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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Added encapsulation for CampaignState class

This commit is contained in:
Ivan Savenko 2023-06-26 00:01:25 +03:00
parent 8420a90aa4
commit a08fe09517
12 changed files with 203 additions and 127 deletions

View File

@ -210,8 +210,8 @@ void ClientCommandManager::handleConvertTextCommand()
for (auto const & campaignName : campaignList)
{
auto state = CampaignHandler::getCampaign(campaignName.getName());
for (auto const & part : state->mapPieces)
state->getMap(part.first);
for (auto const & part : state->allScenarios())
state->getMap(part);
}
VLC->generaltexth->dumpAllTexts();

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@ -51,10 +51,10 @@ void UserEventHandler::handleUserEvent(const SDL_UserEvent & user)
CSH->campaignServerRestartLock.set(true);
CSH->endGameplay();
auto ourCampaign = std::shared_ptr<CampaignState>(reinterpret_cast<CampaignState *>(user.data1));
auto & epilogue = ourCampaign->scenarios[ourCampaign->mapsConquered.back()].epilog;
auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
auto finisher = [=]()
{
if(!ourCampaign->mapsRemaining.empty())
if(!ourCampaign->isCampaignFinished())
{
GH.windows().pushWindow(CMM);
GH.windows().pushWindow(CMM->menu);

