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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-10 22:31:40 +02:00

CGameState::map is now a private, unique_ptr with accessors

This commit is contained in:
Ivan Savenko
2025-03-03 15:19:38 +00:00
parent b6026084ea
commit 62cb5412ff
26 changed files with 194 additions and 186 deletions

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@@ -140,7 +140,7 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
{
for(pos.y = 0; pos.y < sizes.y; ++pos.y)
{
const TerrainTile & tile = gs->map->getTile(pos);
const TerrainTile & tile = gs->getMap().getTile(pos);
if (!tile.getTerrain()->isPassable())
continue;

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@@ -46,7 +46,7 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
const TerrainTile & tile = gs->map->getTile(pos);
const TerrainTile & tile = gs->getMap().getTile(pos);
if(!tile.getTerrain()->isPassable())
continue;

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@@ -379,7 +379,7 @@ CCallback::~CCallback() = default;
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
{
//bidirectional
return gs->map->canMoveBetween(a, b);
return gs->getMap().canMoveBetween(a, b);
}
std::optional<PlayerColor> CCallback::getPlayerID() const
@@ -389,10 +389,10 @@ std::optional<PlayerColor> CCallback::getPlayerID() const
int3 CCallback::getGuardingCreaturePosition(int3 tile)
{
if (!gs->map->isInTheMap(tile))
if (!gs->getMap().isInTheMap(tile))
return int3(-1,-1,-1);
return gs->map->guardingCreaturePositions[tile.z][tile.x][tile.y];
return gs->getMap().guardingCreaturePositions[tile.z][tile.x][tile.y];
}
void CCallback::dig( const CGObjectInstance *hero )

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@@ -218,7 +218,7 @@ 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>(gs->map));
GAME->setMapInstance(std::make_unique<CMapHandler>(&gs->getMap()));
logNetwork->trace("Creating mapHandler: %d ms", GAME->server().th->getDiff());
}
}

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@@ -624,7 +624,7 @@ void ApplyClientNetPackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
void ApplyClientNetPackVisitor::visitHeroRecruited(HeroRecruited & pack)
{
CGHeroInstance *h = gs.map->heroesOnMap.back();
CGHeroInstance *h = gs.getMap().heroesOnMap.back();
if(h->getHeroTypeID() != pack.hid)
{
logNetwork->error("Something wrong with hero recruited!");

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@@ -58,17 +58,17 @@ const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) c
bool CGameInfoCallback::isAllowed(SpellID id) const
{
return gs->map->allowedSpells.count(id) != 0;
return gs->getMap().allowedSpells.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(ArtifactID id) const
{
return gs->map->allowedArtifact.count(id) != 0;
return gs->getMap().allowedArtifact.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(SecondarySkill id) const
{
return gs->map->allowedAbilities.count(id) != 0;
return gs->getMap().allowedAbilities.count(id) != 0;
}
std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
@@ -132,14 +132,14 @@ TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const
const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
{
si32 oid = objid.num;
if(oid < 0 || oid >= gs->map->objects.size())
if(oid < 0 || oid >= gs->getMap().objects.size())
{
if(verbose)
logGlobal->error("Cannot get object with id %d", oid);
return nullptr;
}
const CGObjectInstance *ret = gs->map->objects[oid];
const CGObjectInstance *ret = gs->getMap().objects[oid];
if(!ret)
{
if(verbose)
@@ -483,7 +483,7 @@ std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3
std::vector<const CGObjectInstance *> CGameInfoCallback::getAllVisitableObjs() const
{
std::vector<const CGObjectInstance *> ret;
for(auto & obj : gs->map->objects)
for(auto & obj : gs->getMap().objects)
if(obj && obj->isVisitable() && obj->ID != Obj::EVENT && isVisible(obj))
ret.push_back(obj);
@@ -508,7 +508,7 @@ std::vector <const CGObjectInstance *> CGameInfoCallback::getFlaggableObjects(in
int3 CGameInfoCallback::getMapSize() const
{
return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1);
return int3(gs->getMap().width, gs->getMap().height, gs->getMap().twoLevel ? 2 : 1);
}
std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
@@ -528,7 +528,7 @@ std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const
const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
{
if(isVisible(tile))
return &gs->map->getTile(tile);
return &gs->getMap().getTile(tile);
if(verbose)
logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!");
@@ -538,7 +538,7 @@ const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
const TerrainTile * CGameInfoCallback::getTileUnchecked(int3 tile) const
{
if (isInTheMap(tile))
return &gs->map->getTile(tile);
return &gs->getMap().getTile(tile);
return nullptr;
}
@@ -548,7 +548,7 @@ EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) cons
if(!isVisible(tile))
return EDiggingStatus::UNKNOWN;
for(const auto & object : gs->map->objects)
for(const auto & object : gs->getMap().objects)
{
if(object && object->ID == Obj::HOLE && object->anchorPos() == tile)
return EDiggingStatus::TILE_OCCUPIED;
@@ -562,9 +562,9 @@ std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::ge
assert(getPlayerID().has_value());
const auto * team = getPlayerTeam(getPlayerID().value());
size_t width = gs->map->width;
size_t height = gs->map->height;
size_t levels = gs->map->levels();
size_t width = gs->getMap().width;
size_t height = gs->getMap().height;
size_t levels = gs->getMap().levels();
auto * ptr = new boost::multi_array<TerrainTile *, 3>(boost::extents[levels][width][height]);
@@ -574,7 +574,7 @@ std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::ge
for(tile.y = 0; tile.y < height; tile.y++)
{
if (team->fogOfWarMap[tile.z][tile.x][tile.y])
(*ptr)[tile.z][tile.x][tile.y] = &gs->map->getTile(tile);
(*ptr)[tile.z][tile.x][tile.y] = &gs->getMap().getTile(tile);
else
(*ptr)[tile.z][tile.x][tile.y] = nullptr;
}
@@ -653,7 +653,7 @@ EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, Bu
const CMapHeader * CGameInfoCallback::getMapHeader() const
{
return gs->map;
return &gs->getMap();
}
bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
@@ -690,7 +690,7 @@ std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTav
break;
case RumorState::TYPE_MAP:
text.replaceRawString(gs->map->rumors[rumor.first].text.toString());
text.replaceRawString(gs->getMap().rumors[rumor.first].text.toString());
break;
case RumorState::TYPE_RAND:
@@ -778,7 +778,7 @@ std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo
{
//std::shared_lock<std::shared_mutex> lock(*gs->mx);
std::vector < const CGHeroInstance *> ret;
for(auto hero : gs->map->heroesOnMap)
for(auto hero : gs->getMap().heroesOnMap)
{
// !player || // - why would we even get access to hero not owned by any player?
if((hero->tempOwner == *getPlayerID()) ||
@@ -811,7 +811,7 @@ int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool
int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
{
if (!getPlayerID() || gs->map->obeliskCount == 0)
if (!getPlayerID() || gs->getMap().obeliskCount == 0)
{
*outKnownRatio = 0.0;
}
@@ -819,12 +819,12 @@ int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
{
TeamID t = gs->getPlayerTeam(*getPlayerID())->id;
double visited = 0.0;
if(gs->map->obelisksVisited.count(t))
visited = static_cast<double>(gs->map->obelisksVisited[t]);
if(gs->getMap().obelisksVisited.count(t))
visited = static_cast<double>(gs->getMap().obelisksVisited[t]);
*outKnownRatio = visited / gs->map->obeliskCount;
*outKnownRatio = visited / gs->getMap().obeliskCount;
}
return gs->map->grailPos;
return gs->getMap().grailPos;
}
std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const
@@ -928,15 +928,15 @@ const CGHeroInstance * CGameInfoCallback::getHeroWithSubid( int subid ) const
{
if(subid<0)
return nullptr;
if(subid>= gs->map->allHeroes.size())
if(subid>= gs->getMap().allHeroes.size())
return nullptr;
return gs->map->allHeroes.at(subid).get();
return gs->getMap().allHeroes.at(subid).get();
}
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
{
return gs->map->isInTheMap(pos);
return gs->getMap().isInTheMap(pos);
}
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
@@ -951,12 +951,12 @@ void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> &
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gs->map->artInstances.at(aid.num);
return gs->getMap().artInstances.at(aid.num);
}
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
{
return gs->map->objects.at(oid.num);
return gs->getMap().objects.at(oid.num);
}
const CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const
@@ -976,12 +976,12 @@ std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntrances(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player);
return getVisibleTeleportObjects(gs->getMap().teleportChannels[id]->entrances, player);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->exits, player);
return getVisibleTeleportObjects(gs->getMap().teleportChannels[id]->exits, player);
}
ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const

