From b7b890acff880f85d77f5add28bd955c8c29a883 Mon Sep 17 00:00:00 2001 From: Macron1Robot Date: Thu, 24 Apr 2014 23:36:10 +0400 Subject: [PATCH] Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day --- AI/VCAI/VCAI.cpp | 3 +- client/CCastleInterface.cpp | 11 +- client/CCastleInterface.h | 2 +- client/GUIClasses.cpp | 2 +- config/factions/castle.json | 3 +- config/factions/conflux.json | 3 +- config/factions/dungeon.json | 3 +- config/factions/fortress.json | 3 +- config/factions/inferno.json | 3 +- config/factions/necropolis.json | 3 +- config/factions/rampart.json | 3 +- config/factions/stronghold.json | 3 +- config/factions/tower.json | 3 +- config/schemas/faction.json | 13 +- lib/CGameState.cpp | 7202 +++++++++++++++---------------- lib/CObjectHandler.cpp | 2 + lib/CTownHandler.cpp | 14 + lib/CTownHandler.h | 9 +- lib/JsonDetail.cpp | 2240 +++++----- server/CGameHandler.cpp | 3 +- 20 files changed, 4786 insertions(+), 4742 deletions(-) diff --git a/AI/VCAI/VCAI.cpp b/AI/VCAI/VCAI.cpp index 19907235c..a952db266 100644 --- a/AI/VCAI/VCAI.cpp +++ b/AI/VCAI/VCAI.cpp @@ -2355,7 +2355,8 @@ TResources VCAI::estimateIncome() const } else { - ret[t->town->primaryRes] ++; + if (t->town->primaryRes != Res::GOLD) + ret[t->town->primaryRes]++; } } } diff --git a/client/CCastleInterface.cpp b/client/CCastleInterface.cpp index 2d107f9c3..5694a5c6e 100644 --- a/client/CCastleInterface.cpp +++ b/client/CCastleInterface.cpp @@ -847,7 +847,9 @@ void CCastleBuildings::enterTownHall() void CCastleBuildings::openMagesGuild() { - GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt)); + std::string mageGuildBackground; + mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground; + GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt,mageGuildBackground)); } void CCastleBuildings::openTownHall() @@ -1636,9 +1638,12 @@ void CFortScreen::RecruitArea::clickRight(tribool down, bool previousState) clickLeft(down, false); //r-click does same as l-click - opens recr. window } -CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner): - CWindowObject(BORDERED, "TPMAGE") + + + +CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem) :CWindowObject(BORDERED,imagem) { + OBJ_CONSTRUCTION_CAPTURING_ALL; window = new CPicture(owner->town->town->clientInfo.guildWindow , 332, 76); diff --git a/client/CCastleInterface.h b/client/CCastleInterface.h index 17bc24f41..b9b25ca0f 100644 --- a/client/CCastleInterface.h +++ b/client/CCastleInterface.h @@ -360,7 +360,7 @@ class CMageGuildScreen : public CWindowObject CGStatusBar *statusBar; public: - CMageGuildScreen(CCastleInterface * owner); + CMageGuildScreen(CCastleInterface * owner,std::string image); }; /// The blacksmith window where you can buy available in town war machine diff --git a/client/GUIClasses.cpp b/client/GUIClasses.cpp index 5cdf409ad..bf1dfed83 100644 --- a/client/GUIClasses.cpp +++ b/client/GUIClasses.cpp @@ -3742,8 +3742,8 @@ CTavernWindow::CTavernWindow(const CGObjectInstance *TavernObj): if(selected == -1) recruit->block(true); } + CCS->videoh->open(LOCPLINT->castleInt->town->town->clientInfo.tavernVideo); - CCS->videoh->open("TAVERN.BIK"); } void CTavernWindow::recruitb() diff --git a/config/factions/castle.json b/config/factions/castle.json index d6c05199a..71f2baf33 100644 --- a/config/factions/castle.json +++ b/config/factions/castle.json @@ -116,7 +116,8 @@ "musicTheme" : "music/CstleTown", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBCSBACK.bmp", "guildWindow": "TPMAGECS.bmp", "buildingsIcons": "HALLCSTL.DEF", diff --git a/config/factions/conflux.json b/config/factions/conflux.json index ca9712775..d160e76a1 100644 --- a/config/factions/conflux.json +++ b/config/factions/conflux.json @@ -120,7 +120,8 @@ "musicTheme" : "music/ElemTown", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBELBACK.bmp", "guildWindow": "TPMAGEEL.bmp", "buildingsIcons": "HALLELEM.DEF", diff --git a/config/factions/dungeon.json b/config/factions/dungeon.json index a95a9b0a3..8d980137d 100644 --- a/config/factions/dungeon.json +++ b/config/factions/dungeon.json @@ -115,7 +115,8 @@ "musicTheme" : "music/Dungeon", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBDNBACK.bmp", "guildWindow": "TPMAGEDN.bmp", "buildingsIcons": "HALLDUNG.DEF", diff --git a/config/factions/fortress.json b/config/factions/fortress.json index 66a899c1e..045e19cc1 100644 --- a/config/factions/fortress.json +++ b/config/factions/fortress.json @@ -116,7 +116,8 @@ "musicTheme" : "music/FortressTown", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBFRBACK.bmp", "guildWindow": "TPMAGEFR.bmp", "buildingsIcons": "HALLFORT.DEF", diff --git a/config/factions/inferno.json b/config/factions/inferno.json index 8e130bc3d..8e988bc68 100644 --- a/config/factions/inferno.json +++ b/config/factions/inferno.json @@ -116,7 +116,8 @@ "musicTheme" : "music/InfernoTown", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBINBACK.bmp", "guildWindow": "TPMAGEIN.bmp", "buildingsIcons": "HALLINFR.DEF", diff --git a/config/factions/necropolis.json b/config/factions/necropolis.json index 92fd6a217..d02907f29 100644 --- a/config/factions/necropolis.json +++ b/config/factions/necropolis.json @@ -120,7 +120,8 @@ "musicTheme" : "music/NecroTown", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBNCBACK.bmp", "guildWindow": "TPMAGENC.bmp", "buildingsIcons": "HALLNECR.DEF", diff --git a/config/factions/rampart.json b/config/factions/rampart.json index 4e8fd7e22..bd4c8688e 100644 --- a/config/factions/rampart.json +++ b/config/factions/rampart.json @@ -120,7 +120,8 @@ "musicTheme" : "music/Rampart", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBRMBACK.bmp", "guildWindow": "TPMAGERM.bmp", "buildingsIcons": "HALLRAMP.DEF", diff --git a/config/factions/stronghold.json b/config/factions/stronghold.json index c74b834e4..a1c57045b 100644 --- a/config/factions/stronghold.json +++ b/config/factions/stronghold.json @@ -114,7 +114,8 @@ "musicTheme" : "music/Stronghold", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBSTBACK.bmp", "guildWindow": "TPMAGEST.bmp", "buildingsIcons": "HALLSTRN.DEF", diff --git a/config/factions/tower.json b/config/factions/tower.json index 151b02101..543f4793f 100644 --- a/config/factions/tower.json +++ b/config/factions/tower.json @@ -115,7 +115,8 @@ "musicTheme" : "music/TowerTown", "defaultTavern" : 5, - + "tavernVideo" : "TAVERN.BIK", + "guildBackground" : "TPMAGE.bmp", "townBackground": "TBTWBACK.bmp", "guildWindow": "TPMAGETW.bmp", "buildingsIcons": "HALLTOWR.DEF", diff --git a/config/schemas/faction.json b/config/schemas/faction.json index 5395d188f..8198ba65c 100644 --- a/config/schemas/faction.json +++ b/config/schemas/faction.json @@ -105,8 +105,7 @@ "additionalProperties" : false, "required" : [ "adventureMap", "buildingsIcons", "buildings", "creatures", "guildWindow", "names", - "hallBackground", "hallSlots", "horde", "mageGuild", "moatDamage", "defaultTavern", - "musicTheme", "siege", "structures", "townBackground", "warMachine" + "hallBackground", "hallSlots", "horde", "mageGuild", "moatDamage", "defaultTavern", "tavernVideo", "guildBackground", "musicTheme", "siege", "structures", "townBackground", "warMachine" ], "description": "town", "properties":{ @@ -168,6 +167,10 @@ "minimum" : 0 } }, + "tavernVideo" : { + "type" : "string", + "description" : "Video for tavern window" + }, "names" : { "type" : "array", "description" : "Names for towns on adventure map", @@ -199,6 +202,12 @@ "type":"string", "description": "Image with small view on town from mage guild" }, + "guildBackground": { + "type":"string", + "description": "Image with background of mage guild", + "format" : "imageFile" + }, + "hallBackground": { "type":"string", "description": "background image for town hall", diff --git a/lib/CGameState.cpp b/lib/CGameState.cpp index 5c87ec1b6..84e84e8c4 100644 --- a/lib/CGameState.cpp +++ b/lib/CGameState.cpp @@ -1,3604 +1,3604 @@ -#include "StdInc.h" -#include "CGameState.h" - -#include "mapping/CCampaignHandler.h" -#include "CDefObjInfoHandler.h" -#include "CArtHandler.h" -#include "CBuildingHandler.h" -#include "CGeneralTextHandler.h" -#include "CTownHandler.h" -#include "CSpellHandler.h" -#include "CHeroHandler.h" -#include "CObjectHandler.h" -#include "CCreatureHandler.h" -#include "CModHandler.h" -#include "VCMI_Lib.h" -#include "Connection.h" -#include "mapping/CMap.h" -#include "mapping/CMapService.h" -#include "StartInfo.h" -#include "NetPacks.h" -#include "registerTypes/RegisterTypes.h" -#include "mapping/CMapInfo.h" -#include "BattleState.h" -#include "JsonNode.h" -#include "filesystem/Filesystem.h" -#include "GameConstants.h" -#include "rmg/CMapGenerator.h" -#include "CStopWatch.h" -#include "mapping/CMapEditManager.h" - -class CGObjectInstance; - -#ifdef min -#undef min -#endif -#ifdef max -#undef max -#endif - -/* - * CGameState.cpp, part of VCMI engine - * - * Authors: listed in file AUTHORS in main folder - * - * License: GNU General Public License v2.0 or later - * Full text of license available in license.txt file, in main folder - * - */ - -template class CApplyOnGS; - -class CBaseForGSApply -{ -public: - virtual void applyOnGS(CGameState *gs, void *pack) const =0; - virtual ~CBaseForGSApply(){}; - template static CBaseForGSApply *getApplier(const U * t=nullptr) - { - return new CApplyOnGS; - } -}; - -template class CApplyOnGS : public CBaseForGSApply -{ -public: - void applyOnGS(CGameState *gs, void *pack) const - { - T *ptr = static_cast(pack); - - boost::unique_lock lock(*gs->mx); - ptr->applyGs(gs); - } -}; - -static CApplier *applierGs = nullptr; - -// class IObjectCaller -// { -// public: -// virtual ~IObjectCaller(){}; -// virtual void preInit()=0; -// virtual void postInit()=0; -// }; -// -// template -// class CObjectCaller : public IObjectCaller -// { -// public: -// void preInit() -// { -// //T::preInit(); -// } -// void postInit() -// { -// //T::postInit(); -// } -// }; - -// class CObjectCallersHandler -// { -// public: -// std::vector apps; -// -// template void registerType(const T * t=nullptr) -// { -// apps.push_back(new CObjectCaller); -// } -// -// CObjectCallersHandler() -// { -// registerTypesMapObjects(*this); -// } -// -// ~CObjectCallersHandler() -// { -// for (auto & elem : apps) -// delete elem; -// } -// -// void preInit() -// { -// // for (size_t i = 0; i < apps.size(); i++) -// // apps[i]->preInit(); -// } -// -// void postInit() -// { -// //for (size_t i = 0; i < apps.size(); i++) -// //apps[i]->postInit(); -// } -// } *objCaller = nullptr; - -void MetaString::getLocalString(const std::pair &txt, std::string &dst) const -{ - int type = txt.first, ser = txt.second; - - if(type == ART_NAMES) - { - dst = VLC->arth->artifacts[ser]->Name(); - } - else if(type == CRE_PL_NAMES) - { - dst = VLC->creh->creatures[ser]->namePl; - } - else if(type == MINE_NAMES) - { - dst = VLC->generaltexth->mines[ser].first; - } - else if(type == MINE_EVNTS) - { - dst = VLC->generaltexth->mines[ser].second; - } - else if(type == SPELL_NAME) - { - dst = SpellID(ser).toSpell()->name; - } - else if(type == CRE_SING_NAMES) - { - dst = VLC->creh->creatures[ser]->nameSing; - } - else if(type == ART_DESCR) - { - dst = VLC->arth->artifacts[ser]->Description(); - } - else if (type == ART_EVNTS) - { - dst = VLC->arth->artifacts[ser]->EventText(); - } - else - { - std::vector *vec; - switch(type) - { - case GENERAL_TXT: - vec = &VLC->generaltexth->allTexts; - break; - case XTRAINFO_TXT: - vec = &VLC->generaltexth->xtrainfo; - break; - case OBJ_NAMES: - vec = &VLC->generaltexth->names; - break; - case RES_NAMES: - vec = &VLC->generaltexth->restypes; - break; - case ARRAY_TXT: - vec = &VLC->generaltexth->arraytxt; - break; - case CREGENS: - vec = &VLC->generaltexth->creGens; - break; - case CREGENS4: - vec = &VLC->generaltexth->creGens4; - break; - case ADVOB_TXT: - vec = &VLC->generaltexth->advobtxt; - break; - case SEC_SKILL_NAME: - vec = &VLC->generaltexth->skillName; - break; - case COLOR: - vec = &VLC->generaltexth->capColors; - break; - default: - logGlobal->errorStream() << "Failed string substitution because type is " << type; - dst = "#@#"; - return; - } - if(vec->size() <= ser) - { - logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!"; - dst = "#!