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Added encapsulation for CampaignState class
This commit is contained in:
parent
8420a90aa4
commit
a08fe09517
@ -210,8 +210,8 @@ void ClientCommandManager::handleConvertTextCommand()
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for (auto const & campaignName : campaignList)
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{
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auto state = CampaignHandler::getCampaign(campaignName.getName());
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for (auto const & part : state->mapPieces)
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state->getMap(part.first);
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for (auto const & part : state->allScenarios())
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state->getMap(part);
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}
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VLC->generaltexth->dumpAllTexts();
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@ -51,10 +51,10 @@ void UserEventHandler::handleUserEvent(const SDL_UserEvent & user)
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CSH->campaignServerRestartLock.set(true);
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CSH->endGameplay();
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auto ourCampaign = std::shared_ptr<CampaignState>(reinterpret_cast<CampaignState *>(user.data1));
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auto & epilogue = ourCampaign->scenarios[ourCampaign->mapsConquered.back()].epilog;
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auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
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auto finisher = [=]()
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{
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if(!ourCampaign->mapsRemaining.empty())
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if(!ourCampaign->isCampaignFinished())
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{
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GH.windows().pushWindow(CMM);
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GH.windows().pushWindow(CMM->menu);
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@ -64,7 +64,7 @@ CBonusSelection::CBonusSelection()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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std::string bgName = getCampaign()->header.campaignRegions.campPrefix + "_BG.BMP";
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std::string bgName = getCampaign()->getHeader().campaignRegions.campPrefix + "_BG.BMP";
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setBackground(bgName);
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panelBackground = std::make_shared<CPicture>("CAMPBRF.BMP", 456, 6);
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@ -78,7 +78,7 @@ CBonusSelection::CBonusSelection()
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iconsMapSizes = std::make_shared<CAnimImage>("SCNRMPSZ", 4, 0, 735, 26);
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labelCampaignDescription = std::make_shared<CLabel>(481, 63, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::YELLOW, CGI->generaltexth->allTexts[38]);
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campaignDescription = std::make_shared<CTextBox>(getCampaign()->header.description, Rect(480, 86, 286, 117), 1);
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campaignDescription = std::make_shared<CTextBox>(getCampaign()->getHeader().description, Rect(480, 86, 286, 117), 1);
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mapName = std::make_shared<CLabel>(481, 219, FONT_BIG, ETextAlignment::TOPLEFT, Colors::YELLOW, CSH->mi->getName());
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labelMapDescription = std::make_shared<CLabel>(481, 253, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::YELLOW, CGI->generaltexth->allTexts[496]);
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@ -99,27 +99,25 @@ CBonusSelection::CBonusSelection()
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difficultyIcons[b] = std::make_shared<CAnimImage>("GSPBUT" + std::to_string(b + 3) + ".DEF", 0, 0, 709, 455);
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}
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if(getCampaign()->header.difficultyChoosenByPlayer)
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if(getCampaign()->getHeader().difficultyChoosenByPlayer)
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{
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buttonDifficultyLeft = std::make_shared<CButton>(Point(694, 508), "SCNRBLF.DEF", CButton::tooltip(), std::bind(&CBonusSelection::decreaseDifficulty, this));
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buttonDifficultyRight = std::make_shared<CButton>(Point(738, 508), "SCNRBRT.DEF", CButton::tooltip(), std::bind(&CBonusSelection::increaseDifficulty, this));
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}
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for(int g = 0; g < getCampaign()->scenarios.size(); ++g)
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for(auto scenarioID : getCampaign()->allScenarios())
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{
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auto scenarioID = static_cast<CampaignScenarioID>(g);
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if(getCampaign()->conquerable(scenarioID))
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regions.push_back(std::make_shared<CRegion>(scenarioID, true, true, getCampaign()->header.campaignRegions));
