOnMap -= hero;
map->objects[hero->id.getNum()] = nullptr;
map->removeBlockVisTiles(hero, true);
}
}
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logGlobal->debug("\tReplace placeholders with heroes");
replaceHeroesPlaceholders(campaignHeroReplacements);
// now add removed heroes again with unused type ID
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for(auto * hero : removedHeroes)
{
si32 heroTypeId = 0;
if(hero->ID == Obj::HERO)
{
heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
}
else if(hero->ID == Obj::PRISON)
{
auto unusedHeroTypeIds = getUnusedAllowedHeroes();
if(!unusedHeroTypeIds.empty())
{
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, getRandomGenerator())).getNum();
}
else
{
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logGlobal->error("No free hero type ID found to replace prison.");
assert(0);
}
}
else
{
assert(0); // should not happen
}
hero->subID = heroTypeId;
hero->portrait = hero->subID;
map->getEditManager()->insertObject(hero);
}
}
}
// remove hero placeholders on map
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::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;
}
}
CGObjectInstance * hero = createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor);
hero->pos += hero->getVisitableOffset();
map->getEditManager()->insertObject(hero);
}
CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
{
CrossoverHeroesList crossoverHeroes;
auto campaignState = scenarioOps->campState;
auto bonus = campaignState->getBonusForCurrentMap();
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if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
{
std::vector<CGHeroInstance *> heroes;
for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
{
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auto * h = CCampaignState::crossoverDeserialize(node);
heroes.push_back(h);
}
crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
}
else
{
if(!campaignState->mapsConquered.empty())
{
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std::vector<CGHeroInstance *> heroes = {};
crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
crossoverHeroes.heroesFromPreviousScenario = heroes;
for(auto mapNr : campaignState->mapsConquered)
{
// create a list of deleted heroes
auto & scenario = campaignState->camp->scenarios[mapNr];
auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
// remove heroes which didn't reached the end of the scenario, but were available at the start
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for(auto * hero : lostCrossoverHeroes)
{
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// auto hero = CCampaignState::crossoverDeserialize(node);
vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
{
return hero->subID == h->subID;
});
}
// now add heroes which completed the scenario
for(auto node : scenario.crossoverHeroes)
{
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auto * hero = CCampaignState::crossoverDeserialize(node);
// add new heroes and replace old heroes with newer ones
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auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
{
return hero->subID == h->subID;
});
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if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
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{
// replace old hero with newer one
crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
}
else
{
// add new hero
crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
}
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if(mapNr == campaignState->mapsConquered.back())
{
crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
}
}
}
}
}
return crossoverHeroes;
}
void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
{
// create heroes list for convenience iterating
std::vector<CGHeroInstance *> crossoverHeroes;
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crossoverHeroes.reserve(campaignHeroReplacements.size());
for(auto & campaignHeroReplacement : campaignHeroReplacements)
{
crossoverHeroes.push_back(campaignHeroReplacement.hero);
}
// TODO replace magic numbers with named constants
// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
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if(!(travelOptions.whatHeroKeeps & 1))
{
//trimming experience
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->initExp(getRandomGenerator());
}
}
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if(!(travelOptions.whatHeroKeeps & 2))
{
//trimming prim skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
auto sel = Selector::type()(Bonus::PRIMARY_SKILL)
.And(Selector::subtype()(g))
.And(Selector::sourceType()(Bonus::HERO_BASE_SKILL));
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
}
}
}
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if(!(travelOptions.whatHeroKeeps & 4))
{
//trimming sec skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->secSkills = cgh->type->secSkillsInit;
cgh->recreateSecondarySkillsBonuses();
}
}
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if(!(travelOptions.whatHeroKeeps & 8))
{
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->removeSpellbook();
}
}
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if(!(travelOptions.whatHeroKeeps & 16))
{
//trimming artifacts
for(CGHeroInstance * hero : crossoverHeroes)
{
size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
for (size_t i = 0; i < totalArts; i++ )
{
auto artifactPosition = ArtifactPosition((si32)i);
if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
if(!info)
continue;
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// TODO: why would there be nullptr artifacts?