#"; - } - else - dst = (*vec)[ser]; - } -} - -DLL_LINKAGE void MetaString::toString(std::string &dst) const -{ - size_t exSt = 0, loSt = 0, nums = 0; - dst.clear(); - - for(auto & elem : message) - {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER - switch(elem) - { - case TEXACT_STRING: - dst += exactStrings[exSt++]; - break; - case TLOCAL_STRING: - { - std::string hlp; - getLocalString(localStrings[loSt++], hlp); - dst += hlp; - } - break; - case TNUMBER: - dst += boost::lexical_cast(numbers[nums++]); - break; - case TREPLACE_ESTRING: - boost::replace_first(dst, "%s", exactStrings[exSt++]); - break; - case TREPLACE_LSTRING: - { - std::string hlp; - getLocalString(localStrings[loSt++], hlp); - boost::replace_first(dst, "%s", hlp); - } - break; - case TREPLACE_NUMBER: - boost::replace_first(dst, "%d", boost::lexical_cast(numbers[nums++])); - break; - case TREPLACE_PLUSNUMBER: - boost::replace_first(dst, "%+d", '+' + boost::lexical_cast(numbers[nums++])); - break; - default: - logGlobal->errorStream() << "MetaString processing error!"; - break; - } - } -} - -DLL_LINKAGE std::string MetaString::toString() const -{ - std::string ret; - toString(ret); - return ret; -} - -DLL_LINKAGE std::string MetaString::buildList () const -///used to handle loot from creature bank -{ - - size_t exSt = 0, loSt = 0, nums = 0; - std::string lista; - for (int i = 0; i < message.size(); ++i) - { - if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)) - { - if (exSt == exactStrings.size() - 1) - lista += VLC->generaltexth->allTexts[141]; //" and " - else - lista += ", "; - } - switch (message[i]) - { - case TEXACT_STRING: - lista += exactStrings[exSt++]; - break; - case TLOCAL_STRING: - { - std::string hlp; - getLocalString (localStrings[loSt++], hlp); - lista += hlp; - } - break; - case TNUMBER: - lista += boost::lexical_cast(numbers[nums++]); - break; - case TREPLACE_ESTRING: - lista.replace (lista.find("%s"), 2, exactStrings[exSt++]); - break; - case TREPLACE_LSTRING: - { - std::string hlp; - getLocalString (localStrings[loSt++], hlp); - lista.replace (lista.find("%s"), 2, hlp); - } - break; - case TREPLACE_NUMBER: - lista.replace (lista.find("%d"), 2, boost::lexical_cast(numbers[nums++])); - break; - default: - logGlobal->errorStream() << "MetaString processing error!"; - } - - } - return lista; -} - - -void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name; -{ - if (!count) - addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels) - else if (count == 1) - addReplacement (CRE_SING_NAMES, id); - else - addReplacement (CRE_PL_NAMES, id); -} - -void MetaString::addReplacement(const CStackBasicDescriptor &stack) -{ - assert(stack.type); //valid type - addCreReplacement(stack.type->idNumber, stack.count); -} - -static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner) -{ - CGObjectInstance * nobj; - switch(id) - { - case Obj::HERO: - nobj = new CGHeroInstance(); - nobj->appearance = VLC->dobjinfo->pickCandidates(id, VLC->heroh->heroes[subid]->heroClass->id).front(); - break; - case Obj::TOWN: - nobj = new CGTownInstance; - break; - default: //rest of objects - nobj = new CGObjectInstance; - break; - } - nobj->ID = id; - nobj->subID = subid; - nobj->pos = pos; - nobj->tempOwner = owner; - if (id != Obj::HERO) - nobj->appearance = VLC->dobjinfo->pickCandidates(id, subid).front(); - - return nobj; -} - -CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town, - std::map > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const -{ - CGHeroInstance *ret = nullptr; - - if(player>=PlayerColor::PLAYER_LIMIT) - { - logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!"; - return nullptr; - } - - std::vector pool; - - if(native) - { - for(auto & elem : available) - { - if(pavailable.find(elem.first)->second & 1<type->heroClass->faction == town->faction->index) - { - pool.push_back(elem.second); //get all available heroes - } - } - if(!pool.size()) - { - logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any..."; - return pickHeroFor(false, player, town, available, rand); - } - else - { - ret = *RandomGeneratorUtil::nextItem(pool, rand); - } - } - else - { - int sum=0, r; - - for(auto & elem : available) - { - if (pavailable.find(elem.first)->second & (1<type->heroClass != bannedClass) ) // and his class is not same as other hero - { - pool.push_back(elem.second); - sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight - } - } - if(!pool.size() || sum == 0) - { - logGlobal->errorStream() << "There are no heroes available for player " << player<<"!"; - return nullptr; - } - - r = rand.nextInt(sum - 1); - for (auto & elem : pool) - { - r -= elem->type->heroClass->selectionProbability[town->faction->index]; - if(r < 0) - { - ret = elem; - break; - } - } - if(!ret) - ret = pool.back(); - } - - available.erase(ret->subID); - return ret; -} - -void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero) -{ - heroesFromPreviousScenario.push_back(hero); - heroesFromAnyPreviousScenarios.push_back(hero); -} - -void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero) -{ - heroesFromPreviousScenario -= hero; - heroesFromAnyPreviousScenarios -= hero; -} - -CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId) -{ - -} - -int CGameState::pickNextHeroType(PlayerColor owner) -{ - const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); - if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero - { - return ps.hero; - } - - return pickUnusedHeroTypeRandomly(owner); -} - -int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner) -{ - //list of available heroes for this faction and others - std::vector factionHeroes, otherHeroes; - - const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); - for(HeroTypeID hid : getUnusedAllowedHeroes()) - { - if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle) - factionHeroes.push_back(hid); - else - otherHeroes.push_back(hid); - } - - // select random hero native to "our" faction - if(!factionHeroes.empty()) - { - return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum(); - } - - logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available..."; - if(!otherHeroes.empty()) - { - return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum(); - } - - logGlobal->errorStream() << "No free allowed heroes!"; - auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true); - if(notAllowedHeroesButStillBetterThanCrash.size()) - return notAllowedHeroesButStillBetterThanCrash.begin()->getNum(); - - logGlobal->errorStream() << "No