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else if(getCampaign()->scenarios[scenarioID].conquered) //display as striped
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regions.push_back(std::make_shared<CRegion>(scenarioID, false, false, getCampaign()->header.campaignRegions));
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if(getCampaign()->isAvailable(scenarioID))
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regions.push_back(std::make_shared<CRegion>(scenarioID, true, true, getCampaign()->getHeader().campaignRegions));
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else if(getCampaign()->isConquered(scenarioID)) //display as striped
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regions.push_back(std::make_shared<CRegion>(scenarioID, false, false, getCampaign()->getHeader().campaignRegions));
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}
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}
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void CBonusSelection::createBonusesIcons()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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const CampaignScenario & scenario = getCampaign()->scenarios[CSH->campaignMap];
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const CampaignScenario & scenario = getCampaign()->scenario(CSH->campaignMap);
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const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
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groupBonuses = std::make_shared<CToggleGroup>(std::bind(&IServerAPI::setCampaignBonus, CSH, _1));
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@ -172,7 +170,7 @@ void CBonusSelection::createBonusesIcons()
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assert(faction != -1);
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BuildingID buildID;
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if(getCampaign()->header.version == CampaignVersion::VCMI)
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if(getCampaign()->getHeader().version == CampaignVersion::VCMI)
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buildID = BuildingID(bonDescs[i].info1);
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else
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buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<BuildingID>());
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@ -272,13 +270,13 @@ void CBonusSelection::createBonusesIcons()
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}
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case CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO:
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{
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auto superhero = getCampaign()->scenarios[static_cast<CampaignScenarioID>(bonDescs[i].info2)].strongestHero(PlayerColor(bonDescs[i].info1));
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auto superhero = getCampaign()->strongestHero(static_cast<CampaignScenarioID>(bonDescs[i].info2), PlayerColor(bonDescs[i].info1));
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if(!superhero)
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logGlobal->warn("No superhero! How could it be transferred?");
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picNumber = superhero ? superhero->portrait : 0;
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desc = CGI->generaltexth->allTexts[719];
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boost::algorithm::replace_first(desc, "%s", getCampaign()->scenarios[static_cast<CampaignScenarioID>(bonDescs[i].info2)].scenarioName);
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boost::algorithm::replace_first(desc, "%s", getCampaign()->scenario(static_cast<CampaignScenarioID>(bonDescs[i].info2)).scenarioName);
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break;
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}
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@ -313,10 +311,8 @@ void CBonusSelection::createBonusesIcons()
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groupBonuses->addToggle(i, bonusButton);
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}
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if(vstd::contains(getCampaign()->chosenCampaignBonuses, CSH->campaignMap))
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{
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groupBonuses->setSelected(getCampaign()->chosenCampaignBonuses[CSH->campaignMap]);
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}
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if(getCampaign()->getBonusID(CSH->campaignMap))
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groupBonuses->setSelected(*getCampaign()->getBonusID(CSH->campaignMap));
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}
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void CBonusSelection::updateAfterStateChange()
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@ -325,7 +321,7 @@ void CBonusSelection::updateAfterStateChange()
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{
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buttonRestart->disable();
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buttonStart->enable();
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if(!getCampaign()->mapsConquered.empty())
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if(!getCampaign()->conqueredScenarios().empty())
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buttonBack->block(true);
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else
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buttonBack->block(false);