const CArtifactInstance *art = info->artifact;
if(!art)
continue;
int id = art->artType->getId();
assert( 8*18 > id );//number of arts that fits into h3m format
bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
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ArtifactLocation al(hero, artifactPosition);
if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
al.removeArtifact();
}
}
}
//trimming creatures
for(CGHeroInstance * cgh : crossoverHeroes)
{
auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
{
CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
};
auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
for(auto &slotPair : stacksCopy)
if(shouldSlotBeErased(slotPair))
cgh->eraseStack(slotPair.first);
}
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// Removing short-term bonuses
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
.Or(CSelector(Bonus::OneWeek))
.Or(CSelector(Bonus::NTurns))
.Or(CSelector(Bonus::NDays))
.Or(CSelector(Bonus::OneBattle)));
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}
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}
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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(scenarioOps->campState)
{
if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
{
if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
continue;
}
}
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int heroTypeId = pickNextHeroType(playerColor);
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if(playerSettingPair.second.hero == -1)
playerSettingPair.second.hero = heroTypeId;
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placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
}
}
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}
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void CGameState::initStartingResources()
{
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logGlobal->debug("\tSetting up resources");
const JsonNode config(ResourceID("config/startres.json"));
const JsonVector &vector = config["difficulty"].Vector();
const JsonNode &level = vector[scenarioOps->difficulty];
TResources startresAI(level["ai"]);
TResources startresHuman(level["human"]);
for (auto & elem : players)
{
PlayerState &p = elem.second;
if (p.human)
p.resources = startresHuman;
else
p.resources = startresAI;
}
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auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
{
std::vector<const PlayerSettings *> ret;
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for(const auto & playerInfo : scenarioOps->playerInfos)
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{
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if(playerInfo.second.isControlledByHuman())
ret.push_back(&playerInfo.second);
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}
return ret;
};
//give start resource bonus in case of campaign
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
{
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
for(const PlayerSettings *ps : people)
{
std::vector<int> res; //resources we will give
switch (chosenBonus->info1)
{
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
res.push_back(chosenBonus->info1);
break;
case 0xFD: //wood+ore
res.push_back(Res::WOOD); res.push_back(Res::ORE);
break;
case 0xFE: //rare
res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
break;
default:
assert(0);
break;
}
//increasing resource quantity
for (auto & re : res)
{
players[ps->color].resources[re] += chosenBonus->info2;
}
}
}
}
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}
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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->type->getIndex()] = hero;
}
for(auto obj : map->objects) //prisons
{
if(obj && obj->ID == Obj::PRISON)
map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
}
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, HeroTypeID(ph->subID)))
continue;
ph->initHero(getRandomGenerator());
hpool.heroesPool[ph->subID] = ph;
hpool.pavailable[ph->subID] = 0xff;
heroesToCreate.erase(ph->type->getId());
map->allHeroes[ph->subID] = 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();
vhi->initHero(getRandomGenerator(), htype);
int typeID = htype.getNum();
map->allHeroes[typeID] = vhi;
hpool.heroesPool[typeID] = vhi;
hpool.pavailable[typeID] = 0xff;
}
for(auto & elem : map->disposedHeroes)
{
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hpool.pavailable[elem.heroId] = elem.players;
}
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
{
//find human player
PlayerColor humanPlayer=PlayerColor::NEUTRAL;
for (auto & elem : players)
{
if(elem.second.human)
{
humanPlayer = elem.first;
break;
}
}
assert(humanPlayer != PlayerColor::NEUTRAL);
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
if (chosenBonus->info1 == 0xFFFD) //most powerful
{
int maxB = -1;
for (int b=0; b<heroes.size(); ++b)
{
if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
{
maxB = b;
}
}
if(maxB < 0)
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logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
else
giveCampaignBonusToHero(heroes[maxB]);
}
else //specific hero
{
for (auto & heroe : heroes)
{
if (heroe->subID == chosenBonus->info1)
{
giveCampaignBonusToHero(heroe);
break;
}
}
}
}
}
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}
void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
{
const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
if(!curBonus)
return;
if(curBonus->isBonusForHero())
{
//apply bonus
switch (curBonus->type)
{
case CScenarioTravel::STravelBonus::SPELL:
hero->addSpellToSpellbook(SpellID(curBonus->info2));
