mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
Prefer to pass CGameState as reference instead of pointer
This commit is contained in:
@@ -77,7 +77,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, AIGateway * gateway)
|
||||
|
||||
settings = std::make_unique<Settings>(cb->getStartInfo()->difficulty);
|
||||
|
||||
PathfinderOptions pathfinderOptions(cb.get());
|
||||
PathfinderOptions pathfinderOptions(*cb);
|
||||
|
||||
pathfinderOptions.useTeleportTwoWay = true;
|
||||
pathfinderOptions.useTeleportOneWay = settings->isOneWayMonolithUsageAllowed();
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace AIPathfinding
|
||||
Nullkiller * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage,
|
||||
bool allowBypassObjects)
|
||||
:PathfinderConfig(nodeStorage, cb, makeRuleset(cb, ai, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
|
||||
:PathfinderConfig(nodeStorage, *cb, makeRuleset(cb, ai, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
|
||||
{
|
||||
options.canUseCast = true;
|
||||
options.allowLayerTransitioningAfterBattle = true;
|
||||
@@ -56,7 +56,7 @@ namespace AIPathfinding
|
||||
|
||||
AIPathfinderConfig::~AIPathfinderConfig() = default;
|
||||
|
||||
CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
|
||||
CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs)
|
||||
{
|
||||
auto hero = aiNodeStorage->getHero(source.node);
|
||||
auto & helper = pathfindingHelpers[hero];
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace AIPathfinding
|
||||
|
||||
~AIPathfinderConfig();
|
||||
|
||||
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
|
||||
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs) override;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace AIPathfinding
|
||||
CPlayerSpecificInfoCallback * cb,
|
||||
VCAI * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
:PathfinderConfig(nodeStorage, cb, makeRuleset(cb, ai, nodeStorage)), hero(nodeStorage->getHero())
|
||||
:PathfinderConfig(nodeStorage, *cb, makeRuleset(cb, ai, nodeStorage)), hero(nodeStorage->getHero())
|
||||
{
|
||||
options.ignoreGuards = false;
|
||||
options.useEmbarkAndDisembark = true;
|
||||
@@ -51,7 +51,7 @@ namespace AIPathfinding
|
||||
|
||||
AIPathfinderConfig::~AIPathfinderConfig() = default;
|
||||
|
||||
CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
|
||||
CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs)
|
||||
{
|
||||
if(!helper)
|
||||
{
|
||||
|
||||
@@ -30,6 +30,6 @@ namespace AIPathfinding
|
||||
|
||||
~AIPathfinderConfig();
|
||||
|
||||
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
|
||||
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs) override;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -627,7 +627,7 @@ void VCAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<C
|
||||
playerID = *myCb->getPlayerID();
|
||||
myCb->waitTillRealize = true;
|
||||
myCb->unlockGsWhenWaiting = true;
|
||||
pathfinderCache = std::make_unique<PathfinderCache>(myCb.get(), PathfinderOptions(myCb.get()));
|
||||
pathfinderCache = std::make_unique<PathfinderCache>(myCb.get(), PathfinderOptions(*myCb));
|
||||
|
||||
if(!fh)
|
||||
fh = new FuzzyHelper();
|
||||
|
||||
@@ -378,7 +378,7 @@ CCallback::~CCallback() = default;
|
||||
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
|
||||
{
|
||||
//bidirectional
|
||||
return gameState()->getMap().canMoveBetween(a, b);
|
||||
return gameState().getMap().canMoveBetween(a, b);
|
||||
}
|
||||
|
||||
std::optional<PlayerColor> CCallback::getPlayerID() const
|
||||
@@ -388,10 +388,10 @@ std::optional<PlayerColor> CCallback::getPlayerID() const
|
||||
|
||||
int3 CCallback::getGuardingCreaturePosition(int3 tile)
|
||||
{
|
||||
if (!gameState()->getMap().isInTheMap(tile))
|
||||
if (!gameState().getMap().isInTheMap(tile))
|
||||
return int3(-1,-1,-1);
|
||||
|
||||
return gameState()->getMap().guardingCreaturePositions[tile.z][tile.x][tile.y];
|
||||
return gameState().getMap().guardingCreaturePositions[tile.z][tile.x][tile.y];
|
||||
}
|
||||
|
||||
void CCallback::dig( const CGObjectInstance *hero )
|
||||
|
||||
@@ -152,8 +152,8 @@ class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, pu
|
||||
{
|
||||
std::shared_ptr<CGameState> gamestate;
|
||||
|
||||
CGameState * gameState() final { return gamestate.get(); }
|
||||
const CGameState * gameState() const final { return gamestate.get(); }
|
||||
CGameState & gameState() final { return *gamestate; }
|
||||
const CGameState & gameState() const final { return *gamestate; }
|
||||
|
||||
public:
|
||||
CCallback(std::shared_ptr<CGameState> gamestate, std::optional<PlayerColor> Player, CClient * C);
|
||||
|
||||
@@ -153,7 +153,7 @@ void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::
|
||||
cb = CB;
|
||||
env = ENV;
|
||||
|
||||
pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(cb.get()));
|
||||
pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(*cb));
|
||||
ENGINE->music().loadTerrainMusicThemes();
|
||||
initializeHeroTownList();
|
||||
|
||||
|
||||
@@ -634,11 +634,11 @@ void CServerHandler::startGameplay(std::shared_ptr<CGameState> gameState)
|
||||
|
||||
void CServerHandler::showHighScoresAndEndGameplay(PlayerColor player, bool victory, const StatisticDataSet & statistic)
|
||||
{
|
||||
HighScoreParameter param = HighScore::prepareHighScores(client->gameState(), player, victory);
|
||||
HighScoreParameter param = HighScore::prepareHighScores(&client->gameState(), player, victory);
|
||||
|
||||
if(victory && client->gameState()->getStartInfo()->campState)
|
||||
if(victory && client->gameState().getStartInfo()->campState)
|
||||
{
|
||||
startCampaignScenario(param, client->gameState()->getStartInfo()->campState, statistic);
|
||||
startCampaignScenario(param, client->gameState().getStartInfo()->campState, statistic);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -147,7 +147,7 @@ void CClient::loadGame(std::shared_ptr<CGameState> initializedGameState)
|
||||
|
||||
void CClient::save(const std::string & fname)
|
||||
{
|
||||
if(!gameState()->currentBattles.empty())
|
||||
if(!gameState().currentBattles.empty())
|
||||
{
|
||||
logNetwork->error("Game cannot be saved during battle!");
|
||||
return;
|
||||
@@ -211,7 +211,7 @@ void CClient::initMapHandler()
|
||||
// During loading CPlayerInterface from serialized state it's depend on MH
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
GAME->setMapInstance(std::make_unique<CMapHandler>(&gameState()->getMap()));
|
||||
GAME->setMapInstance(std::make_unique<CMapHandler>(&gameState().getMap()));
|
||||
logNetwork->trace("Creating mapHandler: %d ms", GAME->server().th->getDiff());
|
||||
}
|
||||
}
|
||||
@@ -227,7 +227,7 @@ void CClient::initPlayerEnvironments()
|
||||
logNetwork->info("Preparing environment for player %s", color.toString());
|
||||
playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gamestate, color, this));
|
||||
|
||||
if(color.isValidPlayer() && !hasHumanPlayer && gameState()->players.at(color).isHuman())
|
||||
if(color.isValidPlayer() && !hasHumanPlayer && gameState().players.at(color).isHuman())
|
||||
hasHumanPlayer = true;
|
||||
}
|
||||
|
||||
@@ -247,7 +247,7 @@ void CClient::initPlayerEnvironments()
|
||||
|
||||
void CClient::initPlayerInterfaces()
|
||||
{
|
||||
for(const auto & playerInfo : gameState()->getStartInfo()->playerInfos)
|
||||
for(const auto & playerInfo : gameState().getStartInfo()->playerInfos)
|
||||
{
|
||||
PlayerColor color = playerInfo.first;
|
||||
if(!vstd::contains(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID), color))
|
||||
@@ -259,8 +259,8 @@ void CClient::initPlayerInterfaces()
|
||||
if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
|
||||
{
|
||||
bool alliedToHuman = false;
|
||||
for(const auto & allyInfo : gameState()->getStartInfo()->playerInfos)
|
||||
if (gameState()->getPlayerTeam(allyInfo.first) == gameState()->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
|
||||
for(const auto & allyInfo : gameState().getStartInfo()->playerInfos)
|
||||
if (gameState().getPlayerTeam(allyInfo.first) == gameState().getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
|
||||
alliedToHuman = true;
|
||||
|
||||
auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
|
||||
@@ -340,14 +340,14 @@ void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> ba
|
||||
|
||||
void CClient::handlePack(CPackForClient & pack)
|
||||
{
|
||||
ApplyClientNetPackVisitor afterVisitor(*this, *gameState());
|
||||
ApplyFirstClientNetPackVisitor beforeVisitor(*this, *gameState());
|
||||
ApplyClientNetPackVisitor afterVisitor(*this, gameState());
|
||||
ApplyFirstClientNetPackVisitor beforeVisitor(*this, gameState());
|
||||
|
||||
pack.visit(beforeVisitor);
|
||||
logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
|
||||
{
|
||||
std::unique_lock lock(CGameState::mutex);
|
||||
gameState()->apply(pack);
|
||||
gameState().apply(pack);
|
||||
}
|
||||
logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
|
||||
pack.visit(afterVisitor);
|
||||
@@ -373,7 +373,7 @@ int CClient::sendRequest(const CPackForServer & request, PlayerColor player)
|
||||
|
||||
void CClient::battleStarted(const BattleID & battleID)
|
||||
{
|
||||
const BattleInfo * info = gameState()->getBattle(battleID);
|
||||
const BattleInfo * info = gameState().getBattle(battleID);
|
||||
|
||||
std::shared_ptr<CPlayerInterface> att;
|
||||
std::shared_ptr<CPlayerInterface> def;
|
||||
@@ -459,8 +459,8 @@ void CClient::battleFinished(const BattleID & battleID)
|
||||
{
|
||||
for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
|
||||
{
|
||||
if(battleCallbacks.count(gameState()->getBattle(battleID)->getSide(side).color))
|
||||
battleCallbacks[gameState()->getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
|
||||
if(battleCallbacks.count(gameState().getBattle(battleID)->getSide(side).color))
|
||||
battleCallbacks[gameState().getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
|
||||
}
|
||||
|
||||
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
|
||||
@@ -478,11 +478,11 @@ void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor col
|
||||
{
|
||||
// we want to avoid locking gamestate and causing UI to freeze while AI is making turn
|
||||
auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
|
||||
battleint->activeStack(battleID, gameState()->getBattle(battleID)->battleGetStackByID(gameState()->getBattle(battleID)->activeStack, false));
|
||||
battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
|
||||
}
|
||||
else
|
||||
{
|
||||
battleint->activeStack(battleID, gameState()->getBattle(battleID)->battleGetStackByID(gameState()->getBattle(battleID)->activeStack, false));
|
||||
battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -140,8 +140,8 @@ public:
|
||||
vstd::CLoggerBase * logger() const override;
|
||||
events::EventBus * eventBus() const override;
|
||||
|
||||
CGameState * gameState() final { return gamestate.get(); }
|
||||
const CGameState * gameState() const final { return gamestate.get(); }
|
||||
CGameState & gameState() final { return *gamestate; }
|
||||
const CGameState & gameState() const final { return *gamestate; }
|
||||
|
||||
void newGame(std::shared_ptr<CGameState> gameState);
|
||||
void loadGame(std::shared_ptr<CGameState> gameState);
|
||||
|
||||
@@ -140,7 +140,7 @@ void ClientCommandManager::handleControlaiCommand(std::istringstream& singleWord
|
||||
if(GAME->interface())
|
||||
color = GAME->interface()->playerID;
|
||||
|
||||
for(auto & elem : GAME->server().client->gameState()->players)
|
||||
for(auto & elem : GAME->server().client->gameState().players)
|
||||
{
|
||||
if(!elem.first.isValidPlayer()
|
||||
|| elem.second.human
|
||||
@@ -557,7 +557,7 @@ void ClientCommandManager::giveTurn(const PlayerColor &colorIdentifier)
|
||||
yt.player = colorIdentifier;
|
||||
yt.queryID = QueryID::NONE;
|
||||
|
||||
ApplyClientNetPackVisitor visitor(*GAME->server().client, *GAME->server().client->gameState());
|
||||
ApplyClientNetPackVisitor visitor(*GAME->server().client, GAME->server().client->gameState());
|
||||
yt.visit(visitor);
|
||||
}
|
||||
|
||||
|
||||
@@ -100,16 +100,16 @@ void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
|
||||
template<typename T, typename ... Args, typename ... Args2>
|
||||
void callBattleInterfaceIfPresentForBothSides(CClient & cl, const BattleID & battleID, void (T::*ptr)(Args...), Args2 && ...args)
|
||||
{
|
||||
assert(cl.gameState()->getBattle(battleID));
|
||||
assert(cl.gameState().getBattle(battleID));
|
||||
|
||||
if(!cl.gameState()->getBattle(battleID))
|
||||
if(!cl.gameState().getBattle(battleID))
|
||||
{
|
||||
logGlobal->error("Attempt to call battle interface without ongoing battle!");
|
||||
return;
|
||||
}
|
||||
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->getSide(BattleSide::ATTACKER).color, ptr, std::forward<Args2>(args)...);
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->getSide(BattleSide::DEFENDER).color, ptr, std::forward<Args2>(args)...);
|
||||
callOnlyThatBattleInterface(cl, cl.gameState().getBattle(battleID)->getSide(BattleSide::ATTACKER).color, ptr, std::forward<Args2>(args)...);
|
||||
callOnlyThatBattleInterface(cl, cl.gameState().getBattle(battleID)->getSide(BattleSide::DEFENDER).color, ptr, std::forward<Args2>(args)...);
|
||||
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && GAME->interface()->battleInt)
|
||||
{
|
||||
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
|
||||
@@ -431,7 +431,7 @@ void ApplyClientNetPackVisitor::visitPlayerReinitInterface(PlayerReinitInterface
|
||||
|
||||
for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
|
||||
{
|
||||
if(cl.gameState()->isPlayerMakingTurn(player))
|
||||
if(cl.gameState().isPlayerMakingTurn(player))
|
||||
{
|
||||
callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);
|
||||
callOnlyThatInterface(cl, player, &CGameInterface::yourTurn, QueryID::NONE);
|
||||
|
||||
@@ -545,7 +545,7 @@ void CTavernWindow::addInvite()
|
||||
if(!GAME->interface()->cb->getSettings().getBoolean(EGameSettings::HEROES_TAVERN_INVITE))
|
||||
return;
|
||||
|
||||
const auto & heroesPool = GAME->server().client->gameState()->heroesPool;
|
||||
const auto & heroesPool = GAME->server().client->gameState().heroesPool;
|
||||
for(auto & elem : heroesPool->unusedHeroesFromPool())
|
||||
{
|
||||
bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, tavernObj->getOwner());
|
||||
|
||||
@@ -948,11 +948,11 @@ bool CArtifactSet::isPositionFree(const ArtifactPosition & pos, bool onlyLockChe
|
||||
return true; //no slot means not used
|
||||
}
|
||||
|
||||
void CArtifactSet::artDeserializationFix(CGameState * gs, CBonusSystemNode *node)
|
||||
void CArtifactSet::artDeserializationFix(CGameState & gs, CBonusSystemNode *node)
|
||||
{
|
||||
for(auto & elem : artifactsWorn)
|
||||
if(elem.second.artifactID.hasValue() && !elem.second.locked)
|
||||
node->attachToSource(*gs->getArtInstance(elem.second.artifactID));
|
||||
node->attachToSource(*gs.getArtInstance(elem.second.artifactID));
|
||||
}
|
||||
|
||||
void CArtifactSet::serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map)
|
||||
|
||||
@@ -184,17 +184,17 @@ bool CArtifactInstance::isScroll() const
|
||||
return getType()->isScroll();
|
||||
}
|
||||
|
||||
void CArtifactInstance::attachToBonusSystem(CGameState * gs)
|
||||
void CArtifactInstance::attachToBonusSystem(CGameState & gs)
|
||||
{
|
||||
for(PartInfo & part : partsInfo)
|
||||
attachToSource(*gs->getArtInstance(part.artifactID));
|
||||
attachToSource(*gs.getArtInstance(part.artifactID));
|
||||
}
|
||||
|
||||
void CArtifactInstance::saveCompatibilityFixArtifactID(std::shared_ptr<CArtifactInstance> self)
|
||||
{
|
||||
self->cb->gameState()->saveCompatibilityLastAllocatedArtifactID = ArtifactInstanceID(self->cb->gameState()->saveCompatibilityLastAllocatedArtifactID.getNum()+1);
|
||||
self->id = self->cb->gameState()->saveCompatibilityLastAllocatedArtifactID;
|
||||
self->cb->gameState()->saveCompatibilityUnregisteredArtifacts.push_back(self);
|
||||
self->cb->gameState().saveCompatibilityLastAllocatedArtifactID = ArtifactInstanceID(self->cb->gameState().saveCompatibilityLastAllocatedArtifactID.getNum()+1);
|
||||
self->id = self->cb->gameState().saveCompatibilityLastAllocatedArtifactID;
|
||||
self->cb->gameState().saveCompatibilityUnregisteredArtifacts.push_back(self);
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
@@ -92,7 +92,7 @@ public:
|
||||
bool isCombined() const;
|
||||
bool isScroll() const;
|
||||
|
||||
void attachToBonusSystem(CGameState * gs);
|
||||
void attachToBonusSystem(CGameState & gs);
|
||||
|
||||
template <typename Handler> void serialize(Handler & h)
|
||||
{
|
||||
|
||||
@@ -80,7 +80,7 @@ public:
|
||||
h & artifactsWorn;
|
||||
}
|
||||
|
||||
void artDeserializationFix(CGameState * gs, CBonusSystemNode *node);
|
||||
void artDeserializationFix(CGameState & gs, CBonusSystemNode *node);
|
||||
|
||||
void serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map);
|
||||
const CArtifactInstance * getCombinedArtWithPart(const ArtifactID & partId) const;
|
||||
|
||||
@@ -776,7 +776,7 @@ ImagePath CStackInstance::bonusToGraphics(const std::shared_ptr<Bonus> & bonus)
|
||||
CArmedInstance * CStackInstance::getArmy()
|
||||
{
|
||||
if (armyInstanceID.hasValue())
|
||||
return dynamic_cast<CArmedInstance*>(cb->gameState()->getObjInstance(armyInstanceID));
|
||||
return dynamic_cast<CArmedInstance*>(cb->gameState().getObjInstance(armyInstanceID));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
@@ -53,22 +53,22 @@ int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const
|
||||
|
||||
const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
|
||||
{
|
||||
return &gameState()->getStartInfo()->getIthPlayersSettings(color);
|
||||
return &gameState().getStartInfo()->getIthPlayersSettings(color);
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isAllowed(SpellID id) const
|
||||
{
|
||||
return gameState()->getMap().allowedSpells.count(id) != 0;
|
||||
return gameState().getMap().allowedSpells.count(id) != 0;
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isAllowed(ArtifactID id) const
|
||||
{
|
||||
return gameState()->getMap().allowedArtifact.count(id) != 0;
|
||||
return gameState().getMap().allowedArtifact.count(id) != 0;
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isAllowed(SecondarySkill id) const
|
||||
{
|
||||
return gameState()->getMap().allowedAbilities.count(id) != 0;
|
||||
return gameState().getMap().allowedAbilities.count(id) != 0;
|
||||
}
|
||||
|
||||
std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
|
||||
@@ -89,8 +89,8 @@ const PlayerState * CGameInfoCallback::getPlayerState(PlayerColor color, bool ve
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
auto player = gameState()->players.find(color);
|
||||
if (player != gameState()->players.end())
|
||||
auto player = gameState().players.find(color);
|
||||
if (player != gameState().players.end())
|
||||
{
|
||||
if (hasAccess(color))
|
||||
return &player->second;
|
||||
@@ -116,8 +116,8 @@ TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const
|
||||
return TurnTimerInfo{};
|
||||
}
|
||||
|
||||
auto player = gameState()->players.find(color);
|
||||
if(player != gameState()->players.end())
|
||||
auto player = gameState().players.find(color);
|
||||
if(player != gameState().players.end())
|
||||
{
|
||||
return player->second.turnTimer;
|
||||
}
|
||||
@@ -138,7 +138,7 @@ const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool v
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const CGObjectInstance *ret = gameState()->getMap().getObject(objid);
|
||||
const CGObjectInstance *ret = gameState().getMap().getObject(objid);
|
||||
if(!ret)
|
||||
{
|
||||
if(verbose)
|
||||
@@ -184,29 +184,29 @@ const IMarket * CGameInfoCallback::getMarket(ObjectInstanceID objid) const
|
||||
|
||||
void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo & out) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
|
||||
ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
|
||||
gameState()->fillUpgradeInfo(obj, stackPos, out);
|
||||
//return gameState()->fillUpgradeInfo(obj->getStack(stackPos));
|
||||
gameState().fillUpgradeInfo(obj, stackPos, out);
|
||||
//return gameState().fillUpgradeInfo(obj->getStack(stackPos));
|
||||
}
|
||||
|
||||
const StartInfo * CGameInfoCallback::getStartInfo() const
|
||||
{
|
||||
return gameState()->getStartInfo();
|
||||
return gameState().getStartInfo();
|
||||
}
|
||||
|
||||
const StartInfo * CGameInfoCallback::getInitialStartInfo() const
|
||||
{
|
||||
return gameState()->getInitialStartInfo();
|
||||
return gameState().getInitialStartInfo();
|
||||
}
|
||||
|
||||
int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
|
||||
//if there is a battle
|
||||
auto casterBattle = gameState()->getBattle(caster->getOwner());
|
||||
auto casterBattle = gameState().getBattle(caster->getOwner());
|
||||
|
||||
if(casterBattle)
|
||||
return casterBattle->battleGetSpellCost(sp, caster);
|
||||
@@ -217,7 +217,7 @@ int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroIn
|
||||
|
||||
int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
|
||||
ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1);
|
||||
|
||||
@@ -229,26 +229,26 @@ int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroIn
|
||||
|
||||
void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
ERROR_RET_IF(!obj, "No guild object!");
|
||||
ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!");
|
||||
//TODO: advmap object -> check if they're visited by our hero
|
||||
|
||||
if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
|
||||
{
|
||||
int taverns = gameState()->players.at(*getPlayerID()).valOfBonuses(BonusType::THIEVES_GUILD_ACCESS);
|
||||
gameState()->obtainPlayersStats(thi, taverns);
|
||||
int taverns = gameState().players.at(*getPlayerID()).valOfBonuses(BonusType::THIEVES_GUILD_ACCESS);
|
||||
gameState().obtainPlayersStats(thi, taverns);
|
||||
}
|
||||
else if(obj->ID == Obj::DEN_OF_THIEVES)
|
||||
{
|
||||
gameState()->obtainPlayersStats(thi, 20);
|
||||
gameState().obtainPlayersStats(thi, 20);
|
||||
}
|
||||
}
|
||||
|
||||
int CGameInfoCallback::howManyTowns(PlayerColor Player) const
|
||||
{
|
||||
ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
|
||||
return static_cast<int>(gameState()->players.at(Player).getTowns().size());
|
||||
return static_cast<int>(gameState().players.at(Player).getTowns().size());
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
|
||||
@@ -276,20 +276,20 @@ bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown
|
||||
|
||||
const IGameSettings & CGameInfoCallback::getSettings() const
|
||||
{
|
||||
return gameState()->getSettings();
|
||||
return gameState().getSettings();
|
||||
}
|
||||
|
||||
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant?
