mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-26 03:52:01 +02:00
Extracted campaign-related code from GameState into a separate class
This commit is contained in:
parent
85262cf4f5
commit
0fb284f948
@ -35,6 +35,7 @@
|
||||
#include "mapping/CCampaignHandler.h"
|
||||
#include "StartInfo.h"
|
||||
#include "gameState/CGameState.h"
|
||||
#include "gameState/CGameStateCampaign.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "CPlayerState.h"
|
||||
#include "GameSettings.h"
|
||||
|
@ -12,6 +12,7 @@
|
||||
|
||||
#include "EVictoryLossCheckResult.h"
|
||||
#include "InfoAboutArmy.h"
|
||||
#include "CGameStateCampaign.h"
|
||||
|
||||
#include "../ArtifactUtils.h"
|
||||
#include "../CBuildingHandler.h"
|
||||
@ -175,25 +176,6 @@ CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native,
|
||||
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;
|
||||
}
|
||||
|
||||
CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
|
||||
hero(hero),
|
||||
heroPlaceholderId(heroPlaceholderId)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
int CGameState::pickNextHeroType(const PlayerColor & owner)
|
||||
{
|
||||
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
|
||||
@ -528,7 +510,8 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, bool allow
|
||||
|
||||
initGlobalBonuses();
|
||||
initPlayerStates();
|
||||
placeCampaignHeroes();
|
||||
if (campaign)
|
||||
campaign->placeCampaignHeroes();
|
||||
initGrailPosition();
|
||||
initRandomFactionsForPlayers();
|
||||
randomizeMapObjects();
|
||||
@ -699,8 +682,8 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
|
||||
|
||||
void CGameState::initCampaign()
|
||||
{
|
||||
logGlobal->info("Open campaign map file: %d", scenarioOps->campState->currentMap.value());
|
||||
map = scenarioOps->campState->getMap();
|
||||
campaign = std::make_unique<CGameStateCampaign>(this);
|
||||
map = campaign->getCurrentMap();
|
||||
}
|
||||
|
||||
void CGameState::checkMapChecksum()
|
||||
@ -836,108 +819,6 @@ void CGameState::initPlayerStates()
|
||||
}
|
||||
}
|
||||
|
||||
void CGameState::placeCampaignHeroes()
|
||||
{
|
||||
if (scenarioOps->campState)
|
||||
{
|
||||
// place bonus hero
|
||||
auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
|
||||
bool campaignGiveHero = campaignBonus && campaignBonus->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())
|
||||
{
|
||||
logGlobal->debug("\tGenerate list of hero placeholders");
|
||||
auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
|
||||
|
||||
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)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
logGlobal->debug("\tReplace placeholders with heroes");
|
||||
replaceHeroesPlaceholders(campaignHeroReplacements);
|
||||
|
||||
// now add removed heroes again with unused type ID
|
||||
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
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
|
||||
{
|
||||
for(auto town : map->towns)
|
||||
@ -965,14 +846,8 @@ void CGameState::placeStartingHeroes()
|
||||
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;
|
||||
}
|
||||
}
|
||||
if (campaign && campaign->playerHasStartingHero(playerColor))
|
||||
continue;
|
||||
|
||||
int heroTypeId = pickNextHeroType(playerColor);
|
||||
if(playerSettingPair.second.hero == -1)
|
||||
@ -1003,55 +878,8 @@ void CGameState::initStartingResources()
|
||||
p.resources = startresAI;
|
||||
}
|
||||
|
||||
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
|
||||
{
|
||||
std::vector<const PlayerSettings *> ret;
|
||||
for(const auto & playerInfo : scenarioOps->playerInfos)
|
||||
{
|
||||
if(playerInfo.second.isControlledByHuman())
|
||||
ret.push_back(&playerInfo.second);
|
||||
}
|
||||
|
||||
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(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)
|
||||
{
|
||||
players[ps->color].resources[re] += chosenBonus->info2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (campaign)
|
||||
campaign->initStartingResources();
|
||||
}
|
||||
|
||||
void CGameState::initHeroes()
|
||||
@ -1129,115 +957,8 @@ void CGameState::initHeroes()
|
||||
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)
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
|
||||
{
|
||||
const std::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));