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break;
case CScenarioTravel::STravelBonus::MONSTER:
{
for(int i=0; i<GameConstants::ARMY_SIZE; i++)
{
if(hero->slotEmpty(SlotID(i)))
{
hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
break;
}
}
}
break;
case CScenarioTravel::STravelBonus::ARTIFACT:
gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
break;
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
{
CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2));
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scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
}
break;
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
{
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
int val = ptr[g];
if (val == 0)
{
continue;
}
auto bb = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
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hero->addNewBonus(bb);
}
}
break;
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
break;
}
}
}
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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
std::unordered_set<int3, ShashInt3> tiles;
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
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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 == StartInfo::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==PlayerSettings::RANDOM)
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(getRandomGenerator().nextInt(2));
switch(scenarioOps->playerInfos[elem.first].bonus)
{
case PlayerSettings::GOLD:
elem.second.resources[Res::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
break;
case PlayerSettings::RESOURCE:
{
int res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == Res::WOOD_AND_ORE)
{
int amount = getRandomGenerator().nextInt(5, 10);
elem.second.resources[Res::WOOD] += amount;
elem.second.resources[Res::ORE] += amount;
}
else
{
elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
}
break;
}
case PlayerSettings::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 = VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toArtifact(VLC->artifacts());
CGHeroInstance *hero = elem.second.heroes[0];
giveHeroArtifact(hero, toGive->getId());
}
break;
}
}
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}
void CGameState::initTowns()
{
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logGlobal->debug("\tTowns");
//campaign bonuses for towns
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
{
for (int g=0; g<map->towns.size(); ++g)
{
PlayerState * owner = getPlayerState(map->towns[g]->getOwner());
if (owner)
{
PlayerInfo & pi = map->players[owner->color.getNum()];
if (owner->human && //human-owned
map->towns[g]->pos == pi.posOfMainTown)
{
map->towns[g]->builtBuildings.insert(
CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
break;
}
}
}
}
}
CGTownInstance::universitySkills.clear();
for ( int i=0; i<4; i++)
CGTownInstance::universitySkills.push_back(14+i);//skills for university
for (auto & elem : map->towns)
{
CGTownInstance * vti =(elem);
if(!vti->town)
{
vti->town = (*VLC->townh)[vti->subID]->town;
}
if(vti->getNameTranslated().empty())
{
size_t nameID = getRandomGenerator().nextInt(vti->town->getRandomNamesCount() - 1);
vti->setNameTranslated(vti->town->getRandomNameTranslated(nameID));
}
//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);
BuildingID 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 };
for(int i = 0; i < definesBuildingsChances.size(); i++)
{
if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
{
vti->builtBuildings.insert(basicDwellings[i]);
}
}
}
//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
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vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
{
return !vti->town->buildings.count(bid) || !vti->town->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)
//init hordes
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
{
vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
{
vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
}
if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
{
vti->builtBuildings.insert(BuildingID::HORDE_2);
if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
}
}
//Early check for #1444-like problems
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for(const auto & building : vti->builtBuildings)
{
assert(vti->town->buildings.at(building) != nullptr);
MAYBE_UNUSED(building);
}
//town events
for(CCastleEvent &ev : vti->events)
{
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
{
ev.buildings.erase(BuildingID(-31-i));
if (vti->town->hordeLvl.at(0) == i)
ev.buildings.insert(BuildingID::HORDE_1);
if (vti->town->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->level-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->subID);
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->subID);
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->level-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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VLC->creh->removeBonusesFromAllCreatures();
// objCaller->preInit();
for(CGObjectInstance *obj : map->objects)
{
if(obj)
{
logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);
obj->initObj(getRandomGenerator());
}
}
for(CGObjectInstance *obj : map->objects)
{
if(!obj)
continue;
switch (obj->ID)
{
case Obj::QUEST_GUARD:
case Obj::SEER_HUT:
{
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auto * q = dynamic_cast<CGSeerHut *>(obj);
assert (q);
q->setObjToKill();
}
}
}
CGSubterraneanGate::postInit(); //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);
}
}
}
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BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
