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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:
Ivan Savenko
2025-04-19 14:14:12 +03:00
parent ce436bd63e
commit 4d57a8ed36
67 changed files with 465 additions and 466 deletions

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@@ -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();

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@@ -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];

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@@ -35,7 +35,7 @@ namespace AIPathfinding
~AIPathfinderConfig();
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs) override;
};
}

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@@ -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)
{

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@@ -30,6 +30,6 @@ namespace AIPathfinding
~AIPathfinderConfig();
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState & gs) override;
};
}

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@@ -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();

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@@ -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 )

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@@ -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);

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@@ -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();

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@@ -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
{

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@@ -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));
}
}

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@@ -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);

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@@ -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);
}

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@@ -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);

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@@ -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());

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@@ -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)

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@@ -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

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@@ -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)
{

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@@ -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;

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@@ -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;
}

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@@ -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

View File

@@ -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;

View File

@@ -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);

View File

@@ -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)

View File

@@ -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);

View File

@@ -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);

View File

@@ -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)

View File

@@ -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));
}

View File

@@ -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);

View File

@@ -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());
}
}

View File

@@ -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

View File

@@ -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)

View File

@@ -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;

View File

@@ -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)

View File

@@ -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)

View File

@@ -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);
}

View File

@@ -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());

View File

@@ -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);
}

View File

@@ -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;

View File

@@ -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)
{

View File

@@ -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)

View File

@@ -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

View File

@@ -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
{

View File

@@ -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);

View File

@@ -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;
};

View File

@@ -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 = {

View File

@@ -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;

View File

@@ -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;

View File

@@ -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);

View File

@@ -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();
};

View File

@@ -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);

View File

@@ -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)

View File

@@ -51,7 +51,7 @@ public:
void enterLobbyConnectionMode();
void setCallback(IGameCallback * cb);
void enterGameplayConnectionMode(CGameState * gs);
void enterGameplayConnectionMode(CGameState & gs);
void setSerializationVersion(ESerializationVersion version);
};

View File

@@ -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;

View File

@@ -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

View File

@@ -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);

View File

@@ -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;
}

View File

@@ -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)

View File

@@ -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;

View File

@@ -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)

View File

@@ -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);
}

View File

@@ -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);

View File

@@ -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);
}

View File

@@ -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;

View File

@@ -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())
{

View File

@@ -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);

View File

@@ -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