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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-21 21:17:49 +02:00

Version bump 0.92c. Fixed #1268. Split a few mehods from CGameState::init.

This commit is contained in:
Michał W. Urbańczyk 2013-05-28 22:47:15 +00:00
parent 9f5d1ba623
commit 11bcc48cc3
3 changed files with 214 additions and 180 deletions

View File

@ -445,62 +445,61 @@ CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor pl
return ret;
}
//void CGameState::apply(CPack * pack)
//{
// while(!mx->try_lock())
// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
// //applyNL(pack);
// mx->unlock();
//}
int CGameState::pickHero(PlayerColor owner)
{
int h=-1;
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(!map->getHero(h = ps.hero) && h>=0) //we haven't used selected hero
return h;
if(!isUsedHero(HeroTypeID(ps.hero)) && ps.hero >= 0) //we haven't used selected hero
return ps.hero;
if(scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto bonus = scenarioOps->campState->getBonusForCurrentMap();
if(bonus.is_initialized() && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1))
if(bonus && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1))
{
if(bonus->info2 != 0xffff && !map->getHero(bonus->info2)) //not random and not taken
//TODO what if hero chosen as bonus is placed in the prison on map
if(bonus->info2 != 0xffff && !isUsedHero(HeroTypeID(bonus->info2))) //not random and not taken
{
return bonus->info2;
}
}
}
//list of heroes for this faction
std::vector<si32> factionHeroes;
factionHeroes.reserve(GameConstants::HEROES_PER_TYPE*2);
//list of heroes for this faction and others
std::vector<HeroTypeID> factionHeroes, otherHeroes;
size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size());
const size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
const size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size()) - 1;
const auto heroesToConsider = getUnusedAllowedHeroes();
BOOST_FOREACH(auto hid, heroesToConsider)
{
if(vstd::iswithin(hid.getNum(), firstHero, lastHero))
factionHeroes.push_back(hid);
else
otherHeroes.push_back(hid);
}
//generate list of heroes
for (si32 i=firstHero; i<lastHero; i++)
factionHeroes.push_back(i);
// we need random order to select hero
std::random_shuffle(factionHeroes.begin(), factionHeroes.end(), [](size_t range)
boost::random_shuffle(factionHeroes, [](size_t range)
{
return ran() % range;
});
for (size_t i=0; i<factionHeroes.size(); i++)
{
if (!map->getHero(factionHeroes[i]))
return factionHeroes[i];
}
if(factionHeroes.size())
return factionHeroes.front().getNum();
logGlobal->warnStream() << "Warning: cannot find free hero - trying to get first available...";
for(int j=0; j<VLC->heroh->heroes.size(); j++)
if(!map->getHero(j))
return j;
logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
if(otherHeroes.size())
return otherHeroes.front().getNum();
assert(0); //currrent code can't handle this situation
logGlobal->errorStream() << "No free allowed heroes!";
auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
if(notAllowedHeroesButStillBetterThanCrash.size())
return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
logGlobal->errorStream() << "No free heroes at all!";
assert(0); //current code can't handle this situation
return -1; // no available heroes at all
}
@ -1028,21 +1027,30 @@ void CGameState::init(StartInfo * si)
players.insert(ins);
}
/*************************replace hero placeholders*****************************/
if (scenarioOps->campState)
{
logGlobal->debugStream() << "\tReplacing hero placeholders";
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campHeroReplacements = campaignHeroesToReplace();
//Replace placeholders with heroes from previous missions
logGlobal->debugStream() << "\tSetting up heroes";
placeCampaignHeroes(campHeroReplacements);
}
/*********give starting hero****************************************/
logGlobal->debugStream() << "\tGiving starting hero";
{
bool campaignGiveHero = false;
if(scenarioOps->campState)
{
auto bonus = scenarioOps->campState->getBonusForCurrentMap();
if(bonus.is_initialized())
if(auto bonus = scenarioOps->campState->getBonusForCurrentMap())
{
campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN &&
bonus.get().type == CScenarioTravel::STravelBonus::HERO;
}
}
for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
{
const PlayerInfo &p = map->players[it->first.getNum()];
@ -1067,99 +1075,6 @@ void CGameState::init(StartInfo * si)
}
}
/*************************replace hero placeholders*****************************/
logGlobal->debugStream() << "\tReplacing hero placeholders";