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@@ -58,17 +58,17 @@ VCMI_LIB_NAMESPACE_BEGIN
void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
{
std::vector<int> floors;
floors.reserve(gs->map->levels());
for(int b = 0; b < gs->map->levels(); ++b)
floors.reserve(gs->getMap().levels());
for(int b = 0; b < gs->getMap().levels(); ++b)
{
floors.push_back(b);
}
const TerrainTile * tinfo = nullptr;
for (auto zd : floors)
{
for (int xd = 0; xd < gs->map->width; xd++)
for (int xd = 0; xd < gs->getMap().width; xd++)
{
for (int yd = 0; yd < gs->map->height; yd++)
for (int yd = 0; yd < gs->getMap().height; yd++)
{
tinfo = getTile(int3 (xd,yd,zd));
if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
@@ -95,9 +95,9 @@ void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
else
{
const TeamState * team = !player ? nullptr : gs->getPlayerTeam(*player);
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gs->map->width - 1); xd++)
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gs->getMap().width - 1); xd++)
{
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->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 < gs->map->levels(); ++b)
for(int b = 0; b < gs->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 < gs->map->width; xd++)
for(int xd = 0; xd < gs->getMap().width; xd++)
{
for(int yd = 0; yd < gs->map->height; yd++)
for(int yd = 0; yd < gs->getMap().height; yd++)
{
int3 coordinates(xd, yd, zd);
if (filter(getTile(coordinates)))
@@ -160,7 +160,7 @@ void CPrivilegedInfoCallback::pickAllowedArtsSet(std::vector<ArtifactID> & out,
void CPrivilegedInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
{
for (auto const & spellID : gs->map->allowedSpells)
for (auto const & spellID : gs->getMap().allowedSpells)
{
const auto * spell = spellID.toEntity(LIBRARY);
@@ -208,7 +208,7 @@ void CPrivilegedInfoCallback::saveCommonState(CSaveFile & out) const
logGlobal->info("Saving lib part of game...");
out.putMagicBytes(SAVEGAME_MAGIC);
logGlobal->info("\tSaving header");
out.serializer & static_cast<CMapHeader&>(*gs->map);
out.serializer & static_cast<CMapHeader&>(gs->getMap());
logGlobal->info("\tSaving options");
out.serializer & gs->getStartInfo();
logGlobal->info("\tSaving mod list");
@@ -219,9 +219,9 @@ void CPrivilegedInfoCallback::saveCommonState(CSaveFile & out) const
TerrainTile * CNonConstInfoCallback::getTile(const int3 & pos)
{
if(!gs->map->isInTheMap(pos))
if(!gs->getMap().isInTheMap(pos))
return nullptr;
return &gs->map->getTile(pos);
return &gs->getMap().getTile(pos);
}
CGHeroInstance * CNonConstInfoCallback::getHero(const ObjectInstanceID & objid)
@@ -251,12 +251,12 @@ PlayerState * CNonConstInfoCallback::getPlayerState(const PlayerColor & color, b
CArtifactInstance * CNonConstInfoCallback::getArtInstance(const ArtifactInstanceID & aid)
{
return gs->map->artInstances.at(aid.num);
return gs->getMap().artInstances.at(aid.num);
}
CGObjectInstance * CNonConstInfoCallback::getObjInstance(const ObjectInstanceID & oid)
{
return gs->map->objects.at(oid.num);
return gs->getMap().objects.at(oid.num);
}
CArmedInstance * CNonConstInfoCallback::getArmyInstance(const ObjectInstanceID & oid)