|
||||
{
|
||||
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
|
||||
return gameState()->guardingCreaturePosition(pos);
|
||||
return gameState().guardingCreaturePosition(pos);
|
||||
}
|
||||
|
||||
std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
|
||||
{
|
||||
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
|
||||
std::vector<const CGObjectInstance*> ret;
|
||||
for(auto * cr : gameState()->guardingCreatures(pos))
|
||||
for(auto * cr : gameState().guardingCreatures(pos))
|
||||
{
|
||||
ret.push_back(cr);
|
||||
}
|
||||
@@ -298,7 +298,7 @@ std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (in
|
||||
|
||||
bool CGameInfoCallback::isTileGuardedUnchecked(int3 tile) const
|
||||
{
|
||||
return !gameState()->guardingCreatures(tile).empty();
|
||||
return !gameState().guardingCreatures(tile).empty();
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const
|
||||
@@ -314,7 +314,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
|
||||
if (infoLevel == InfoAboutHero::EInfoLevel::BASIC)
|
||||
{
|
||||
auto ourBattle = gameState()->getBattle(*getPlayerID());
|
||||
auto ourBattle = gameState().getBattle(*getPlayerID());
|
||||
|
||||
if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data
|
||||
infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
|
||||
@@ -419,14 +419,14 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
|
||||
int CGameInfoCallback::getDate(Date mode) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
return gameState()->getDate(mode);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
return gameState().getDate(mode);
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isVisible(int3 pos, const std::optional<PlayerColor> & Player) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
return gameState()->isVisible(pos, Player);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
return gameState().isVisible(pos, Player);
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isVisible(int3 pos) const
|
||||
@@ -436,7 +436,7 @@ bool CGameInfoCallback::isVisible(int3 pos) const
|
||||
|
||||
bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & Player) const
|
||||
{
|
||||
return gameState()->isVisible(obj, Player);
|
||||
return gameState().isVisible(obj, Player);
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
|
||||
@@ -476,7 +476,7 @@ std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3
|
||||
std::vector<const CGObjectInstance *> CGameInfoCallback::getAllVisitableObjs() const
|
||||
{
|
||||
std::vector<const CGObjectInstance *> ret;
|
||||
for(auto & obj : gameState()->getMap().getObjects())
|
||||
for(auto & obj : gameState().getMap().getObjects())
|
||||
if(obj->isVisitable() && obj->ID != Obj::EVENT && isVisible(obj))
|
||||
ret.push_back(obj);
|
||||
|
||||
@@ -504,7 +504,7 @@ std::vector <const CGObjectInstance *> CGameInfoCallback::getFlaggableObjects(in
|
||||
|
||||
int3 CGameInfoCallback::getMapSize() const
|
||||
{
|
||||
return int3(gameState()->getMap().width, gameState()->getMap().height, gameState()->getMap().twoLevel ? 2 : 1);
|
||||
return int3(gameState().getMap().width, gameState().getMap().height, gameState().getMap().twoLevel ? 2 : 1);
|
||||
}
|
||||
|
||||
std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
|
||||
@@ -516,7 +516,7 @@ std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const
|
||||
const CGTownInstance * town = getTown(townOrTavern->id);
|
||||
|
||||
if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))
|
||||
return gameState()->heroesPool->getHeroesFor(*getPlayerID());
|
||||
return gameState().heroesPool->getHeroesFor(*getPlayerID());
|
||||
|
||||
return ret;
|
||||
}
|
||||
@@ -524,7 +524,7 @@ std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const
|
||||
const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
|
||||
{
|
||||
if(isVisible(tile))
|
||||
return &gameState()->getMap().getTile(tile);
|
||||
return &gameState().getMap().getTile(tile);
|
||||
|
||||
if(verbose)
|
||||
logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!");
|
||||
@@ -534,7 +534,7 @@ const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
|
||||
const TerrainTile * CGameInfoCallback::getTileUnchecked(int3 tile) const
|
||||
{
|
||||
if (isInTheMap(tile))
|
||||
return &gameState()->getMap().getTile(tile);
|
||||
return &gameState().getMap().getTile(tile);
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
@@ -544,7 +544,7 @@ EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) cons
|
||||
if(!isVisible(tile))
|
||||
return EDiggingStatus::UNKNOWN;
|
||||
|
||||
for(const auto & object : gameState()->getMap().getObjects())
|
||||
for(const auto & object : gameState().getMap().getObjects())
|
||||
{
|
||||
if(object->ID == Obj::HOLE && object->anchorPos() == tile)
|
||||
return EDiggingStatus::TILE_OCCUPIED;
|
||||
@@ -623,17 +623,17 @@ EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, Bu
|
||||
|
||||
const CMapHeader * CGameInfoCallback::getMapHeader() const
|
||||
{
|
||||
return &gameState()->getMap();
|
||||
return &gameState().getMap();
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
|
||||
{
|
||||
return !getPlayerID() || getPlayerID()->isSpectator() || gameState()->getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
|
||||
return !getPlayerID() || getPlayerID()->isSpectator() || gameState().getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
|
||||
}
|
||||
|
||||
EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
|
||||
{
|
||||
const PlayerState *ps = gameState()->getPlayerState(player, verbose);
|
||||
const PlayerState *ps = gameState().getPlayerState(player, verbose);
|
||||
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG);
|
||||
|
||||
return ps->status;
|
||||
@@ -645,11 +645,11 @@ std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTav
|
||||
text.appendLocalString(EMetaText::GENERAL_TXT, 216);
|
||||
|
||||
std::string extraText;
|
||||
if(gameState()->currentRumor.type == RumorState::TYPE_NONE)
|
||||
if(gameState().currentRumor.type == RumorState::TYPE_NONE)
|
||||
return text.toString();
|
||||
|
||||
auto rumor = gameState()->currentRumor.last.at(gameState()->currentRumor.type);
|
||||
switch(gameState()->currentRumor.type)
|
||||
auto rumor = gameState().currentRumor.last.at(gameState().currentRumor.type);
|
||||
switch(gameState().currentRumor.type)
|
||||
{
|
||||
case RumorState::TYPE_SPECIAL:
|
||||
text.replaceLocalString(EMetaText::GENERAL_TXT, rumor.first);
|
||||
@@ -660,7 +660,7 @@ std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTav
|
||||
|
||||
break;
|
||||
case RumorState::TYPE_MAP:
|
||||
text.replaceRawString(gameState()->getMap().rumors[rumor.first].text.toString());
|
||||
text.replaceRawString(gameState().getMap().rumors[rumor.first].text.toString());
|
||||
break;
|
||||
|
||||
case RumorState::TYPE_RAND:
|
||||
@@ -673,7 +673,7 @@ std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTav
|
||||
|
||||
PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
|
||||
{
|
||||
return gameState()->getPlayerRelations(color1, color2);
|
||||
return gameState().getPlayerRelations(color1, color2);
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
|
||||
@@ -684,7 +684,7 @@ bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
|
||||
int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const
|
||||
{
|
||||
int ret = 0;
|
||||
const PlayerState *p = gameState()->getPlayerState(player);
|
||||
const PlayerState *p = gameState().getPlayerState(player);
|
||||
ERROR_RET_VAL_IF(!p, "No such player!", -1);
|
||||
|
||||
if(includeGarrisoned)
|
||||
@@ -709,21 +709,21 @@ bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const
|
||||
|
||||
bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const
|
||||
{
|
||||
return gameState()->actingPlayers.count(player);
|
||||
return gameState().actingPlayers.count(player);
|
||||
}
|
||||
|
||||
int CPlayerSpecificInfoCallback::howManyTowns() const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
|
||||
return CGameInfoCallback::howManyTowns(*getPlayerID());
|
||||
}
|
||||
|
||||
std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
auto ret = std::vector < const CGTownInstance *>();
|
||||
for(const auto & i : gameState()->players)
|
||||
for(const auto & i : gameState().players)
|
||||
{
|
||||
for(const auto & town : i.second.getTowns())
|
||||
{
|
||||
@@ -732,12 +732,12 @@ std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(
|
||||
ret.push_back(town);
|
||||
}
|
||||
}
|
||||
} // for ( std::map<int, PlayerState>::iterator i=gameState()->players.begin() ; i!=gameState()->players.end();i++)
|
||||
} // for ( std::map<int, PlayerState>::iterator i=gameState().players.begin() ; i!=gameState().players.end();i++)
|
||||
return ret;
|
||||
}
|
||||
std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo() const
|
||||
{
|
||||
const auto * playerState = gameState()->getPlayerState(*getPlayerID());
|
||||
const auto * playerState = gameState().getPlayerState(*getPlayerID());
|
||||
return playerState->getHeroes();
|
||||
}
|
||||
|
||||
@@ -747,7 +747,7 @@ int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool
|
||||
return -1;
|
||||
|
||||
size_t index = 0;
|
||||
const auto & heroes = gameState()->players.at(*getPlayerID()).getHeroes();
|
||||
const auto & heroes = gameState().players.at(*getPlayerID()).getHeroes();
|
||||
|
||||
for (auto & possibleHero : heroes)
|
||||
{
|
||||
@@ -762,35 +762,35 @@ int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool
|
||||
|
||||
int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
|
||||
{
|
||||
if (!getPlayerID() || gameState()->getMap().obeliskCount == 0)
|
||||
if (!getPlayerID() || gameState().getMap().obeliskCount == 0)
|
||||
{
|
||||
*outKnownRatio = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
TeamID t = gameState()->getPlayerTeam(*getPlayerID())->id;
|
||||
TeamID t = gameState().getPlayerTeam(*getPlayerID())->id;
|
||||
double visited = 0.0;
|
||||
if(gameState()->getMap().obelisksVisited.count(t))
|
||||
visited = static_cast<double>(gameState()->getMap().obelisksVisited[t]);
|
||||
if(gameState().getMap().obelisksVisited.count(t))
|
||||
visited = static_cast<double>(gameState().getMap().obelisksVisited[t]);
|
||||
|
||||
*outKnownRatio = visited / gameState()->getMap().obeliskCount;
|
||||
*outKnownRatio = visited / gameState().getMap().obeliskCount;
|
||||
}
|
||||
return gameState()->getMap().grailPos;
|
||||
return gameState().getMap().grailPos;
|
||||
}
|
||||
|
||||
std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const
|
||||
{
|
||||
return gameState()->getPlayerState(*getPlayerID())->getOwnedObjects();
|
||||
return gameState().getPlayerState(*getPlayerID())->getOwnedObjects();
|
||||
}
|
||||
|
||||
std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
|
||||
{
|
||||
return gameState()->getPlayerState(*getPlayerID())->quests;
|
||||
return gameState().getPlayerState(*getPlayerID())->quests;
|
||||
}
|
||||
|
||||
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
|
||||
return getHeroCount(*getPlayerID(), includeGarrisoned);
|
||||
}
|
||||
@@ -822,24 +822,24 @@ const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId)
|
||||
|
||||
int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
|
||||
return getResource(*getPlayerID(), type);
|
||||
}
|
||||
|
||||
TResources CPlayerSpecificInfoCallback::getResourceAmount() const
|
||||
{
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState()->mx);
|
||||
//std::shared_lock<std::shared_mutex> lock(*gameState().mx);
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", TResources());
|
||||
return gameState()->players.at(*getPlayerID()).resources;
|
||||
return gameState().players.at(*getPlayerID()).resources;
|
||||
}
|
||||
|
||||
const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
|
||||
{
|
||||
//rewritten by hand, AI calls this function a lot
|
||||
|
||||
auto team = gameState()->teams.find(teamID);
|
||||
if (team != gameState()->teams.end())
|
||||
auto team = gameState().teams.find(teamID);
|
||||
if (team != gameState().teams.end())
|
||||
{
|
||||
const TeamState *ret = &team->second;
|
||||
if(!getPlayerID().has_value()) //neutral (or invalid) player
|
||||
@@ -864,8 +864,8 @@ const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
|
||||
|
||||
const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const
|
||||
{
|
||||
auto player = gameState()->players.find(color);
|
||||
if (player != gameState()->players.end())
|
||||
auto player = gameState().players.find(color);
|
||||
if (player != gameState().players.end())
|
||||
{
|
||||
return getTeam (player->second.team);
|
||||
}
|
||||
@@ -877,33 +877,33 @@ const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const
|
||||
|
||||
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
|
||||
{
|
||||
return gameState()->getMap().isInTheMap(pos);
|
||||
return gameState().getMap().isInTheMap(pos);
|
||||
}
|
||||
|
||||
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
|
||||
{
|
||||
gameState()->getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
|
||||
gameState().getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
|
||||
}
|
||||
|
||||
void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const
|
||||
{
|
||||
gameState()->calculatePaths(config);
|
||||
gameState().calculatePaths(config);
|
||||
}
|
||||
|
||||
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
|
||||
{
|
||||
return gameState()->getMap().getArtifactInstance(aid);
|
||||
return gameState().getMap().getArtifactInstance(aid);
|
||||
}
|
||||
|
||||
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
|
||||
{
|
||||
return gameState()->getMap().getObject((oid));
|
||||
return gameState().getMap().getObject((oid));
|
||||
}
|
||||
|
||||
const CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const
|
||||
{
|
||||
auto gs = const_cast<CGameState*>(gameState());
|
||||
return gs->getArtSet(loc);
|
||||
auto & gs = const_cast<CGameState&>(gameState());
|
||||
return gs.getArtSet(loc);
|
||||
}
|
||||
|
||||
std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
|
||||
@@ -918,12 +918,12 @@ std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::
|
||||
|
||||
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntrances(TeleportChannelID id, PlayerColor player) const
|
||||
{
|
||||
return getVisibleTeleportObjects(gameState()->getMap().teleportChannels.at(id)->entrances, player);
|
||||
return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->entrances, player);
|
||||
}
|
||||
|
||||
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
|
||||
{
|
||||
return getVisibleTeleportObjects(gameState()->getMap().teleportChannels.at(id)->exits, player);
|
||||
return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->exits, player);
|
||||
}
|
||||
|
||||
ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const
|
||||
|
||||
@@ -132,8 +132,8 @@ public:
|
||||
class DLL_LINKAGE CGameInfoCallback : public IGameInfoCallback
|
||||
{
|
||||
protected:
|
||||
virtual CGameState * gameState() = 0;
|
||||
virtual const CGameState * gameState() const = 0;
|
||||
virtual CGameState & gameState() = 0;
|
||||
virtual const CGameState & gameState() const = 0;
|
||||
|
||||
bool hasAccess(std::optional<PlayerColor> playerId) const;
|
||||
|
||||
|
||||
@@ -107,7 +107,7 @@ std::vector<T> PlayerState::getObjectsOfType() const
|
||||
std::vector<T> result;
|
||||
for (const ObjectInstanceID & objectID : ownedObjects)
|
||||
{
|
||||
auto objectPtr = cb->gameState()->getObjInstance(objectID);
|
||||
auto objectPtr = cb->gameState().getObjInstance(objectID);
|
||||
auto casted = dynamic_cast<T>(objectPtr);
|
||||
if (casted)
|
||||
result.push_back(casted);
|
||||
|
||||
@@ -58,17 +58,17 @@ VCMI_LIB_NAMESPACE_BEGIN
|
||||
void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
|
||||
{
|
||||
std::vector<int> floors;
|
||||
floors.reserve(gameState()->getMap().levels());
|
||||
for(int b = 0; b < gameState()->getMap().levels(); ++b)
|
||||
floors.reserve(gameState().getMap().levels());
|
||||
for(int b = 0; b < gameState().getMap().levels(); ++b)
|
||||
{
|
||||
floors.push_back(b);
|
||||
}
|
||||
const TerrainTile * tinfo = nullptr;
|
||||
for (auto zd : floors)
|
||||
{
|
||||
for (int xd = 0; xd < gameState()->getMap().width; xd++)
|
||||