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@ -342,7 +338,7 @@ void CBonusSelection::updateAfterStateChange()
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}
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if(CSH->campaignBonus == -1)
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{
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buttonStart->block(getCampaign()->scenarios[CSH->campaignMap].travelOptions.bonusesToChoose.size());
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buttonStart->block(getCampaign()->scenario(CSH->campaignMap).travelOptions.bonusesToChoose.size());
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}
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else if(buttonStart->isBlocked())
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{
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@ -398,7 +394,7 @@ void CBonusSelection::startMap()
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CSH->sendStartGame();
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};
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const CampaignScenario & scenario = getCampaign()->scenarios[CSH->campaignMap];
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const CampaignScenario & scenario = getCampaign()->scenario(CSH->campaignMap);
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if(scenario.prolog.hasPrologEpilog)
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{
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GH.windows().createAndPushWindow<CPrologEpilogVideo>(scenario.prolog, exitCb);
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@ -464,7 +460,7 @@ CBonusSelection::CRegion::CRegion(CampaignScenarioID id, bool accessible, bool s
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pos.y += desc.ypos;
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std::string prefix = campDsc.campPrefix + desc.infix + "_";
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std::string suffix = colors[campDsc.colorSuffixLength - 1][CSH->si->campState->scenarios[idOfMapAndRegion].regionColor];
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std::string suffix = colors[campDsc.colorSuffixLength - 1][CSH->si->campState->scenario(idOfMapAndRegion).regionColor];
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graphicsNotSelected = std::make_shared<CPicture>(prefix + "En" + suffix + ".BMP");
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graphicsNotSelected->disable();
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graphicsSelected = std::make_shared<CPicture>(prefix + "Se" + suffix + ".BMP");
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@ -513,7 +509,7 @@ void CBonusSelection::CRegion::clickLeft(tribool down, bool previousState)
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void CBonusSelection::CRegion::showPopupWindow()
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{
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// FIXME: For some reason "down" is only ever contain indeterminate_value
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auto text = CSH->si->campState->scenarios[idOfMapAndRegion].regionText;
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auto text = CSH->si->campState->scenario(idOfMapAndRegion).regionText;
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if(!graphicsNotSelected->getSurface()->isTransparent(GH.getCursorPosition() - pos.topLeft()) && text.size())
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{
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CRClickPopup::createAndPush(text);
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@ -923,7 +923,7 @@ void CCastleBuildings::enterMagesGuild()
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const StartInfo *si = LOCPLINT->cb->getStartInfo();
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// it would be nice to find a way to move this hack to config/mapOverrides.json
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if(si && si->campState && si->campState && // We're in campaign,
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(si->campState->header.filename == "DATA/YOG.H3C") && // which is "Birth of a Barbarian",
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(si->campState->getHeader().filename == "DATA/YOG.H3C") && // which is "Birth of a Barbarian",
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(hero->subID == 45)) // and the hero is Yog (based on Solmyr)
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{
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// "Yog has given up magic in all its forms..."
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@ -1076,21 +1076,7 @@ void PlayerEndsGame::applyGs(CGameState * gs) const
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// keep all heroes from the winning player
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crossoverHeroes.push_back(hero);
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}
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else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
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{
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// keep hero whether lost or won (like Xeron in AB campaign)
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crossoverHeroes.push_back(hero);
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}
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}
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// keep lost heroes which are in heroes pool
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for (auto & heroPair : gs->hpool.heroesPool)
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{
