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vcmi/lib/gameState/CGameStateCampaign.cpp

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/*
* CGameStateCampaign.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 "CGameStateCampaign.h"
#include "CGameState.h"
#include "QuestInfo.h"
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#include "../campaign/CampaignState.h"
#include "../mapping/CMapEditManager.h"
#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/ArtifactLocation.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../StartInfo.h"
#include "../CBuildingHandler.h"
#include "../CHeroHandler.h"
#include "../mapping/CMap.h"
#include "../ArtifactUtils.h"
#include "../CPlayerState.h"
#include "../serializer/CMemorySerializer.h"
VCMI_LIB_NAMESPACE_BEGIN
CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
hero(hero),
heroPlaceholderId(heroPlaceholderId)
{
}
CGameStateCampaign::CGameStateCampaign(CGameState * owner):
gameState(owner)
{
assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
assert(gameState->scenarioOps->campState != nullptr);
}
std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
{
auto campaignState = gameState->scenarioOps->campState;
return campaignState->getBonus(*campaignState->currentScenario());
}
std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
{
auto campaignState = gameState->scenarioOps->campState;
auto bonus = currentBonus();
if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
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return static_cast<CampaignScenarioID>(bonus->info2);
return campaignState->lastScenario();
}
void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CampaignTravel & travelOptions)
{
// create heroes list for convenience iterating
std::vector<CGHeroInstance *> crossoverHeroes;
crossoverHeroes.reserve(campaignHeroReplacements.size());
for(auto & campaignHeroReplacement : campaignHeroReplacements)
{
crossoverHeroes.push_back(campaignHeroReplacement.hero);
}
// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
if(!travelOptions.whatHeroKeeps.experience)
{
//trimming experience
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->initExp(gameState->getRandomGenerator());
}
}
if(!travelOptions.whatHeroKeeps.primarySkills)
{
//trimming prim skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
{
auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
.And(Selector::subtype()(BonusSubtypeID(g)))
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g.getNum()];
}
}
}
if(!travelOptions.whatHeroKeeps.secondarySkills)
{
//trimming sec skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->secSkills = cgh->type->secSkillsInit;
cgh->recreateSecondarySkillsBonuses();
}
}
if(!travelOptions.whatHeroKeeps.spells)
{
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->removeSpellbook();
}
}
if(!travelOptions.whatHeroKeeps.artifacts)
{
//trimming artifacts
for(CGHeroInstance * hero : crossoverHeroes)
{
const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition)
{
if(artifactPosition == ArtifactPosition::SPELLBOOK)
return; // do not handle spellbook this way
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
if(!info)
return;
// TODO: why would there be nullptr artifacts?
const CArtifactInstance *art = info->artifact;
if(!art)
return;
bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
ArtifactLocation al(hero->id, artifactPosition);
if(!takeable && !hero->getSlot(al.slot)->locked) //don't try removing locked artifacts -> it crashes #1719
hero->getArt(al.slot)->removeFrom(*hero, al.slot);
};
// process on copy - removal of artifact will invalidate container
auto artifactsWorn = hero->artifactsWorn;
for(const auto & art : artifactsWorn)
checkAndRemoveArtifact(art.first);
// process in reverse - removal of artifact will shift all artifacts after this one
for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
}
}
//trimming creatures
for(CGHeroInstance * cgh : crossoverHeroes)
{
auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
{
CreatureID crid = j.second->getCreatureID();
return !travelOptions.monstersKeptByHero.count(crid);
};
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);
}
// 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)));
}
}
void CGameStateCampaign::placeCampaignHeroes()
{
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// place bonus hero
auto campaignState = gameState->scenarioOps->campState;
auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
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if(campaignGiveHero)
{
auto playerColor = PlayerColor(campaignBonus->info1);
auto it = gameState->scenarioOps->playerInfos.find(playerColor);
if(it != gameState->scenarioOps->playerInfos.end())
{
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HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
if(heroTypeId.getNum() == 0xffff) // random bonus hero
{
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heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