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@@ -150,7 +150,6 @@ CGameState::~CGameState()
{
// explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState
currentBattles.clear();
map.dellNull();
}
const IGameSettings & CGameState::getSettings() const
@@ -334,7 +333,7 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
}
}
map = randomMap.release();
map = std::move(randomMap);
logGlobal->info("Generated random map in %i ms.", sw.getDiff());
}
@@ -342,14 +341,14 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
{
logGlobal->info("Open map file: %s", scenarioOps->mapname);
const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
map = mapService->loadMap(mapURI, callback).release();
map = mapService->loadMap(mapURI, callback);
}
}
void CGameState::initCampaign()
{
campaign = std::make_unique<CGameStateCampaign>(this);
map = campaign->getCurrentMap().release();
map = campaign->getCurrentMap();
}
void CGameState::generateOwnedObjectsAfterDeserialize()
@@ -615,7 +614,7 @@ void CGameState::initHeroes()
boat->setAnchorPos(hero->anchorPos());
boat->appearance = handler->getTemplates().front();
boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
boat->id = ObjectInstanceID(static_cast<si32>(gs->getMap().objects.size()));
map->objects.emplace_back(boat);
@@ -1205,7 +1204,7 @@ std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
int3 CGameState::guardingCreaturePosition (int3 pos) const
{
return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
return gs->getMap().guardingCreaturePositions[pos.z][pos.x][pos.y];
}
bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const

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@@ -12,7 +12,6 @@
#include "../bonuses/CBonusSystemNode.h"
#include "../IGameCallback.h"
#include "../LoadProgress.h"
#include "../ConstTransitivePtr.h"
#include "RumorState.h"
#include "GameStatistics.h"
@@ -49,6 +48,7 @@ class DLL_LINKAGE CGameState : public CNonConstInfoCallback, public Serializeabl
std::unique_ptr<StartInfo> initialOpts; //copy of settings received from pregame (not randomized)
std::unique_ptr<StartInfo> scenarioOps;
std::unique_ptr<CMap> map;
public:
/// Stores number of times each artifact was placed on map via randomization
std::map<ArtifactID, int> allocatedArtifacts;
@@ -75,7 +75,6 @@ public:
void updateOnLoad(StartInfo * si);
ui32 day; //total number of days in game
ConstTransitivePtr<CMap> map;
std::map<PlayerColor, PlayerState> players;
std::map<TeamID, TeamState> teams;
CBonusSystemNode globalEffects;
@@ -83,6 +82,7 @@ public:
StatisticDataSet statistic;
// NOTE: effectively AI mutex, only used by adventure map AI
static std::shared_mutex mutex;
void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
@@ -137,6 +137,15 @@ public:
return initialOpts.get();
}
CMap & getMap()
{
return *map;
}
const CMap & getMap() const
{
return *map;
}
bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;

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@@ -484,7 +484,7 @@ void CGameStateCampaign::generateCampaignHeroesToReplace()
continue;
}
CGHeroInstance * hero = campaignState->crossoverDeserialize(node, gameState->map);
CGHeroInstance * hero = campaignState->crossoverDeserialize(node, gameState->map.get());
logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
@@ -509,7 +509,7 @@ void CGameStateCampaign::generateCampaignHeroesToReplace()
if (nodeListIter == nodeList.end())
break;
CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map.get());
nodeListIter++;
logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
@@ -520,7 +520,7 @@ void CGameStateCampaign::generateCampaignHeroesToReplace()
// Add remaining heroes without placeholders - to transfer their artifacts to placed heroes
for (;nodeListIter != nodeList.end(); ++nodeListIter)
{
CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map.get());
campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE);
}
}

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@@ -40,7 +40,7 @@ StatisticDataSetEntry StatisticDataSet::createEntry(const PlayerState * ps, cons
scenarioHighScores.parameters.push_back(param);
scenarioHighScores.isCampaign = false;
data.map = gs->map->name.toString();
data.map = gs->getMap().name.toString();
data.timestamp = std::time(nullptr);
data.day = gs->getDate(Date::DAY);
data.player = ps->color;
@@ -193,7 +193,7 @@ std::vector<const CGMine *> Statistic::getMines(const CGameState * gs, const Pla
std::vector<const CGMine *> tmp;
std::vector<const CGObjectInstance *> ownedObjects;
for(const CGObjectInstance * obj : gs->map->objects)
for(const CGObjectInstance * obj : gs->getMap().objects)
{
if(obj && obj->tempOwner == ps->color)
ownedObjects.push_back(obj);
@@ -285,11 +285,11 @@ float Statistic::getMapExploredRatio(const CGameState * gs, PlayerColor player)
float visible = 0.0;
float numTiles = 0.0;
for(int layer = 0; layer < (gs->map->twoLevel ? 2 : 1); layer++)
for(int y = 0; y < gs->map->height; ++y)
for(int x = 0; x < gs->map->width; ++x)
for(int layer = 0; layer < (gs->getMap().twoLevel ? 2 : 1); layer++)
for(int y = 0; y < gs->getMap().height; ++y)
for(int x = 0; x < gs->getMap().width; ++x)
{
TerrainTile tile = gs->map->getTile(int3(x, y, layer));
TerrainTile tile = gs->getMap().getTile(int3(x, y, layer));
if(tile.blocked() && !tile.visitable())
continue;
@@ -346,17 +346,17 @@ std::vector<std::vector<PlayerColor>> Statistic::getRank(std::vector<std::pair<P
int Statistic::getObeliskVisited(const CGameState * gs, const TeamID & t)
{
if(gs->map->obelisksVisited.count(t))
return gs->map->obelisksVisited.at(t);
if(gs->getMap().obelisksVisited.count(t))
return gs->getMap().obelisksVisited.at(t);
else
return 0;
}
float Statistic::getObeliskVisitedRatio(const CGameState * gs, const TeamID & t)
{
if(!gs->map->obeliskCount)
if(!gs->getMap().obeliskCount)
return 0;
return static_cast<float>(getObeliskVisited(gs, t)) / gs->map->obeliskCount;
return static_cast<float>(getObeliskVisited(gs, t)) / gs->getMap().obeliskCount;
}
std::map<EGameResID, int> Statistic::getNumMines(const CGameState * gs, const PlayerState * ps)