for (int xd = 0; xd < gameState().getMap().width; xd++)
|
||||
{
|
||||
for (int yd = 0; yd < gameState()->getMap().height; yd++)
|
||||
for (int yd = 0; yd < gameState().getMap().height; yd++)
|
||||
{
|
||||
tinfo = getTile(int3 (xd,yd,zd));
|
||||
if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
|
||||
@@ -94,10 +94,10 @@ void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
|
||||
getAllTiles (tiles, player, -1, [](auto * tile){return true;});
|
||||
else
|
||||
{
|
||||
const TeamState * team = !player ? nullptr : gameState()->getPlayerTeam(*player);
|
||||
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gameState()->getMap().width - 1); xd++)
|
||||
const TeamState * team = !player ? nullptr : gameState().getPlayerTeam(*player);
|
||||
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gameState().getMap().width - 1); xd++)
|
||||
{
|
||||
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gameState()->getMap().height - 1); yd++)
|
||||
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gameState().getMap().height - 1); yd++)
|
||||
{
|
||||
int3 tilePos(xd,yd,pos.z);
|
||||
int distance = pos.dist(tilePos, distanceFormula);
|
||||
@@ -126,7 +126,7 @@ void CPrivilegedInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std:
|
||||
std::vector<int> floors;
|
||||
if(level == -1)
|
||||
{
|
||||
for(int b = 0; b < gameState()->getMap().levels(); ++b)
|
||||
for(int b = 0; b < gameState().getMap().levels(); ++b)
|
||||
{
|
||||
floors.push_back(b);
|
||||
}
|
||||
@@ -136,9 +136,9 @@ void CPrivilegedInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std:
|
||||
|
||||
for(auto zd: floors)
|
||||
{
|
||||
for(int xd = 0; xd < gameState()->getMap().width; xd++)
|
||||
for(int xd = 0; xd < gameState().getMap().width; xd++)
|
||||
{
|
||||
for(int yd = 0; yd < gameState()->getMap().height; yd++)
|
||||
for(int yd = 0; yd < gameState().getMap().height; yd++)
|
||||
{
|
||||
int3 coordinates(xd, yd, zd);
|
||||
if (filter(getTile(coordinates)))
|
||||
@@ -151,16 +151,16 @@ void CPrivilegedInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std:
|
||||
void CPrivilegedInfoCallback::pickAllowedArtsSet(std::vector<ArtifactID> & out, vstd::RNG & rand)
|
||||
{
|
||||
for (int j = 0; j < 3 ; j++)
|
||||
out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
|
||||
out.push_back(gameState().pickRandomArtifact(rand, CArtifact::ART_TREASURE));
|
||||
for (int j = 0; j < 3 ; j++)
|
||||
out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR));
|
||||
out.push_back(gameState().pickRandomArtifact(rand, CArtifact::ART_MINOR));
|
||||
|
||||
out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
|
||||
out.push_back(gameState().pickRandomArtifact(rand, CArtifact::ART_MAJOR));
|
||||
}
|
||||
|
||||
void CPrivilegedInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
|
||||
{
|
||||
for (auto const & spellID : gameState()->getMap().allowedSpells)
|
||||
for (auto const & spellID : gameState().getMap().allowedSpells)
|
||||
{
|
||||
const auto * spell = spellID.toEntity(LIBRARY);
|
||||
|
||||
@@ -176,9 +176,9 @@ void CPrivilegedInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::
|
||||
|
||||
TerrainTile * CNonConstInfoCallback::getTile(const int3 & pos)
|
||||
{
|
||||
if(!gameState()->getMap().isInTheMap(pos))
|
||||
if(!gameState().getMap().isInTheMap(pos))
|
||||
return nullptr;
|
||||
return &gameState()->getMap().getTile(pos);
|
||||
return &gameState().getMap().getTile(pos);
|
||||
}
|
||||
|
||||
CGHeroInstance * CNonConstInfoCallback::getHero(const ObjectInstanceID & objid)
|
||||
@@ -208,12 +208,12 @@ PlayerState * CNonConstInfoCallback::getPlayerState(const PlayerColor & color, b
|
||||
|
||||
CArtifactInstance * CNonConstInfoCallback::getArtInstance(const ArtifactInstanceID & aid)
|
||||
{
|
||||
return gameState()->getMap().getArtifactInstance(aid);
|
||||
return gameState().getMap().getArtifactInstance(aid);
|
||||
}
|
||||
|
||||
CGObjectInstance * CNonConstInfoCallback::getObjInstance(const ObjectInstanceID & oid)
|
||||
{
|
||||
return gameState()->getMap().getObject(oid);
|
||||
return gameState().getMap().getObject(oid);
|
||||
}
|
||||
|
||||
CArmedInstance * CNonConstInfoCallback::getArmyInstance(const ObjectInstanceID & oid)
|
||||
|
||||
@@ -1119,7 +1119,7 @@ void CGameState::apply(CPackForClient & pack)
|
||||
|
||||
void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const
|
||||
{
|
||||
CPathfinder pathfinder(const_cast<CGameState*>(this), config);
|
||||
CPathfinder pathfinder(*const_cast<CGameState*>(this), config);
|
||||
pathfinder.calculatePaths();
|
||||
}
|
||||
|
||||
@@ -1563,10 +1563,10 @@ void CGameState::buildBonusSystemTree()
|
||||
{
|
||||
buildGlobalTeamPlayerTree();
|
||||
for(auto & armed : map->getObjects<CArmedInstance>())
|
||||
armed->attachToBonusSystem(this);
|
||||
armed->attachToBonusSystem(*this);
|
||||
|
||||
for(auto & art : map->getArtifacts())
|
||||
art->attachToBonusSystem(this);
|
||||
art->attachToBonusSystem(*this);
|
||||
}
|
||||
|
||||
void CGameState::restoreBonusSystemTree()
|
||||
@@ -1575,13 +1575,13 @@ void CGameState::restoreBonusSystemTree()
|
||||
|
||||
buildGlobalTeamPlayerTree();
|
||||
for(auto & armed : map->getObjects<CArmedInstance>())
|
||||
armed->restoreBonusSystem(this);
|
||||
armed->restoreBonusSystem(*this);
|
||||
|
||||
for(auto & art : map->getArtifacts())
|
||||
art->attachToBonusSystem(this);
|
||||
art->attachToBonusSystem(*this);
|
||||
|
||||
for(auto & heroID : map->getHeroesInPool())
|
||||
map->tryGetFromHeroPool(heroID)->artDeserializationFix(this, map->tryGetFromHeroPool(heroID));
|
||||
map->tryGetFromHeroPool(heroID)->artDeserializationFix(*this, map->tryGetFromHeroPool(heroID));
|
||||
|
||||
if (campaign)
|
||||
campaign->setGamestate(this);
|
||||
|
||||
@@ -75,8 +75,8 @@ public:
|
||||
CGameState(IGameCallback * callback);
|
||||
virtual ~CGameState();
|
||||
|
||||
CGameState * gameState() final { return this; }
|
||||
const CGameState * gameState() const final { return this; }
|
||||
CGameState & gameState() final { return *this; }
|
||||
const CGameState & gameState() const final { return *this; }
|
||||
|
||||
void preInit(Services * services);
|
||||
|
||||
|
||||
@@ -407,7 +407,7 @@ JsonRandomizationException::JsonRandomizationException(const std::string & messa
|
||||
|
||||
std::set<ArtifactID> potentialPicks = filterKeys(value, allowedArts, variables);
|
||||
|
||||
return cb->gameState()->pickRandomArtifact(rng, potentialPicks);
|
||||
return cb->gameState().pickRandomArtifact(rng, potentialPicks);
|
||||
}
|
||||
|
||||
std::vector<ArtifactID> JsonRandom::loadArtifacts(const JsonNode & value, vstd::RNG & rng, const Variables & variables)
|
||||
|
||||
@@ -139,13 +139,13 @@ void CArmedInstance::armyChanged()
|
||||
updateMoraleBonusFromArmy();
|
||||
}
|
||||
|
||||
CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState * gs)
|
||||
CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState & gs)
|
||||
{
|
||||
if(tempOwner.isValidPlayer())
|
||||
if(auto * where = gs->getPlayerState(tempOwner))
|
||||
if(auto * where = gs.getPlayerState(tempOwner))
|
||||
return *where;
|
||||
|
||||
return gs->globalEffects;
|
||||
return gs.globalEffects;
|
||||
}
|
||||
|
||||
CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
|
||||
@@ -153,19 +153,19 @@ CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
|
||||
return *this;
|
||||
}
|
||||
|
||||
void CArmedInstance::attachToBonusSystem(CGameState * gs)
|
||||
void CArmedInstance::attachToBonusSystem(CGameState & gs)
|
||||
{
|
||||
whatShouldBeAttached().attachTo(whereShouldBeAttached(gs));
|
||||
}
|
||||
|
||||
void CArmedInstance::restoreBonusSystem(CGameState * gs)
|
||||
void CArmedInstance::restoreBonusSystem(CGameState & gs)
|
||||
{
|
||||
whatShouldBeAttached().attachTo(whereShouldBeAttached(gs));
|
||||
for(const auto & elem : stacks)
|
||||
elem.second->artDeserializationFix(gs, elem.second.get());
|
||||
}
|
||||
|
||||
void CArmedInstance::detachFromBonusSystem(CGameState * gs)
|
||||
void CArmedInstance::detachFromBonusSystem(CGameState & gs)
|
||||
{
|
||||
whatShouldBeAttached().detachFrom(whereShouldBeAttached(gs));
|
||||
}
|
||||
|
||||
@@ -28,7 +28,7 @@ private:
|
||||
void attachUnitsToArmy();
|
||||
|
||||
protected:
|
||||
virtual CBonusSystemNode & whereShouldBeAttached(CGameState * gs);
|
||||
virtual CBonusSystemNode & whereShouldBeAttached(CGameState & gs);
|
||||
virtual CBonusSystemNode & whatShouldBeAttached();
|
||||
|
||||
public:
|
||||
@@ -45,9 +45,9 @@ public:
|
||||
//IConstBonusProvider
|
||||
const IBonusBearer* getBonusBearer() const override;
|
||||
|
||||
void attachToBonusSystem(CGameState * gs) override;
|
||||
void detachFromBonusSystem(CGameState * gs) override;
|
||||
void restoreBonusSystem(CGameState * gs) override;
|
||||
void attachToBonusSystem(CGameState & gs) override;
|
||||
void detachFromBonusSystem(CGameState & gs) override;
|
||||
void restoreBonusSystem(CGameState & gs) override;
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
CArmedInstance(IGameCallback *cb);
|
||||
|
||||
@@ -492,7 +492,7 @@ void CGCreature::fight( const CGHeroInstance *h ) const
|
||||
const auto & upgrades = getStack(slotID).getCreature()->upgrades;
|
||||
if(!upgrades.empty())
|
||||
{
|
||||
auto it = RandomGeneratorUtil::nextItem(upgrades, cb->gameState()->getRandomGenerator());
|
||||
auto it = RandomGeneratorUtil::nextItem(upgrades, cb->gameState().getRandomGenerator());
|
||||
cb->changeStackType(StackLocation(id, slotID), it->toCreature());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,18 +66,18 @@ FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
|
||||
|
||||
if (!randomizationInfo->instanceId.empty())
|
||||
{
|
||||
auto iter = cb->gameState()->getMap().instanceNames.find(randomizationInfo->instanceId);
|
||||
auto iter = cb->gameState().getMap().instanceNames.find(randomizationInfo->instanceId);
|
||||
|
||||
if(iter == cb->gameState()->getMap().instanceNames.end())
|
||||
if(iter == cb->gameState().getMap().instanceNames.end())
|
||||
logGlobal->error("Map object not found: %s", randomizationInfo->instanceId);
|
||||
linkedTown = dynamic_cast<CGTownInstance *>(iter->second.get());
|
||||
}
|
||||
|
||||
if (randomizationInfo->identifier != 0)
|
||||
{
|
||||
for(auto & townID : cb->gameState()->getMap().getAllTowns())
|
||||
for(auto & townID : cb->gameState().getMap().getAllTowns())
|
||||
{
|
||||
auto town = cb->gameState()->getTown(townID);
|
||||
auto town = cb->gameState().getTown(townID);
|
||||
if(town && town->identifier == randomizationInfo->identifier)
|
||||
{
|
||||
linkedTown = town;
|
||||
@@ -222,7 +222,7 @@ void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
|
||||
return;
|
||||
}
|
||||
|
||||
PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
|
||||
PlayerRelations relations = cb->gameState().getPlayerRelations( h->tempOwner, tempOwner );
|
||||
|
||||
if ( relations == PlayerRelations::ALLIES )
|
||||
return;//do not allow recruiting or capturing
|
||||
|
||||
@@ -327,7 +327,7 @@ CGTownInstance * CGHeroInstance::getVisitedTown()
|
||||
if (!visitedTown.hasValue())
|
||||
return nullptr;
|
||||
|
||||
return dynamic_cast<CGTownInstance*>(cb->gameState()->getObjInstance(visitedTown));
|
||||
return dynamic_cast<CGTownInstance*>(cb->gameState().getObjInstance(visitedTown));
|
||||
}
|
||||
|
||||
void CGHeroInstance::setVisitedTown(const CGTownInstance * town, bool garrisoned)
|
||||
@@ -373,7 +373,7 @@ TObjectTypeHandler CGHeroInstance::getObjectHandler() const
|
||||
void CGHeroInstance::updateAppearance()
|
||||
{
|
||||
auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());
|
||||
auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
|
||||
auto terrain = cb->gameState().getTile(visitablePos())->getTerrainID();
|
||||
auto app = handler->getOverride(terrain, this);
|
||||
if (app)
|
||||
appearance = app;
|
||||
@@ -406,7 +406,7 @@ void CGHeroInstance::initHero(vstd::RNG & rand)
|
||||
// hero starts with default spellbook presence status
|
||||
if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
|
||||
{
|
||||
auto artifact = cb->gameState()->createArtifact(ArtifactID::SPELLBOOK);
|
||||
auto artifact = cb->gameState().createArtifact(ArtifactID::SPELLBOOK);
|
||||
putArtifact(ArtifactPosition::SPELLBOOK, artifact);
|
||||
}
|
||||
}
|
||||
@@ -415,7 +415,7 @@ void CGHeroInstance::initHero(vstd::RNG & rand)
|
||||
|
||||
if(!getArt(ArtifactPosition::MACH4))
|
||||
{
|
||||
auto artifact = cb->gameState()->createArtifact(ArtifactID::CATAPULT);
|
||||
auto artifact = cb->gameState().createArtifact(ArtifactID::CATAPULT);
|
||||
putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
|
||||
}
|
||||
|
||||
@@ -528,7 +528,7 @@ void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
|
||||
|
||||
if(!getArt(slot))
|
||||
{
|
||||
auto artifact = cb->gameState()->createArtifact(aid);
|
||||
auto artifact = cb->gameState().createArtifact(aid);
|
||||
putArtifact(slot, artifact);
|
||||
}
|
||||
else
|
||||
@@ -559,7 +559,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
|
||||
|
||||
if (ID == Obj::HERO)
|
||||
{
|
||||
if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
|
||||
if( cb->gameState().getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
|
||||
{
|
||||
//exchange
|
||||
cb->heroExchange(h->id, id);
|
||||
@@ -584,7 +584,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
|
||||
|
||||
ObjectInstanceID boatId;
|
||||
const auto boatPos = visitablePos();
|
||||
if (cb->gameState()->getMap().getTile(boatPos).isWater())
|
||||
if (cb->gameState().getMap().getTile(boatPos).isWater())
|
||||
{
|
||||
smp.val = movementPointsLimit(false);
|
||||
if (!inBoat())
|
||||
@@ -672,7 +672,7 @@ void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
|
||||
|
||||
if (ID == Obj::RANDOM_HERO)
|
||||
{
|
||||
auto selectedHero = cb->gameState()->pickNextHeroType(getOwner());
|
||||
auto selectedHero = cb->gameState().pickNextHeroType(getOwner());
|
||||
|
||||
ID = Obj::HERO;
|
||||
subID = selectedHero;
|
||||
@@ -1282,7 +1282,7 @@ void CGHeroInstance::removeSpellbook()
|
||||
|
||||
if(hasSpellbook())
|
||||
{
|
||||
cb->gameState()->getMap().removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
|
||||
cb->gameState().getMap().removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1311,7 +1311,7 @@ const CGBoat * CGHeroInstance::getBoat() const
|
||||
CGBoat * CGHeroInstance::getBoat()
|
||||
{
|
||||
if (boardedBoat.hasValue())
|
||||
return dynamic_cast<CGBoat*>(cb->gameState()->getObjInstance(boardedBoat));
|
||||
return dynamic_cast<CGBoat*>(cb->gameState().getObjInstance(boardedBoat));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -1332,35 +1332,35 @@ void CGHeroInstance::setBoat(CGBoat* newBoat)
|
||||
}
|
||||
}
|
||||
|
||||
void CGHeroInstance::restoreBonusSystem(CGameState * gs)
|
||||
void CGHeroInstance::restoreBonusSystem(CGameState & gs)
|
||||
{
|
||||
CArmedInstance::restoreBonusSystem(gs);
|
||||
artDeserializationFix(gs, this);
|
||||
if (boardedBoat.hasValue())
|
||||
{
|
||||
auto boat = gs->getObjInstance(boardedBoat);
|
||||
auto boat = gs.getObjInstance(boardedBoat);
|
||||
if (boat)
|
||||
attachTo(dynamic_cast<CGBoat&>(*boat));
|
||||
}
|
||||
}
|
||||
|
||||
void CGHeroInstance::attachToBonusSystem(CGameState * gs)
|
||||
void CGHeroInstance::attachToBonusSystem(CGameState & gs)
|
||||
{
|
||||
CArmedInstance::attachToBonusSystem(gs);
|
||||
if (boardedBoat.hasValue())
|
||||
{
|
||||
auto boat = gs->getObjInstance(boardedBoat);
|
||||
auto boat = gs.getObjInstance(boardedBoat);
|
||||
if (boat)
|
||||
attachTo(dynamic_cast<CGBoat&>(*boat));
|
||||
}
|
||||
}
|
||||
|
||||
void CGHeroInstance::detachFromBonusSystem(CGameState * gs)
|
||||
void CGHeroInstance::detachFromBonusSystem(CGameState & gs)
|
||||
{
|
||||
CArmedInstance::detachFromBonusSystem(gs);
|
||||
if (boardedBoat.hasValue())
|
||||
{
|
||||
auto boat = gs->getObjInstance(boardedBoat);
|
||||
auto boat = gs.getObjInstance(boardedBoat);
|
||||
if (boat)
|
||||
detachFrom(dynamic_cast<CGBoat&>(*boat));
|
||||
}
|
||||
@@ -1377,7 +1377,7 @@ CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(const bool isBat
|
||||
return const_cast<CGTownInstance*>(getVisitedTown());
|
||||
}
|
||||
|
||||
CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