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if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
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{
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crossoverHeroes.push_back(heroPair.second.get());
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}
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}
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gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
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}
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}
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@ -62,8 +62,8 @@ PlayerSettings * StartInfo::getPlayersSettings(const ui8 connectedPlayerId)
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std::string StartInfo::getCampaignName() const
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{
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if(campState->header.name.length())
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return campState->header.name;
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if(campState->getHeader().name.empty())
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return campState->getHeader().name;
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else
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return VLC->generaltexth->allTexts[508];
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}
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@ -111,14 +111,6 @@ std::shared_ptr<CampaignState> CampaignHandler::getCampaign( const std::string &
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scenarioID++;
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}
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for(int i = 0; i < ret->scenarios.size(); i++)
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{
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auto scenarioID = static_cast<CampaignScenarioID>(i);
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if(vstd::contains(ret->mapPieces, scenarioID)) //not all maps must be present in a campaign
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ret->mapsRemaining.push_back(scenarioID);
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}
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return ret;
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}
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@ -188,7 +180,6 @@ CampaignScenario CampaignHandler::readScenarioFromJson(JsonNode & reader)
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};
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CampaignScenario ret;
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ret.conquered = false;
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ret.mapName = reader["map"].String();
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for(auto & g : reader["preconditions"].Vector())
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ret.preconditionRegions.insert(static_cast<CampaignScenarioID>(g.Integer()));
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@ -428,7 +419,6 @@ CampaignScenario CampaignHandler::readScenarioFromMemory( CBinaryReader & reader
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};
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CampaignScenario ret;
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ret.conquered = false;
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ret.mapName = reader.readBaseString();
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reader.readUInt32(); //packedMapSize - not used
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if(header.numberOfScenarios > 8) //unholy alliance
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@ -83,7 +83,12 @@ void CampaignHeader::loadLegacyData(ui8 campId)
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numberOfScenarios = VLC->generaltexth->getCampaignLength(campId);
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}
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bool CampaignState::conquerable(CampaignScenarioID whichScenario) const
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bool CampaignState::isConquered(CampaignScenarioID whichScenario) const
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{
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return vstd::contains(mapsConquered, whichScenario);
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}
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bool CampaignState::isAvailable(CampaignScenarioID whichScenario) const
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{
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//check for void scenraio
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if (!scenarios.at(whichScenario).isNotVoid())
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@ -91,14 +96,14 @@ bool CampaignState::conquerable(CampaignScenarioID whichScenario) const
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return false;
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}
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if (scenarios.at(whichScenario).conquered)
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if (vstd::contains(mapsConquered, whichScenario))
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{
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return false;
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}
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//check preconditioned regions
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for (auto const & it : scenarios.at(whichScenario).preconditionRegions)