View File

@ -64,7 +64,7 @@ CBonusSelection::CBonusSelection()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
std::string bgName = getCampaign()->header.campaignRegions.campPrefix + "_BG.BMP";
std::string bgName = getCampaign()->getHeader().campaignRegions.campPrefix + "_BG.BMP";
setBackground(bgName);
panelBackground = std::make_shared<CPicture>("CAMPBRF.BMP", 456, 6);
@ -78,7 +78,7 @@ CBonusSelection::CBonusSelection()
iconsMapSizes = std::make_shared<CAnimImage>("SCNRMPSZ", 4, 0, 735, 26);
labelCampaignDescription = std::make_shared<CLabel>(481, 63, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::YELLOW, CGI->generaltexth->allTexts[38]);
campaignDescription = std::make_shared<CTextBox>(getCampaign()->header.description, Rect(480, 86, 286, 117), 1);
campaignDescription = std::make_shared<CTextBox>(getCampaign()->getHeader().description, Rect(480, 86, 286, 117), 1);
mapName = std::make_shared<CLabel>(481, 219, FONT_BIG, ETextAlignment::TOPLEFT, Colors::YELLOW, CSH->mi->getName());
labelMapDescription = std::make_shared<CLabel>(481, 253, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::YELLOW, CGI->generaltexth->allTexts[496]);
@ -99,27 +99,25 @@ CBonusSelection::CBonusSelection()
difficultyIcons[b] = std::make_shared<CAnimImage>("GSPBUT" + std::to_string(b + 3) + ".DEF", 0, 0, 709, 455);
}
if(getCampaign()->header.difficultyChoosenByPlayer)
if(getCampaign()->getHeader().difficultyChoosenByPlayer)
{
buttonDifficultyLeft = std::make_shared<CButton>(Point(694, 508), "SCNRBLF.DEF", CButton::tooltip(), std::bind(&CBonusSelection::decreaseDifficulty, this));
buttonDifficultyRight = std::make_shared<CButton>(Point(738, 508), "SCNRBRT.DEF", CButton::tooltip(), std::bind(&CBonusSelection::increaseDifficulty, this));
}
for(int g = 0; g < getCampaign()->scenarios.size(); ++g)
for(auto scenarioID : getCampaign()->allScenarios())
{
auto scenarioID = static_cast<CampaignScenarioID>(g);
if(getCampaign()->conquerable(scenarioID))
regions.push_back(std::make_shared<CRegion>(scenarioID, true, true, getCampaign()->header.campaignRegions));
else if(getCampaign()->scenarios[scenarioID].conquered) //display as striped
regions.push_back(std::make_shared<CRegion>(scenarioID, false, false, getCampaign()->header.campaignRegions));
if(getCampaign()->isAvailable(scenarioID))
regions.push_back(std::make_shared<CRegion>(scenarioID, true, true, getCampaign()->getHeader().campaignRegions));
else if(getCampaign()->isConquered(scenarioID)) //display as striped
regions.push_back(std::make_shared<CRegion>(scenarioID, false, false, getCampaign()->getHeader().campaignRegions));
}
}
void CBonusSelection::createBonusesIcons()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
const CampaignScenario & scenario = getCampaign()->scenarios[CSH->campaignMap];
const CampaignScenario & scenario = getCampaign()->scenario(CSH->campaignMap);
const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
groupBonuses = std::make_shared<CToggleGroup>(std::bind(&IServerAPI::setCampaignBonus, CSH, _1));
@ -172,7 +170,7 @@ void CBonusSelection::createBonusesIcons()
assert(faction != -1);
BuildingID buildID;
if(getCampaign()->header.version == CampaignVersion::VCMI)
if(getCampaign()->getHeader().version == CampaignVersion::VCMI)
buildID = BuildingID(bonDescs[i].info1);
else
buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<BuildingID>());
@ -272,13 +270,13 @@ void CBonusSelection::createBonusesIcons()
}
case CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO:
{
auto superhero = getCampaign()->scenarios[static_cast<CampaignScenarioID>(bonDescs[i].info2)].strongestHero(PlayerColor(bonDescs[i].info1));
auto superhero = getCampaign()->strongestHero(static_cast<CampaignScenarioID>(bonDescs[i].info2), PlayerColor(bonDescs[i].info1));
if(!superhero)
logGlobal->warn("No superhero! How could it be transferred?");
picNumber = superhero ? superhero->portrait : 0;
desc = CGI->generaltexth->allTexts[719];
boost::algorithm::replace_first(desc, "%s", getCampaign()->scenarios[static_cast<CampaignScenarioID>(bonDescs[i].info2)].scenarioName);
boost::algorithm::replace_first(desc, "%s", getCampaign()->scenario(static_cast<CampaignScenarioID>(bonDescs[i].info2)).scenarioName);
break;
}
@ -313,10 +311,8 @@ void CBonusSelection::createBonusesIcons()
groupBonuses->addToggle(i, bonusButton);
}
if(vstd::contains(getCampaign()->chosenCampaignBonuses, CSH->campaignMap))
{
groupBonuses->setSelected(getCampaign()->chosenCampaignBonuses[CSH->campaignMap]);
}
if(getCampaign()->getBonusID(CSH->campaignMap))
groupBonuses->setSelected(*getCampaign()->getBonusID(CSH->campaignMap));
}
void CBonusSelection::updateAfterStateChange()
@ -325,7 +321,7 @@ void CBonusSelection::updateAfterStateChange()
{
buttonRestart->disable();
buttonStart->enable();
if(!getCampaign()->mapsConquered.empty())
if(!getCampaign()->conqueredScenarios().empty())
buttonBack->block(true);
else
buttonBack->block(false);
@ -342,7 +338,7 @@ void CBonusSelection::updateAfterStateChange()
}
if(CSH->campaignBonus == -1)
{
buttonStart->block(getCampaign()->scenarios[CSH->campaignMap].travelOptions.bonusesToChoose.size());
buttonStart->block(getCampaign()->scenario(CSH->campaignMap).travelOptions.bonusesToChoose.size());
}
else if(buttonStart->isBlocked())
{
@ -398,7 +394,7 @@ void CBonusSelection::startMap()
CSH->sendStartGame();
};
const CampaignScenario & scenario = getCampaign()->scenarios[CSH->campaignMap];
const CampaignScenario & scenario = getCampaign()->scenario(CSH->campaignMap);
if(scenario.prolog.hasPrologEpilog)
{
GH.windows().createAndPushWindow<CPrologEpilogVideo>(scenario.prolog, exitCb);
@ -464,7 +460,7 @@ CBonusSelection::CRegion::CRegion(CampaignScenarioID id, bool accessible, bool s
pos.y += desc.ypos;
std::string prefix = campDsc.campPrefix + desc.infix + "_";
std::string suffix = colors[campDsc.colorSuffixLength - 1][CSH->si->campState->scenarios[idOfMapAndRegion].regionColor];
std::string suffix = colors[campDsc.colorSuffixLength - 1][CSH->si->campState->scenario(idOfMapAndRegion).regionColor];
graphicsNotSelected = std::make_shared<CPicture>(prefix + "En" + suffix + ".BMP");
graphicsNotSelected->disable();
graphicsSelected = std::make_shared<CPicture>(prefix + "Se" + suffix + ".BMP");
@ -513,7 +509,7 @@ void CBonusSelection::CRegion::clickLeft(tribool down, bool previousState)
void CBonusSelection::CRegion::showPopupWindow()
{
// FIXME: For some reason "down" is only ever contain indeterminate_value
auto text = CSH->si->campState->scenarios[idOfMapAndRegion].regionText;
auto text = CSH->si->campState->scenario(idOfMapAndRegion).regionText;
if(!graphicsNotSelected->getSurface()->isTransparent(GH.getCursorPosition() - pos.topLeft()) && text.size())
{
CRClickPopup::createAndPush(text);