{
if(!tile.valid() && curB)
tile = curB->tile;
else if(!tile.valid() && !curB)
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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::fromString("sand_shore");
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;
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const CGHeroInstance * h = stack.armyObj->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance *>(stack.armyObj) : nullptr;
const CGTownInstance *t = nullptr;
if(stack.armyObj->ID == Obj::TOWN)
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t = dynamic_cast<const CGTownInstance *>(stack.armyObj);
else if(h)
{ //hero specialty
TConstBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
for(const auto & it : *lista)
{
auto nid = CreatureID(it->additionalInfo[0]);
if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
{
ret.newID.push_back(nid);
ret.cost.push_back(VLC->creh->objects[nid]->cost - base->cost);
}
}
t = h->visitedTown;
}
if(t)
{
for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
{
if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
{
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for(const auto & upgrID : dwelling.second)
{
if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
{
ret.newID.push_back(upgrID);
ret.cost.push_back(VLC->creh->objects[upgrID]->cost - base->cost);
}
}
}
}
}
//hero is visiting Hill Fort
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
{
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
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for(const auto & nid : base->upgrades)
{
ret.newID.push_back(nid);
ret.cost.push_back((VLC->creh->objects[nid]->cost - base->cost) * costModifier / 100);
}
}
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if(!ret.newID.empty())
ret.oldID = base->idNumber;
for (Res::ResourceSet &cost : ret.cost)
cost.positive(); //upgrade cost can't be negative, ignore missing resources
return ret;
}
PlayerRelations::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)
{
ui16 typ = typeList.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->blockVisit)
{
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 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 boost::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 boost::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 std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
const std::string & messageLostOther = VLC->generaltexth->allTexts[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)
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if(elem->hasArt(ArtifactID(condition.objectType)))
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)
{
const CArmedInstance *ai = nullptr;
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if(object
&& object->tempOwner == player //object controlled by player
&& (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
{
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for(const auto & elem : ai->Slots()) //iterate through army
if(elem.second->type->idNumber == condition.objectType) //it's searched creature
total += elem.second->count;
}
}
return total >= condition.value;
}
case EventCondition::HAVE_RESOURCES:
{
return p->resources[condition.objectType] >= condition.value;
}
case EventCondition::HAVE_BUILDING:
{
if (condition.object) // specific town
{
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const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
}
else // any town
{
for (const CGTownInstance * t : p->towns)
{
if (t->hasBuilt(BuildingID(condition.objectType)))
return true;
}
return false;
}
}
case EventCondition::DESTROY:
{
if (condition.object) // mode A - destroy specific object of this type
{
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if(const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object))
return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
else
return getObj(condition.object->id) == nullptr;
}
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)
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
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const auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
if (condition.object) // mode A - flag one specific object, like town
{
return team.count(condition.object->tempOwner) != 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 && team.count(elem->tempOwner) == 0 )
return false;
}
return true;
}
}
case EventCondition::TRANSPORT:
{
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const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
return (t->visitingHero && t->visitingHero->hasArt(ArtifactID(condition.objectType))) ||
(t->garrisonHero && t->garrisonHero->hasArt(ArtifactID(condition.objectType)));
}
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)
return p->daysWithoutCastle.get() >= condition.value;
else
return false;
}
case EventCondition::CONST_VALUE:
{
return condition.value; // just convert to bool
}
case EventCondition::HAVE_0:
{
logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
//TODO: support new condition format
return false;
}
case EventCondition::HAVE_BUILDING_0:
{
logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
//TODO: support new condition format
return false;
}
case EventCondition::DESTROY_0:
{
logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
//TODO: support new condition format
return false;
}
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 < PlayerColor::PLAYER_LIMIT)
{
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(Bonus::GENERATE_RESOURCE, Res::GOLD));
if(!heroOrTown)
heroOrTown = h;
}
//Add town income of all towns