free heroes at all!"; - assert(0); //current code can't handle this situation - return -1; // no available heroes at all -} - -std::pair CGameState::pickObject (CGObjectInstance *obj) -{ - switch(obj->ID) - { - case Obj::RANDOM_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC)); - case Obj::RANDOM_TREASURE_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)); - case Obj::RANDOM_MINOR_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR)); - case Obj::RANDOM_MAJOR_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR)); - case Obj::RANDOM_RELIC_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC)); - case Obj::RANDOM_HERO: - return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner)); - case Obj::RANDOM_MONSTER: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand)); - case Obj::RANDOM_MONSTER_L1: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1)); - case Obj::RANDOM_MONSTER_L2: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2)); - case Obj::RANDOM_MONSTER_L3: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3)); - case Obj::RANDOM_MONSTER_L4: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4)); - case Obj::RANDOM_RESOURCE: - return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril - case Obj::RANDOM_TOWN: - { - PlayerColor align = PlayerColor((static_cast(obj))->alignment); - si32 f; // can be negative (for random) - if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random - { - if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT) - f = -1; //random - else - f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle; - } - else - { - f = scenarioOps->getIthPlayersSettings(align).castle; - } - if(f<0) - { - do - { - f = rand.nextInt(VLC->townh->factions.size() - 1); - } - while (VLC->townh->factions[f]->town == nullptr); // find playable faction - } - return std::make_pair(Obj::TOWN,f); - } - case Obj::RANDOM_MONSTER_L5: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5)); - case Obj::RANDOM_MONSTER_L6: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6)); - case Obj::RANDOM_MONSTER_L7: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7)); - case Obj::RANDOM_DWELLING: - case Obj::RANDOM_DWELLING_LVL: - case Obj::RANDOM_DWELLING_FACTION: - { - CGDwelling * dwl = static_cast(obj); - int faction; - - //if castle alignment available - if (auto info = dynamic_cast(dwl->info)) - { - faction = rand.nextInt(VLC->townh->factions.size() - 1); - if (info->asCastle) - { - for(auto & elem : map->objects) - { - if(!elem) - continue; - - if(elem->ID==Obj::RANDOM_TOWN - && dynamic_cast(elem.get())->identifier == info->identifier) - { - randomizeObject(elem); //we have to randomize the castle first - faction = elem->subID; - break; - } - else if(elem->ID==Obj::TOWN - && dynamic_cast(elem.get())->identifier == info->identifier) - { - faction = elem->subID; - break; - } - } - } - else - { - while(!(info->castles[0]&(1<7) && (info->castles[1]&(1<<(faction-8)))) - break; - faction = rand.nextInt(GameConstants::F_NUMBER - 1); - } - } - } - else // castle alignment fixed - faction = obj->subID; - - int level; - - //if level set to range - if (auto info = dynamic_cast(dwl->info)) - { - level = rand.nextInt(info->minLevel, info->maxLevel); - } - else // fixed level - { - level = obj->subID; - } - - delete dwl->info; - dwl->info = nullptr; - - std::pair result(Obj::NO_OBJ, -1); - CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0]; - - //golem factory is not in list of cregens but can be placed as random object - static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM, - CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM}; - std::vector factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures)); - if (vstd::contains(factory, cid)) - result = std::make_pair(Obj::CREATURE_GENERATOR4, 1); - - //NOTE: this will pick last dwelling with this creature (Mantis #900) - //check for block map equality is better but more complex solution - for(auto &iter : VLC->objh->cregens) - if (iter.second == cid) - result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first); - - if (result.first == Obj::NO_OBJ) - { - logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level); - result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first); - } - - return result; - } - } - return std::make_pair(Obj::NO_OBJ,-1); -} - -void CGameState::randomizeObject(CGObjectInstance *cur) -{ - std::pair ran = pickObject(cur); - if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything - { - if(cur->ID==Obj::TOWN) //town - set def - { - const TerrainTile &tile = map->getTile(cur->visitablePos()); - CGTownInstance *t = dynamic_cast(cur); - t->town = VLC->townh->factions[t->subID]->town; - t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN, t->subID, tile.terType).front(); - t->updateAppearance(); - } - return; - } - else if(ran.first==Obj::HERO)//special code for hero - { - CGHeroInstance *h = dynamic_cast(cur); - if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<pos; return;} - cur->ID = ran.first; - cur->subID = ran.second; - h->type = VLC->heroh->heroes[ran.second]; - h->portrait = h->type->imageIndex; - h->randomizeArmy(h->type->heroClass->faction); - map->heroesOnMap.push_back(h); - return; //TODO: maybe we should do something with definfo? - } - else if(ran.first==Obj::TOWN)//special code for town - { - const TerrainTile &tile = map->getTile(cur->visitablePos()); - CGTownInstance *t = dynamic_cast(cur); - if(!t) {logGlobal->warnStream()<<"Wrong random town at "<pos; return;} - cur->ID = ran.first; - cur->subID = ran.second; - //FIXME: copy-pasted from above - t->town = VLC->townh->factions[t->subID]->town; - t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN,t->subID, tile.terType).front(); - t->updateAppearance(); - - t->randomizeArmy(t->subID); - map->towns.push_back(t); - return; - } - else - { - if (ran.first != cur->appearance.id || - ran.second != cur->appearance.subid) - { - const TerrainTile &tile = map->getTile(cur->visitablePos()); - cur->appearance = VLC->dobjinfo->pickCandidates(Obj(ran.first),ran.second, tile.terType).front(); - } - } - //we have to replace normal random object - cur->ID = ran.first; - cur->subID = ran.second; - map->removeBlockVisTiles(cur, true); //recalculate blockvis tiles - picked object might have different than random placeholder - map->addBlockVisTiles(cur); -} - -int CGameState::getDate(Date::EDateType mode) const -{ - int temp; - switch (mode) - { - case Date::DAY: - return day; - case Date::DAY_OF_WEEK: //day of week - temp = (day)%7; // 1 - Monday, 7 - Sunday - return temp ? temp : 7; - case Date::WEEK: //current week - temp = ((day-1)/7)+1; - if (!