|
||||
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:
|
||||
if(!gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
|
||||
logGlobal->error("Cannot give starting artifact - no free slots!");
|
||||
break;
|
||||
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
|
||||
{
|
||||
CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
|
||||
const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
|
||||
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
|
||||
scroll->putAt(ArtifactLocation(hero, slot));
|
||||
else
|
||||
logGlobal->error("Cannot give starting scroll - no free slots!");
|
||||
}
|
||||
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>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
|
||||
hero->addNewBonus(bb);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
|
||||
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (campaign)
|
||||
campaign->initHeroes();
|
||||
}
|
||||
|
||||
void CGameState::initFogOfWar()
|
||||
@ -1320,36 +1041,8 @@ void CGameState::initTowns()
|
||||
{
|
||||
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)
|
||||
{
|
||||
BuildingID buildingId;
|
||||
if(scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
|
||||
buildingId = BuildingID(chosenBonus->info1);
|
||||
else
|
||||
buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings);
|
||||
|
||||
map->towns[g]->builtBuildings.insert(buildingId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (campaign)
|
||||
campaign->initTowns();
|
||||
|
||||
CGTownInstance::universitySkills.clear();
|
||||
for ( int i=0; i<4; i++)
|
||||
@ -2463,114 +2156,6 @@ std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllow
|
||||
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)
|
||||
{
|
||||
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())
|
||||
{
|
||||
auto * hero = *it;
|
||||
crossoverHeroes.removeHeroFromBothLists(hero);
|
||||
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)
|
||||
{
|
||||
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
||||
{
|
||||
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)
|
||||
{
|
||||
auto * heroPlaceholder = heroPlaceholders[i];
|
||||
if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
|
||||
{
|
||||
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)
|
||||
{
|
||||
for(const auto & campaignHeroReplacement : campaignHeroReplacements)
|
||||
{
|
||||
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];
|
||||
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()];
|
||||
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);
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
bool CGameState::isUsedHero(const HeroTypeID & hid) const
|
||||
{
|
||||
return getUsedHero(hid);
|
||||
|
@ -28,6 +28,7 @@ class CHeroClass;
|
||||
struct EventCondition;
|
||||
class CScenarioTravel;
|
||||
class CStackInstance;
|
||||
class CGameStateCampaign;
|
||||
|
||||
template<typename T> class CApplier;
|
||||
class CBaseForGSApply;
|
||||
@ -105,6 +106,7 @@ DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheck
|
||||
|
||||
class DLL_LINKAGE CGameState : public CNonConstInfoCallback
|
||||
{
|
||||
friend class CGameStateCampaign;
|
||||
public:
|
||||
struct DLL_LINKAGE HeroesPool
|
||||
{
|
||||
@ -200,29 +202,15 @@ public:
|
||||
h & globalEffects;
|
||||
h & rand;
|
||||
h & rumor;
|
||||
h & campaign;
|
||||
|
||||
BONUS_TREE_DESERIALIZATION_FIX
|
||||
}
|
||||
|
||||
private:
|
||||
struct CrossoverHeroesList
|
||||
{
|
||||
std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
|
||||
void addHeroToBothLists(CGHeroInstance * hero);
|
||||
void removeHeroFromBothLists(CGHeroInstance * hero);
|
||||
};
|
||||
|
||||
struct CampaignHeroReplacement
|
||||
{
|
||||
CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId);
|
||||
CGHeroInstance * hero;
|
||||
ObjectInstanceID heroPlaceholderId;
|
||||
};
|
||||
|
||||
// ----- initialization -----
|
||||
void preInitAuto();
|
||||
void initNewGame(const IMapService * mapService, bool allowSavingRandomMap);
|
||||
void initCampaign();
|
||||
void checkMapChecksum();
|
||||
void initGlobalBonuses();
|
||||
void initGrailPosition();
|
||||
@ -230,27 +218,17 @@ private:
|
||||
void randomizeMapObjects();
|
||||
void randomizeObject(CGObjectInstance *cur);