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{
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if (!scenarios.at(it).conquered)
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if (!vstd::contains(mapsConquered, it))
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return false;
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}
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return true;
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@ -109,18 +114,18 @@ bool CampaignScenario::isNotVoid() const
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return !mapName.empty();
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}
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const CGHeroInstance * CampaignScenario::strongestHero(const PlayerColor & owner)
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const CGHeroInstance * CampaignState::strongestHero(CampaignScenarioID scenarioId, const PlayerColor & owner) const
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{
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std::function<bool(JsonNode & node)> isOwned = [owner](JsonNode & node)
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std::function<bool(const JsonNode & node)> isOwned = [owner](const JsonNode & node)
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{
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auto * h = CampaignState::crossoverDeserialize(node);
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bool result = h->tempOwner == owner;
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vstd::clear_pointer(h);
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return result;
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};
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auto ownedHeroes = crossoverHeroes | boost::adaptors::filtered(isOwned);
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auto ownedHeroes = crossover.placedHeroes.at(scenarioId) | boost::adaptors::filtered(isOwned);
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auto i = vstd::maxElementByFun(ownedHeroes, [](JsonNode & node)
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auto i = vstd::maxElementByFun(ownedHeroes, [](const JsonNode & node)
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{
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auto * h = CampaignState::crossoverDeserialize(node);
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double result = h->getHeroStrength();
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@ -130,41 +135,43 @@ const CGHeroInstance * CampaignScenario::strongestHero(const PlayerColor & owner
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return i == ownedHeroes.end() ? nullptr : CampaignState::crossoverDeserialize(*i);
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}
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std::vector<CGHeroInstance *> CampaignScenario::getLostCrossoverHeroes()
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std::vector<CGHeroInstance *> CampaignState::getLostCrossoverHeroes(CampaignScenarioID scenarioId) const
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{
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std::vector<CGHeroInstance *> lostCrossoverHeroes;
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if(conquered)
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{
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for(auto node2 : placedCrossoverHeroes)
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for(auto node2 : crossover.placedHeroes.at(scenarioId))
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{
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auto * hero = CampaignState::crossoverDeserialize(node2);
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auto it = range::find_if(crossoverHeroes, [hero](JsonNode node)
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auto it = range::find_if(crossover.crossoverHeroes.at(scenarioId), [hero](JsonNode node)
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{
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auto * h = CampaignState::crossoverDeserialize(node);
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bool result = hero->subID == h->subID;
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vstd::clear_pointer(h);
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return result;
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});
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if(it == crossoverHeroes.end())
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if(it == crossover.crossoverHeroes.at(scenarioId).end())
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{
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lostCrossoverHeroes.push_back(hero);
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}
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}
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}
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return lostCrossoverHeroes;
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}
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std::vector<JsonNode> CampaignState::getCrossoverHeroes(CampaignScenarioID scenarioId) const
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{
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return crossover.crossoverHeroes.at(scenarioId);
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}
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void CampaignState::setCurrentMapAsConquered(const std::vector<CGHeroInstance *> & heroes)
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{