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for(const auto & t : ps->towns)
{
totalIncome += t->dailyIncome()[Res::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);
if (mine->producedResource == Res::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
{
FILL_FIELD(gold, g->second.resources[Res::GOLD])
}
if(level >= 2) //wood & ore
{
FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
}
if(level >= 3) //mercury, sulfur, crystal, gems
{
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
}
if(level >= 3) //obelisks found
{
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auto getObeliskVisited = [](const TeamID & t)
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{
if(CGObelisk::visited.count(t))
return CGObelisk::visited[t];
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;
int bestCre = -1; //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())
{
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int toCmp = it.second->type->idNumber; //ID of creature we should compare with the best one
if(bestCre == -1 || VLC->creh->objects[bestCre]->AIValue < VLC->creh->objects[toCmp]->AIValue)
{
bestCre = toCmp;
}
}
}
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tgi.bestCreature[player.second.color] = bestCre;
}
}
#undef FILL_FIELD
}
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
{
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
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for(const auto & player : players)
for(auto availableHero : player.second.availableHeroes)
if(availableHero)
pool.erase((*availableHero).subID);
return pool;
}
void CGameState::buildBonusSystemTree()
{
buildGlobalTeamPlayerTree();
attachArmedObjects();
for(CGTownInstance *t : map->towns)
{
t->deserializationFix();
}
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
// are provided on initializing / deserializing
}
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));
}
}
}
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void CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
{
CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
map->addNewArtifactInstance(ai);
ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
}
std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
{
std::set<HeroTypeID> ret;
for(int i = 0; i < map->allowedHeroes.size(); i++)
if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
ret.insert(HeroTypeID(i));
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for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
{
if(playerSettingPair.second.hero != PlayerSettings::RANDOM)
ret -= HeroTypeID(playerSettingPair.second.hero);
}
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if(hero->type)
ret -= hero->type->getId();
else
ret -= HeroTypeID(hero->subID);
}
for(auto obj : map->objects) //prisons
if(obj && obj->ID == Obj::PRISON)
ret -= HeroTypeID(obj->subID);
return ret;
}
std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
{
std::vector<CampaignHeroReplacement> campaignHeroReplacements;
//selecting heroes by type
for(auto obj : map->objects)
{
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
{
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auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
if(heroPlaceholder->subID != 0xFF) //select by type
{
auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
{
return hero->subID == heroPlaceholder->subID;
});
if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
{
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auto * hero = *it;
crossoverHeroes.removeHeroFromBothLists(hero);
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campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
}
}
}
}
//selecting heroes by power
range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
{
return a->getHeroStrength() > b->getHeroStrength();
}); //sort, descending strength
// sort hero placeholders descending power
std::vector<CGHeroPlaceholder *> heroPlaceholders;
for(auto obj : map->objects)
{
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if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
{
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auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
if(heroPlaceholder->subID == 0xFF) //select by power
{
heroPlaceholders.push_back(heroPlaceholder);
}
}
}
range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
{
return a->power > b->power;
});
for(int i = 0; i < heroPlaceholders.size(); ++i)
{
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auto * heroPlaceholder = heroPlaceholders[i];
if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
{
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auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
}
}
return campaignHeroReplacements;
}
void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
{
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for(const auto & campaignHeroReplacement : campaignHeroReplacements)
{
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auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
heroToPlace->pos = heroPlaceholder->pos;
heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
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heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
heroToPlace->type->heroClass->getIndex())->getTemplates().front();
for(auto &&i : heroToPlace->stacks)
i.second->type = VLC->creh->objects[i.second->getCreatureID()];
auto fixArtifact = [&](CArtifactInstance * art)
{
art->artType = VLC->arth->objects[art->artType->getId()];
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gs->map->artInstances.emplace_back(art);
art->id = ArtifactInstanceID((si32)gs->map->artInstances.size() - 1);
};