|
||||
CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState & gs)
|
||||
{
|
||||
if(getVisitedTown())
|
||||
return whereShouldBeAttachedOnSiege(getVisitedTown()->isBattleOutsideTown(this));
|
||||
@@ -1385,11 +1385,11 @@ CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
|
||||
return &CArmedInstance::whereShouldBeAttached(gs);
|
||||
}
|
||||
|
||||
CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
|
||||
CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState & gs)
|
||||
{
|
||||
if(visitedTown.hasValue())
|
||||
{
|
||||
auto town = gs->getTown(visitedTown);
|
||||
auto town = gs.getTown(visitedTown);
|
||||
if(isGarrisoned())
|
||||
return *town;
|
||||
else
|
||||
@@ -1819,7 +1819,7 @@ void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
|
||||
handler.serializeIdArray("spellBook", spells);
|
||||
|
||||
if(handler.saving)
|
||||
CArtifactSet::serializeJsonArtifacts(handler, "artifacts", &cb->gameState()->getMap());
|
||||
CArtifactSet::serializeJsonArtifacts(handler, "artifacts", &cb->gameState().getMap());
|
||||
}
|
||||
|
||||
void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
|
||||
|
||||
@@ -291,7 +291,7 @@ public:
|
||||
ArtBearer::ArtBearer bearerType() const override;
|
||||
|
||||
///IBonusBearer
|
||||
CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
|
||||
CBonusSystemNode & whereShouldBeAttached(CGameState & gs) override;
|
||||
std::string nodeName() const override;
|
||||
si32 manaLimit() const override;
|
||||
|
||||
@@ -299,7 +299,7 @@ public:
|
||||
const IBonusBearer* getBonusBearer() const override;
|
||||
|
||||
CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
|
||||
CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
|
||||
CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState & gs);
|
||||
|
||||
///spells::Caster
|
||||
int32_t getCasterUnitId() const override;
|
||||
@@ -331,9 +331,9 @@ public:
|
||||
|
||||
void afterAddToMap(CMap * map) override;
|
||||
void afterRemoveFromMap(CMap * map) override;
|
||||
void attachToBonusSystem(CGameState * gs) override;
|
||||
void detachFromBonusSystem(CGameState * gs) override;
|
||||
void restoreBonusSystem(CGameState * gs) override;
|
||||
void attachToBonusSystem(CGameState & gs) override;
|
||||
void detachFromBonusSystem(CGameState & gs) override;
|
||||
void restoreBonusSystem(CGameState & gs) override;
|
||||
|
||||
void updateFrom(const JsonNode & data) override;
|
||||
|
||||
|
||||
@@ -122,10 +122,10 @@ void CGObjectInstance::setType(MapObjectID newID, MapObjectSubID newSubID)
|
||||
{
|
||||
auto position = visitablePos();
|
||||
auto oldOffset = getVisitableOffset();
|
||||
auto &tile = cb->gameState()->getMap().getTile(position);
|
||||
auto &tile = cb->gameState().getMap().getTile(position);
|
||||
|
||||
//recalculate blockvis tiles - new appearance might have different blockmap than before
|
||||
cb->gameState()->getMap().hideObject(this);
|
||||
cb->gameState().getMap().hideObject(this);
|
||||
auto handler = LIBRARY->objtypeh->getHandlerFor(newID, newSubID);
|
||||
|
||||
if(!handler->getTemplates(tile.getTerrainID()).empty())
|
||||
@@ -155,7 +155,7 @@ void CGObjectInstance::setType(MapObjectID newID, MapObjectSubID newSubID)
|
||||
this->ID = Obj(newID);
|
||||
this->subID = newSubID;
|
||||
|
||||
cb->gameState()->getMap().showObject(this);
|
||||
cb->gameState().getMap().showObject(this);
|
||||
}
|
||||
|
||||
void CGObjectInstance::pickRandomObject(vstd::RNG & rand)
|
||||
|
||||
@@ -139,9 +139,9 @@ public:
|
||||
|
||||
virtual void afterAddToMap(CMap * map){};
|
||||
virtual void afterRemoveFromMap(CMap * map){};
|
||||
virtual void attachToBonusSystem(CGameState * gs){};
|
||||
virtual void detachFromBonusSystem(CGameState * gs){};
|
||||
virtual void restoreBonusSystem(CGameState * gs){};
|
||||
virtual void attachToBonusSystem(CGameState & gs){};
|
||||
virtual void detachFromBonusSystem(CGameState & gs){};
|
||||
virtual void restoreBonusSystem(CGameState & gs){};
|
||||
|
||||
///Entry point of binary (de-)serialization
|
||||
template <typename Handler> void serialize(Handler &h)
|
||||
|
||||
@@ -108,7 +108,7 @@ void CGResource::collectRes(const PlayerColor & player) const
|
||||
sii.text.replaceName(resourceID());
|
||||
}
|
||||
sii.components.emplace_back(ComponentType::RESOURCE, resourceID(), amount);
|
||||
sii.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
|
||||
sii.soundID = soundBase::pickup01 + cb->gameState().getRandomGenerator().nextInt(6);
|
||||
cb->showInfoDialog(&sii);
|
||||
cb->removeObject(this, player);
|
||||
}
|
||||
|
||||
@@ -305,7 +305,7 @@ void CGTownInstance::setOwner(const PlayerColor & player) const
|
||||
|
||||
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
|
||||
{
|
||||
if(cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
|
||||
if(cb->gameState().getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
|
||||
{
|
||||
if(armedGarrison() || getVisitingHero())
|
||||
{
|
||||
@@ -330,7 +330,7 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
|
||||
auto heroColor = h->getOwner();
|
||||
onTownCaptured(heroColor);
|
||||
|
||||
if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
|
||||
if(cb->gameState().getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
|
||||
{
|
||||
return; //we just won game, we do not need to perform any extra actions
|
||||
//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
|
||||
@@ -624,7 +624,7 @@ void CGTownInstance::removeCapitols(const PlayerColor & owner) const
|
||||
{
|
||||
if (hasCapitol()) // search if there's an older capitol
|
||||
{
|
||||
PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
|
||||
PlayerState* state = cb->gameState().getPlayerState(owner); //get all towns owned by player
|
||||
for (const auto & otherTown : state->getTowns())
|
||||
{
|
||||
if (otherTown != this && otherTown->hasCapitol())
|
||||
@@ -674,14 +674,14 @@ std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) co
|
||||
if(mode == EMarketMode::RESOURCE_ARTIFACT)
|
||||
{
|
||||
std::vector<TradeItemBuy> ret;
|
||||
for(const ArtifactID a : cb->gameState()->getMap().townMerchantArtifacts)
|
||||
for(const ArtifactID a : cb->gameState().getMap().townMerchantArtifacts)
|
||||
ret.push_back(a);
|
||||
|
||||
return ret;
|
||||
}
|
||||
else if ( mode == EMarketMode::RESOURCE_SKILL )
|
||||
{
|
||||
return cb->gameState()->getMap().townUniversitySkills;
|
||||
return cb->gameState().getMap().townUniversitySkills;
|
||||
}
|
||||
else
|
||||
return IMarket::availableItemsIds(mode);
|
||||
@@ -694,7 +694,7 @@ ObjectInstanceID CGTownInstance::getObjInstanceID() const
|
||||
|
||||
void CGTownInstance::updateAppearance()
|
||||
{
|
||||
auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
|
||||
auto terrain = cb->gameState().getTile(visitablePos())->getTerrainID();
|
||||
//FIXME: not the best way to do this
|
||||
auto app = getObjectHandler()->getOverride(terrain, this);
|
||||
if (app)
|
||||
@@ -776,7 +776,7 @@ void CGTownInstance::setVisitingHero(CGHeroInstance *h)
|
||||
}
|
||||
else if (visitingHero.hasValue())
|
||||
{
|
||||
auto oldVisitor = dynamic_cast<CGHeroInstance*>(cb->gameState()->getObjInstance(visitingHero));
|
||||
auto oldVisitor = dynamic_cast<CGHeroInstance*>(cb->gameState().getObjInstance(visitingHero));
|
||||
oldVisitor->detachFromBonusSystem(cb->gameState());
|
||||
oldVisitor->setVisitedTown(nullptr, false);
|
||||
oldVisitor->attachToBonusSystem(cb->gameState());
|
||||
@@ -798,7 +798,7 @@ void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
|
||||
}
|
||||
else if (garrisonHero.hasValue())
|
||||
{
|
||||
auto oldVisitor = dynamic_cast<CGHeroInstance*>(cb->gameState()->getObjInstance(garrisonHero));
|
||||
auto oldVisitor = dynamic_cast<CGHeroInstance*>(cb->gameState().getObjInstance(garrisonHero));
|
||||
oldVisitor->detachFromBonusSystem(cb->gameState());
|
||||
oldVisitor->setVisitedTown(nullptr, false);
|
||||
oldVisitor->attachToBonusSystem(cb->gameState());
|
||||
|
||||
@@ -88,7 +88,7 @@ void FlaggableMapObject::giveBonusTo(const PlayerColor & player, bool onInit) co
|
||||
// Proper fix would be to make FlaggableMapObject into bonus system node
|
||||
// Unfortunately this will cause saves breakage
|
||||
if(onInit)
|
||||
gb.applyGs(cb->gameState());
|
||||
gb.applyGs(&cb->gameState());
|
||||
else
|
||||
cb->sendAndApply(gb);
|
||||
}
|
||||
|
||||
@@ -74,7 +74,7 @@ bool CTeamVisited::wasVisited(const TeamID & team) const
|
||||
//CGMine
|
||||
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
|
||||
auto relations = cb->gameState().getPlayerRelations(h->tempOwner, tempOwner);
|
||||
|
||||
if(relations == PlayerRelations::SAME_PLAYER) //we're visiting our mine
|
||||
{
|
||||
@@ -298,7 +298,7 @@ ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const
|
||||
{
|
||||
auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true));
|
||||
if(!passableExits.empty())
|
||||
return *RandomGeneratorUtil::nextItem(passableExits, cb->gameState()->getRandomGenerator());
|
||||
return *RandomGeneratorUtil::nextItem(passableExits, cb->gameState().getRandomGenerator());
|
||||
|
||||
return ObjectInstanceID();
|
||||
}
|
||||
@@ -320,10 +320,10 @@ bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstanc
|
||||
return isConnected(srcObj, dstObj);
|
||||
}
|
||||
|
||||
bool CGTeleport::isExitPassable(const CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj)
|
||||
bool CGTeleport::isExitPassable(const CGameState & gs, const CGHeroInstance * h, const CGObjectInstance * obj)
|
||||
{
|
||||
ObjectInstanceID topObjectID = gs->getMap().getTile(obj->visitablePos()).topVisitableObj();
|
||||
const CGObjectInstance * topObject = gs->getObjInstance(topObjectID);
|
||||
ObjectInstanceID topObjectID = gs.getMap().getTile(obj->visitablePos()).topVisitableObj();
|
||||
const CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
|
||||
|
||||
if(topObject->ID == Obj::HERO)
|
||||
{
|
||||
@@ -331,7 +331,7 @@ bool CGTeleport::isExitPassable(const CGameState * gs, const CGHeroInstance * h,
|
||||
return false;
|
||||
|
||||
// Check if it's friendly hero or not
|
||||
if(gs->getPlayerRelations(h->tempOwner, topObject->tempOwner) != PlayerRelations::ENEMIES)
|
||||
if(gs.getPlayerRelations(h->tempOwner, topObject->tempOwner) != PlayerRelations::ENEMIES)
|
||||
{
|
||||
// Exchange between heroes only possible via subterranean gates
|
||||
if(!dynamic_cast<const CGSubterraneanGate *>(obj))
|
||||
@@ -341,11 +341,11 @@ bool CGTeleport::isExitPassable(const CGameState * gs, const CGHeroInstance * h,
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<ObjectInstanceID> CGTeleport::getPassableExits(const CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits)
|
||||
std::vector<ObjectInstanceID> CGTeleport::getPassableExits(const CGameState & gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits)
|
||||
{
|
||||
vstd::erase_if(exits, [&](const ObjectInstanceID & exit) -> bool
|
||||
{
|
||||
return !isExitPassable(gs, h, gs->getObj(exit));
|
||||
return !isExitPassable(gs, h, gs.getObj(exit));
|
||||
});
|
||||
return exits;
|
||||
}
|
||||
@@ -376,7 +376,7 @@ void CGTeleport::addToChannel(std::map<TeleportChannelID, std::shared_ptr<Telepo
|
||||
|
||||
TeleportChannelID CGMonolith::findMeChannel(const std::vector<Obj> & IDs, MapObjectSubID SubID) const
|
||||
{
|
||||
for(auto teleportObj : cb->gameState()->getMap().getObjects<CGMonolith>())
|
||||
for(auto teleportObj : cb->gameState().getMap().getObjects<CGMonolith>())
|
||||
{
|
||||
if(vstd::contains(IDs, teleportObj->ID) && teleportObj->subID == SubID)
|
||||
return teleportObj->channel;
|
||||
@@ -453,9 +453,9 @@ void CGMonolith::initObj(vstd::RNG & rand)
|
||||
|
||||
channel = findMeChannel(IDs, subID);
|
||||
if(channel == TeleportChannelID())
|
||||
channel = TeleportChannelID(static_cast<si32>(cb->gameState()->getMap().teleportChannels.size()));
|
||||
channel = TeleportChannelID(static_cast<si32>(cb->gameState().getMap().teleportChannels.size()));
|
||||
|
||||
addToChannel(cb->gameState()->getMap().teleportChannels, this);
|
||||
addToChannel(cb->gameState().getMap().teleportChannels, this);
|
||||
}
|
||||
|
||||
void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
|
||||
@@ -485,7 +485,7 @@ void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gat
|
||||
{
|
||||
//split on underground and surface gates
|
||||
std::vector<CGSubterraneanGate *> gatesSplit[2]; //surface and underground gates
|
||||
for(auto gate : cb->gameState()->getMap().getObjects<CGSubterraneanGate>())
|
||||
for(auto gate : cb->gameState().getMap().getObjects<CGSubterraneanGate>())
|
||||
{
|
||||
gatesSplit[gate->visitablePos().z].push_back(gate);
|
||||
}
|
||||
@@ -500,8 +500,8 @@ void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gat
|
||||
{
|
||||
if(obj->channel == TeleportChannelID())
|
||||
{ // if object not linked to channel then create new channel
|
||||
obj->channel = TeleportChannelID(static_cast<si32>(cb->gameState()->getMap().teleportChannels.size()));
|
||||
addToChannel(cb->gameState()->getMap().teleportChannels, obj);
|
||||
obj->channel = TeleportChannelID(static_cast<si32>(cb->gameState().getMap().teleportChannels.size()));
|
||||
addToChannel(cb->gameState().getMap().teleportChannels, obj);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -528,7 +528,7 @@ void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gat
|
||||
if(best.first >= 0) //found pair
|
||||
{
|
||||
gatesSplit[1][best.first]->channel = objCurrent->channel;
|
||||
addToChannel(cb->gameState()->getMap().teleportChannels, gatesSplit[1][best.first]);
|
||||
addToChannel(cb->gameState().getMap().teleportChannels, gatesSplit[1][best.first]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -599,7 +599,7 @@ void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer
|
||||
|
||||
const auto * obj = cb->getObj(exit);
|
||||
std::set<int3> tiles = obj->getBlockedPos();
|
||||
dPos = *RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator());
|
||||
dPos = *RandomGeneratorUtil::nextItem(tiles, cb->gameState().getRandomGenerator());
|
||||
}
|
||||
|
||||
cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
|
||||
@@ -630,19 +630,19 @@ void CGArtifact::pickRandomObject(vstd::RNG & rand)
|
||||
switch(ID.toEnum())
|
||||
{
|
||||
case MapObjectID::RANDOM_ART:
|
||||
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC);
|
||||
subID = cb->gameState().pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC);
|
||||
break;
|
||||
case MapObjectID::RANDOM_TREASURE_ART:
|
||||
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE);
|
||||
subID = cb->gameState().pickRandomArtifact(rand, CArtifact::ART_TREASURE);
|
||||
break;
|
||||
case MapObjectID::RANDOM_MINOR_ART:
|
||||
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR);
|
||||
subID = cb->gameState().pickRandomArtifact(rand, CArtifact::ART_MINOR);
|
||||
break;
|
||||
case MapObjectID::RANDOM_MAJOR_ART:
|
||||
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR);
|
||||
subID = cb->gameState().pickRandomArtifact(rand, CArtifact::ART_MAJOR);
|
||||
break;
|
||||
case MapObjectID::RANDOM_RELIC_ART:
|
||||
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_RELIC);
|
||||
subID = cb->gameState().pickRandomArtifact(rand, CArtifact::ART_RELIC);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -666,9 +666,9 @@ void CGArtifact::initObj(vstd::RNG & rand)
|
||||
if(ID == Obj::ARTIFACT)
|
||||
{
|
||||
if (!storedArtifact.hasValue())
|
||||
setArtifactInstance(cb->gameState()->createArtifact(ArtifactID()));
|
||||
setArtifactInstance(cb->gameState().createArtifact(ArtifactID()));
|
||||
|
||||
auto * artifact = cb->gameState()->getArtInstance(storedArtifact);
|
||||
auto * artifact = cb->gameState().getArtInstance(storedArtifact);
|
||||
|
||||
if(!artifact->getType())
|
||||
artifact->setType(getArtifactType().toArtifact());
|
||||
@@ -881,7 +881,7 @@ std::vector<CreatureID> CGGarrison::providedCreatures() const
|
||||
|
||||
void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
|
||||
{
|
||||
auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
|
||||
auto relations = cb->gameState().getPlayerRelations(h->tempOwner, tempOwner);
|
||||
if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
|
||||
//TODO: Find a way to apply magic garrison effects in battle.