|
||||
void initPlayerStates();
|
||||
void placeCampaignHeroes();
|
||||
|
||||
|
||||
/// returns heroes and placeholders in where heroes will be put
|
||||
std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
|
||||
|
||||
/// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
|
||||
void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions);
|
||||
|
||||
void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
|
||||
void placeStartingHeroes();
|
||||
void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
|
||||
void initStartingResources();
|
||||
void initHeroes();
|
||||
void placeHeroesInTowns();
|
||||
void giveCampaignBonusToHero(CGHeroInstance * hero);
|
||||
void initFogOfWar();
|
||||
void initStartingBonus();
|
||||
void initTowns();
|
||||
void initMapObjects();
|
||||
void initVisitingAndGarrisonedHeroes();
|
||||
void initCampaign();
|
||||
|
||||
// ----- bonus system handling -----
|
||||
|
||||
@ -274,6 +252,9 @@ private:
|
||||
CRandomGenerator rand;
|
||||
Services * services;
|
||||
|
||||
/// Ponter to campaign state manager. Nullptr for single scenarios
|
||||
std::unique_ptr<CGameStateCampaign> campaign;
|
||||
|
||||
friend class IGameCallback;
|
||||
friend class CMapHandler;
|
||||
friend class CGameHandler;
|
||||
|
656
lib/gameState/CGameStateCampaign.cpp
Normal file
656
lib/gameState/CGameStateCampaign.cpp
Normal file
@ -0,0 +1,656 @@
|
||||
/*
|
||||
* 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"
|
||||
|
||||
#include "../mapping/CMapEditManager.h"
|
||||
#include "../mapping/CCampaignHandler.h"
|
||||
#include "../mapObjects/CGHeroInstance.h"
|
||||
#include "../registerTypes/RegisterTypes.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
|
||||
|
||||
void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
|
||||
{
|
||||
heroesFromPreviousScenario.push_back(hero);
|
||||
heroesFromAnyPreviousScenarios.push_back(hero);
|
||||
}
|
||||
|
||||
void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
|
||||
{
|
||||
heroesFromPreviousScenario -= hero;
|
||||
heroesFromAnyPreviousScenarios -= hero;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const
|
||||
{
|
||||
CrossoverHeroesList crossoverHeroes;
|
||||
|
||||
auto campaignState = gameState->scenarioOps->campState;
|
||||
auto bonus = campaignState->getBonusForCurrentMap();
|
||||
if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
|
||||
{
|
||||
std::vector<CGHeroInstance *> heroes;
|
||||
for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
|
||||
{
|
||||
auto * h = CCampaignState::crossoverDeserialize(node);
|
||||
heroes.push_back(h);
|
||||
}
|
||||
crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!campaignState->mapsConquered.empty())
|
||||
{
|
||||
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
|
||||
for(auto * hero : lostCrossoverHeroes)
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
auto * hero = CCampaignState::crossoverDeserialize(node);
|
||||
// add new heroes and replace old heroes with newer ones
|
||||
auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
|
||||
{
|
||||
return hero->subID == h->subID;
|
||||
});
|
||||
|
||||
if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
|
||||
{
|
||||
// replace old hero with newer one
|
||||
crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
|
||||
}
|
||||
else
|
||||
{
|
||||
// add new hero
|
||||
crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
|
||||
}
|
||||
|
||||
if(mapNr == campaignState->mapsConquered.back())
|
||||
{
|
||||
crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return crossoverHeroes;
|
||||
}
|
||||
|
||||
void CGameStateCampaign::prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & 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 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
|
||||
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(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
||||
{
|
||||
auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
|
||||
.And(Selector::subtype()(g))
|
||||
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
|
||||
|
||||
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
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;
|
||||
|
||||
// TODO: why would there be nullptr artifacts?