(temp%4)) - return 4; - else - return (temp%4); - case Date::MONTH: //current month - return ((day-1)/28)+1; - case Date::DAY_OF_MONTH: //day of month - temp = (day)%28; - if (temp) - return temp; - else return 28; - } - return 0; -} - -CGameState::CGameState() -{ - gs = this; - mx = new boost::shared_mutex(); - applierGs = new CApplier; - registerTypesClientPacks1(*applierGs); - registerTypesClientPacks2(*applierGs); - //objCaller = new CObjectCallersHandler; - globalEffects.setDescription("Global effects"); - globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS); -} - -CGameState::~CGameState() -{ - //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction) - map.dellNull(); - curB.dellNull(); - //delete scenarioOps; //TODO: fix for loading ind delete - //delete initialOpts; - delete applierGs; - //delete objCaller; - - for(auto ptr : hpool.heroesPool) // clean hero pool - ptr.second.dellNull(); -} - -BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town) -{ - const TerrainTile &t = map->getTile(tile); - ETerrainType terrain = t.terType; - if(t.isCoastal() && !t.isWater()) - terrain = ETerrainType::SAND; - - BFieldType terType = battleGetBattlefieldType(tile); - return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town); -} - -void CGameState::init(StartInfo * si) -{ - logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed; - rand.setSeed(si->seedToBeUsed); - scenarioOps = CMemorySerializer::deepCopy(*si).release(); - initialOpts = CMemorySerializer::deepCopy(*si).release(); - si = nullptr; - - switch(scenarioOps->mode) - { - case StartInfo::NEW_GAME: - initNewGame(); - break; - case StartInfo::CAMPAIGN: - initCampaign(); - break; - case StartInfo::DUEL: - initDuel(); - return; - default: - logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode; - return; - } - VLC->arth->initAllowedArtifactsList(map->allowedArtifact); - logGlobal->infoStream() << "Map loaded!"; - - checkMapChecksum(); - - day = 0; - - logGlobal->debugStream() << "Initialization:"; - - initPlayerStates(); - placeCampaignHeroes(); - initGrailPosition(); - initRandomFactionsForPlayers(); - randomizeMapObjects(); - placeStartingHeroes(); - initStartingResources(); - initHeroes(); - initStartingBonus(); - initTowns(); - initMapObjects(); - buildBonusSystemTree(); - initVisitingAndGarrisonedHeroes(); - initFogOfWar(); - - logGlobal->debugStream() << "\tChecking objectives"; - map->checkForObjectives(); //needs to be run when all objects are properly placed - - auto seedAfterInit = rand.nextInt(); - logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")"; - if(scenarioOps->seedPostInit > 0) - { - //RNG must be in the same state on all machines when initialization is done (otherwise we have desync) - assert(scenarioOps->seedPostInit == seedAfterInit); - } - else - { - scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed" - } -} - -void CGameState::initNewGame() -{ - if(scenarioOps->createRandomMap()) - { - logGlobal->infoStream() << "Create random map."; - CStopWatch sw; - - // Gen map - CMapGenerator mapGenerator; - map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release(); - - // Update starting options - for(int i = 0; i < map->players.size(); ++i) - { - const auto & playerInfo = map->players[i]; - if(playerInfo.canAnyonePlay()) - { - PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)]; - playerSettings.compOnly = !playerInfo.canHumanPlay; - playerSettings.team = playerInfo.team; - playerSettings.castle = playerInfo.defaultCastle(); - if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty()) - { - playerSettings.name = VLC->generaltexth->allTexts[468]; - } - playerSettings.color = PlayerColor(i); - } - else - { - scenarioOps->playerInfos.erase(PlayerColor(i)); - } - } - - logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff(); - } - else - { - logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname; - map = CMapService::loadMap(scenarioOps->mapname).release(); - } -} - -void CGameState::initCampaign() -{ - logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap; - auto campaign = scenarioOps->campState; - assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap)); - - std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.')); - boost::to_lower(scenarioName); - scenarioName += ':' + boost::lexical_cast(*campaign->currentMap); - - std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap]; - auto buffer = reinterpret_cast(mapContent.data()); - map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release(); -} - -void CGameState::initDuel() -{ - DuelParameters dp; - try //CLoadFile likes throwing - { - if(boost::algorithm::ends_with(scenarioOps->mapname, ".json")) - { - logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname; - dp = DuelParameters::fromJSON(scenarioOps->mapname); - logGlobal->infoStream() << "JSON file has been successfully read!"; - } - else - { - CLoadFile lf(scenarioOps->mapname); - lf >> dp; - } - } - catch(...) - { - logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname; - throw; - } - - const CArmedInstance *armies[2] = {nullptr}; - const CGHeroInstance *heroes[2] = {nullptr}; - CGTownInstance *town = nullptr; - - for(int i = 0; i < 2; i++) - { - CArmedInstance *obj = nullptr; - if(dp.sides[i].heroId >= 0) - { - const DuelParameters::SideSettings &ss = dp.sides[i]; - auto h = new CGHeroInstance(); - armies[i] = heroes[i] = h; - obj = h; - h->subID = ss.heroId; - for(int i = 0; i < ss.heroPrimSkills.size(); i++) - h->pushPrimSkill(static_cast(i), ss.heroPrimSkills[i]); - - if(!ss.spells.empty()) - { - h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0)); - boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin())); - } - - for(auto &parka : ss.artifacts) - { - h->putArtifact(ArtifactPosition(parka.first), parka.second); - } - - typedef