|
||||
cb->startBattle(h, this);
|
||||
@@ -953,7 +953,7 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
|
||||
|
||||
std::vector<const CGObjectInstance *> eyes;
|
||||
|
||||
for (const auto & object : cb->gameState()->getMap().getObjects<CGMagi>())
|
||||
for (const auto & object : cb->gameState().getMap().getObjects<CGMagi>())
|
||||
{
|
||||
if (object->ID == Obj::EYE_OF_MAGI && object->subID == this->subID)
|
||||
eyes.push_back(object);
|
||||
@@ -1100,7 +1100,7 @@ const IObjectInterface * CGShipyard::getObject() const
|
||||
|
||||
void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
if(cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)
|
||||
if(cb->gameState().getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)
|
||||
cb->setOwner(this, h->tempOwner);
|
||||
|
||||
if(shipyardStatus() != IBoatGenerator::GOOD)
|
||||
@@ -1152,7 +1152,7 @@ void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
|
||||
InfoWindow iw;
|
||||
iw.type = EInfoWindowMode::AUTO;
|
||||
iw.player = h->tempOwner;
|
||||
TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);
|
||||
TeamState *ts = cb->gameState().getPlayerTeam(h->tempOwner);
|
||||
assert(ts);
|
||||
TeamID team = ts->id;
|
||||
|
||||
@@ -1181,7 +1181,7 @@ void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
|
||||
|
||||
void CGObelisk::initObj(vstd::RNG & rand)
|
||||
{
|
||||
cb->gameState()->getMap().obeliskCount++;
|
||||
cb->gameState().getMap().obeliskCount++;
|
||||
}
|
||||
|
||||
std::string CGObelisk::getHoverText(PlayerColor player) const
|
||||
@@ -1200,13 +1200,13 @@ void CGObelisk::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
|
||||
{
|
||||
case ObjProperty::OBELISK_VISITED:
|
||||
{
|
||||
auto progress = ++cb->gameState()->getMap().obelisksVisited[identifier.as<TeamID>()];
|
||||
logGlobal->debug("Player %d: obelisk progress %d / %d", identifier.getNum(), static_cast<int>(progress) , static_cast<int>(cb->gameState()->getMap().obeliskCount));
|
||||
auto progress = ++cb->gameState().getMap().obelisksVisited[identifier.as<TeamID>()];
|
||||
logGlobal->debug("Player %d: obelisk progress %d / %d", identifier.getNum(), static_cast<int>(progress) , static_cast<int>(cb->gameState().getMap().obeliskCount));
|
||||
|
||||
if(progress > cb->gameState()->getMap().obeliskCount)
|
||||
if(progress > cb->gameState().getMap().obeliskCount)
|
||||
{
|
||||
logGlobal->error("Visited %d of %d", static_cast<int>(progress), cb->gameState()->getMap().obeliskCount);
|
||||
throw std::runtime_error("Player visited " + std::to_string(progress) + " obelisks out of " + std::to_string(cb->gameState()->getMap().obeliskCount) + " present on map!");
|
||||
logGlobal->error("Visited %d of %d", static_cast<int>(progress), cb->gameState().getMap().obeliskCount);
|
||||
throw std::runtime_error("Player visited " + std::to_string(progress) + " obelisks out of " + std::to_string(cb->gameState().getMap().obeliskCount) + " present on map!");
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
@@ -220,8 +220,8 @@ public:
|
||||
static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
|
||||
static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);
|
||||
static void addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);
|
||||
static std::vector<ObjectInstanceID> getPassableExits(const CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
|
||||
static bool isExitPassable(const CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
|
||||
static std::vector<ObjectInstanceID> getPassableExits(const CGameState & gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
|
||||
static bool isExitPassable(const CGameState & gs, const CGHeroInstance * h, const CGObjectInstance * obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h)
|
||||
{
|
||||
|
||||
@@ -937,7 +937,7 @@ const CGObjectInstance * CMap::getObject(ObjectInstanceID obj) const
|
||||
void CMap::saveCompatibilityStoreAllocatedArtifactID()
|
||||
{
|
||||
if (!artInstances.empty())
|
||||
cb->gameState()->saveCompatibilityLastAllocatedArtifactID = artInstances.back()->getId();
|
||||
cb->gameState().saveCompatibilityLastAllocatedArtifactID = artInstances.back()->getId();
|
||||
}
|
||||
|
||||
void CMap::saveCompatibilityAddMissingArtifact(std::shared_ptr<CArtifactInstance> artifact)
|
||||
|
||||
@@ -144,7 +144,7 @@ public:
|
||||
CGObjectInstance * getObject(ObjectInstanceID obj);
|
||||
const CGObjectInstance * getObject(ObjectInstanceID obj) const;
|
||||
|
||||
void attachToBonusSystem(CGameState * gs);
|
||||
void attachToBonusSystem(CGameState & gs);
|
||||
|
||||
template<typename ObjectType = CGObjectInstance>
|
||||
std::vector<const ObjectType *> getObjects() const
|
||||
|
||||
@@ -1430,7 +1430,7 @@ void HeroRecruited::applyGs(CGameState *gs)
|
||||
gs->getMap().addNewObject(h);
|
||||
|
||||
p->addOwnedObject(h.get());
|
||||
h->attachToBonusSystem(gs);
|
||||
h->attachToBonusSystem(*gs);
|
||||
|
||||
if(t)
|
||||
t->setVisitingHero(h.get());
|
||||
@@ -1477,7 +1477,7 @@ void NewObject::applyGs(CGameState *gs)
|
||||
// attach newly spawned wandering monster to global bonus system node
|
||||
auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(newObject);
|
||||
if (newArmy)
|
||||
newArmy->attachToBonusSystem(gs);
|
||||
newArmy->attachToBonusSystem(*gs);
|
||||
|
||||
logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
|
||||
}
|
||||
@@ -1961,9 +1961,9 @@ void SetObjectProperty::applyGs(CGameState *gs)
|
||||
}
|
||||
}
|
||||
|
||||
cai->detachFromBonusSystem(gs);
|
||||
cai->detachFromBonusSystem(*gs);
|
||||
obj->setProperty(what, identifier);
|
||||
cai->attachToBonusSystem(gs);
|
||||
cai->attachToBonusSystem(*gs);
|
||||
}
|
||||
else //not an armed instance
|
||||
{
|
||||
|
||||
@@ -100,7 +100,7 @@ PathNodeInfo::PathNodeInfo()
|
||||
{
|
||||
}
|
||||
|
||||
void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
|
||||
void PathNodeInfo::setNode(CGameState & gs, CGPathNode * n)
|
||||
{
|
||||
node = n;
|
||||
guarded = false;
|
||||
@@ -110,14 +110,14 @@ void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
|
||||
assert(node->coord.isValid());
|
||||
|
||||
coord = node->coord;
|
||||
tile = gs->getTile(coord);
|
||||
tile = gs.getTile(coord);
|
||||
nodeObject = nullptr;
|
||||
nodeHero = nullptr;
|
||||
|
||||
ObjectInstanceID topObjectID = tile->topVisitableObj();
|
||||
if (topObjectID.hasValue())
|
||||
{
|
||||
nodeObject = gs->getObjInstance(topObjectID);
|
||||
nodeObject = gs.getObjInstance(topObjectID);
|
||||
|
||||
if (nodeObject->ID == Obj::HERO)
|
||||
{
|
||||
@@ -125,28 +125,28 @@ void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
|
||||
ObjectInstanceID bottomObjectID = tile->topVisitableObj(true);
|
||||
|
||||
if (bottomObjectID.hasValue())
|
||||
nodeObject = gs->getObjInstance(bottomObjectID);
|
||||
nodeObject = gs.getObjInstance(bottomObjectID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState * gs)
|
||||
void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState & gs)
|
||||
{
|
||||
if(gs->guardingCreaturePosition(node->coord).isValid() && !isInitialPosition)
|
||||
if(gs.guardingCreaturePosition(node->coord).isValid() && !isInitialPosition)
|
||||
{
|
||||
guarded = true;
|
||||
}
|
||||
|
||||
if(nodeObject)
|
||||
{
|
||||
objectRelations = gs->getPlayerRelations(hlp->owner, nodeObject->tempOwner);
|
||||
objectRelations = gs.getPlayerRelations(hlp->owner, nodeObject->tempOwner);
|
||||
}
|
||||
|
||||
if(nodeHero)
|
||||
{
|
||||
heroRelations = gs->getPlayerRelations(hlp->owner, nodeHero->tempOwner);
|
||||
heroRelations = gs.getPlayerRelations(hlp->owner, nodeHero->tempOwner);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -164,7 +164,7 @@ CDestinationNodeInfo::CDestinationNodeInfo():
|
||||
{
|
||||
}
|
||||
|
||||
void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n)
|
||||
void CDestinationNodeInfo::setNode(CGameState & gs, CGPathNode * n)
|
||||
{
|
||||
PathNodeInfo::setNode(gs, n);
|
||||
|
||||
|
||||
@@ -219,9 +219,9 @@ struct DLL_LINKAGE PathNodeInfo
|
||||
|
||||
PathNodeInfo();
|
||||
|
||||
virtual void setNode(CGameState * gs, CGPathNode * n);
|
||||
virtual void setNode(CGameState & gs, CGPathNode * n);
|
||||
|
||||
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
|
||||
void updateInfo(CPathfinderHelper * hlp, CGameState & gs);
|
||||
|
||||
bool isNodeObjectVisitable() const;
|
||||
};
|
||||
@@ -237,7 +237,7 @@ struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
|
||||
|
||||
CDestinationNodeInfo();
|
||||
|
||||
void setNode(CGameState * gs, CGPathNode * n) override;
|
||||
void setNode(CGameState & gs, CGPathNode * n) override;
|
||||
|
||||
virtual bool isBetterWay() const;
|
||||
};
|
||||
|
||||
@@ -74,7 +74,7 @@ void CPathfinderHelper::calculateNeighbourTiles(NeighbourTilesVector & result, c
|
||||
}
|
||||
}
|
||||
|
||||
CPathfinder::CPathfinder(CGameState * gamestate, std::shared_ptr<PathfinderConfig> config):
|
||||
CPathfinder::CPathfinder(CGameState & gamestate, std::shared_ptr<PathfinderConfig> config):
|
||||
gamestate(gamestate),
|
||||
config(std::move(config))
|
||||
{
|
||||
@@ -111,9 +111,9 @@ void CPathfinder::calculatePaths()
|
||||
|
||||
for(auto * initialNode : initialNodes)
|
||||
{
|
||||
if(!gamestate->isInTheMap(initialNode->coord)/* || !gameState()->getMap().isInTheMap(dest)*/) //check input
|
||||
if(!gamestate.isInTheMap(initialNode->coord)/* || !gameState().getMap().isInTheMap(dest)*/) //check input
|
||||
{
|
||||
logGlobal->error("CGameState::calculatePaths: Hero outside the gameState()->map? How dare you...");
|
||||
logGlobal->error("CGameState::calculatePaths: Hero outside the gameState().map? How dare you...");
|
||||
throw std::runtime_error("Wrong checksum");
|
||||
}
|
||||
|
||||
@@ -251,7 +251,7 @@ TeleporterTilesVector CPathfinderHelper::getAllowedTeleportChannelExits(const Te
|
||||
auto pos = obj->getBlockedPos();
|
||||
for(const auto & p : pos)
|
||||
{
|
||||
ObjectInstanceID topObject = gameState()->getMap().getTile(p).topVisitableObj();
|
||||
ObjectInstanceID topObject = gameState().getMap().getTile(p).topVisitableObj();
|
||||
if(topObject.hasValue() && getObj(topObject)->ID == obj->ID)
|
||||
allowedExits.push_back(p);
|
||||
}
|
||||
@@ -390,7 +390,7 @@ EPathNodeAction CPathfinder::getTeleportDestAction() const
|
||||
|
||||
bool CPathfinder::isDestinationGuardian() const
|
||||
{
|
||||
return gamestate->guardingCreaturePosition(destination.node->coord) == destination.node->coord;
|
||||
return gamestate.guardingCreaturePosition(destination.node->coord) == destination.node->coord;
|
||||
}
|
||||
|
||||
void CPathfinderHelper::initializePatrol()
|
||||
@@ -402,7 +402,7 @@ void CPathfinderHelper::initializePatrol()
|
||||
if(hero->patrol.patrolRadius)
|
||||
{
|
||||
state = PATROL_RADIUS;
|
||||
gameState()->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, ETileVisibility::REVEALED, std::optional<PlayerColor>(), int3::DIST_MANHATTAN);
|
||||
gameState().getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, ETileVisibility::REVEALED, std::optional<PlayerColor>(), int3::DIST_MANHATTAN);
|
||||
}
|
||||
else
|
||||
state = PATROL_LOCKED;
|
||||
@@ -414,12 +414,12 @@ void CPathfinderHelper::initializePatrol()
|
||||
void CPathfinder::initializeGraph()
|
||||
{
|
||||
INodeStorage * nodeStorage = config->nodeStorage.get();
|
||||
nodeStorage->initialize(config->options, gamestate);
|
||||
nodeStorage->initialize(config->options, &gamestate);
|
||||
}
|
||||
|
||||
bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const
|
||||
{
|
||||
return gameState()->checkForVisitableDir(a, b);
|
||||
return gameState().checkForVisitableDir(a, b);
|
||||
}
|
||||
|
||||
bool CPathfinderHelper::isAllowedTeleportEntrance(const CGTeleport * obj) const
|
||||
@@ -497,7 +497,7 @@ int CPathfinderHelper::getGuardiansCount(int3 tile) const
|
||||
return getGuardingCreatures(tile).size();
|
||||
}
|
||||
|
||||
CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
|
||||
CPathfinderHelper::CPathfinderHelper(CGameState & gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
|
||||
gs(gs),
|
||||
turn(-1),
|
||||
owner(Hero->tempOwner),
|
||||
@@ -572,7 +572,7 @@ void CPathfinderHelper::getNeighbours(
|
||||
const boost::logic::tribool & onLand,
|
||||
const bool limitCoastSailing) const
|
||||
{
|
||||
const CMap * map = &gameState()->getMap();
|
||||
const CMap * map = &gameState().getMap();
|
||||
const TerrainType * sourceTerrain = sourceTile.getTerrain();
|
||||
|
||||
static constexpr std::array dirs = {
|
||||
|
||||
@@ -33,13 +33,13 @@ public:
|
||||
friend class CPathfinderHelper;
|
||||
|
||||
CPathfinder(
|
||||
CGameState * _gs,
|
||||
CGameState & _gs,
|
||||
std::shared_ptr<PathfinderConfig> config);
|
||||
|
||||
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
|
||||
private:
|
||||
CGameState * gamestate;
|
||||
CGameState & gamestate;
|
||||
|
||||
using ELayer = EPathfindingLayer;
|
||||
|
||||
@@ -69,7 +69,7 @@ class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
|
||||
/// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
|
||||
ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
|
||||
|
||||
CGameState * gs;
|
||||
CGameState & gs;
|
||||
public:
|
||||
enum EPatrolState
|
||||
{
|
||||
@@ -88,10 +88,10 @@ public:
|
||||
bool canCastWaterWalk;
|
||||
bool whirlpoolProtection;
|
||||
|
||||
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
|
||||
CPathfinderHelper(CGameState & gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
|
||||
virtual ~CPathfinderHelper();
|
||||
CGameState * gameState() final { return gs; }
|
||||
const CGameState * gameState() const final { return gs; }
|
||||
CGameState & gameState() final { return gs; }
|
||||
const CGameState & gameState() const final { return gs; }
|
||||
void initializePatrol();
|
||||
bool isHeroPatrolLocked() const;
|
||||
bool canMoveFromNode(const PathNodeInfo & source) const;
|
||||
|
||||
@@ -20,7 +20,7 @@ VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
std::shared_ptr<PathfinderConfig> PathfinderCache::createConfig(const CGHeroInstance * h, CPathsInfo & out)
|
||||
{
|
||||
auto config = std::make_shared<SingleHeroPathfinderConfig>(out, cb, h);
|
||||
auto config = std::make_shared<SingleHeroPathfinderConfig>(out, *cb, h);
|
||||
config->options = options;
|
||||
|
||||
return config;
|
||||
|
||||
@@ -19,16 +19,16 @@
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
PathfinderOptions::PathfinderOptions(const CGameInfoCallback * cb)
|
||||
PathfinderOptions::PathfinderOptions(const CGameInfoCallback & cb)
|
||||
: useFlying(true)
|
||||
, useWaterWalking(true)
|
||||
, ignoreGuards(cb->getSettings().getBoolean(EGameSettings::PATHFINDER_IGNORE_GUARDS))
|
||||
, useEmbarkAndDisembark(cb->getSettings().getBoolean(EGameSettings::PATHFINDER_USE_BOAT))
|
||||
, useTeleportTwoWay(cb->getSettings().getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_TWO_WAY))
|
||||
, useTeleportOneWay(cb->getSettings().getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_ONE_WAY_UNIQUE))
|
||||
, useTeleportOneWayRandom(cb->getSettings().getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_ONE_WAY_RANDOM))
|
||||
, useTeleportWhirlpool(cb->getSettings().getBoolean(EGameSettings::PATHFINDER_USE_WHIRLPOOL))
|
||||
, originalFlyRules(cb->getSettings().getBoolean(EGameSettings::PATHFINDER_ORIGINAL_FLY_RULES))
|
||||
, ignoreGuards(cb.getSettings().getBoolean(EGameSettings::PATHFINDER_IGNORE_GUARDS))
|
||||
, useEmbarkAndDisembark(cb.getSettings().getBoolean(EGameSettings::PATHFINDER_USE_BOAT))
|
||||
, useTeleportTwoWay(cb.getSettings().getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_TWO_WAY))
|
||||
, useTeleportOneWay(cb.getSettings().getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_ONE_WAY_UNIQUE))
|
||||
, useTeleportOneWayRandom(cb.getSettings().getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_ONE_WAY_RANDOM))
|
||||
, useTeleportWhirlpool(cb.getSettings().getBoolean(EGameSettings::PATHFINDER_USE_WHIRLPOOL))
|
||||
, originalFlyRules(cb.getSettings().getBoolean(EGameSettings::PATHFINDER_ORIGINAL_FLY_RULES))
|
||||
, useCastleGate(false)
|
||||
, lightweightFlyingMode(false)
|
||||
, oneTurnSpecialLayersLimit(true)
|
||||
@@ -39,7 +39,7 @@ PathfinderOptions::PathfinderOptions(const CGameInfoCallback * cb)
|
||||
{
|
||||
}
|
||||
|
||||
PathfinderConfig::PathfinderConfig(std::shared_ptr<INodeStorage> nodeStorage, const CGameInfoCallback * callback, std::vector<std::shared_ptr<IPathfindingRule>> rules):
|
||||
PathfinderConfig::PathfinderConfig(std::shared_ptr<INodeStorage> nodeStorage, const CGameInfoCallback & callback, std::vector<std::shared_ptr<IPathfindingRule>> rules):
|
||||
nodeStorage(std::move(nodeStorage)),