|
||||
const CArtifactInstance *art = info->artifact;
|
||||
if(!art)
|
||||
continue;
|
||||
|
||||
bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
|
||||
|
||||
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.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()
|
||||
{
|
||||
if (gameState->scenarioOps->campState)
|
||||
{
|
||||
// place bonus hero
|
||||
auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
||||
bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
|
||||
|
||||
if(campaignGiveHero)
|
||||
{
|
||||
auto playerColor = PlayerColor(campaignBonus->info1);
|
||||
auto it = gameState->scenarioOps->playerInfos.find(playerColor);
|
||||
if(it != gameState->scenarioOps->playerInfos.end())
|
||||
{
|
||||
auto heroTypeId = campaignBonus->info2;
|
||||
if(heroTypeId == 0xffff) // random bonus hero
|
||||
{
|
||||
heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
|
||||
}
|
||||
|
||||
gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
|
||||
}
|
||||
}
|
||||
|
||||
// replace heroes placeholders
|
||||
auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
|
||||
|
||||
if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
|
||||
{
|
||||
logGlobal->debug("\tGenerate list of hero placeholders");
|
||||
auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
|
||||
|
||||
logGlobal->debug("\tPrepare crossover heroes");
|
||||
prepareCrossoverHeroes(campaignHeroReplacements, gameState->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)
|
||||
{
|
||||
auto * hero = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
|
||||
if(hero)
|
||||
{
|
||||
removedHeroes.push_back(hero);
|
||||
gameState->map->heroesOnMap -= hero;
|
||||
gameState->map->objects[hero->id.getNum()] = nullptr;
|
||||
gameState->map->removeBlockVisTiles(hero, true);
|
||||
}
|
||||
}
|
||||
|
||||
logGlobal->debug("\tReplace placeholders with heroes");
|
||||
replaceHeroesPlaceholders(campaignHeroReplacements);
|
||||
|
||||
// now add removed heroes again with unused type ID
|
||||
for(auto * hero : removedHeroes)
|
||||
{
|
||||
si32 heroTypeId = 0;
|
||||
if(hero->ID == Obj::HERO)
|
||||
{
|
||||
heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
|
||||
}
|
||||
else if(hero->ID == Obj::PRISON)
|
||||
{
|
||||
auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
|
||||
if(!unusedHeroTypeIds.empty())
|
||||
{
|
||||
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum();
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
gameState->map->getEditManager()->insertObject(hero);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// remove hero placeholders on map
|
||||
for(auto obj : gameState->map->objects)
|
||||
{
|
||||
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
||||
{
|
||||
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
||||
gameState->map->removeBlockVisTiles(heroPlaceholder, true);
|
||||
gameState->map->instanceNames.erase(obj->instanceName);
|
||||
gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
||||
delete heroPlaceholder;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
|
||||
{
|
||||
const std::optional<CScenarioTravel::STravelBonus> & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
||||
if(!curBonus)
|
||||
return;
|
||||
|
||||
if(curBonus->isBonusForHero())
|
||||
{
|
||||
//apply bonus
|
||||
switch (curBonus->type)
|
||||
{
|
||||
case CScenarioTravel::STravelBonus::SPELL:
|
||||
hero->addSpellToSpellbook(SpellID(curBonus->info2));
|
||||
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:
|
||||
if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
|
||||
logGlobal->error("Cannot give starting artifact - no free slots!");
|
||||
break;
|
||||
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
|
||||
{
|
||||
CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
|
||||
const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
|
||||
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
|
||||
scroll->putAt(ArtifactLocation(hero, slot));
|
||||
else
|
||||
logGlobal->error("Cannot give starting scroll - no free slots!");
|
||||
}
|
||||
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>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *gameState->scenarioOps->campState->currentMap, g);
|
||||
hero->addNewBonus(bb);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
|
||||
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;
|
||||
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
|
||||
heroToPlace->pos = heroPlaceholder->pos;
|
||||
heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
|
||||
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()];
|
||||
gameState->map->artInstances.emplace_back(art);
|
||||
art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1);
|
||||
};
|
||||
|
||||
for(auto &&i : heroToPlace->artifactsWorn)
|
||||
fixArtifact(i.second.artifact);
|
||||
for(auto &&i : heroToPlace->artifactsInBackpack)
|
||||