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scenarios.at(*currentMap).crossoverHeroes.clear();
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crossover.crossoverHeroes[*currentMap].clear();
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for(CGHeroInstance * hero : heroes)
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{
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scenarios.at(*currentMap).crossoverHeroes.push_back(crossoverSerialize(hero));
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crossover.crossoverHeroes[*currentMap].push_back(crossoverSerialize(hero));
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}
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mapsConquered.push_back(*currentMap);
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mapsRemaining -= *currentMap;
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scenarios.at(*currentMap).conquered = true;
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}
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std::optional<CampaignBonus> CampaignState::getBonusForCurrentMap() const
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@ -183,9 +190,12 @@ const CampaignScenario & CampaignState::getCurrentScenario() const
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return scenarios.at(*currentMap);
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}
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CampaignScenario & CampaignState::getCurrentScenario()
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std::optional<ui8> CampaignState::getBonusID(CampaignScenarioID & which) const
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{
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return scenarios.at(*currentMap);
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if (!chosenCampaignBonuses.count(which))
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return std::nullopt;
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return chosenCampaignBonuses.at(which);
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}
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ui8 CampaignState::currentBonusID() const
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@ -242,11 +252,74 @@ JsonNode CampaignState::crossoverSerialize(CGHeroInstance * hero)
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return node;
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}
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CGHeroInstance * CampaignState::crossoverDeserialize(JsonNode & node)
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CGHeroInstance * CampaignState::crossoverDeserialize(const JsonNode & node)
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{
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JsonDeserializer handler(nullptr, node);
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JsonDeserializer handler(nullptr, const_cast<JsonNode&>(node));
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auto * hero = new CGHeroInstance();
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hero->ID = Obj::HERO;
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hero->serializeJsonOptions(handler);
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return hero;
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}
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void CampaignState::setCurrentMap(CampaignScenarioID which)
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{
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assert(scenarios.count(which));
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assert(scenarios.at(which).isNotVoid());
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currentMap = which;
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}
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void CampaignState::setCurrentMapBonus(ui8 which)
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{
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chosenCampaignBonuses[*currentMap] = which;
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}
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std::optional<CampaignScenarioID> CampaignState::currentScenario() const
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||||
{
|
||||
return currentMap;
|
||||
}
|
||||
|
||||
std::optional<CampaignScenarioID> CampaignState::lastScenario() const
|
||||
{
|
||||
if (mapsConquered.empty())
|
||||
return std::nullopt;
|
||||
return mapsConquered.back();
|
||||
}
|
||||
|
||||
std::set<CampaignScenarioID> CampaignState::conqueredScenarios() const
|
||||
{
|
||||
std::set<CampaignScenarioID> result;
|
||||
result.insert(mapsConquered.begin(), mapsConquered.end());
|
||||
return result;
|
||||
}
|
||||
|
||||
std::set<CampaignScenarioID> CampaignState::allScenarios() const
|
||||
{
|
||||
std::set<CampaignScenarioID> result;
|
||||
|
||||
for (auto const & entry : scenarios)
|
||||
{
|
||||
if (entry.second.isNotVoid())
|
||||
result.insert(entry.first);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
const CampaignScenario & CampaignState::scenario(CampaignScenarioID which) const
|
||||
{
|
||||
assert(scenarios.count(which));
|
||||
assert(scenarios.at(which).isNotVoid());
|
||||
|
||||
return scenarios.at(which);
|
||||
}
|
||||
|
||||
bool CampaignState::isCampaignFinished() const
|
||||
{
|
||||
return conqueredScenarios() == allScenarios();
|
||||
}
|
||||
|
||||
const CampaignHeader & CampaignState::getHeader() const
|
||||
{
|
||||
return header;
|
||||
}
|
||||
|
@ -156,22 +156,15 @@ public:
|
||||
std::set<CampaignScenarioID> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
|
||||
ui8 regionColor = 0;
|
||||
ui8 difficulty = 0;
|
||||