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campHeroReplacements; //instance, id in vector
if (scenarioOps->campState)
{
auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi)
{
campHeroReplacements.push_back(std::make_pair(ghi, objId));
// ghi->tempOwner = getHumanPlayerInfo()[0]->color;
// ghi->id = objId;
// gs->map->objects[objId] = ghi;
// gs->map->heroes.push_back(ghi);
};
auto campaign = scenarioOps->campState;
auto bonus = campaign->getBonusForCurrentMap();
if(bonus.is_initialized())
{
std::vector<CGHeroInstance*> Xheroes;
if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
{
Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
}
//selecting heroes by type
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if(hp->subID != 0xFF) //select by type
{
bool found = false;
BOOST_FOREACH(auto ghi, Xheroes)
{
if (ghi->subID == hp->subID)
{
found = true;
replaceHero(gid, ghi);
Xheroes -= ghi;
break;
}
}
if (!found)
{
CGHeroInstance * nh = new CGHeroInstance();
nh->initHero(HeroTypeID(hp->subID));
replaceHero(gid, nh);
}
}
}
//selecting heroes by power
std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
{
return a->getHeroStrength() > b->getHeroStrength();
}); //sort, descending strength
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if (hp->subID == 0xFF) //select by power
{
if(Xheroes.size() > hp->power - 1)
replaceHero(gid, Xheroes[hp->power - 1]);
else
{
logGlobal->warnStream() << "Warning, no hero to replace!";
map->removeBlockVisTiles(hp, true);
delete hp;
map->objects[g] = NULL;
}
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
}
}
}
}
/******************RESOURCES****************************************************/
logGlobal->debugStream() << "\tSetting up resources";
const JsonNode config(ResourceID("config/startres.json"));
@ -1183,7 +1098,7 @@ void CGameState::init(StartInfo * si)
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if(chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
{
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
BOOST_FOREACH(const PlayerSettings *ps, people)
@ -1214,48 +1129,7 @@ void CGameState::init(StartInfo * si)
}
/*************************HEROES************************************************/
logGlobal->debugStream() << "\tSetting up heroes";
//Replace placeholders with heroes from previous missions
BOOST_FOREACH(auto obj, campHeroReplacements)
{
CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(obj.second));
CGHeroInstance *heroToPlace = obj.first;
heroToPlace->id = obj.second;
heroToPlace->tempOwner = placeholder->tempOwner;
heroToPlace->pos = placeholder->pos;
heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted?
BOOST_FOREACH(auto &&i, heroToPlace->stacks)
i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
auto fixArtifact = [&](CArtifactInstance * art)
{
art->artType = VLC->arth->artifacts[art->artType->id];
gs->map->artInstances.push_back(art);
art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
};
BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
fixArtifact(i.second.artifact);
BOOST_FOREACH(auto &&i, heroToPlace->artifactsInBackpack)
fixArtifact(i.artifact);
map->heroesOnMap.push_back(heroToPlace);
map->objects[heroToPlace->id.getNum()] = heroToPlace;
map->addBlockVisTiles(heroToPlace);
//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
}
std::set<HeroTypeID> heroesToCreate; //ids of heroes to be created and put into the pool
for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
if(map->allowedHeroes[i])
heroesToCreate.insert(HeroTypeID(i));
/*************************HEROES INIT / POOL************************************************/
BOOST_FOREACH(auto hero, map->heroesOnMap) //heroes instances initialization
{
if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
@ -1266,20 +1140,16 @@ void CGameState::init(StartInfo * si)
hero->initHero();
getPlayer(hero->getOwner())->heroes.push_back(hero);
heroesToCreate.erase(hero->type->ID);
map->allHeroes[hero->type->ID.getNum()] = hero;
}
BOOST_FOREACH(auto obj, map->objects) //prisons
{
if(obj && obj->ID == Obj::PRISON)
{
heroesToCreate.erase(HeroTypeID(obj->subID));
map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
}
}
std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
BOOST_FOREACH(auto ph, map->predefinedHeroes)
{
if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
@ -1311,7 +1181,7 @@ void CGameState::init(StartInfo * si)
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus.is_initialized() && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
{
//find human player
PlayerColor humanPlayer=PlayerColor::NEUTRAL;