fixArtifact(i.artifact);
|
||||
|
||||
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;
|
||||
|
||||
gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
|
||||
{
|
||||
std::vector<CampaignHeroReplacement> campaignHeroReplacements;
|
||||
|
||||
//selecting heroes by type
|
||||
for(auto obj : gameState->map->objects)
|
||||
{
|
||||
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
||||
{
|
||||
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())
|
||||
{
|
||||
auto * hero = *it;
|
||||
crossoverHeroes.removeHeroFromBothLists(hero);
|
||||
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 : gameState->map->objects)
|
||||
{
|
||||
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
||||
{
|
||||
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)
|
||||
{
|
||||
auto * heroPlaceholder = heroPlaceholders[i];
|
||||
if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
|
||||
{
|
||||
auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
|
||||
campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
|
||||
}
|
||||
}
|
||||
|
||||
return campaignHeroReplacements;
|
||||
}
|
||||
|
||||
void CGameStateCampaign::initHeroes()
|
||||
{
|
||||
auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
||||
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->subID == 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 = gameState->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(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 = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
||||
|
||||
if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
|
||||
{
|
||||
for (int g=0; g<gameState->map->towns.size(); ++g)
|
||||
{
|
||||
PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner());
|
||||
if (owner)
|
||||
{
|
||||
PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
|
||||
|
||||
if (owner->human && //human-owned
|
||||
gameState->map->towns[g]->pos == pi.posOfMainTown)
|
||||
{
|
||||
BuildingID buildingId;
|
||||
if(gameState->scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
|
||||
buildingId = BuildingID(chosenBonus->info1);
|
||||
else
|
||||
buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings);
|
||||
|
||||
gameState->map->towns[g]->builtBuildings.insert(buildingId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
|
||||
{
|
||||
auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
||||
|
||||
if (!campaignBonus)
|
||||
return false;
|
||||
|
||||
if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
CMap * CGameStateCampaign::getCurrentMap() const
|
||||
{
|
||||
return gameState->scenarioOps->campState->getMap();
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
69
lib/gameState/CGameStateCampaign.h
Normal file
69
lib/gameState/CGameStateCampaign.h
Normal file
@ -0,0 +1,69 @@
|
||||
/*
|
||||
* CGameStateCampaign.h, 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
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../GameConstants.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class CScenarioTravel;
|
||||
class CGHeroInstance;
|
||||
class CGameState;
|
||||
class CMap;
|
||||
|
||||
struct CampaignHeroReplacement
|
||||
{
|
||||
CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId);
|
||||
CGHeroInstance * hero;
|
||||
ObjectInstanceID heroPlaceholderId;
|
||||
};
|
||||
|
||||
struct CrossoverHeroesList
|
||||
{
|
||||
std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
|
||||
void addHeroToBothLists(CGHeroInstance * hero);
|
||||
void removeHeroFromBothLists(CGHeroInstance * hero);
|
||||
};
|
||||
|
||||
class CGameStateCampaign
|
||||
{
|
||||
CGameState * gameState;
|
||||
|
||||
CrossoverHeroesList getCrossoverHeroesFromPreviousScenarios() const;
|
||||
|
||||
/// returns heroes and placeholders in where heroes will be put
|
||||
std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
|
||||
|
||||
/// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
|
||||
void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions);
|
||||
|
||||
void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
|
||||
|
||||
void giveCampaignBonusToHero(CGHeroInstance * hero);
|
||||
|
||||
public:
|
||||
CGameStateCampaign() = default;
|
||||
CGameStateCampaign(CGameState * owner);
|
||||
|
||||
void placeCampaignHeroes();
|
||||
void initStartingResources();
|
||||
void initHeroes();
|
||||
void initTowns();
|
||||
|
||||
bool playerHasStartingHero(PlayerColor player) const;
|
||||
CMap * getCurrentMap() const;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & gameState;
|
||||
}
|
||||
};
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
@ -13,6 +13,7 @@
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../gameState/CGameState.h"
|
||||
#include "../gameState/CGameStateCampaign.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
#include "../mapObjects/CObjectHandler.h"
|
||||
|
Loading…
x
Reference in New Issue
Block a user