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@ -923,7 +923,7 @@ void CCastleBuildings::enterMagesGuild()
const StartInfo *si = LOCPLINT->cb->getStartInfo();
// it would be nice to find a way to move this hack to config/mapOverrides.json
if(si && si->campState && si->campState && // We're in campaign,
(si->campState->header.filename == "DATA/YOG.H3C") && // which is "Birth of a Barbarian",
(si->campState->getHeader().filename == "DATA/YOG.H3C") && // which is "Birth of a Barbarian",
(hero->subID == 45)) // and the hero is Yog (based on Solmyr)
{
// "Yog has given up magic in all its forms..."

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@ -1076,21 +1076,7 @@ void PlayerEndsGame::applyGs(CGameState * gs) const
// keep all heroes from the winning player
crossoverHeroes.push_back(hero);
}
else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
{
// keep hero whether lost or won (like Xeron in AB campaign)
crossoverHeroes.push_back(hero);
}
}
// keep lost heroes which are in heroes pool
for (auto & heroPair : gs->hpool.heroesPool)
{
if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
{
crossoverHeroes.push_back(heroPair.second.get());
}
}
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
}
}

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@ -62,8 +62,8 @@ PlayerSettings * StartInfo::getPlayersSettings(const ui8 connectedPlayerId)
std::string StartInfo::getCampaignName() const
{
if(campState->header.name.length())
return campState->header.name;
if(campState->getHeader().name.empty())
return campState->getHeader().name;
else
return VLC->generaltexth->allTexts[508];
}

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@ -111,14 +111,6 @@ std::shared_ptr<CampaignState> CampaignHandler::getCampaign( const std::string &
scenarioID++;
}
for(int i = 0; i < ret->scenarios.size(); i++)
{
auto scenarioID = static_cast<CampaignScenarioID>(i);
if(vstd::contains(ret->mapPieces, scenarioID)) //not all maps must be present in a campaign
ret->mapsRemaining.push_back(scenarioID);
}
return ret;
}
@ -188,7 +180,6 @@ CampaignScenario CampaignHandler::readScenarioFromJson(JsonNode & reader)
};
CampaignScenario ret;
ret.conquered = false;
ret.mapName = reader["map"].String();
for(auto & g : reader["preconditions"].Vector())
ret.preconditionRegions.insert(static_cast<CampaignScenarioID>(g.Integer()));
@ -428,7 +419,6 @@ CampaignScenario CampaignHandler::readScenarioFromMemory( CBinaryReader & reader
};
CampaignScenario ret;
ret.conquered = false;
ret.mapName = reader.readBaseString();
reader.readUInt32(); //packedMapSize - not used
if(header.numberOfScenarios > 8) //unholy alliance