bool conquered = false;
|
||||
|
||||
std::string regionText;
|
||||
CampaignScenarioPrologEpilog prolog;
|
||||
CampaignScenarioPrologEpilog epilog;
|
||||
|
||||
CampaignTravel travelOptions;
|
||||
std::vector<HeroTypeID> keepHeroes; // contains list of heroes which should be kept for next scenario (doesn't matter if they lost)
|
||||
std::vector<JsonNode> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
|
||||
std::vector<JsonNode> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
|
||||
|
||||
void loadPreconditionRegions(ui32 regions);
|
||||
bool isNotVoid() const;
|
||||
// FIXME: due to usage of JsonNode I can't make these methods const
|
||||
const CGHeroInstance * strongestHero(const PlayerColor & owner);
|
||||
std::vector<CGHeroInstance *> getLostCrossoverHeroes(); /// returns a list of crossover heroes which started the scenario, but didn't complete it
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int formatVersion)
|
||||
{
|
||||
@ -180,44 +173,85 @@ public:
|
||||
h & preconditionRegions;
|
||||
h & regionColor;
|
||||
h & difficulty;
|
||||
h & conquered;
|
||||
h & regionText;
|
||||
h & prolog;
|
||||
h & epilog;
|
||||
h & travelOptions;
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CampaignHeroes
|
||||
{
|
||||
using ScenarioHeroesList = std::vector<JsonNode>;
|
||||
using CampaignHeroesList = std::map<CampaignScenarioID, ScenarioHeroesList>;
|
||||
|
||||
CampaignHeroesList crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
|
||||
CampaignHeroesList placedHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int formatVersion)
|
||||
{
|
||||
h & crossoverHeroes;
|
||||
h & placedCrossoverHeroes;
|
||||
h & keepHeroes;
|
||||
h & placedHeroes;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CampaignState
|
||||
{
|
||||
public:
|
||||
CampaignHeader header;
|
||||
friend class CampaignHandler;
|
||||
|
||||
/// List of all maps completed by player, in order of their completion
|
||||
std::vector<CampaignScenarioID> mapsConquered;
|
||||
|
||||
std::map<CampaignScenarioID, CampaignScenario> scenarios;
|
||||
std::map<CampaignScenarioID, std::string > mapPieces; //binary h3ms, scenario number -> map data
|
||||
|
||||
std::vector<CampaignScenarioID> mapsConquered;
|
||||
std::vector<CampaignScenarioID> mapsRemaining;
|
||||
std::map<CampaignScenarioID, ui8> chosenCampaignBonuses;
|
||||
std::optional<CampaignScenarioID> currentMap;
|
||||
|
||||
std::map<CampaignScenarioID, ui8> chosenCampaignBonuses;
|
||||
CampaignHeader header;
|
||||
CampaignHeroes crossover;
|
||||
|
||||
public:
|
||||
std::optional<CampaignScenarioID> lastScenario() const;
|
||||
std::optional<CampaignScenarioID> currentScenario() const;
|
||||
std::set<CampaignScenarioID> allScenarios() const;
|
||||
std::set<CampaignScenarioID> conqueredScenarios() const;
|
||||
|
||||
const CampaignScenario & scenario(CampaignScenarioID which) const;
|
||||
|
||||
std::optional<CampaignBonus> getBonusForCurrentMap() const;
|
||||
const CampaignScenario & getCurrentScenario() const;
|
||||
|
||||
std::optional<ui8> getBonusID(CampaignScenarioID & which) const;
|
||||
ui8 currentBonusID() const;
|
||||
bool conquerable(CampaignScenarioID whichScenario) const;
|
||||
|
||||
/// Returns true if selected scenario can be selected and started by player
|
||||
bool isAvailable(CampaignScenarioID whichScenario) const;
|
||||
|
||||
/// Returns true if selected scenario has been already completed by player
|
||||
bool isConquered(CampaignScenarioID whichScenario) const;
|
||||
|
||||
/// Returns true if all available scenarios have been completed and campaign is finished
|
||||
bool isCampaignFinished() const;
|
||||
|
||||
const CampaignHeader & getHeader() const;
|
||||
|
||||
std::unique_ptr<CMap> getMap(CampaignScenarioID scenarioId) const;
|
||||
std::unique_ptr<CMapHeader> getMapHeader(CampaignScenarioID scenarioId) const;
|
||||
std::shared_ptr<CMapInfo> getMapInfo(CampaignScenarioID scenarioId) const;
|
||||
|
||||
CampaignScenario & getCurrentScenario();
|
||||
void setCurrentMap(CampaignScenarioID which);
|
||||
void setCurrentMapBonus(ui8 which);
|
||||
void setCurrentMapAsConquered(const std::vector<CGHeroInstance*> & heroes);
|
||||
|
||||
const CGHeroInstance * strongestHero(CampaignScenarioID scenarioId, const PlayerColor & owner) const;
|
||||
|
||||
/// returns a list of crossover heroes which started the scenario, but didn't complete it
|
||||
std::vector<CGHeroInstance *> getLostCrossoverHeroes(CampaignScenarioID scenarioId) const;
|
||||
|
||||
std::vector<JsonNode> getCrossoverHeroes(CampaignScenarioID scenarioId) const;
|
||||
|
||||
static JsonNode crossoverSerialize(CGHeroInstance * hero);
|
||||
static CGHeroInstance * crossoverDeserialize(JsonNode & node);
|
||||
static CGHeroInstance * crossoverDeserialize(const JsonNode & node);
|
||||
|
||||
CampaignState() = default;
|
||||
|
||||
@ -225,8 +259,8 @@ public:
|
||||
{
|
||||
h & header;
|
||||
h & scenarios;
|
||||
h & crossover;
|
||||
h & mapPieces;
|
||||
h & mapsRemaining;
|
||||
h & mapsConquered;
|
||||
h & currentMap;
|
||||
h & chosenCampaignBonuses;
|
||||
|
@ -65,7 +65,7 @@ CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios(
|
||||
auto scenarioID = static_cast<CampaignScenarioID>(bonus->info2);
|
||||
|
||||
std::vector<CGHeroInstance *> heroes;
|
||||
for(auto & node : campaignState->scenarios.at(scenarioID).crossoverHeroes)
|
||||
for(auto & node : campaignState->getCrossoverHeroes(scenarioID))
|
||||
{
|
||||
auto * h = CampaignState::crossoverDeserialize(node);
|
||||
heroes.push_back(h);
|
||||
@ -76,14 +76,13 @@ CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios(
|
||||
return crossoverHeroes;
|
||||
}
|
||||
|
||||