|
||||
rules(std::move(rules)),
|
||||
options(callback)
|
||||
@@ -59,13 +59,13 @@ std::vector<std::shared_ptr<IPathfindingRule>> SingleHeroPathfinderConfig::build
|
||||
|
||||
SingleHeroPathfinderConfig::~SingleHeroPathfinderConfig() = default;
|
||||
|
||||
SingleHeroPathfinderConfig::SingleHeroPathfinderConfig(CPathsInfo & out, const CGameInfoCallback * gs, const CGHeroInstance * hero)
|
||||
SingleHeroPathfinderConfig::SingleHeroPathfinderConfig(CPathsInfo & out, const CGameInfoCallback & gs, const CGHeroInstance * hero)
|
||||
: PathfinderConfig(std::make_shared<NodeStorage>(out, hero), gs, buildRuleSet())
|
||||
, hero(hero)
|
||||
{
|
||||
}
|
||||
|
||||
CPathfinderHelper * SingleHeroPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
|
||||
CPathfinderHelper * SingleHeroPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs)
|
||||
{
|
||||
if (!pathfinderHelper)
|
||||
pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, hero, options);
|
||||
|
||||
@@ -85,7 +85,7 @@ struct DLL_LINKAGE PathfinderOptions
|
||||
/// </summary>
|
||||
bool allowLayerTransitioningAfterBattle;
|
||||
|
||||
PathfinderOptions(const CGameInfoCallback * callback);
|
||||
PathfinderOptions(const CGameInfoCallback & callback);
|
||||
};
|
||||
|
||||
class DLL_LINKAGE PathfinderConfig
|
||||
@@ -97,11 +97,11 @@ public:
|
||||
|
||||
PathfinderConfig(
|
||||
std::shared_ptr<INodeStorage> nodeStorage,
|
||||
const CGameInfoCallback * callback,
|
||||
const CGameInfoCallback & callback,
|
||||
std::vector<std::shared_ptr<IPathfindingRule>> rules);
|
||||
virtual ~PathfinderConfig() = default;
|
||||
|
||||
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
|
||||
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs) = 0;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
|
||||
@@ -111,10 +111,10 @@ private:
|
||||
const CGHeroInstance * hero;
|
||||
|
||||
public:
|
||||
SingleHeroPathfinderConfig(CPathsInfo & out, const CGameInfoCallback * gs, const CGHeroInstance * hero);
|
||||
SingleHeroPathfinderConfig(CPathsInfo & out, const CGameInfoCallback & gs, const CGHeroInstance * hero);
|
||||
virtual ~SingleHeroPathfinderConfig();
|
||||
|
||||
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
|
||||
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs) override;
|
||||
|
||||
static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
|
||||
};
|
||||
|
||||
@@ -93,7 +93,7 @@ void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo
|
||||
|
||||
if (props.hide)
|
||||
{
|
||||
for (auto & player : cb->gameState()->players)
|
||||
for (auto & player : cb->gameState().players)
|
||||
{
|
||||
if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME && cb->getPlayerRelations(player.first, hero->getOwner()) == PlayerRelations::ENEMIES)
|
||||
cb->changeFogOfWar(tiles, player.first, ETileVisibility::HIDDEN);
|
||||
|
||||
@@ -129,9 +129,9 @@ void CConnection::setCallback(IGameCallback * cb)
|
||||
deserializer->cb = cb;
|
||||
}
|
||||
|
||||
void CConnection::enterGameplayConnectionMode(CGameState * gs)
|
||||
void CConnection::enterGameplayConnectionMode(CGameState & gs)
|
||||
{
|
||||
setCallback(gs->cb);
|
||||
setCallback(gs.cb);
|
||||
}
|
||||
|
||||
void CConnection::setSerializationVersion(ESerializationVersion version)
|
||||
|
||||
@@ -51,7 +51,7 @@ public:
|
||||
|
||||
void enterLobbyConnectionMode();
|
||||
void setCallback(IGameCallback * cb);
|
||||
void enterGameplayConnectionMode(CGameState * gs);
|
||||
void enterGameplayConnectionMode(CGameState & gs);
|
||||
void setSerializationVersion(ESerializationVersion version);
|
||||
};
|
||||
|
||||
|
||||
@@ -114,7 +114,7 @@ const Services * CGameHandler::services() const
|
||||
|
||||
const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
|
||||
{
|
||||
return gameState()->getBattle(battleID);
|
||||
return gameState().getBattle(battleID);
|
||||
}
|
||||
|
||||
const CGameHandler::GameCb * CGameHandler::game() const
|
||||
@@ -349,8 +349,8 @@ void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountTo
|
||||
TExpType maxExp = LIBRARY->heroh->reqExp(LIBRARY->heroh->maxSupportedLevel());
|
||||
TExpType currExp = hero->exp;
|
||||
|
||||
if (gameState()->getMap().levelLimit != 0)
|
||||
maxExp = LIBRARY->heroh->reqExp(gameState()->getMap().levelLimit);
|
||||
if (gameState().getMap().levelLimit != 0)
|
||||
maxExp = LIBRARY->heroh->reqExp(gameState().getMap().levelLimit);
|
||||
|
||||
TExpType canGainExp = 0;
|
||||
if (maxExp > currExp)
|
||||
@@ -424,7 +424,7 @@ void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill wh
|
||||
|
||||
void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
|
||||
{
|
||||
if(gameLobby().getState() == EServerState::SHUTDOWN || !gameState() || !gameState()->getStartInfo())
|
||||
if(gameLobby().getState() == EServerState::SHUTDOWN || !gameState().getStartInfo())
|
||||
{
|
||||
assert(0); // game should have shut down before reaching this point!
|
||||
return;
|
||||
@@ -433,7 +433,7 @@ void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
|
||||
for(auto & playerConnections : connections)
|
||||
{
|
||||
PlayerColor playerId = playerConnections.first;
|
||||
auto * playerSettings = gameState()->getStartInfo()->getPlayersSettings(playerId.getNum());
|
||||
auto * playerSettings = gameState().getStartInfo()->getPlayersSettings(playerId.getNum());
|
||||
if(!playerSettings)
|
||||
continue;
|
||||
|
||||
@@ -444,7 +444,7 @@ void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
|
||||
logGlobal->trace("Player %s disconnected. Notifying remaining players", playerId.toString());
|
||||
|
||||
// this player have left the game - broadcast infowindow to all in-game players
|
||||
for (auto i = gameState()->players.cbegin(); i!=gameState()->players.cend(); i++)
|
||||
for (auto i = gameState().players.cbegin(); i!=gameState().players.cend(); i++)
|
||||
{
|
||||
if (i->first == playerId)
|
||||
continue;
|
||||
@@ -551,10 +551,10 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
|
||||
gs->init(&mapService, si, progressTracking);
|
||||
logGlobal->info("Gamestate initialized!");
|
||||
|
||||
for (const auto & elem : gameState()->players)
|
||||
for (const auto & elem : gameState().players)
|
||||
turnOrder->addPlayer(elem.first);
|
||||
|
||||
// for (auto & elem : gameState()->getMap().allHeroes)
|
||||
// for (auto & elem : gameState().getMap().allHeroes)
|
||||
// {
|
||||
// if(elem)
|
||||
// heroPool->getHeroSkillsRandomGenerator(elem->getHeroTypeID()); // init RMG seed
|
||||
@@ -619,12 +619,12 @@ void CGameHandler::onPlayerTurnEnded(PlayerColor which)
|
||||
|
||||
void CGameHandler::addStatistics(StatisticDataSet &stat) const
|
||||
{
|
||||
for (const auto & elem : gameState()->players)
|
||||
for (const auto & elem : gameState().players)
|
||||
{
|
||||
if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
|
||||
continue;
|
||||
|
||||
auto data = StatisticDataSet::createEntry(&elem.second, gameState());
|
||||
auto data = StatisticDataSet::createEntry(&elem.second, &gameState());
|
||||
|
||||
stat.add(data);
|
||||
}
|
||||
@@ -632,14 +632,14 @@ void CGameHandler::addStatistics(StatisticDataSet &stat) const
|
||||
|
||||
void CGameHandler::onNewTurn()
|
||||
{
|
||||
logGlobal->trace("Turn %d", gameState()->day+1);
|
||||
logGlobal->trace("Turn %d", gameState().day+1);
|
||||
|
||||
bool firstTurn = !getDate(Date::DAY);
|
||||
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
|
||||
|
||||
if (firstTurn)
|
||||
{
|
||||
for (auto obj : gameState()->getMap().getObjects<CGHeroInstance>())
|
||||
for (auto obj : gameState().getMap().getObjects<CGHeroInstance>())
|
||||
{
|
||||
if (obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
|
||||
{
|
||||
@@ -647,18 +647,18 @@ void CGameHandler::onNewTurn()
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto & elem : gameState()->players)
|
||||
for (const auto & elem : gameState().players)
|
||||
heroPool->onNewWeek(elem.first);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
addStatistics(gameState()->statistic); // write at end of turn
|
||||
addStatistics(gameState().statistic); // write at end of turn
|
||||
}
|
||||
|
||||
for (const auto & townID : gameState()->getMap().getAllTowns())
|
||||
for (const auto & townID : gameState().getMap().getAllTowns())
|
||||
{
|
||||
auto t = gameState()->getTown(townID);
|
||||
auto t = gameState().getTown(townID);
|
||||
PlayerColor player = t->tempOwner;
|
||||
|
||||
if(t->hasBuilt(BuildingID::GRAIL)
|
||||
@@ -671,12 +671,12 @@ void CGameHandler::onNewTurn()
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto & townID : gameState()->getMap().getAllTowns())
|
||||
for (const auto & townID : gameState().getMap().getAllTowns())
|
||||
{
|
||||
auto t = gameState()->getTown(townID);
|
||||
auto t = gameState().getTown(townID);
|
||||
if (t->hasBonusOfType (BonusType::DARKNESS))
|
||||
{
|
||||
for (auto & player : gameState()->players)
|
||||
for (auto & player : gameState().players)
|
||||
{
|
||||
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
|
||||
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
|
||||
@@ -699,7 +699,7 @@ void CGameHandler::onNewTurn()
|
||||
checkVictoryLossConditionsForAll(); // check for map turn limit
|
||||
|
||||
//call objects
|
||||
for (auto & elem : gameState()->getMap().getObjects())
|
||||
for (auto & elem : gameState().getMap().getObjects())
|
||||
{
|
||||
if (elem)
|
||||
elem->newTurn(getRandomGenerator());
|
||||
@@ -733,7 +733,7 @@ void CGameHandler::start(bool resume)
|
||||
{
|
||||
onNewTurn();
|
||||
events::TurnStarted::defaultExecute(serverEventBus.get());
|
||||
for(auto & player : gameState()->players)
|
||||
for(auto & player : gameState().players)
|
||||
turnTimerHandler->onGameplayStart(player.first);
|
||||
}
|
||||
else
|
||||
@@ -803,7 +803,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
|
||||
// not turn of that hero or player can't simply teleport hero (at least not with this function)
|
||||
if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
|
||||
{
|
||||
if(h && getStartInfo()->turnTimerInfo.isEnabled() && gameState()->players.at(h->getOwner()).turnTimer.turnTimer == 0)
|
||||
if(h && getStartInfo()->turnTimerInfo.isEnabled() && gameState().players.at(h->getOwner()).turnTimer.turnTimer == 0)
|
||||
return true; //timer expired, no error
|
||||
|
||||
logGlobal->error("Illegal call to move hero!");
|
||||
@@ -813,25 +813,25 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
|
||||
logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->anchorPos().toString(), dst.toString());
|
||||
const int3 hmpos = h->convertToVisitablePos(dst);
|
||||
|
||||
if (!gameState()->getMap().isInTheMap(hmpos))
|
||||
if (!gameState().getMap().isInTheMap(hmpos))
|
||||
{
|
||||
logGlobal->error("Destination tile is outside the map!");
|
||||
return false;
|
||||
}
|
||||
|
||||
const TerrainTile t = *getTile(hmpos);
|
||||
const int3 guardPos = gameState()->guardingCreaturePosition(hmpos);
|
||||
const int3 guardPos = gameState().guardingCreaturePosition(hmpos);
|
||||
CGObjectInstance * objectToVisit = nullptr;
|
||||
CGObjectInstance * guardian = nullptr;
|
||||
|
||||
if (!t.visitableObjects.empty())
|
||||
objectToVisit = gameState()->getObjInstance(t.visitableObjects.back());
|
||||
objectToVisit = gameState().getObjInstance(t.visitableObjects.back());
|
||||
|
||||
if (isInTheMap(guardPos))
|
||||
{
|
||||
for (auto const & objectID : getTile(guardPos)->visitableObjects)
|
||||
{
|
||||
auto object = gameState()->getObjInstance(objectID);
|
||||
auto object = gameState().getObjInstance(objectID);
|
||||
|
||||
if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
|
||||
guardian = object;
|
||||
@@ -852,7 +852,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
|
||||
tmh.movePoints = h->movementPointsRemaining();
|
||||
|
||||
//check if destination tile is available
|
||||
auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gameState(), h, PathfinderOptions(this));
|
||||
auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gameState(), h, PathfinderOptions(*this));
|
||||
auto ti = pathfinderHelper->getTurnInfo();
|
||||
|
||||
const bool canFly = ti->hasFlyingMovement() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::AIR);
|
||||
@@ -912,8 +912,8 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
|
||||
// should be called if hero changes tile but before applying TryMoveHero package
|
||||
auto leaveTile = [&]()
|
||||
{
|
||||
for(const auto & objID : gameState()->getMap().getTile(h->visitablePos()).visitableObjects)
|
||||
gameState()->getObjInstance(objID)->onHeroLeave(h);
|
||||
for(const auto & objID : gameState().getMap().getTile(h->visitablePos()).visitableObjects)
|
||||
gameState().getObjInstance(objID)->onHeroLeave(h);
|
||||
|
||||
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
|
||||
};
|
||||
@@ -1041,7 +1041,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
|
||||
|
||||
turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
|
||||
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
|
||||
gameState()->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
|
||||
gameState().statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -1085,7 +1085,7 @@ void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owne
|
||||
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
|
||||
if (town) //town captured
|
||||
{
|
||||
gameState()->statistic.accumulatedValues[owner].lastCapturedTownDay = gameState()->getDate(Date::DAY);
|
||||
gameState().statistic.accumulatedValues[owner].lastCapturedTownDay = gameState().getDate(Date::DAY);
|
||||
|
||||
if (owner.isValidPlayer()) //new owner is real player
|
||||
{
|
||||
@@ -1454,7 +1454,7 @@ void CGameHandler::sendToAllClients(CPackForClient & pack)
|
||||
void CGameHandler::sendAndApply(CPackForClient & pack)
|
||||
{
|
||||
sendToAllClients(pack);
|
||||
gameState()->apply(pack);
|
||||
gameState().apply(pack);
|
||||
logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
|
||||
}
|
||||
|
||||
@@ -1545,7 +1545,7 @@ void CGameHandler::save(const std::string & filename)
|
||||
try
|
||||
{
|
||||
CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
|
||||
gameState()->saveGame(save);
|
||||
gameState().saveGame(save);
|
||||
logGlobal->info("Saving server state");
|
||||
save.save(*this);
|
||||
logGlobal->info("Game has been successfully saved!");
|
||||
@@ -1610,8 +1610,8 @@ bool CGameHandler::load(const std::string & filename)
|
||||
gameLobby().announceMessage(str);
|
||||
return false;
|
||||
}
|
||||
gameState()->preInit(LIBRARY);
|
||||
gameState()->updateOnLoad(gameLobby().si.get());
|
||||
gameState().preInit(LIBRARY);
|
||||
gameState().updateOnLoad(gameLobby().si.get());
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -2186,7 +2186,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
|
||||
if(!force)
|
||||
{
|
||||
giveResources(t->tempOwner, -requestedBuilding->resources);
|
||||
gameState()->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
|
||||
gameState().statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
|
||||
}
|
||||
|
||||
//We know what has been built, apply changes. Do this as final step to properly update town window
|
||||
@@ -2274,7 +2274,7 @@ bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
|
||||
|
||||
bool CGameHandler::spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted)
|
||||
{
|
||||
CGTownInstance *t = gameState()->getTown(tid);
|
||||
CGTownInstance *t = gameState().getTown(tid);
|
||||
|
||||
if(!getSettings().getBoolean(EGameSettings::TOWNS_SPELL_RESEARCH) && complain("Spell research not allowed!"))
|
||||
return false;
|
||||
@@ -2386,7 +2386,7 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
|
||||
//recruit
|
||||
TResources cost = (c->getFullRecruitCost() * cram);
|
||||
giveResources(army->tempOwner, -cost);
|
||||
gameState()->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
|
||||
gameState().statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
|
||||
|
||||
SetAvailableCreatures sac;
|
||||
sac.tid = objid;
|
||||
@@ -2449,7 +2449,7 @@ bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureI
|
||||
|
||||
//take resources
|
||||
giveResources(player, -totalCost);
|
||||
gameState()->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
|
||||
gameState().statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
|
||||
|
||||
//upgrade creature
|
||||
changeStackType(StackLocation(obj->id, pos), upgID.toCreature());
|
||||
@@ -2675,7 +2675,7 @@ bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceI
|
||||
auto & slotsDstSrc = ma.artsPack1;
|
||||
|
||||
// Temporary fitting set for artifacts. Used to select available slots before sending data.