@ -1435,7 +1305,7 @@ void CGameState::init(StartInfo * si)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
{
for (int g=0; g<map->towns.size(); ++g)
{
@ -2635,6 +2505,166 @@ void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
}
std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
{
std::set<HeroTypeID> ret;
for(int i = 0; i < map->allowedHeroes.size(); i++)
if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
ret.insert(HeroTypeID(i));
BOOST_FOREACH(auto hero, map->heroesOnMap) //heroes instances initialization
{
if(hero->type)
ret -= hero->type->ID;
else
ret -= HeroTypeID(hero->subID);
}
BOOST_FOREACH(auto obj, map->objects) //prisons
if(obj && obj->ID == Obj::PRISON)
ret -= HeroTypeID(obj->subID);
return ret;
}
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > CGameState::campaignHeroesToReplace()
{
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > ret;
auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi)
{
ret.push_back(std::make_pair(ghi, objId));
// ghi->tempOwner = getHumanPlayerInfo()[0]->color;
// ghi->id = objId;
// gs->map->objects[objId] = ghi;
// gs->map->heroes.push_back(ghi);
};
auto campaign = scenarioOps->campState;
if(auto bonus = campaign->getBonusForCurrentMap())
{
std::vector<CGHeroInstance*> Xheroes;
if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
{
Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
}
//selecting heroes by type
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if(hp->subID != 0xFF) //select by type
{
bool found = false;
BOOST_FOREACH(auto ghi, Xheroes)
{
if (ghi->subID == hp->subID)
{
found = true;
replaceHero(gid, ghi);
Xheroes -= ghi;
break;
}
}
if (!found)
{
CGHeroInstance * nh = new CGHeroInstance();
nh->initHero(HeroTypeID(hp->subID));
replaceHero(gid, nh);
}
}
}
//selecting heroes by power
std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
{
return a->getHeroStrength() > b->getHeroStrength();
}); //sort, descending strength
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if (hp->subID == 0xFF) //select by power
{
if(Xheroes.size() > hp->power - 1)
replaceHero(gid, Xheroes[hp->power - 1]);
else
{
logGlobal->warnStream() << "Warning, no hero to replace!";
map->removeBlockVisTiles(hp, true);
delete hp;
map->objects[g] = NULL;
}
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
}
}
}
return ret;
}
void CGameState::placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements)
{
BOOST_FOREACH(auto obj, campHeroReplacements)
{
CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(obj.second));
CGHeroInstance *heroToPlace = obj.first;
heroToPlace->id = obj.second;
heroToPlace->tempOwner = placeholder->tempOwner;
heroToPlace->pos = placeholder->pos;
heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted?
BOOST_FOREACH(auto &&i, heroToPlace->stacks)
i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
auto fixArtifact = [&](CArtifactInstance * art)
{
art->artType = VLC->arth->artifacts[art->artType->id];
gs->map->artInstances.push_back(art);
art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
};
BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
fixArtifact(i.second.artifact);
BOOST_FOREACH(auto &&i, heroToPlace->artifactsInBackpack)
fixArtifact(i.artifact);
map->heroesOnMap.push_back(heroToPlace);
map->objects[heroToPlace->id.getNum()] = heroToPlace;
map->addBlockVisTiles(heroToPlace);
//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
}
}
bool CGameState::isUsedHero(HeroTypeID hid) const
{
BOOST_FOREACH(auto hero, map->heroesOnMap) //heroes instances initialization
if(hero->subID == hid.getNum())
return true;
BOOST_FOREACH(auto obj, map->objects) //prisons
if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
return true;
return false;
}
CGPathNode::CGPathNode()
:coord(-1,-1,-1)
{

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@ -385,6 +385,10 @@ public:
void init(StartInfo * si);
bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
void placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements);
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campaignHeroesToReplace(); //returns heroes and placeholders in where heroes will be put; may remove some placeholders
std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
void initDuel();
void randomizeObject(CGObjectInstance *cur);
std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>

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@ -14,7 +14,7 @@
namespace GameConstants
{
const std::string VCMI_VERSION = "VCMI 0.92b";
const std::string VCMI_VERSION = "VCMI 0.92c";
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;