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@@ -66,16 +66,16 @@ FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
if (!randomizationInfo->instanceId.empty())
{
auto iter = cb->gameState()->map->instanceNames.find(randomizationInfo->instanceId);
auto iter = cb->gameState()->getMap().instanceNames.find(randomizationInfo->instanceId);
if(iter == cb->gameState()->map->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 & elem : cb->gameState()->map->objects)
for(auto & elem : cb->gameState()->getMap().objects)
{
auto town = dynamic_cast<CGTownInstance*>(elem.get());
if(town && town->identifier == randomizationInfo->identifier)

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@@ -540,7 +540,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
ObjectInstanceID boatId;
const auto boatPos = visitablePos();
if (cb->gameState()->map->getTile(boatPos).isWater())
if (cb->gameState()->getMap().getTile(boatPos).isWater())
{
smp.val = movementPointsLimit(false);
if (!boat)
@@ -1258,7 +1258,7 @@ void CGHeroInstance::removeSpellbook()
if(hasSpellbook())
{
cb->gameState()->map->removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
cb->gameState()->getMap().removeArtifactInstance(*this, ArtifactPosition::SPELLBOOK);
}
}

View File

@@ -122,10 +122,10 @@ void CGObjectInstance::setType(MapObjectID newID, MapObjectSubID newSubID)
{
auto position = visitablePos();
auto oldOffset = getVisitableOffset();
auto &tile = cb->gameState()->map->getTile(position);
auto &tile = cb->gameState()->getMap().getTile(position);
//recalculate blockvis tiles - new appearance might have different blockmap than before
cb->gameState()->map->removeBlockVisTiles(this, true);
cb->gameState()->getMap().removeBlockVisTiles(this, true);
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()->map->addBlockVisTiles(this);
cb->gameState()->getMap().addBlockVisTiles(this);
}
void CGObjectInstance::pickRandomObject(vstd::RNG & rand)

View File

@@ -684,14 +684,14 @@ std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) co
if(mode == EMarketMode::RESOURCE_ARTIFACT)
{
std::vector<TradeItemBuy> ret;
for(const ArtifactID a : cb->gameState()->map->townMerchantArtifacts)
for(const ArtifactID a : cb->gameState()->getMap().townMerchantArtifacts)
ret.push_back(a);
return ret;
}
else if ( mode == EMarketMode::RESOURCE_SKILL )
{
return cb->gameState()->map->townUniversitySkills;
return cb->gameState()->getMap().townUniversitySkills;
}
else
return IMarket::availableItemsIds(mode);

View File

@@ -322,7 +322,7 @@ bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstanc
bool CGTeleport::isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj)
{
auto * objTopVisObj = gs->map->getTile(obj->visitablePos()).topVisitableObj();
auto * objTopVisObj = gs->getMap().getTile(obj->visitablePos()).topVisitableObj();
if(objTopVisObj->ID == Obj::HERO)
{
if(h->id == objTopVisObj->id) // Just to be sure it's won't happen.
@@ -374,7 +374,7 @@ void CGTeleport::addToChannel(std::map<TeleportChannelID, std::shared_ptr<Telepo
TeleportChannelID CGMonolith::findMeChannel(const std::vector<Obj> & IDs, MapObjectSubID SubID) const
{
for(auto obj : cb->gameState()->map->objects)
for(auto obj : cb->gameState()->getMap().objects)
{
if(!obj)
continue;
@@ -455,9 +455,9 @@ void CGMonolith::initObj(vstd::RNG & rand)
channel = findMeChannel(IDs, subID);
if(channel == TeleportChannelID())
channel = TeleportChannelID(static_cast<si32>(cb->gameState()->map->teleportChannels.size()));
channel = TeleportChannelID(static_cast<si32>(cb->gameState()->getMap().teleportChannels.size()));
addToChannel(cb->gameState()->map->teleportChannels, this);
addToChannel(cb->gameState()->getMap().teleportChannels, this);
}
void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
@@ -487,7 +487,7 @@ 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 & obj : cb->gameState()->map->objects)
for(auto & obj : cb->gameState()->getMap().objects)
{
if(!obj)
continue;
@@ -507,8 +507,8 @@ 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()->map->teleportChannels.size()));
addToChannel(cb->gameState()->map->teleportChannels, obj);
obj->channel = TeleportChannelID(static_cast<si32>(cb->gameState()->getMap().teleportChannels.size()));
addToChannel(cb->gameState()->getMap().teleportChannels, obj);
}
};
@@ -535,7 +535,7 @@ void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gat
if(best.first >= 0) //found pair
{
gatesSplit[1][best.first]->channel = objCurrent->channel;
addToChannel(cb->gameState()->map->teleportChannels, gatesSplit[1][best.first]);
addToChannel(cb->gameState()->getMap().teleportChannels, gatesSplit[1][best.first]);
}
}
@@ -665,7 +665,7 @@ void CGArtifact::initObj(vstd::RNG & rand)
if (!storedArtifact)
{
storedArtifact = ArtifactUtils::createArtifact(ArtifactID());
cb->gameState()->map->addNewArtifactInstance(storedArtifact);
cb->gameState()->getMap().addNewArtifactInstance(storedArtifact);
}
if(!storedArtifact->getType())
storedArtifact->setType(getArtifact().toArtifact());
@@ -959,7 +959,7 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
std::vector<const CGObjectInstance *> eyes;
for (auto object : cb->gameState()->map->objects)
for (auto object : cb->gameState()->getMap().objects)
{
if (object && object->ID == Obj::EYE_OF_MAGI && object->subID == this->subID)
eyes.push_back(object);
@@ -1172,7 +1172,7 @@ void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
void CGObelisk::initObj(vstd::RNG & rand)
{
cb->gameState()->map->obeliskCount++;
cb->gameState()->getMap().obeliskCount++;
}
std::string CGObelisk::getHoverText(PlayerColor player) const
@@ -1191,13 +1191,13 @@ void CGObelisk::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
case ObjProperty::OBELISK_VISITED:
{
auto progress = ++cb->gameState()->map->obelisksVisited[identifier.as<TeamID>()];
logGlobal->debug("Player %d: obelisk progress %d / %d", identifier.getNum(), static_cast<int>(progress) , static_cast<int>(cb->gameState()->map->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()->map->obeliskCount)
if(progress > cb->gameState()->getMap().obeliskCount)
{
logGlobal->error("Visited %d of %d", static_cast<int>(progress), cb->gameState()->map->obeliskCount);
throw std::runtime_error("Player visited " + std::to_string(progress) + " obelisks out of " + std::to_string(cb->gameState()->map->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