View File

@ -83,7 +83,12 @@ void CampaignHeader::loadLegacyData(ui8 campId)
numberOfScenarios = VLC->generaltexth->getCampaignLength(campId);
}
bool CampaignState::conquerable(CampaignScenarioID whichScenario) const
bool CampaignState::isConquered(CampaignScenarioID whichScenario) const
{
return vstd::contains(mapsConquered, whichScenario);
}
bool CampaignState::isAvailable(CampaignScenarioID whichScenario) const
{
//check for void scenraio
if (!scenarios.at(whichScenario).isNotVoid())
@ -91,14 +96,14 @@ bool CampaignState::conquerable(CampaignScenarioID whichScenario) const
return false;
}
if (scenarios.at(whichScenario).conquered)
if (vstd::contains(mapsConquered, whichScenario))
{
return false;
}
//check preconditioned regions
for (auto const & it : scenarios.at(whichScenario).preconditionRegions)
{
if (!scenarios.at(it).conquered)
if (!vstd::contains(mapsConquered, it))
return false;
}
return true;
@ -109,18 +114,18 @@ bool CampaignScenario::isNotVoid() const
return !mapName.empty();
}
const CGHeroInstance * CampaignScenario::strongestHero(const PlayerColor & owner)
const CGHeroInstance * CampaignState::strongestHero(CampaignScenarioID scenarioId, const PlayerColor & owner) const
{
std::function<bool(JsonNode & node)> isOwned = [owner](JsonNode & node)
std::function<bool(const JsonNode & node)> isOwned = [owner](const JsonNode & node)
{
auto * h = CampaignState::crossoverDeserialize(node);
bool result = h->tempOwner == owner;
vstd::clear_pointer(h);
return result;
};
auto ownedHeroes = crossoverHeroes | boost::adaptors::filtered(isOwned);
auto ownedHeroes = crossover.placedHeroes.at(scenarioId) | boost::adaptors::filtered(isOwned);
auto i = vstd::maxElementByFun(ownedHeroes, [](JsonNode & node)
auto i = vstd::maxElementByFun(ownedHeroes, [](const JsonNode & node)
{
auto * h = CampaignState::crossoverDeserialize(node);
double result = h->getHeroStrength();
@ -130,41 +135,43 @@ const CGHeroInstance * CampaignScenario::strongestHero(const PlayerColor & owner
return i == ownedHeroes.end() ? nullptr : CampaignState::crossoverDeserialize(*i);
}
std::vector<CGHeroInstance *> CampaignScenario::getLostCrossoverHeroes()
std::vector<CGHeroInstance *> CampaignState::getLostCrossoverHeroes(CampaignScenarioID scenarioId) const
{
std::vector<CGHeroInstance *> lostCrossoverHeroes;
if(conquered)
{
for(auto node2 : placedCrossoverHeroes)
for(auto node2 : crossover.placedHeroes.at(scenarioId))
{
auto * hero = CampaignState::crossoverDeserialize(node2);
auto it = range::find_if(crossoverHeroes, [hero](JsonNode node)
auto it = range::find_if(crossover.crossoverHeroes.at(scenarioId), [hero](JsonNode node)
{
auto * h = CampaignState::crossoverDeserialize(node);
bool result = hero->subID == h->subID;
vstd::clear_pointer(h);
return result;
});
if(it == crossoverHeroes.end())
if(it == crossover.crossoverHeroes.at(scenarioId).end())
{
lostCrossoverHeroes.push_back(hero);
}
}
}
return lostCrossoverHeroes;
}
std::vector<JsonNode> CampaignState::getCrossoverHeroes(CampaignScenarioID scenarioId) const
{
return crossover.crossoverHeroes.at(scenarioId);
}
void CampaignState::setCurrentMapAsConquered(const std::vector<CGHeroInstance *> & heroes)
{
scenarios.at(*currentMap).crossoverHeroes.clear();
crossover.crossoverHeroes[*currentMap].clear();
for(CGHeroInstance * hero : heroes)
{
scenarios.at(*currentMap).crossoverHeroes.push_back(crossoverSerialize(hero));
crossover.crossoverHeroes[*currentMap].push_back(crossoverSerialize(hero));
}
mapsConquered.push_back(*currentMap);
mapsRemaining -= *currentMap;
scenarios.at(*currentMap).conquered = true;
}
std::optional<CampaignBonus> CampaignState::getBonusForCurrentMap() const
@ -183,9 +190,12 @@ const CampaignScenario & CampaignState::getCurrentScenario() const
return scenarios.at(*currentMap);
}
CampaignScenario & CampaignState::getCurrentScenario()
std::optional<ui8> CampaignState::getBonusID(CampaignScenarioID & which) const
{
return scenarios.at(*currentMap);
if (!chosenCampaignBonuses.count(which))
return std::nullopt;
return chosenCampaignBonuses.at(which);
}
ui8 CampaignState::currentBonusID() const
@ -242,11 +252,74 @@ JsonNode CampaignState::crossoverSerialize(CGHeroInstance * hero)
return node;
}
CGHeroInstance * CampaignState::crossoverDeserialize(JsonNode & node)
CGHeroInstance * CampaignState::crossoverDeserialize(const JsonNode & node)
{
JsonDeserializer handler(nullptr, node);
JsonDeserializer handler(nullptr, const_cast<JsonNode&>(node));
auto * hero = new CGHeroInstance();
hero->ID = Obj::HERO;
hero->serializeJsonOptions(handler);
return hero;
}
void CampaignState::setCurrentMap(CampaignScenarioID which)
{
assert(scenarios.count(which));
assert(scenarios.at(which).isNotVoid());
currentMap = which;
}
void CampaignState::setCurrentMapBonus(ui8 which)
{
chosenCampaignBonuses[*currentMap] = which;
}
std::optional<CampaignScenarioID> CampaignState::currentScenario() const
{
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;
}

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@ -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;

View File

@ -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);

View File

@ -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)
{

View File

@ -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);
}