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https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
Extracted campaign-related code from GameState into a separate class
This commit is contained in:
@ -12,6 +12,7 @@
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#include "EVictoryLossCheckResult.h"
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#include "InfoAboutArmy.h"
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#include "CGameStateCampaign.h"
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#include "../ArtifactUtils.h"
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#include "../CBuildingHandler.h"
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@ -175,25 +176,6 @@ CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native,
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return ret;
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}
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void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
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{
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heroesFromPreviousScenario.push_back(hero);
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heroesFromAnyPreviousScenarios.push_back(hero);
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}
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void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
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{
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heroesFromPreviousScenario -= hero;
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heroesFromAnyPreviousScenarios -= hero;
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}
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CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
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hero(hero),
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heroPlaceholderId(heroPlaceholderId)
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{
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}
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int CGameState::pickNextHeroType(const PlayerColor & owner)
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{
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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@ -528,7 +510,8 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, bool allow
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initGlobalBonuses();
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initPlayerStates();
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placeCampaignHeroes();
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if (campaign)
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campaign->placeCampaignHeroes();
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initGrailPosition();
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initRandomFactionsForPlayers();
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randomizeMapObjects();
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@ -699,8 +682,8 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
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void CGameState::initCampaign()
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{
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logGlobal->info("Open campaign map file: %d", scenarioOps->campState->currentMap.value());
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map = scenarioOps->campState->getMap();
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campaign = std::make_unique<CGameStateCampaign>(this);
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map = campaign->getCurrentMap();
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}
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void CGameState::checkMapChecksum()
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@ -836,108 +819,6 @@ void CGameState::initPlayerStates()
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}
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}
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void CGameState::placeCampaignHeroes()
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{
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if (scenarioOps->campState)
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{
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// place bonus hero
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auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
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bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
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if(campaignGiveHero)
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{
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auto playerColor = PlayerColor(campaignBonus->info1);
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auto it = scenarioOps->playerInfos.find(playerColor);
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if(it != scenarioOps->playerInfos.end())
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{
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auto heroTypeId = campaignBonus->info2;
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if(heroTypeId == 0xffff) // random bonus hero
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{
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heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
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}
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placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
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}
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}
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// replace heroes placeholders
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auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
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if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
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{
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logGlobal->debug("\tGenerate list of hero placeholders");
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auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
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logGlobal->debug("\tPrepare crossover heroes");
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prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
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// remove same heroes on the map which will be added through crossover heroes
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// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
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// with the same hero type id
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std::vector<CGHeroInstance *> removedHeroes;
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for(auto & campaignHeroReplacement : campaignHeroReplacements)
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{
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auto * hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
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if(hero)
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{
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removedHeroes.push_back(hero);
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map->heroesOnMap -= hero;
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map->objects[hero->id.getNum()] = nullptr;
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map->removeBlockVisTiles(hero, true);
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}
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}
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logGlobal->debug("\tReplace placeholders with heroes");
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replaceHeroesPlaceholders(campaignHeroReplacements);
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// now add removed heroes again with unused type ID
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for(auto * hero : removedHeroes)
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{
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si32 heroTypeId = 0;
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if(hero->ID == Obj::HERO)
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{
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heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
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}
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else if(hero->ID == Obj::PRISON)
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{
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auto unusedHeroTypeIds = getUnusedAllowedHeroes();
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if(!unusedHeroTypeIds.empty())
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{
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heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, getRandomGenerator())).getNum();
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}
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else
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{
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logGlobal->error("No free hero type ID found to replace prison.");
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assert(0);
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}
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}
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else
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{
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assert(0); // should not happen
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}
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hero->subID = heroTypeId;
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hero->portrait = hero->subID;
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map->getEditManager()->insertObject(hero);
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}
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}
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}
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// remove hero placeholders on map
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for(auto obj : map->objects)
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{
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if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
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{
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auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
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map->removeBlockVisTiles(heroPlaceholder, true);
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map->instanceNames.erase(obj->instanceName);
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map->objects[heroPlaceholder->id.getNum()] = nullptr;
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delete heroPlaceholder;
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}
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}
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}
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void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
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{
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for(auto town : map->towns)
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@ -965,14 +846,8 @@ void CGameState::placeStartingHeroes()
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if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
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{
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// Do not place a starting hero if the hero was already placed due to a campaign bonus
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if(scenarioOps->campState)
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{
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if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
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{
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if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
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continue;
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}
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}
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if (campaign && campaign->playerHasStartingHero(playerColor))
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continue;
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int heroTypeId = pickNextHeroType(playerColor);
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if(playerSettingPair.second.hero == -1)
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@ -1003,55 +878,8 @@ void CGameState::initStartingResources()
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p.resources = startresAI;
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}
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auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
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{
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std::vector<const PlayerSettings *> ret;
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for(const auto & playerInfo : scenarioOps->playerInfos)
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{
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if(playerInfo.second.isControlledByHuman())
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ret.push_back(&playerInfo.second);
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}
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return ret;
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};
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//give start resource bonus in case of campaign
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if (scenarioOps->mode == StartInfo::CAMPAIGN)
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{
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auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
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if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
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{
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std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
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for(const PlayerSettings *ps : people)
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{
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std::vector<int> res; //resources we will give
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switch (chosenBonus->info1)
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{
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case 0: case 1: case 2: case 3: case 4: case 5: case 6:
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res.push_back(chosenBonus->info1);
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break;
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case 0xFD: //wood+ore
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res.push_back(GameResID(EGameResID::WOOD));
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res.push_back(GameResID(EGameResID::ORE));
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break;
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case 0xFE: //rare
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res.push_back(GameResID(EGameResID::MERCURY));
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res.push_back(GameResID(EGameResID::SULFUR));
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res.push_back(GameResID(EGameResID::CRYSTAL));
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res.push_back(GameResID(EGameResID::GEMS));
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break;
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default:
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assert(0);
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break;
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}
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//increasing resource quantity
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for (auto & re : res)
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{
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players[ps->color].resources[re] += chosenBonus->info2;
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}
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}
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}
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}
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if (campaign)