@@ -998,7 +998,7 @@ void FoWChange::applyGs(CGameState *gs)
if (mode == ETileVisibility::HIDDEN) //do not hide too much
{
std::unordered_set<int3> tilesRevealed;
for (auto & elem : gs->map->objects)
for (auto & elem : gs->getMap().objects)
{
const CGObjectInstance *o = elem;
if (o)
@@ -1059,9 +1059,9 @@ void ChangeObjPos::applyGs(CGameState *gs)
logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
return;
}
gs->map->removeBlockVisTiles(obj);
gs->getMap().removeBlockVisTiles(obj);
obj->setAnchorPos(nPos + obj->getVisitableOffset());
gs->map->addBlockVisTiles(obj);
gs->getMap().addBlockVisTiles(obj);
}
void ChangeObjectVisitors::applyGs(CGameState *gs)
@@ -1080,7 +1080,7 @@ void ChangeObjectVisitors::applyGs(CGameState *gs)
break;
case VISITOR_CLEAR:
// remove visit info from all heroes, including those that are not present on map
for (CGHeroInstance * hero : gs->map->allHeroes)
for (CGHeroInstance * hero : gs->getMap().allHeroes)
if (hero)
hero->visitedObjects.erase(object);
@@ -1125,7 +1125,7 @@ void PlayerEndsGame::applyGs(CGameState *gs)
if(p->human && gs->getStartInfo()->campState)
{
std::vector<CGHeroInstance *> crossoverHeroes;
for (CGHeroInstance * hero : gs->map->heroesOnMap)
for (CGHeroInstance * hero : gs->getMap().heroesOnMap)
if (hero->tempOwner == player)
crossoverHeroes.push_back(hero);
@@ -1189,7 +1189,7 @@ void RemoveObject::applyGs(CGameState *gs)
CGObjectInstance *obj = gs->getObjInstance(objectID);
logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
//unblock tiles
gs->map->removeBlockVisTiles(obj);
gs->getMap().removeBlockVisTiles(obj);
if (initiator.isValidPlayer())
gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
@@ -1209,7 +1209,7 @@ void RemoveObject::applyGs(CGameState *gs)
{
auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
assert(beatenHero);
gs->map->heroesOnMap -= beatenHero;
gs->getMap().heroesOnMap -= beatenHero;
auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
@@ -1238,14 +1238,14 @@ void RemoveObject::applyGs(CGameState *gs)
//return hero to the pool, so he may reappear in tavern
gs->heroesPool->addHeroToPool(beatenHero);
gs->map->objects[objectID.getNum()] = nullptr;
gs->getMap().objects[objectID.getNum()] = nullptr;
//If hero on Boat is removed, the Boat disappears
if(beatenHero->boat)
{
beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
gs->map->instanceNames.erase(beatenHero->boat->instanceName);
gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
gs->getMap().instanceNames.erase(beatenHero->boat->instanceName);
gs->getMap().objects[beatenHero->boat->id.getNum()].dellNull();
beatenHero->boat = nullptr;
}
return;
@@ -1254,7 +1254,7 @@ void RemoveObject::applyGs(CGameState *gs)
const auto * quest = dynamic_cast<const IQuestObject *>(obj);
if (quest)
{
gs->map->quests[quest->quest->qid] = nullptr;
gs->getMap().quests[quest->quest->qid] = nullptr;
for (auto &player : gs->players)
{
vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
@@ -1263,9 +1263,9 @@ void RemoveObject::applyGs(CGameState *gs)
}
}
gs->map->instanceNames.erase(obj->instanceName);
gs->map->objects[objectID.getNum()].dellNull();
gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
gs->getMap().instanceNames.erase(obj->instanceName);
gs->getMap().objects[objectID.getNum()].dellNull();
gs->getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
}
static int getDir(const int3 & src, const int3 & dst)
@@ -1327,12 +1327,12 @@ void TryMoveHero::applyGs(CGameState *gs)
if(result == EMBARK) //hero enters boat at destination tile
{
const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
const TerrainTile &tt = gs->getMap().getTile(h->convertToVisitablePos(end));
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
assert(boat);
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
gs->getMap().removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
h->boat = boat;
h->attachTo(*boat);
boat->hero = h;
@@ -1343,18 +1343,18 @@ void TryMoveHero::applyGs(CGameState *gs)
b->direction = h->moveDir;
b->pos = start;
b->hero = nullptr;
gs->map->addBlockVisTiles(b);
gs->getMap().addBlockVisTiles(b);
h->detachFrom(*b);
h->boat = nullptr;
}
if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
{
gs->map->removeBlockVisTiles(h);
gs->getMap().removeBlockVisTiles(h);
h->pos = end;
if(auto * b = const_cast<CGBoat *>(h->boat))
b->pos = end;
gs->map->addBlockVisTiles(h);
gs->getMap().addBlockVisTiles(h);
}
auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
@@ -1417,11 +1417,11 @@ void SetHeroesInTown::applyGs(CGameState *gs)
if(v)
{
gs->map->addBlockVisTiles(v);
gs->getMap().addBlockVisTiles(v);
}
if(g)
{
gs->map->removeBlockVisTiles(g);
gs->getMap().removeBlockVisTiles(g);
}
}
@@ -1437,7 +1437,7 @@ void HeroRecruited::applyGs(CGameState *gs)
auto * boat = dynamic_cast<CGBoat *>(obj);
if (boat)
{
gs->map->removeBlockVisTiles(boat);
gs->getMap().removeBlockVisTiles(boat);
h->attachToBoat(boat);
}
}
@@ -1448,16 +1448,16 @@ void HeroRecruited::applyGs(CGameState *gs)
if(h->id == ObjectInstanceID())
{
h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
gs->map->objects.emplace_back(h);
h->id = ObjectInstanceID(static_cast<si32>(gs->getMap().objects.size()));
gs->getMap().objects.emplace_back(h);
}
else
gs->map->objects[h->id.getNum()] = h;
gs->getMap().objects[h->id.getNum()] = h;
gs->map->heroesOnMap.emplace_back(h);
gs->getMap().heroesOnMap.emplace_back(h);
p->addOwnedObject(h);
h->attachTo(*p);
gs->map->addBlockVisTiles(h);
gs->getMap().addBlockVisTiles(h);
if(t)
t->setVisitingHero(h);
@@ -1473,7 +1473,7 @@ void GiveHero::applyGs(CGameState *gs)
