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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:
Ivan Savenko 2023-06-23 19:33:47 +03:00
parent 85262cf4f5
commit 0fb284f948
6 changed files with 747 additions and 454 deletions

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@ -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"

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@ -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);

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@ -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;

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@ -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

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@ -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

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@ -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"