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campaign->initStartingResources();
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}
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void CGameState::initHeroes()
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@ -1129,115 +957,8 @@ void CGameState::initHeroes()
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hpool.pavailable[elem.heroId] = elem.players;
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}
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if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
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{
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auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
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if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
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{
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//find human player
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PlayerColor humanPlayer=PlayerColor::NEUTRAL;
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for (auto & elem : players)
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{
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if(elem.second.human)
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{
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humanPlayer = elem.first;
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break;
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}
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}
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assert(humanPlayer != PlayerColor::NEUTRAL);
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std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
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if (chosenBonus->info1 == 0xFFFD) //most powerful
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{
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int maxB = -1;
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for (int b=0; b<heroes.size(); ++b)
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{
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if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
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{
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maxB = b;
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}
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}
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if(maxB < 0)
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logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
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else
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giveCampaignBonusToHero(heroes[maxB]);
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}
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else //specific hero
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{
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for (auto & heroe : heroes)
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{
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if (heroe->subID == chosenBonus->info1)
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{
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giveCampaignBonusToHero(heroe);
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break;
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}
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}
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}
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}
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}
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}
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void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
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{
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const std::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
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if(!curBonus)
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return;
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if(curBonus->isBonusForHero())
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{
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//apply bonus
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switch (curBonus->type)
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{
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case CScenarioTravel::STravelBonus::SPELL:
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hero->addSpellToSpellbook(SpellID(curBonus->info2));
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break;
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case CScenarioTravel::STravelBonus::MONSTER:
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{
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for(int i=0; i<GameConstants::ARMY_SIZE; i++)
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{
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if(hero->slotEmpty(SlotID(i)))
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{
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hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
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break;
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}
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}
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}
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break;
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case CScenarioTravel::STravelBonus::ARTIFACT:
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if(!gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
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logGlobal->error("Cannot give starting artifact - no free slots!");
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break;
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case CScenarioTravel::STravelBonus::SPELL_SCROLL:
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{
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CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
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const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
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if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
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scroll->putAt(ArtifactLocation(hero, slot));
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else
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logGlobal->error("Cannot give starting scroll - no free slots!");
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}
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break;
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case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
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{
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const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
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for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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{
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int val = ptr[g];
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if (val == 0)
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{
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continue;
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}
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auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
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hero->addNewBonus(bb);
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}
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}
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break;
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case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
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hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
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break;
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}
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}
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if (campaign)
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campaign->initHeroes();
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}
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void CGameState::initFogOfWar()
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@ -1320,36 +1041,8 @@ void CGameState::initTowns()
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{
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logGlobal->debug("\tTowns");
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//campaign bonuses for towns
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if (scenarioOps->mode == StartInfo::CAMPAIGN)
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{
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auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
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if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
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{
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for (int g=0; g<map->towns.size(); ++g)
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{
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PlayerState * owner = getPlayerState(map->towns[g]->getOwner());
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if (owner)
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{
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PlayerInfo & pi = map->players[owner->color.getNum()];
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if (owner->human && //human-owned
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map->towns[g]->pos == pi.posOfMainTown)
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{
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BuildingID buildingId;
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if(scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
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buildingId = BuildingID(chosenBonus->info1);
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else
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buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings);
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map->towns[g]->builtBuildings.insert(buildingId);
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break;
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}
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}
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}
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}
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}
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if (campaign)
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campaign->initTowns();
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CGTownInstance::universitySkills.clear();
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for ( int i=0; i<4; i++)
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@ -2463,114 +2156,6 @@ std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllow
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return ret;
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}
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std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
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{
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std::vector<CampaignHeroReplacement> campaignHeroReplacements;
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//selecting heroes by type
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for(auto obj : map->objects)
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{
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if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
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{
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auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
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if(heroPlaceholder->subID != 0xFF) //select by type
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{
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auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
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{
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return hero->subID == heroPlaceholder->subID;
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});
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if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
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{
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auto * hero = *it;
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crossoverHeroes.removeHeroFromBothLists(hero);
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campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
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}
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}
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}
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}
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//selecting heroes by power
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range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
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{
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return a->getHeroStrength() > b->getHeroStrength();
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}); //sort, descending strength
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// sort hero placeholders descending power
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std::vector<CGHeroPlaceholder *> heroPlaceholders;
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for(auto obj : map->objects)
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{
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if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
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{
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auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
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if(heroPlaceholder->subID == 0xFF) //select by power
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{
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heroPlaceholders.push_back(heroPlaceholder);
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}
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}
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}
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range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
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{
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return a->power > b->power;
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});
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for(int i = 0; i < heroPlaceholders.size(); ++i)
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{
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auto * heroPlaceholder = heroPlaceholders[i];
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if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
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{
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auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
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campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
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}
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}
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return campaignHeroReplacements;
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}
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void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
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{
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for(const auto & campaignHeroReplacement : campaignHeroReplacements)
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{
|
||||
auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
|
||||
|
||||
CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
|
||||
heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
|
||||
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
|
||||
heroToPlace->pos = heroPlaceholder->pos;
|
||||
heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
|
||||
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);
|
||||
|
Reference in New Issue
Block a user