}
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gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
}
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}
logGlobal->debug("\tGenerate list of hero placeholders");
auto campaignHeroReplacements = generateCampaignHeroesToReplace();
logGlobal->debug("\tPrepare crossover heroes");
trimCrossoverHeroesParameters(campaignHeroReplacements, campaignState->scenario(*campaignState->currentScenario()).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;
std::set<HeroTypeID> reservedHeroes = campaignState->getReservedHeroes();
std::set<HeroTypeID> heroesToRemove;
for (auto const & heroID : reservedHeroes )
{
// Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear
if (!campaignState->getHeroByType(heroID).isNull())
heroesToRemove.insert(heroID);
}
for(auto & campaignHeroReplacement : campaignHeroReplacements)
heroesToRemove.insert(campaignHeroReplacement.hero->getHeroType());
for(auto & heroID : heroesToRemove)
{
auto * hero = gameState->getUsedHero(heroID);
if(hero)
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{
removedHeroes.push_back(hero);
gameState->map->heroesOnMap -= hero;
gameState->map->objects[hero->id.getNum()] = nullptr;
gameState->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
for(auto * hero : removedHeroes)
{
HeroTypeID heroTypeId;
if(hero->ID == Obj::HERO)
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{
heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
}
else if(hero->ID == Obj::PRISON)
{
auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
if(!unusedHeroTypeIds.empty())
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{
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
}
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else
{
logGlobal->error("No free hero type ID found to replace prison.");
assert(0);
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}
}
else
{
assert(0); // should not happen
}
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hero->setHeroType(heroTypeId);
gameState->map->getEditManager()->insertObject(hero);
}
}
void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
{
auto curBonus = currentBonus();
if(!curBonus)
return;
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assert(curBonus->isBonusForHero());
//apply bonus
switch(curBonus->type)
{
case CampaignBonusType::SPELL:
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{
hero->addSpellToSpellbook(SpellID(curBonus->info2));
break;
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}
case CampaignBonusType::MONSTER:
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{
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
{
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if(hero->slotEmpty(SlotID(i)))
{
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hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
break;
}
}
break;
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}
case CampaignBonusType::ARTIFACT:
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{
if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
logGlobal->error("Cannot give starting artifact - no free slots!");
break;
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}
case CampaignBonusType::SPELL_SCROLL:
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{
CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
scroll->putAt(*hero, slot);
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else
logGlobal->error("Cannot give starting scroll - no free slots!");
break;
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}
case CampaignBonusType::PRIMARY_SKILL:
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{
const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
{
int val = ptr[g.getNum()];
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if(val == 0)
continue;
auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
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hero->addNewBonus(bb);
}
break;
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}
case CampaignBonusType::SECONDARY_SKILL:
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{
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
break;
}
}
}
void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
{
for(const auto & campaignHeroReplacement : campaignHeroReplacements)
{
auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
if(heroPlaceholder->tempOwner.isValidPlayer())
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
heroToPlace->pos = heroPlaceholder->pos;
heroToPlace->type = VLC->heroh->objects[heroToPlace->getHeroType().getNum()];
heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
gameState->map->removeBlockVisTiles(heroPlaceholder, true);
gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
gameState->map->heroesOnMap.emplace_back(heroToPlace);
gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
gameState->map->addBlockVisTiles(heroToPlace);
gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
delete heroPlaceholder;
}
}
std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace()
{
auto campaignState = gameState->scenarioOps->campState;
std::vector<CampaignHeroReplacement> campaignHeroReplacements;
std::vector<CGHeroPlaceholder *> placeholdersByPower;
std::vector<CGHeroPlaceholder *> placeholdersByType;
// find all placeholders on map
for(auto obj : gameState->map->objects)
{
if(!obj)
continue;
if (obj->ID != Obj::HERO_PLACEHOLDER)
continue;
auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
// only 1 field must be set
assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());
if(heroPlaceholder->powerRank)
placeholdersByPower.push_back(heroPlaceholder);
if(heroPlaceholder->heroType)
placeholdersByType.push_back(heroPlaceholder);
}
//selecting heroes by type
for(const auto * placeholder : placeholdersByType)
{
const auto & node = campaignState->getHeroByType(*placeholder->heroType);
if (node.isNull())
{
logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
continue;
}
CGHeroInstance * hero = CampaignState::crossoverDeserialize(node, gameState->map);
logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
campaignHeroReplacements.emplace_back(hero, placeholder->id);
}
auto lastScenario = getHeroesSourceScenario();
if (!placeholdersByPower.empty() && lastScenario)
{
// sort hero placeholders descending power
boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
{
return *a->powerRank > *b->powerRank;
});
const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
auto nodeListIter = nodeList.begin();
for(const auto * placeholder : placeholdersByPower)
{
if (nodeListIter == nodeList.end())
break;
CGHeroInstance * hero = CampaignState::crossoverDeserialize(*nodeListIter, gameState->map);
nodeListIter++;
logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
campaignHeroReplacements.emplace_back(hero, placeholder->id);
}
}
return campaignHeroReplacements;
}
void CGameStateCampaign::initHeroes()
{
auto chosenBonus = currentBonus();
if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
{
//find human player
PlayerColor humanPlayer=PlayerColor::NEUTRAL;
for (auto & elem : gameState->players)
{
if(elem.second.human)
{
humanPlayer = elem.first;
break;
}
}
assert(humanPlayer != PlayerColor::NEUTRAL);
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->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)
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->getHeroType().getNum() == chosenBonus->info1)
{
giveCampaignBonusToHero(heroe);
break;
}
}
}
}
}
void CGameStateCampaign::initStartingResources()
{
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
{
std::vector<const PlayerSettings *> ret;
for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
{
if(playerInfo.second.isControlledByHuman())
ret.push_back(&playerInfo.second);
}
return ret;
};
auto chosenBonus = currentBonus();
if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
{
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
for(const PlayerSettings *ps : people)
{
std::vector<GameResID> 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(GameResID(EGameResID::WOOD));
res.push_back(GameResID(EGameResID::ORE));
break;
case 0xFE: //rare
res.push_back(GameResID(EGameResID::MERCURY));
res.push_back(GameResID(EGameResID::SULFUR));
res.push_back(GameResID(EGameResID::CRYSTAL));
res.push_back(GameResID(EGameResID::GEMS));
break;
default:
assert(0);
break;
}
//increasing resource quantity
for (auto & re : res)
{
gameState->players[ps->color].resources[re] += chosenBonus->info2;
}
}
}
}
void CGameStateCampaign::initTowns()
{
auto chosenBonus = currentBonus();
if (!chosenBonus)
return;
if (chosenBonus->type != CampaignBonusType::BUILDING)
return;
for (int g=0; g<gameState->map->towns.size(); ++g)
{
CGTownInstance * town = gameState->map->towns[g];
PlayerState * owner = gameState->getPlayerState(town->getOwner());
if (!owner)
continue;
PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
if (!owner->human)
continue;
if (town->pos != pi.posOfMainTown)
continue;
BuildingID newBuilding;
if(gameState->scenarioOps->campState->formatVCMI())
newBuilding = BuildingID(chosenBonus->info1);
else
newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->builtBuildings);
// Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
while(true)
{
if (newBuilding == BuildingID::NONE)
break;
if (town->builtBuildings.count(newBuilding) != 0)
break;
town->builtBuildings.insert(newBuilding);
auto building = town->town->buildings.at(newBuilding);
newBuilding = building->upgrade;
}
break;
}
}
bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
{
auto campaignBonus = currentBonus();
if (!campaignBonus)
return false;
if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
return true;
return false;
}
std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
{
return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE);
}
VCMI_LIB_NAMESPACE_END