|
||||
CArtifactFittingSet artFittingSet(gameState()->cb, pdstSet->bearerType());
|
||||
CArtifactFittingSet artFittingSet(gameState().cb, pdstSet->bearerType());
|
||||
|
||||
auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
|
||||
ArtifactPosition srcSlot, std::vector<MoveArtifactInfo> & slots) -> void
|
||||
@@ -3061,7 +3061,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameRe
|
||||
if(dynamic_cast<const CGTownInstance *>(m))
|
||||
{
|
||||
saa.id = ObjectInstanceID::NONE;
|
||||
saa.arts = gameState()->getMap().townMerchantArtifacts;
|
||||
saa.arts = gameState().getMap().townMerchantArtifacts;
|
||||
}
|
||||
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
|
||||
{
|
||||
@@ -3151,8 +3151,8 @@ bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, Play
|
||||
giveResource(player, toSell, -b1 * amountToBoy);
|
||||
giveResource(player, toBuy, b2 * amountToBoy);
|
||||
|
||||
gameState()->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
|
||||
gameState()->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
|
||||
gameState().statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
|
||||
gameState().statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -3478,7 +3478,7 @@ bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
|
||||
}
|
||||
|
||||
int3 tile = obj->bestLocation();
|
||||
if (!gameState()->getMap().isInTheMap(tile))
|
||||
if (!gameState().getMap().isInTheMap(tile))
|
||||
{
|
||||
complain("Cannot find appropriate tile for a boat!");
|
||||
return false;
|
||||
@@ -3514,7 +3514,7 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
|
||||
if(!p || p->status != EPlayerStatus::INGAME) return;
|
||||
|
||||
auto victoryLossCheckResult = gameState()->checkForVictoryAndLoss(player);
|
||||
auto victoryLossCheckResult = gameState().checkForVictoryAndLoss(player);
|
||||
|
||||
if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
|
||||
{
|
||||
@@ -3525,14 +3525,14 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
PlayerEndsGame peg;
|
||||
peg.player = player;
|
||||
peg.victoryLossCheckResult = victoryLossCheckResult;
|
||||
peg.statistic = StatisticDataSet(gameState()->statistic);
|
||||
peg.statistic = StatisticDataSet(gameState().statistic);
|
||||
addStatistics(peg.statistic); // add last turn befor win / loss
|
||||
sendAndApply(peg);
|
||||
|
||||
if (victoryLossCheckResult.victory())
|
||||
{
|
||||
//one player won -> all enemies lost
|
||||
for (auto i = gameState()->players.cbegin(); i!=gameState()->players.cend(); i++)
|
||||
for (auto i = gameState().players.cbegin(); i!=gameState().players.cend(); i++)
|
||||
{
|
||||
if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
|
||||
{
|
||||
@@ -3568,7 +3568,7 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
}
|
||||
|
||||
//player lost -> all his objects become unflagged (neutral)
|
||||
for (auto obj : gameState()->getMap().getObjects()) //unflag objs
|
||||
for (auto obj : gameState().getMap().getObjects()) //unflag objs
|
||||
{
|
||||
if (obj && obj->tempOwner == player)
|
||||
setOwner(obj, PlayerColor::NEUTRAL);
|
||||
@@ -3578,7 +3578,7 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
std::set<PlayerColor> playerColors;
|
||||
|
||||
//do not copy player state (CBonusSystemNode) by value
|
||||
for (const auto &playerState : gameState()->players) //players may have different colors, iterate over players and not integers
|
||||
for (const auto &playerState : gameState().players) //players may have different colors, iterate over players and not integers
|
||||
{
|
||||
if (playerState.first != player)
|
||||
playerColors.insert(playerState.first);
|
||||
@@ -3624,7 +3624,7 @@ bool CGameHandler::dig(const CGHeroInstance *h)
|
||||
InfoWindow iw;
|
||||
iw.type = EInfoWindowMode::AUTO;
|
||||
iw.player = h->tempOwner;
|
||||
if (gameState()->getMap().grailPos == h->visitablePos())
|
||||
if (gameState().getMap().grailPos == h->visitablePos())
|
||||
{
|
||||
ArtifactID grail = ArtifactID::GRAIL;
|
||||
|
||||
@@ -3656,9 +3656,9 @@ void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance
|
||||
{
|
||||
//to prevent self-visiting heroes on space press
|
||||
if (t.visitableObjects.back() != h->id)
|
||||
objectVisited(gameState()->getObjInstance(t.visitableObjects.back()), h);
|
||||
objectVisited(gameState().getObjInstance(t.visitableObjects.back()), h);
|
||||
else if (t.visitableObjects.size() > 1)
|
||||
objectVisited(gameState()->getObjInstance(*(t.visitableObjects.end()-2)),h);
|
||||
objectVisited(gameState().getObjInstance(*(t.visitableObjects.end()-2)),h);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4055,7 +4055,7 @@ void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
|
||||
void CGameHandler::synchronizeArtifactHandlerLists()
|
||||
{
|
||||
UpdateArtHandlerLists uahl;
|
||||
uahl.allocatedArtifacts = gameState()->allocatedArtifacts;
|
||||
uahl.allocatedArtifacts = gameState().allocatedArtifacts;
|
||||
sendAndApply(uahl);
|
||||
}
|
||||
|
||||
@@ -4246,18 +4246,18 @@ std::shared_ptr<CGObjectInstance> CGameHandler::createNewObject(const int3 & vis
|
||||
{
|
||||
TerrainId terrainType = ETerrainId::NONE;
|
||||
|
||||
if (!gameState()->isInTheMap(visitablePosition))
|
||||
if (!gameState().isInTheMap(visitablePosition))
|
||||
throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
|
||||
|
||||
const TerrainTile & t = gameState()->getMap().getTile(visitablePosition);
|
||||
const TerrainTile & t = gameState().getMap().getTile(visitablePosition);
|
||||
terrainType = t.getTerrainID();
|
||||
|
||||
auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);
|
||||
|
||||
auto o = handler->create(gameState()->cb, nullptr);
|
||||
auto o = handler->create(gameState().cb, nullptr);
|
||||
handler->configureObject(o.get(), getRandomGenerator());
|
||||
assert(o->ID == objectID);
|
||||
gameState()->getMap().generateUniqueInstanceName(o.get());
|
||||
gameState().getMap().generateUniqueInstanceName(o.get());
|
||||
|
||||
assert(!handler->getTemplates(terrainType).empty());
|
||||
if (handler->getTemplates().empty())
|
||||
@@ -4286,7 +4286,7 @@ void CGameHandler::createWanderingMonster(const int3 & visitablePosition, Creatu
|
||||
cre->character = 2;
|
||||
cre->gainedArtifact = ArtifactID::NONE;
|
||||
cre->identifier = -1;
|
||||
cre->addToSlot(SlotID(0), std::make_unique<CStackInstance>(gameState()->cb, creature, -1)); //add placeholder stack
|
||||
cre->addToSlot(SlotID(0), std::make_unique<CStackInstance>(gameState().cb, creature, -1)); //add placeholder stack
|
||||
|
||||
newObject(createdObject, PlayerColor::NEUTRAL);
|
||||
}
|
||||
@@ -4305,7 +4305,7 @@ void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initia
|
||||
|
||||
void CGameHandler::newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator)
|
||||
{
|
||||
object->initObj(gameState()->getRandomGenerator());
|
||||
object->initObj(gameState().getRandomGenerator());
|
||||
|
||||
NewObject no;
|
||||
no.newObject = object;
|
||||
|
||||
@@ -92,8 +92,8 @@ public:
|
||||
bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
|
||||
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
|
||||
|
||||
CGameState * gameState() final { return gs.get(); }
|
||||
const CGameState * gameState() const final { return gs.get(); }
|
||||
CGameState & gameState() final { return *gs; }
|
||||
const CGameState & gameState() const final { return *gs; }
|
||||
|
||||
// Helpers to create new object of specified type
|
||||
|
||||
|
||||
@@ -294,7 +294,7 @@ bool CVCMIServer::prepareToStartGame()
|
||||
void CVCMIServer::startGameImmediately()
|
||||
{
|
||||
for(auto activeConnection : activeConnections)
|
||||
activeConnection->enterGameplayConnectionMode(gh->gs.get());
|
||||
activeConnection->enterGameplayConnectionMode(*gh->gs);
|
||||
|
||||
gh->start(si->mode == EStartMode::LOAD_GAME);
|
||||
setState(EServerState::GAMEPLAY);
|
||||
|
||||
@@ -397,7 +397,7 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
|
||||
void ApplyGhNetPackVisitor::visitSaveLocalState(SaveLocalState & pack)
|
||||
{
|
||||
gh.throwIfWrongPlayer(connection, &pack);
|
||||
*gh.gameState()->getPlayerState(pack.player)->playerLocalSettings = pack.data;
|
||||
*gh.gameState().getPlayerState(pack.player)->playerLocalSettings = pack.data;
|
||||
result = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -86,7 +86,7 @@ const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
|
||||
|
||||
const CMap * ServerSpellCastEnvironment::getMap() const
|
||||
{
|
||||
return &gh->gameState()->getMap();
|
||||
return &gh->gameState().getMap();
|
||||
}
|
||||
|
||||
bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode mode)
|
||||
|
||||
@@ -93,13 +93,13 @@ void TurnTimerHandler::update(int waitTimeMs)
|
||||
return;
|
||||
|
||||
for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
|
||||
if(gameHandler.gameState()->isPlayerMakingTurn(player))
|
||||
if(gameHandler.gameState().isPlayerMakingTurn(player))
|
||||
onPlayerMakingTurn(player, waitTimeMs);
|
||||
|
||||
// create copy for iterations - battle might end during onBattleLoop call
|
||||
std::vector<BattleID> ongoingBattles;
|
||||
|
||||
for (auto & battle : gameHandler.gameState()->currentBattles)
|
||||
for (auto & battle : gameHandler.gameState().currentBattles)
|
||||
ongoingBattles.push_back(battle->battleID);
|
||||
|
||||
for (auto & battleID : ongoingBattles)
|
||||
@@ -123,9 +123,8 @@ bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor
|
||||
|
||||
void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs || !si->turnTimerInfo.isEnabled())
|
||||
if(!si || !si->turnTimerInfo.isEnabled())
|
||||
return;
|
||||
|
||||
auto & timer = timers[player];
|
||||
@@ -149,9 +148,9 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
|
||||
|
||||
bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
const auto & gs = gameHandler.gameState();
|
||||
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
if(attacker.isValidPlayer() && defender.isValidPlayer())
|
||||
{
|
||||
const auto * attackerState = gameHandler.getPlayerState(attacker);
|
||||
@@ -164,13 +163,13 @@ bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
|
||||
|
||||
void TurnTimerHandler::onBattleStart(const BattleID & battleID)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs)
|
||||
if(!si)
|
||||
return;
|
||||
|
||||
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
|
||||
bool pvpBattle = isPvpBattle(battleID);
|
||||
|
||||
@@ -191,9 +190,9 @@ void TurnTimerHandler::onBattleStart(const BattleID & battleID)
|
||||
|
||||
void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs)
|
||||
if(!si)
|
||||
{
|
||||
assert(0);
|
||||
return;
|
||||
@@ -202,8 +201,8 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
|
||||
if (!si->turnTimerInfo.isBattleEnabled())
|
||||
return;
|
||||
|
||||
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
|
||||
for(auto i : {attacker, defender})
|
||||
{
|
||||
@@ -219,9 +218,9 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
|
||||
|
||||
void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs || !gs->getBattle(battleID))
|
||||
if(!si || !gs.getBattle(battleID))
|
||||
{
|
||||
assert(0);
|
||||
return;
|
||||
@@ -245,9 +244,9 @@ void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack
|
||||
|
||||
void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs)
|
||||
if(!si)
|
||||
{
|
||||
assert(0);
|
||||
return;
|
||||
@@ -258,19 +257,19 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
|
||||
|
||||
BattleSide side = BattleSide::NONE;
|
||||
const CStack * stack = nullptr;
|
||||
bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
|
||||
bool isTactisPhase = gs.getBattle(battleID)->battleTacticDist() > 0;
|
||||
|
||||
if(isTactisPhase)
|
||||
side = gs->getBattle(battleID)->battleGetTacticsSide();
|
||||
side = gs.getBattle(battleID)->battleGetTacticsSide();
|
||||
else
|
||||
{
|
||||
stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
|
||||
stack = gs.getBattle(battleID)->battleGetStackByID(gs.getBattle(battleID)->getActiveStackID());
|
||||
if(!stack || !stack->getOwner().isValidPlayer())
|
||||
return;
|
||||
side = stack->unitSide();
|
||||
}
|
||||
|
||||
auto player = gs->getBattle(battleID)->getSidePlayer(side);
|
||||
auto player = gs.getBattle(battleID)->getSidePlayer(side);
|
||||
if(!player.isValidPlayer())
|
||||
return;
|
||||
|
||||
|
||||
@@ -58,7 +58,7 @@ void BattleProcessor::engageIntoBattle(PlayerColor player)
|
||||
void BattleProcessor::restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
|
||||
const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
|
||||
{
|
||||
auto battle = gameHandler->gameState()->getBattle(battleID);
|
||||
auto battle = gameHandler->gameState().getBattle(battleID);
|
||||
|
||||
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
|
||||
if(!lastBattleQuery)
|
||||
@@ -98,15 +98,15 @@ void BattleProcessor::restartBattle(const BattleID & battleID, const CArmedInsta
|
||||
void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
|
||||
const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
|
||||
{
|
||||
assert(gameHandler->gameState()->getBattle(army1->getOwner()) == nullptr);
|
||||
assert(gameHandler->gameState()->getBattle(army2->getOwner()) == nullptr);
|
||||
assert(gameHandler->gameState().getBattle(army1->getOwner()) == nullptr);
|
||||
assert(gameHandler->gameState().getBattle(army2->getOwner()) == nullptr);
|
||||
|
||||
BattleSideArray<const CArmedInstance *> armies{army1, army2};
|
||||
BattleSideArray<const CGHeroInstance*>heroes{hero1, hero2};
|
||||
|
||||
auto battleID = setupBattle(tile, armies, heroes, layout, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
||||
|
||||
const auto * battle = gameHandler->gameState()->getBattle(battleID);
|
||||
const auto * battle = gameHandler->gameState().getBattle(battleID);
|
||||
assert(battle);
|
||||
|
||||
//add battle bonuses based from player state only when attacks neutral creatures
|
||||
@@ -160,10 +160,10 @@ BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedIns
|
||||
TerrainId terrain = t.getTerrainID();
|
||||
if (town)
|
||||
terrain = town->getNativeTerrain();
|
||||
else if (gameHandler->gameState()->getMap().isCoastalTile(tile)) //coastal tile is always ground
|
||||
else if (gameHandler->gameState().getMap().isCoastalTile(tile)) //coastal tile is always ground
|
||||
terrain = ETerrainId::SAND;
|
||||
|
||||
BattleField battlefieldType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
|
||||
BattleField battlefieldType = gameHandler->gameState().battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
|
||||
|
||||
if (town)
|
||||
{
|
||||
@@ -175,8 +175,8 @@ BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedIns
|
||||
|
||||
//send info about battles
|
||||
BattleStart bs;
|
||||
bs.info = BattleInfo::setupBattle(gameHandler->gameState()->cb, tile, terrain, battlefieldType, armies, heroes, layout, town);
|
||||
bs.battleID = gameHandler->gameState()->nextBattleID;
|
||||
bs.info = BattleInfo::setupBattle(gameHandler->gameState().cb, tile, terrain, battlefieldType, armies, heroes, layout, town);
|
||||
bs.battleID = gameHandler->gameState().nextBattleID;
|
||||
|
||||
engageIntoBattle(bs.info->getSide(BattleSide::ATTACKER).color);
|
||||
engageIntoBattle(bs.info->getSide(BattleSide::DEFENDER).color);
|
||||
@@ -273,13 +273,13 @@ void BattleProcessor::updateGateState(const CBattleInfoCallback & battle)
|
||||
|
||||
bool BattleProcessor::makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction &ba)
|
||||
{
|
||||
const auto * battle = gameHandler->gameState()->getBattle(battleID);
|
||||
const auto * battle = gameHandler->gameState().getBattle(battleID);
|
||||
|
||||
if (!battle)
|
||||
return false;
|
||||
|
||||
bool result = actionsProcessor->makePlayerBattleAction(*battle, player, ba);
|
||||
if (gameHandler->gameState()->getBattle(battleID) != nullptr && !resultProcessor->battleIsEnding(*battle))
|
||||
if (gameHandler->gameState().getBattle(battleID) != nullptr && !resultProcessor->battleIsEnding(*battle))
|
||||
flowProcessor->onActionMade(*battle, ba);
|
||||
return result;
|
||||
}
|
||||
@@ -297,7 +297,7 @@ bool BattleProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & batt
|
||||
|
||||
void BattleProcessor::endBattleConfirm(const BattleID & battleID)
|
||||
{
|
||||
auto battle = gameHandler->gameState()->getBattle(battleID);
|
||||
auto battle = gameHandler->gameState().getBattle(battleID);
|
||||
assert(battle);
|
||||
|
||||
if (!battle)
|
||||
|
||||
@@ -337,25 +337,25 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
|
||||
if(loserHero && !finishingBattle->isDraw())
|
||||
{
|
||||
const CGHeroInstance * strongestHero = nullptr;
|
||||
for(auto & hero : gameHandler->gameState()->getPlayerState(finishingBattle->loser)->getHeroes())
|
||||
for(auto & hero : gameHandler->gameState().getPlayerState(finishingBattle->loser)->getHeroes())
|
||||
if(!strongestHero || hero->exp > strongestHero->exp)
|
||||
strongestHero = hero;
|
||||
if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
|
||||
gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState()->getDate(Date::DAY);
|
||||
gameHandler->gameState().statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState().getDate(Date::DAY);
|
||||
}
|
||||
if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
|
||||
{
|
||||
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
|
||||
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
|
||||
if(!finishingBattle->isDraw())
|
||||
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
|
||||
}
|
||||
else
|
||||
{
|
||||
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
|
||||
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
|
||||
if(!finishingBattle->isDraw())
|
||||
gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
|
||||
}
|
||||
|
||||
BattleResultAccepted raccepted;
|
||||
@@ -394,12 +394,12 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
|
||||
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
|
||||
// Still, it looks like a hole.