auto * boat = dynamic_cast<CGBoat *>(obj);
if (boat)
{
gs->map->removeBlockVisTiles(boat);
gs->getMap().removeBlockVisTiles(boat);
h->attachToBoat(boat);
}
}
@@ -1483,26 +1483,26 @@ void GiveHero::applyGs(CGameState *gs)
h->attachTo(*gs->getPlayerState(player));
auto oldVisitablePos = h->visitablePos();
gs->map->removeBlockVisTiles(h,true);
gs->getMap().removeBlockVisTiles(h,true);
h->updateAppearance();
h->setOwner(player);
h->setMovementPoints(h->movementPointsLimit(true));
h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
gs->map->heroesOnMap.emplace_back(h);
gs->getMap().heroesOnMap.emplace_back(h);
gs->getPlayerState(h->getOwner())->addOwnedObject(h);
gs->map->addBlockVisTiles(h);
gs->getMap().addBlockVisTiles(h);
h->inTownGarrison = false;
}
void NewObject::applyGs(CGameState *gs)
{
newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
newObject->id = ObjectInstanceID(static_cast<si32>(gs->getMap().objects.size()));
gs->map->objects.emplace_back(newObject);
gs->map->addBlockVisTiles(newObject);
gs->map->calculateGuardingGreaturePositions();
gs->getMap().objects.emplace_back(newObject);
gs->getMap().addBlockVisTiles(newObject);
gs->getMap().calculateGuardingGreaturePositions();
// attach newly spawned wandering monster to global bonus system node
auto newArmy = dynamic_cast<CArmedInstance*>(newObject);
@@ -1515,7 +1515,7 @@ void NewObject::applyGs(CGameState *gs)
void NewArtifact::applyGs(CGameState *gs)
{
auto art = ArtifactUtils::createArtifact(artId, spellId);
gs->map->addNewArtifactInstance(art);
gs->getMap().addNewArtifactInstance(art);
PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
pa.applyGs(gs);
}
@@ -1632,7 +1632,7 @@ void RebalanceStacks::applyGs(CGameState *gs)
auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
{
gs->map->moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
gs->getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
}
//else - artifact can be lost :/
else
@@ -1644,12 +1644,12 @@ void RebalanceStacks::applyGs(CGameState *gs)
ea.applyGs(gs);
logNetwork->warn("Cannot move artifact! No free slots");
}
gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
//TODO: choose from dialog
}
else //just move to the other slot before stack gets erased
{
gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
gs->getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
}
}
if (stackExp)
@@ -1727,7 +1727,7 @@ void PutArtifact::applyGs(CGameState *gs)
assert(hero);
assert(art && art->canBePutAt(hero, al.slot));
assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
gs->map->putArtifactInstance(*hero, art, al.slot);
gs->getMap().putArtifactInstance(*hero, art, al.slot);
}
void BulkEraseArtifacts::applyGs(CGameState *gs)
@@ -1766,7 +1766,7 @@ void BulkEraseArtifacts::applyGs(CGameState *gs)
{
logGlobal->debug("Erasing artifact %s", slotInfo->artifact->getType()->getNameTranslated());
}
gs->map->removeArtifactInstance(*artSet, slot);
gs->getMap().removeArtifactInstance(*artSet, slot);
}
}
@@ -1783,7 +1783,7 @@ void BulkMoveArtifacts::applyGs(CGameState *gs)
});
for(const auto & slot : packToRemove)
gs->map->removeArtifactInstance(artSet, slot);
gs->getMap().removeArtifactInstance(artSet, slot);
};
const auto bulkArtsPut = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
@@ -1792,7 +1792,7 @@ void BulkMoveArtifacts::applyGs(CGameState *gs)
{
auto * art = initArtSet.getArt(slotsPair.srcPos);
assert(art);
gs->map->putArtifactInstance(dstArtSet, art, slotsPair.dstPos);
gs->getMap().putArtifactInstance(dstArtSet, art, slotsPair.dstPos);
}
};
@@ -1824,7 +1824,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
}));
auto * combinedArt = new CArtifactInstance(builtArt);
gs->map->addNewArtifactInstance(combinedArt);
gs->getMap().addNewArtifactInstance(combinedArt);
// Find slots for all involved artifacts
std::set<ArtifactPosition, std::greater<>> slotsInvolved = { al.slot };
@@ -1865,7 +1865,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
for(const auto & slot : slotsInvolved)
{
const auto constituentInstance = artSet->getArt(slot);
gs->map->removeArtifactInstance(*artSet, slot);
gs->getMap().removeArtifactInstance(*artSet, slot);
if(!combinedArt->getType()->isFused())
{
@@ -1877,7 +1877,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
}
// Put new combined artifacts
gs->map->putArtifactInstance(*artSet, combinedArt, al.slot);
gs->getMap().putArtifactInstance(*artSet, combinedArt, al.slot);
}
void DisassembledArtifact::applyGs(CGameState *gs)
@@ -1888,15 +1888,15 @@ void DisassembledArtifact::applyGs(CGameState *gs)
assert(disassembledArt);
const auto parts = disassembledArt->getPartsInfo();
gs->map->removeArtifactInstance(*hero, al.slot);
gs->getMap().removeArtifactInstance(*hero, al.slot);
for(auto & part : parts)
{
// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
disassembledArt->detachFrom(*part.art);
gs->map->putArtifactInstance(*hero, part.art, slot);
gs->getMap().putArtifactInstance(*hero, part.art, slot);
}
gs->map->eraseArtifactInstance(disassembledArt);
gs->getMap().eraseArtifactInstance(disassembledArt);
}
void HeroVisit::applyGs(CGameState *gs)
@@ -1918,7 +1918,7 @@ void SetAvailableArtifacts::applyGs(CGameState *gs)
}
else
{
gs->map->townMerchantArtifacts = arts;
gs->getMap().townMerchantArtifacts = arts;
}
}
@@ -1949,7 +1949,7 @@ void NewTurn::applyGs(CGameState *gs)
for(auto & creatureSet : availableCreatures) //set available creatures in towns
creatureSet.applyGs(gs);
for(CGTownInstance* t : gs->map->towns)
for(CGTownInstance* t : gs->getMap().towns)
{
t->built = 0;
t->spellResearchCounterDay = 0;