for(auto &&i : heroToPlace->artifactsWorn)
fixArtifact(i.second.artifact);
for(auto &&i : heroToPlace->artifactsInBackpack)
fixArtifact(i.artifact);
map->removeBlockVisTiles(heroPlaceholder, true);
map->objects[heroPlaceholder->id.getNum()] = nullptr;
map->instanceNames.erase(heroPlaceholder->instanceName);
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map->heroesOnMap.emplace_back(heroToPlace);
map->objects[heroToPlace->id.getNum()] = heroToPlace;
map->addBlockVisTiles(heroToPlace);
map->instanceNames[heroToPlace->instanceName] = heroToPlace;
delete heroPlaceholder;
scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
}
}
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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 hero : map->heroesOnMap) //heroes instances initialization
{
if(hero->type && hero->type->getId() == hid)
{
return hero;
}
}
for(auto obj : map->objects) //prisons
{
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if(obj && obj->ID == Obj::PRISON )
{
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auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
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assert(hero);
if ( hero->type && hero->type->getId() == hid )
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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;
}
InfoAboutArmy::InfoAboutArmy():
owner(PlayerColor::NEUTRAL)
{}
InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
{
initFromArmy(Army, detailed);
}
void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
{
army = ArmyDescriptor(Army, detailed);
owner = Army->tempOwner;
name = Army->getObjectName();
}
void InfoAboutHero::assign(const InfoAboutHero & iah)
{
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vstd::clear_pointer(details);
InfoAboutArmy::operator = (iah);
details = (iah.details ? new Details(*iah.details) : nullptr);
hclass = iah.hclass;
portrait = iah.portrait;
}
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InfoAboutHero::InfoAboutHero(): portrait(-1) {}
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InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): InfoAboutArmy(iah)
{
assign(iah);
}
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InfoAboutHero::InfoAboutHero(const CGHeroInstance * h, InfoAboutHero::EInfoLevel infoLevel):
portrait(-1)
{
initFromHero(h, infoLevel);
}
InfoAboutHero::~InfoAboutHero()
{
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vstd::clear_pointer(details);
}
InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
{
assign(iah);
return *this;
}
void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel)
{
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vstd::clear_pointer(details);
if(!h)
return;
bool detailed = ( (infoLevel == EInfoLevel::DETAILED) || (infoLevel == EInfoLevel::INBATTLE) );
initFromArmy(h, detailed);
hclass = h->type->heroClass;
name = h->getNameTranslated();
portrait = h->portrait;
if(detailed)
{
//include details about hero
details = new Details();
details->luck = h->LuckVal();
details->morale = h->MoraleVal();
details->mana = h->mana;
details->primskills.resize(GameConstants::PRIMARY_SKILLS);
for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
{
details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
}
if (infoLevel == EInfoLevel::INBATTLE)
details->manaLimit = h->manaLimit();
else
details->manaLimit = -1; //we do not want to leak max mana info outside battle so set to meaningless value
}
}
InfoAboutTown::InfoAboutTown():
details(nullptr),
tType(nullptr),
built(0),
fortLevel(0)
{
}
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InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed):
details(nullptr),
tType(nullptr),
built(0),
fortLevel(0)
{
initFromTown(t, detailed);
}
InfoAboutTown::~InfoAboutTown()
{
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vstd::clear_pointer(details);
}
void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
{
initFromArmy(t, detailed);
army = ArmyDescriptor(t->getUpperArmy(), detailed);
built = t->builded;
fortLevel = t->fortLevel();
name = t->getNameTranslated();
tType = t->town;
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vstd::clear_pointer(details);
if(detailed)
{
//include details about hero
details = new Details();
TResources income = t->dailyIncome();
details->goldIncome = income[Res::GOLD];
details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
details->hallLevel = t->hallLevel();
details->garrisonedHero = t->garrisonHero;
}
}
ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
: isDetailed(detailed)
{
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for(const auto & elem : army->Slots())
{
if(detailed)
(*this)[elem.first] = *elem.second;
else
(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, (int)elem.second->getQuantityID());
}
}
ArmyDescriptor::ArmyDescriptor()
: isDetailed(false)
{
}
int ArmyDescriptor::getStrength() const
{
ui64 ret = 0;
if(isDetailed)
{
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for(const auto & elem : *this)
ret += elem.second.type->AIValue * elem.second.count;
}
else
{
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for(const auto & elem : *this)
ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
}
return static_cast<int>(ret);
}
TeamState::TeamState()
{
setNodeType(TEAM);
fogOfWarMap = std::make_shared<boost::multi_array<ui8, 3>>();
}
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TeamState::TeamState(TeamState && other) noexcept:
CBonusSystemNode(std::move(other)),
id(other.id)
{
std::swap(players, other.players);
std::swap(fogOfWarMap, other.fogOfWarMap);
}
CRandomGenerator & CGameState::getRandomGenerator()
{
return rand;
}
VCMI_LIB_NAMESPACE_END