const std::pair &TSecSKill; - for(TSecSKill secSkill : ss.heroSecSkills) - h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1); - - h->initHero(HeroTypeID(h->subID)); - obj->initObj(); - } - else - { - auto c = new CGCreature(); - armies[i] = obj = c; - //c->subID = 34; - } - - obj->setOwner(PlayerColor(i)); - - for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++) - { - CreatureID cre = dp.sides[i].stacks[j].type; - TQuantity count = dp.sides[i].stacks[j].count; - if(count || obj->hasStackAtSlot(SlotID(j))) - obj->setCreature(SlotID(j), cre, count); - } - - for(const DuelParameters::CusomCreature &cc : dp.creatures) - { - CCreature *c = VLC->creh->creatures[cc.id]; - if(cc.attack >= 0) - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack; - if(cc.defense >= 0) - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense; - if(cc.speed >= 0) - c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed; - if(cc.HP >= 0) - c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP; - if(cc.dmg >= 0) - { - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg; - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg; - } - if(cc.shoots >= 0) - c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots; - } - } - - curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town); - curB->obstacles = dp.obstacles; - curB->localInit(); -} - -void CGameState::checkMapChecksum() -{ - logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum; - if(scenarioOps->mapfileChecksum) - { - logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum; - if(map->checksum != scenarioOps->mapfileChecksum) - { - logGlobal->errorStream() << "Wrong map checksum!!!"; - throw std::runtime_error("Wrong checksum"); - } - } - else - { - scenarioOps->mapfileChecksum = map->checksum; - } -} - -void CGameState::initGrailPosition() -{ - logGlobal->debugStream() << "\tPicking grail position"; - //pick grail location - if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place - { - if(!map->grailRadious) //radius not given -> anywhere on map - map->grailRadious = map->width * 2; - - std::vector allowedPos; - static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border - - // add all not blocked tiles in range - for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++) - { - for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++) - { - for (int k = 0; k < (map->twoLevel ? 2 : 1); k++) - { - const TerrainTile &t = map->getTile(int3(i, j, k)); - if(!t.blocked - && !t.visitable - && t.terType != ETerrainType::WATER - && t.terType != ETerrainType::ROCK - && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) - allowedPos.push_back(int3(i,j,k)); - } - } - } - - //remove tiles with holes - for(auto & elem : map->objects) - if(elem && elem->ID == Obj::HOLE) - allowedPos -= elem->pos; - - if(!allowedPos.empty()) - { - map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand); - } - else - { - logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!"; - } - } -} - -void CGameState::initRandomFactionsForPlayers() -{ - logGlobal->debugStream() << "\tPicking random factions for players"; - for(auto & elem : scenarioOps->playerInfos) - { - if(elem.second.castle==-1) - { - auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1); - auto iter = map->players[elem.first.getNum()].allowedFactions.begin(); - std::advance(iter, randomID); - - elem.second.castle = *iter; - } - } -} - -void CGameState::randomizeMapObjects() -{ - logGlobal->debugStream() << "\tRandomizing objects"; - for(CGObjectInstance *obj : map->objects) - { - if(!obj) continue; - - randomizeObject(obj); - obj->hoverName = VLC->generaltexth->names[obj->ID]; - - //handle Favouring Winds - mark tiles under it - if(obj->ID == Obj::FAVORABLE_WINDS) - { - for (int i = 0; i < obj->getWidth() ; i++) - { - for (int j = 0; j < obj->getHeight() ; j++) - { - int3 pos = obj->pos - int3(i,j,0); - if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128; - } - } - } - } -} - -void CGameState::initPlayerStates() -{ - logGlobal->debugStream() << "\tCreating player entries in gs"; - for(auto & elem : scenarioOps->playerInfos) - { - std::pair ins(elem.first,PlayerState()); - ins.second.color=ins.first; - ins.second.human = elem.second.playerID; - ins.second.team = map->players[ins.first.getNum()].team; - teams[ins.second.team].id = ins.second.team;//init team - teams[ins.second.team].players.insert(ins.first);//add player to team - players.insert(ins); - } -} - -void CGameState::placeCampaignHeroes() -{ - if (scenarioOps->campState) - { - // place bonus hero - auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap(); - bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO; - - if(campaignGiveHero) - { - auto playerColor = PlayerColor(campaignBonus->info1); - auto it = scenarioOps->playerInfos.find(playerColor); - if(it != scenarioOps->playerInfos.end()) - { - auto heroTypeId = campaignBonus->info2; - if(heroTypeId == 0xffff) // random bonus hero - { - heroTypeId = pickUnusedHeroTypeRandomly(playerColor); - } - - placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown); - } - } - - // replace heroes placeholders - auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios(); - - if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty()) - { - logGlobal->debugStream() << "\tGenerate list of hero placeholders"; - auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes); - - logGlobal->debugStream() << "\tPrepare crossover heroes"; - prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions); - - // remove same heroes on the map which will be added through crossover heroes - // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes - // with the same hero type id - std::vector removedHeroes; - - for(auto & campaignHeroReplacement : campaignHeroReplacements) - { - auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID)); - if(hero) - { - removedHeroes.push_back(hero); - map->heroesOnMap -= hero; - map->objects[hero->id.getNum()] = nullptr; - map->removeBlockVisTiles(hero, true); - } - } - - logGlobal->debugStream() << "\tReplace placeholders with heroes"; - replaceHeroesPlaceholders(campaignHeroReplacements); - - // remove hero placeholders on map - for(auto obj : map->objects) - { - if(obj && obj->ID == Obj::HERO_PLACEHOLDER) - { - auto heroPlaceholder = dynamic_cast(obj.get()); - map->removeBlockVisTiles(heroPlaceholder, true); - map->objects[heroPlaceholder->id.getNum()] = nullptr; - delete heroPlaceholder; - } - } - - // now add removed heroes again with unused type ID - for(auto hero : removedHeroes) - { - si32 heroTypeId = 0; - if(hero->ID == Obj::HERO) - { - heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner); - } - else if(hero->ID == Obj::PRISON) - { - auto unusedHeroTypeIds = getUnusedAllowedHeroes(); - if(!unusedHeroTypeIds.empty()) - { - heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum(); - } - else - { - logGlobal->errorStream() << "No free hero type ID found to replace prison."; - assert(0); - } - } - else - { - assert(0); // should not happen - } - - hero->subID = heroTypeId; - hero->portrait = hero->subID; - map->getEditManager()->insertObject(hero, hero->pos); - } - } - } -} - -void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos) -{ - townPos.x += 1; - - CGHeroInstance * hero = static_cast(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor)); - map->getEditManager()->insertObject(hero, townPos); -} - -CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const -{ - CrossoverHeroesList crossoverHeroes; - - auto campaignState = scenarioOps->campState; - auto bonus = campaignState->getBonusForCurrentMap(); - if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO) - { - crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes; - } - else - { - if(!campaignState->mapsConquered.empty()) - { - crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes; - - for(auto mapNr : campaignState->mapsConquered) - { - // create a list of deleted heroes - auto & scenario = campaignState->camp->scenarios[mapNr]; - auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes(); - - // remove heroes which didn't reached the end of the scenario, but were available at the start - for(auto hero : lostCrossoverHeroes) - { - crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios, - CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end()); - } - - // now add heroes which completed the scenario - for(auto hero : scenario.crossoverHeroes) - { - // add new heroes and replace old heroes with newer ones - auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero)); - if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end()) - { - // replace old hero with newer one - crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero; - } - else - { - // add new hero - crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero); - } - } - } - } - } - - // Now we need to perform deep copies of all heroes - // The lambda below replaces pointer to a hero with a pointer to its deep copy. - auto replaceWithDeepCopy = [](CGHeroInstance *&hero) - { - // We cache map original hero => copy. - // We may be called multiple times with the same hero and should return a single copy. - static std::map oldToCopy; - if(!oldToCopy[hero]) - oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release(); - - hero = oldToCopy[hero]; - }; - range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy); - range::for_each(crossoverHeroes.heroesFromPreviousScenario, replaceWithDeepCopy); - - return crossoverHeroes; -} - -void CGameState::prepareCrossoverHeroes(std::vector & campaignHeroReplacements, const CScenarioTravel & travelOptions) const -{ - // create heroes list for convenience iterating - std::vector crossoverHeroes; - for(auto & campaignHeroReplacement : campaignHeroReplacements) - { - crossoverHeroes.push_back(campaignHeroReplacement.hero); - } - - // TODO replace magic numbers with named constants - // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods - if(!(travelOptions.whatHeroKeeps & 1)) - { - //trimming experience - for(CGHeroInstance * cgh : crossoverHeroes) - { - cgh->initExp(); - } - } - - if(!(travelOptions.whatHeroKeeps & 2)) - { - //trimming prim skills - for(CGHeroInstance * cgh : crossoverHeroes) - { - for(int g=0; ggetBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g]; - } - } - } - - if(!(travelOptions.whatHeroKeeps & 4)) - { - //trimming sec skills - for(CGHeroInstance * cgh : crossoverHeroes) - { - cgh->secSkills = cgh->type->secSkillsInit; - cgh->recreateSecondarySkillsBonuses(); - } - } - - if(!(travelOptions.whatHeroKeeps & 8)) - { - for(CGHeroInstance * cgh : crossoverHeroes) - { - // Trimming spells - cgh->spells.clear(); - - // Spellbook will also be removed - if (cgh->hasSpellbook()) - ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact(); - } - } - - if(!(travelOptions.whatHeroKeeps & 16)) - { - //trimming artifacts - for(CGHeroInstance * hero : crossoverHeroes) - { - size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size(); - for (size_t i = 0; i < totalArts; i++ ) - { - auto artifactPosition = ArtifactPosition(i); - if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way - - const ArtSlotInfo *info = hero->getSlot(artifactPosition); - if(!info) - continue; - - // TODO: why would there be nullptr artifacts? - const CArtifactInstance *art = info->artifact; - if(!art) - continue; - - int id = art->artType->id; - assert( 8*18 > id );//number of arts that fits into h3m format - bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) ); - - ArtifactLocation al(hero, artifactPosition); - if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719 - al.removeArtifact(); - } - } - } - - //trimming creatures - for(CGHeroInstance * cgh : crossoverHeroes) - { - auto shouldSlotBeErased = [&](const std::pair & j) -> bool - { - CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum(); - return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8))); - }; - - auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks - for(auto &slotPair : stacksCopy) - if(shouldSlotBeErased(slotPair)) - cgh->eraseStack(slotPair.first); - } - - // Removing short-term bonuses - for(CGHeroInstance * cgh : crossoverHeroes) - { - cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY)); - cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK)); - cgh->popBonuses(Selector::durationType(Bonus::N_TURNS)); - cgh->popBonuses(Selector::durationType(Bonus::N_DAYS)); - cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE)); - } - -} - -void