View File

@@ -111,7 +111,7 @@ void CPathfinder::calculatePaths()
for(auto * initialNode : initialNodes)
{
if(!gamestate->isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
if(!gamestate->isInTheMap(initialNode->coord)/* || !gs->getMap().isInTheMap(dest)*/) //check input
{
logGlobal->error("CGameState::calculatePaths: Hero outside the gs->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)
{
if(gs->map->getTile(p).topVisitableId() == obj->ID)
if(gs->getMap().getTile(p).topVisitableId() == obj->ID)
allowedExits.push_back(p);
}
}
@@ -571,7 +571,7 @@ void CPathfinderHelper::getNeighbours(
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const
{
CMap * map = gs->map;
const CMap * map = &gs->getMap();
const TerrainType * sourceTerrain = sourceTile.getTerrain();
static constexpr std::array dirs = {

View File

@@ -40,7 +40,7 @@ void NodeStorage::initialize(const PathfinderOptions & options, const CGameState
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
const TerrainTile & tile = gs->map->getTile(pos);
const TerrainTile & tile = gs->getMap().getTile(pos);
if(tile.isWater())
{
resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));

View File

@@ -23,13 +23,13 @@ CSerializer::~CSerializer() = default;
void CSerializer::addStdVecItems(CGameState *gs, GameLibrary *lib)
{
registerVectoredType<CGObjectInstance, ObjectInstanceID>(&gs->map->objects,
registerVectoredType<CGObjectInstance, ObjectInstanceID>(&gs->getMap().objects,
[](const CGObjectInstance &obj){ return obj.id; });
registerVectoredType<CGHeroInstance, HeroTypeID>(&gs->map->allHeroes,
registerVectoredType<CGHeroInstance, HeroTypeID>(&gs->getMap().allHeroes,
[](const CGHeroInstance &h){ return h.getHeroType()->getId(); });
registerVectoredType<CArtifactInstance, ArtifactInstanceID>(&gs->map->artInstances,
registerVectoredType<CArtifactInstance, ArtifactInstanceID>(&gs->getMap().artInstances,
[](const CArtifactInstance &artInst){ return artInst.getId(); });
registerVectoredType<CQuest, si32>(&gs->map->quests,
registerVectoredType<CQuest, si32>(&gs->getMap().quests,
[](const CQuest &q){ return q.qid; });
smartVectorMembersSerialization = true;