if(campaignState->mapsConquered.empty())
|
||||
if(!campaignState->lastScenario())
|
||||
return crossoverHeroes;
|
||||
|
||||
for(auto mapNr : campaignState->mapsConquered)
|
||||
for(auto mapNr : campaignState->conqueredScenarios())
|
||||
{
|
||||
// create a list of deleted heroes
|
||||
auto & scenario = campaignState->scenarios[mapNr];
|
||||
auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
|
||||
auto lostCrossoverHeroes = campaignState->getLostCrossoverHeroes(mapNr);
|
||||
|
||||
// remove heroes which didn't reached the end of the scenario, but were available at the start
|
||||
for(auto * hero : lostCrossoverHeroes)
|
||||
@ -96,7 +95,7 @@ CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios(
|
||||
}
|
||||
|
||||
// now add heroes which completed the scenario
|
||||
for(auto node : scenario.crossoverHeroes)
|
||||
for(auto node : campaignState->getCrossoverHeroes(mapNr))
|
||||
{
|
||||
auto * hero = CampaignState::crossoverDeserialize(node);
|
||||
// add new heroes and replace old heroes with newer ones
|
||||
@ -116,7 +115,7 @@ CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios(
|
||||
crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
|
||||
}
|
||||
|
||||
if(mapNr == campaignState->mapsConquered.back())
|
||||
if(mapNr == campaignState->lastScenario())
|
||||
{
|
||||
crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
|
||||
}
|
||||
@ -392,7 +391,7 @@ void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
|
||||
continue;
|
||||
}
|
||||
auto bb = std::make_shared<Bonus>(
|
||||
BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, static_cast<int>(*gameState->scenarioOps->campState->currentMap), g
|
||||
BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, static_cast<int>(*gameState->scenarioOps->campState->currentScenario()), g
|
||||
);
|
||||
hero->addNewBonus(bb);
|
||||
}
|
||||
@ -445,8 +444,6 @@ void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHer
|
||||
gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
|
||||
|
||||
delete heroPlaceholder;
|
||||
|
||||
gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CampaignState::crossoverSerialize(heroToPlace));
|
||||
}
|
||||
}
|
||||
|
||||
@ -628,7 +625,7 @@ void CGameStateCampaign::initTowns()
|
||||
gameState->map->towns[g]->pos == pi.posOfMainTown)
|
||||
{
|
||||
BuildingID buildingId;
|
||||
if(gameState->scenarioOps->campState->header.version == CampaignVersion::VCMI)
|
||||
if(gameState->scenarioOps->campState->getHeader().version == CampaignVersion::VCMI)
|
||||
buildingId = BuildingID(chosenBonus->info1);
|
||||
else
|
||||
buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings);
|
||||
|
@ -296,8 +296,8 @@ bool CVCMIServer::prepareToStartGame()
|
||||
{
|
||||
case StartInfo::CAMPAIGN:
|
||||
logNetwork->info("Preparing to start new campaign");
|
||||
si->campState->currentMap = std::make_optional(campaignMap);
|
||||
si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
|
||||
si->campState->setCurrentMap(campaignMap);
|
||||
si->campState->setCurrentMapBonus(campaignBonus);
|
||||
gh->init(si.get());
|
||||
break;
|
||||
|
||||
@ -668,7 +668,7 @@ void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo,
|
||||
si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
|
||||
si->mode = StartInfo::LOAD_GAME;
|
||||
if(si->campState)
|
||||
campaignMap = si->campState->currentMap.value();
|
||||
campaignMap = si->campState->currentScenario().value();
|
||||
|
||||
for(auto & ps : si->playerInfos)
|
||||
{
|
||||
@ -873,7 +873,7 @@ void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
|
||||
void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
|
||||
{
|
||||
campaignMap = mapId;
|
||||
si->difficulty = si->campState->scenarios[mapId].difficulty;
|
||||
si->difficulty = si->campState->scenario(mapId).difficulty;
|
||||
campaignBonus = -1;
|
||||
updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
|
||||
}
|
||||
@ -882,7 +882,7 @@ void CVCMIServer::setCampaignBonus(int bonusId)
|
||||
{
|
||||
campaignBonus = bonusId;
|
||||
|
||||
const CampaignScenario & scenario = si->campState->scenarios[campaignMap];
|
||||
const CampaignScenario & scenario = si->campState->scenario(campaignMap);
|
||||
const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
|
||||
if(bonDescs[bonusId].type == CampaignBonusType::HERO)
|
||||
{
|
||||
|
@ -211,18 +211,18 @@ void ApplyOnServerNetPackVisitor::visitLobbySetMap(LobbySetMap & pack)
|
||||
|
||||
void ApplyOnServerNetPackVisitor::visitLobbySetCampaign(LobbySetCampaign & pack)
|
||||
{
|
||||
srv.si->mapname = pack.ourCampaign->header.filename;
|
||||
srv.si->mapname = pack.ourCampaign->getHeader().filename;
|
||||
srv.si->mode = StartInfo::CAMPAIGN;
|
||||
srv.si->campState = pack.ourCampaign;
|
||||
srv.si->turnTime = 0;
|
||||
bool isCurrentMapConquerable = pack.ourCampaign->currentMap && pack.ourCampaign->conquerable(*pack.ourCampaign->currentMap);
|
||||
for(int i = 0; i < pack.ourCampaign->scenarios.size(); i++)
|
||||
{
|
||||
auto scenarioID = static_cast<CampaignScenarioID>(i);
|
||||
|
||||
if(pack.ourCampaign->conquerable(scenarioID))
|
||||
bool isCurrentMapConquerable = pack.ourCampaign->currentScenario() && pack.ourCampaign->isAvailable(*pack.ourCampaign->currentScenario());
|
||||
|
||||
for(auto scenarioID : pack.ourCampaign->allScenarios())
|
||||
{
|
||||
if(!isCurrentMapConquerable || (isCurrentMapConquerable && scenarioID == *pack.ourCampaign->currentMap))
|
||||
if(pack.ourCampaign->isAvailable(scenarioID))
|
||||
{
|
||||
if(!isCurrentMapConquerable || (isCurrentMapConquerable && scenarioID == *pack.ourCampaign->currentScenario()))
|
||||
{
|
||||
srv.setCampaignMap(scenarioID);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user