|
||||
|
||||
const auto battle = std::find_if(gameHandler->gameState()->currentBattles.begin(), gameHandler->gameState()->currentBattles.end(),
|
||||
const auto battle = std::find_if(gameHandler->gameState().currentBattles.begin(), gameHandler->gameState().currentBattles.end(),
|
||||
[battleID](const auto & desiredBattle)
|
||||
{
|
||||
return desiredBattle->battleID == battleID;
|
||||
});
|
||||
assert(battle != gameHandler->gameState()->currentBattles.end());
|
||||
assert(battle != gameHandler->gameState().currentBattles.end());
|
||||
|
||||
const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
|
||||
const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
|
||||
@@ -499,13 +499,13 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
|
||||
|
||||
if (result.result == EBattleResult::SURRENDER)
|
||||
{
|
||||
gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
|
||||
gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
|
||||
}
|
||||
|
||||
if (result.result == EBattleResult::ESCAPE)
|
||||
{
|
||||
gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
|
||||
gameHandler->gameState().statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
|
||||
gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
|
||||
}
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
|
||||
|
||||
TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
|
||||
{
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
const auto & heroesPool = gameHandler->gameState().heroesPool;
|
||||
|
||||
const auto & heroes = heroesPool->getHeroesFor(player);
|
||||
|
||||
@@ -110,7 +110,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
|
||||
sah.replenishPoints = true;
|
||||
|
||||
CGHeroInstance *newHero = nextHero.hasValue()?
|
||||
gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero]:
|
||||
gameHandler->gameState().heroesPool->unusedHeroesFromPool()[nextHero]:
|
||||
pickHeroFor(needNativeHero, color);
|
||||
|
||||
if (newHero)
|
||||
@@ -150,7 +150,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
|
||||
const PlayerState * playerState = gameHandler->getPlayerState(player);
|
||||
const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
|
||||
const CGTownInstance * town = gameHandler->getTown(objectID);
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
const auto & heroesPool = gameHandler->gameState().heroesPool;
|
||||
|
||||
if (!mapObject && gameHandler->complain("Invalid map object!"))
|
||||
return false;
|
||||
@@ -256,7 +256,7 @@ std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const
|
||||
{
|
||||
std::vector<const CHeroClass *> result;
|
||||
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
const auto & heroesPool = gameHandler->gameState().heroesPool;
|
||||
FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
|
||||
|
||||
for(const auto & elem : heroesPool->unusedHeroesFromPool())
|
||||
@@ -278,7 +278,7 @@ std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const Pl
|
||||
{
|
||||
std::vector<CGHeroInstance *> result;
|
||||
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
const auto & heroesPool = gameHandler->gameState().heroesPool;
|
||||
|
||||
for(const auto & elem : heroesPool->unusedHeroesFromPool())
|
||||
{
|
||||
@@ -303,7 +303,7 @@ const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerCo
|
||||
}
|
||||
|
||||
FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
const auto & heroesPool = gameHandler->gameState().heroesPool;
|
||||
const auto & currentTavern = heroesPool->getHeroesFor(player);
|
||||
|
||||
std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
|
||||
|
||||
@@ -41,9 +41,9 @@ NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
|
||||
|
||||
void NewTurnProcessor::handleTimeEvents(PlayerColor color)
|
||||
{
|
||||
for (auto const & event : gameHandler->gameState()->getMap().events)
|
||||
for (auto const & event : gameHandler->gameState().getMap().events)
|
||||
{
|
||||
if (!event.occursToday(gameHandler->gameState()->day))
|
||||
if (!event.occursToday(gameHandler->gameState().day))
|
||||
continue;
|
||||
|
||||
if (!event.affectsPlayer(color, gameHandler->getPlayerState(color)->isHuman()))
|
||||
@@ -77,7 +77,7 @@ void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
|
||||
{
|
||||
for (auto const & event : town->events)
|
||||
{
|
||||
if (!event.occursToday(gameHandler->gameState()->day))
|
||||
if (!event.occursToday(gameHandler->gameState().day))
|
||||
continue;
|
||||
|
||||
PlayerColor player = town->getOwner();
|
||||
@@ -134,7 +134,7 @@ void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
|
||||
|
||||
void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
|
||||
{
|
||||
const auto * playerState = gameHandler->gameState()->getPlayerState(which);
|
||||
const auto * playerState = gameHandler->gameState().getPlayerState(which);
|
||||
|
||||
handleTimeEvents(which);
|
||||
for (const auto * t : playerState->getTowns())
|
||||
@@ -153,7 +153,7 @@ void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
|
||||
|
||||
void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
|
||||
{
|
||||
const auto * playerState = gameHandler->gameState()->getPlayerState(which);
|
||||
const auto * playerState = gameHandler->gameState().getPlayerState(which);
|
||||
assert(playerState->status == EPlayerStatus::INGAME);
|
||||
|
||||
if (playerState->getTowns().empty())
|
||||
@@ -186,7 +186,7 @@ void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
|
||||
ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
|
||||
{
|
||||
const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
|
||||
const PlayerState & state = gameHandler->gameState()->players.at(playerID);
|
||||
const PlayerState & state = gameHandler->gameState().players.at(playerID);
|
||||
ResourceSet income;
|
||||
|
||||
for (const auto & town : state.getTowns())
|
||||
@@ -249,9 +249,9 @@ ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool ne
|
||||
if (!state.isHuman())
|
||||
{
|
||||
// Initialize bonuses for different resources
|
||||
int difficultyIndex = gameHandler->gameState()->getStartInfo()->difficulty;
|
||||
int difficultyIndex = gameHandler->gameState().getStartInfo()->difficulty;
|
||||
const std::string & difficultyName = GameConstants::DIFFICULTY_NAMES[difficultyIndex];
|
||||
const JsonNode & weeklyBonusesConfig = gameHandler->gameState()->getSettings().getValue(EGameSettings::RESOURCES_WEEKLY_BONUSES_AI);
|
||||
const JsonNode & weeklyBonusesConfig = gameHandler->gameState().getSettings().getValue(EGameSettings::RESOURCES_WEEKLY_BONUSES_AI);
|
||||
const JsonNode & difficultyConfig = weeklyBonusesConfig[difficultyName];
|
||||
|
||||
// Distribute weekly bonuses over 7 days, depending on the current day of the week
|
||||
@@ -259,7 +259,7 @@ ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool ne
|
||||
{
|
||||
const std::string & name = GameConstants::RESOURCE_NAMES[i];
|
||||
int64_t weeklyBonus = difficultyConfig[name].Integer();
|
||||
int64_t dayOfWeek = gameHandler->gameState()->getDate(Date::DAY_OF_WEEK);
|
||||
int64_t dayOfWeek = gameHandler->gameState().getDate(Date::DAY_OF_WEEK);
|
||||
int64_t dailyIncome = incomeHandicapped[i];
|
||||
int64_t amountTillToday = dailyIncome * weeklyBonus * (dayOfWeek-1) / 7 / 100;
|
||||
int64_t amountAfterToday = dailyIncome * weeklyBonus * dayOfWeek / 7 / 100;
|
||||
@@ -436,7 +436,7 @@ RumorState NewTurnProcessor::pickNewRumor()
|
||||
static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
|
||||
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
|
||||
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
|
||||
if(gameHandler->gameState()->getMap().grailPos.isValid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
|
||||
if(gameHandler->gameState().getMap().grailPos.isValid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
|
||||
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
|
||||
|
||||
int rumorId = -1;
|
||||
@@ -451,11 +451,11 @@ RumorState NewTurnProcessor::pickNewRumor()
|
||||
case RumorState::TYPE_SPECIAL:
|
||||
{
|
||||
SThievesGuildInfo tgi;
|
||||
gameHandler->gameState()->obtainPlayersStats(tgi, 20);
|
||||
gameHandler->gameState().obtainPlayersStats(tgi, 20);
|
||||
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
|
||||
if(rumorId == RumorState::RUMOR_GRAIL)
|
||||
{
|
||||
rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->getMap().grailPos)->getTerrainID().getNum();
|
||||
rumorExtra = gameHandler->gameState().getTile(gameHandler->gameState().getMap().grailPos)->getTerrainID().getNum();
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -484,9 +484,9 @@ RumorState NewTurnProcessor::pickNewRumor()
|
||||
}
|
||||
case RumorState::TYPE_MAP:
|
||||
// Makes sure that map rumors only used if there enough rumors too choose from
|
||||
if(!gameHandler->gameState()->getMap().rumors.empty() && (gameHandler->gameState()->getMap().rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
|
||||
if(!gameHandler->gameState().getMap().rumors.empty() && (gameHandler->gameState().getMap().rumors.size() > 1 || !gameHandler->gameState().currentRumor.last.count(RumorState::TYPE_MAP)))
|
||||
{
|
||||
rumorId = rand.nextInt(gameHandler->gameState()->getMap().rumors.size() - 1);
|
||||
rumorId = rand.nextInt(gameHandler->gameState().getMap().rumors.size() - 1);
|
||||
break;
|
||||
}
|
||||
else
|
||||
@@ -507,9 +507,9 @@ RumorState NewTurnProcessor::pickNewRumor()
|
||||
|
||||
std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
|
||||
{
|
||||
for (const auto & townID : gameHandler->gameState()->getMap().getAllTowns())
|
||||
for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
|
||||
{
|
||||
auto t = gameHandler->gameState()->getTown(townID);
|
||||
auto t = gameHandler->gameState().getTown(townID);
|
||||
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
|
||||
return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
|
||||
}
|
||||
@@ -565,7 +565,7 @@ std::vector<SetMana> NewTurnProcessor::updateHeroesManaPoints()
|
||||
{
|
||||
std::vector<SetMana> result;
|
||||
|
||||
for (auto & elem : gameHandler->gameState()->players)
|
||||
for (auto & elem : gameHandler->gameState().players)
|
||||
{
|
||||
for (CGHeroInstance *h : elem.second.getHeroes())
|
||||
{
|
||||
@@ -582,13 +582,13 @@ std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
|
||||
{
|
||||
std::vector<SetMovePoints> result;
|
||||
|
||||
for (auto & elem : gameHandler->gameState()->players)
|
||||
for (auto & elem : gameHandler->gameState().players)
|
||||
{
|
||||
for (CGHeroInstance *h : elem.second.getHeroes())
|
||||
{
|
||||
auto ti = h->getTurnInfo(1);
|
||||
// NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
|
||||
int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->getMap().getTile(h->visitablePos()).isLand(), ti.get());
|
||||
int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState().getMap().getTile(h->visitablePos()).isLand(), ti.get());
|
||||
|
||||
if (newMovementPoints != h->movementPointsRemaining())
|
||||
result.emplace_back(h->id, newMovementPoints, true);
|
||||
@@ -643,7 +643,7 @@ NewTurn NewTurnProcessor::generateNewTurnPack()
|
||||
NewTurn n;
|
||||
n.specialWeek = EWeekType::FIRST_WEEK;
|
||||
n.creatureid = CreatureID::NONE;
|
||||
n.day = gameHandler->gameState()->day + 1;
|
||||
n.day = gameHandler->gameState().day + 1;
|
||||
|
||||
bool firstTurn = !gameHandler->getDate(Date::DAY);
|
||||
bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
|
||||
@@ -651,7 +651,7 @@ NewTurn NewTurnProcessor::generateNewTurnPack()
|
||||
|
||||
if (!firstTurn)
|
||||
{
|
||||
for (const auto & player : gameHandler->gameState()->players)
|
||||
for (const auto & player : gameHandler->gameState().players)
|
||||
n.playerIncome[player.first] = generatePlayerIncome(player.first, newWeek);
|
||||
}
|
||||
|
||||
@@ -667,9 +667,9 @@ NewTurn NewTurnProcessor::generateNewTurnPack()
|
||||
|
||||
if (newWeek)
|
||||
{
|
||||
for (const auto & townID : gameHandler->gameState()->getMap().getAllTowns())
|
||||
for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
|
||||
{
|
||||
auto t = gameHandler->gameState()->getTown(townID);
|
||||
auto t = gameHandler->gameState().getTown(townID);
|
||||
n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
|
||||
}
|
||||
}
|
||||
@@ -699,9 +699,9 @@ void NewTurnProcessor::onNewTurn()
|
||||
|
||||
if (newWeek)
|
||||
{
|
||||
for (const auto & townID : gameHandler->gameState()->getMap().getAllTowns())
|
||||
for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
|
||||
{
|
||||
auto t = gameHandler->gameState()->getTown(townID);
|
||||
auto t = gameHandler->gameState().getTown(townID);
|
||||
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
|
||||
gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
|
||||
}
|
||||
@@ -709,9 +709,9 @@ void NewTurnProcessor::onNewTurn()
|
||||
|
||||
if (newWeek && !firstTurn)
|
||||
{
|
||||
for (const auto & townID : gameHandler->gameState()->getMap().getAllTowns())
|
||||
for (const auto & townID : gameHandler->gameState().getMap().getAllTowns())
|
||||
{
|
||||
auto t = gameHandler->gameState()->getTown(townID);
|
||||
auto t = gameHandler->gameState().getTown(townID);
|
||||
if (!t->getOwner().isValidPlayer())
|
||||
updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);
|
||||
}
|
||||
|
||||
@@ -127,7 +127,7 @@ void PlayerMessageProcessor::commandSave(PlayerColor player, const std::vector<s
|
||||
void PlayerMessageProcessor::commandCheaters(PlayerColor player, const std::vector<std::string> & words)
|
||||
{
|
||||
int playersCheated = 0;
|
||||
for(const auto & player : gameHandler->gameState()->players)
|
||||
for(const auto & player : gameHandler->gameState().players)
|
||||
{
|
||||
if(player.second.cheated)
|
||||
{
|
||||
@@ -148,7 +148,7 @@ void PlayerMessageProcessor::commandStatistic(PlayerColor player, const std::vec
|
||||
if(!isHost)
|
||||
return;
|
||||
|
||||
std::string path = gameHandler->gameState()->statistic.writeCsv();
|
||||
std::string path = gameHandler->gameState().statistic.writeCsv();
|
||||
|
||||
auto str = MetaString::createFromTextID("vcmi.broadcast.statisticFile");
|
||||
str.replaceRawString(path);
|
||||
@@ -484,7 +484,7 @@ void PlayerMessageProcessor::cheatGiveScrolls(PlayerColor player, const CGHeroIn
|
||||
return;
|
||||
|
||||
for(const auto & spell : LIBRARY->spellh->objects)
|
||||
if(gameHandler->gameState()->isAllowed(spell->getId()) && !spell->isSpecial())
|
||||
if(gameHandler->gameState().isAllowed(spell->getId()) && !spell->isSpecial())
|
||||
{
|
||||
gameHandler->giveHeroNewScroll(hero, spell->getId(), ArtifactPosition::FIRST_AVAILABLE);
|
||||
}
|
||||
@@ -606,8 +606,8 @@ void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
|
||||
FoWChange fc;
|
||||
fc.mode = reveal ? ETileVisibility::REVEALED : ETileVisibility::HIDDEN;
|
||||
fc.player = player;
|
||||
const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;
|
||||
const auto & mapSize = gameHandler->gameState()->getMapSize();
|
||||
const auto & fowMap = gameHandler->gameState().getPlayerTeam(player)->fogOfWarMap;
|
||||
const auto & mapSize = gameHandler->gameState().getMapSize();
|
||||
auto hlp_tab = new int3[mapSize.x * mapSize.y * mapSize.z];
|
||||
int lastUnc = 0;
|
||||
|
||||
@@ -626,9 +626,9 @@ void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
|
||||
|
||||
void PlayerMessageProcessor::cheatPuzzleReveal(PlayerColor player)
|
||||
{
|
||||
TeamState *t = gameHandler->gameState()->getPlayerTeam(player);
|
||||
TeamState *t = gameHandler->gameState().getPlayerTeam(player);
|
||||
|
||||
for(auto & obj : gameHandler->gameState()->getMap().getObjects<CGObelisk>())
|
||||
for(auto & obj : gameHandler->gameState().getMap().getObjects<CGObelisk>())
|
||||
{
|
||||
if(!obj->wasVisited(player))
|
||||
{
|
||||
@@ -724,7 +724,7 @@ bool PlayerMessageProcessor::handleCheatCode(const std::string & cheat, PlayerCo
|
||||
|
||||
bool playerTargetedCheat = false;
|
||||
|
||||
for (const auto & i : gameHandler->gameState()->players)
|
||||
for (const auto & i : gameHandler->gameState().players)
|
||||
{
|
||||
if (words.empty())
|
||||
break;
|
||||
|
||||
@@ -109,7 +109,7 @@ bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) c
|
||||
const auto * leftInfo = gameHandler->getPlayerState(left, false);
|
||||
const auto * rightInfo = gameHandler->getPlayerState(right, false);
|
||||
|
||||
for (auto obj : gameHandler->gameState()->getMap().getObjects())
|
||||
for (auto obj : gameHandler->gameState().getMap().getObjects())
|
||||
{
|
||||
if (obj->asOwnable())
|
||||
{
|
||||
|
||||
@@ -34,8 +34,8 @@ bool VisitQuery::blocksPack(const CPackForServer * pack) const
|
||||
|
||||
void MapObjectVisitQuery::onExposure(QueryPtr topQuery)
|
||||
{
|
||||
auto object = gh->gameState()->getObjInstance(visitedObject);
|
||||
auto hero = gh->gameState()->getHero(visitingHero);
|
||||
auto object = gh->gameState().getObjInstance(visitedObject);
|
||||
auto hero = gh->gameState().getHero(visitingHero);
|
||||
|
||||
//Object may have been removed and deleted.
|
||||
if (object)
|
||||
@@ -52,7 +52,7 @@ MapObjectVisitQuery::MapObjectVisitQuery(CGameHandler * owner, const CGObjectIns
|
||||
|
||||
void MapObjectVisitQuery::onRemoval(PlayerColor color)
|
||||
{
|
||||
auto object = gh->gameState()->getObjInstance(visitedObject);
|
||||
auto object = gh->gameState().getObjInstance(visitedObject);
|
||||
|
||||
gh->objectVisitEnded(visitingHero, players.front());
|
||||
|
||||
@@ -73,8 +73,8 @@ TownBuildingVisitQuery::TownBuildingVisitQuery(CGameHandler * owner, const CGTow
|
||||
|
||||
void TownBuildingVisitQuery::onExposure(QueryPtr topQuery)
|
||||
{
|
||||
auto object = gh->gameState()->getObjInstance(visitedObject);
|
||||
auto hero = gh->gameState()->getHero(visitingHero);
|
||||
auto object = gh->gameState().getObjInstance(visitedObject);
|
||||
auto hero = gh->gameState().getHero(visitingHero);
|
||||
|
||||
topQuery->notifyObjectAboutRemoval(object, hero);
|
||||
|
||||
|
||||
@@ -28,8 +28,8 @@ public:
|
||||
virtual ~GameCallbackMock();
|
||||
|
||||
void setGameState(std::shared_ptr<CGameState> gameState);
|
||||
CGameState * gameState() final { return gamestate.get(); }
|
||||
const CGameState * gameState() const final { return gamestate.get(); }
|
||||
CGameState & gameState() final { return *gamestate; }
|
||||
const CGameState & gameState() const final { return *gamestate; }
|
||||
|
||||
|
||||
///STUBS, to be removed as long as same methods moved from GameHandler
|
||||
|
||||
Reference in New Issue
Block a user