View File

@@ -346,8 +346,8 @@ void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountTo
TExpType maxExp = LIBRARY->heroh->reqExp(LIBRARY->heroh->maxSupportedLevel());
TExpType currExp = hero->exp;
if (gs->map->levelLimit != 0)
maxExp = LIBRARY->heroh->reqExp(gs->map->levelLimit);
if (gs->getMap().levelLimit != 0)
maxExp = LIBRARY->heroh->reqExp(gs->getMap().levelLimit);
TExpType canGainExp = 0;
if (maxExp > currExp)
@@ -553,7 +553,7 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
for (auto & elem : gs->players)
turnOrder->addPlayer(elem.first);
for (auto & elem : gs->map->allHeroes)
for (auto & elem : gs->getMap().allHeroes)
{
if(elem)
heroPool->getHeroSkillsRandomGenerator(elem->getHeroTypeID()); // init RMG seed
@@ -638,7 +638,7 @@ void CGameHandler::onNewTurn()
if (firstTurn)
{
for (auto obj : gs->map->objects)
for (auto obj : gs->getMap().objects)
{
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
{
@@ -655,7 +655,7 @@ void CGameHandler::onNewTurn()
addStatistics(gameState()->statistic); // write at end of turn
}
for (CGTownInstance *t : gs->map->towns)
for (CGTownInstance *t : gs->getMap().towns)
{
PlayerColor player = t->tempOwner;
@@ -669,7 +669,7 @@ void CGameHandler::onNewTurn()
}
}
for (CGTownInstance *t : gs->map->towns)
for (CGTownInstance *t : gs->getMap().towns)
{
if (t->hasBonusOfType (BonusType::DARKNESS))
{
@@ -696,7 +696,7 @@ void CGameHandler::onNewTurn()
checkVictoryLossConditionsForAll(); // check for map turn limit
//call objects
for (auto & elem : gs->map->objects)
for (auto & elem : gs->getMap().objects)
{
if (elem)
elem->newTurn(getRandomGenerator());
@@ -810,7 +810,7 @@ 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 (!gs->map->isInTheMap(hmpos))
if (!gs->getMap().isInTheMap(hmpos))
{
logGlobal->error("Destination tile is outside the map!");
return false;
@@ -905,7 +905,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [&]()
{
for (CGObjectInstance *obj : gs->map->getTile(h->visitablePos()).visitableObjects)
for (CGObjectInstance *obj : gs->getMap().getTile(h->visitablePos()).visitableObjects)
{
obj->onHeroLeave(h);
}
@@ -3050,7 +3050,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameRe
if(dynamic_cast<const CGTownInstance *>(m))
{
saa.id = ObjectInstanceID::NONE;
saa.arts = gs->map->townMerchantArtifacts;
saa.arts = gs->getMap().townMerchantArtifacts;
}
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
{
@@ -3469,7 +3469,7 @@ bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
}
int3 tile = obj->bestLocation();
if (!gs->map->isInTheMap(tile))
if (!gs->getMap().isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
@@ -3559,7 +3559,7 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
}
//player lost -> all his objects become unflagged (neutral)
for (auto obj : gs->map->objects) //unflag objs
for (auto obj : gs->getMap().objects) //unflag objs
{
if (obj.get() && obj->tempOwner == player)
setOwner(obj, PlayerColor::NEUTRAL);
@@ -3615,7 +3615,7 @@ bool CGameHandler::dig(const CGHeroInstance *h)
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
if (gs->map->grailPos == h->visitablePos())
if (gs->getMap().grailPos == h->visitablePos())
{
ArtifactID grail = ArtifactID::GRAIL;
@@ -4052,7 +4052,7 @@ void CGameHandler::synchronizeArtifactHandlerLists()
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
{
return vstd::contains(gs->map->objects, obj);
return vstd::contains(gs->getMap().objects, obj);
}
bool CGameHandler::isBlockedByQueries(const CPackForServer *pack, PlayerColor player)
@@ -4253,7 +4253,7 @@ CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition,
if (!gs->isInTheMap(visitablePosition))
throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
const TerrainTile & t = gs->map->getTile(visitablePosition);
const TerrainTile & t = gs->getMap().getTile(visitablePosition);
terrainType = t.getTerrainID();
auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);

View File

@@ -86,7 +86,7 @@ const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
const CMap * ServerSpellCastEnvironment::getMap() const
{
return gh->gameState()->map;
return &gh->gameState()->getMap();
}
bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode mode)

View File

@@ -160,7 +160,7 @@ BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedIns
TerrainId terrain = t.getTerrainID();
if (town)
terrain = town->getNativeTerrain();
else if (gameHandler->gameState()->map->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());

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@@ -41,7 +41,7 @@ NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
void NewTurnProcessor::handleTimeEvents(PlayerColor color)
{
for (auto const & event : gameHandler->gameState()->map->events)
for (auto const & event : gameHandler->gameState()->getMap().events)
{
if (!event.occursToday(gameHandler->gameState()->day))
continue;
@@ -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()->map->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;
@@ -455,7 +455,7 @@ RumorState NewTurnProcessor::pickNewRumor()
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
if(rumorId == RumorState::RUMOR_GRAIL)
{
rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->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()->map->rumors.empty() && (gameHandler->gameState()->map->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()->map->rumors.size() - 1);
rumorId = rand.nextInt(gameHandler->gameState()->getMap().rumors.size() - 1);
break;
}
else
@@ -507,7 +507,7 @@ RumorState NewTurnProcessor::pickNewRumor()
std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
{
for (const CGTownInstance *t : gameHandler->gameState()->map->towns)
for (const CGTownInstance *t : gameHandler->gameState()->getMap().towns)
{
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
@@ -587,7 +587,7 @@ std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
{
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()->map->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);
@@ -666,7 +666,7 @@ NewTurn NewTurnProcessor::generateNewTurnPack()
if (newWeek)
{
for (CGTownInstance *t : gameHandler->gameState()->map->towns)
for (CGTownInstance *t : gameHandler->gameState()->getMap().towns)
n.availableCreatures.push_back(generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
}
@@ -695,14 +695,14 @@ void NewTurnProcessor::onNewTurn()
if (newWeek)
{
for (CGTownInstance *t : gameHandler->gameState()->map->towns)
for (CGTownInstance *t : gameHandler->gameState()->getMap().towns)
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
gameHandler->setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
}
if (newWeek && !firstTurn)
{
for (CGTownInstance *t : gameHandler->gameState()->map->towns)
for (CGTownInstance *t : gameHandler->gameState()->getMap().towns)
{
if (!t->getOwner().isValidPlayer())
updateNeutralTownGarrison(t, 1 + gameHandler->getDate(Date::DAY) / 7);

View File

@@ -627,7 +627,7 @@ void PlayerMessageProcessor::cheatPuzzleReveal(PlayerColor player)
{
TeamState *t = gameHandler->gameState()->getPlayerTeam(player);
for(auto & obj : gameHandler->gameState()->map->objects)
for(auto & obj : gameHandler->gameState()->getMap().objects)
{
if(obj && obj->ID == Obj::OBELISK && !obj->wasVisited(player))
{

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()->map->objects)
for (auto obj : gameHandler->gameState()->getMap().objects)
{
if (obj && obj->isVisitable())
{