CGameState::placeStartingHeroes() -{ - logGlobal->debugStream() << "\tGiving starting hero"; - - for(auto & playerSettingPair : scenarioOps->playerInfos) - { - auto playerColor = playerSettingPair.first; - auto & playerInfo = map->players[playerColor.getNum()]; - if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown) - { - // Do not place a starting hero if the hero was already placed due to a campaign bonus - if(scenarioOps->campState) - { - if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap()) - { - if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue; - } - } - - int heroTypeId = pickNextHeroType(playerColor); - if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId; - - placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown); - } - } -} - -void CGameState::initStartingResources() -{ - logGlobal->debugStream() << "\tSetting up resources"; - const JsonNode config(ResourceID("config/startres.json")); - const JsonVector &vector = config["difficulty"].Vector(); - const JsonNode &level = vector[scenarioOps->difficulty]; - - TResources startresAI(level["ai"]); - TResources startresHuman(level["human"]); - - for (auto & elem : players) - { - PlayerState &p = elem.second; - - if (p.human) - p.resources = startresHuman; - else - p.resources = startresAI; - } - - auto getHumanPlayerInfo = [&]() -> std::vector - { - std::vector ret; - for(auto it = scenarioOps->playerInfos.cbegin(); - it != scenarioOps->playerInfos.cend(); ++it) - { - if(it->second.playerID != PlayerSettings::PLAYER_AI) - ret.push_back(&it->second); - } - - return ret; - }; - - //give start resource bonus in case of campaign - if (scenarioOps->mode == StartInfo::CAMPAIGN) - { - auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); - if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE) - { - std::vector people = getHumanPlayerInfo(); //players we will give resource bonus - for(const PlayerSettings *ps : people) - { - std::vector res; //resources we will give - switch (chosenBonus->info1) - { - case 0: case 1: case 2: case 3: case 4: case 5: case 6: - res.push_back(chosenBonus->info1); - break; - case 0xFD: //wood+ore - res.push_back(Res::WOOD); res.push_back(Res::ORE); - break; - case 0xFE: //rare - res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS); - break; - default: - assert(0); - break; - } - //increasing resource quantity - for (auto & re : res) - { - players[ps->color].resources[re] += chosenBonus->info2; - } - } - } - } -} - -void CGameState::initHeroes() -{ - for(auto hero : map->heroesOnMap) //heroes instances initialization - { - if (hero->getOwner() == PlayerColor::UNFLAGGABLE) - { - logGlobal->warnStream() << "Warning - hero with uninitialized owner!"; - continue; - } - - hero->initHero(); - getPlayer(hero->getOwner())->heroes.push_back(hero); - map->allHeroes[hero->type->ID.getNum()] = hero; - } - - for(auto obj : map->objects) //prisons - { - if(obj && obj->ID == Obj::PRISON) - map->allHeroes[obj->subID] = dynamic_cast(obj.get()); - } - - std::set heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool - for(auto ph : map->predefinedHeroes) - { - if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID))) - continue; - ph->initHero(); - hpool.heroesPool[ph->subID] = ph; - hpool.pavailable[ph->subID] = 0xff; - heroesToCreate.erase(ph->type->ID); - - map->allHeroes[ph->subID] = ph; - } - - for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool - { - auto vhi = new CGHeroInstance(); - vhi->initHero(htype); - - int typeID = htype.getNum(); - map->allHeroes[typeID] = vhi; - hpool.heroesPool[typeID] = vhi; - hpool.pavailable[typeID] = 0xff; - } - - for(auto & elem : map->disposedHeroes) - { - hpool.pavailable[elem.heroId] = elem.players; - } - - if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero - { - auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); - if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes - { - //find human player - PlayerColor humanPlayer=PlayerColor::NEUTRAL; - for (auto & elem : players) - { - if(elem.second.human) - { - humanPlayer = elem.first; - break; - } - } - assert(humanPlayer != PlayerColor::NEUTRAL); - - std::vector > & heroes = players[humanPlayer].heroes; - - if (chosenBonus->info1 == 0xFFFD) //most powerful - { - int maxB = -1; - for (int b=0; bgetTotalStrength() > heroes[maxB]->getTotalStrength()) - { - maxB = b; - } - } - if(maxB < 0) - logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!"; - else - giveCampaignBonusToHero(heroes[maxB]); - } - else //specific hero - { - for (auto & heroe : heroes) - { - if (heroe->subID == chosenBonus->info1) - { - giveCampaignBonusToHero(heroe); - break; - } - } - } - } - } -} - -void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero) -{ - const boost::optional & curBonus = scenarioOps->campState->getBonusForCurrentMap(); - if(!curBonus) - return; - - if(curBonus->isBonusForHero()) - { - //apply bonus - switch (curBonus->type) - { - case CScenarioTravel::STravelBonus::SPELL: - hero->spells.insert(SpellID(curBonus->info2)); - break; - case CScenarioTravel::STravelBonus::MONSTER: - { - for(int i=0; islotEmpty(SlotID(i))) - { - hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3); - break; - } - } - } - break; - case CScenarioTravel::STravelBonus::ARTIFACT: - gs->giveHeroArtifact(hero, static_cast(curBonus->info2)); - break; - case CScenarioTravel::STravelBonus::SPELL_SCROLL: - { - CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell()); - scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero))); - } - break; - case CScenarioTravel::STravelBonus::PRIMARY_SKILL: - { - const ui8* ptr = reinterpret_cast(&curBonus->info2); - for (int g=0; gcampState->currentMap, g); - hero->addNewBonus(bb); - } - } - break; - case CScenarioTravel::STravelBonus::SECONDARY_SKILL: - hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true); - break; - } - } -} - -void CGameState::initFogOfWar() -{ - logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set - for(auto & elem : teams) - { - elem.second.fogOfWarMap.resize(map->width); - for(int g=0; gwidth; ++g) - elem.second.fogOfWarMap[g].resize(map->height); - - for(int g=-0; gwidth; ++g) - for(int h=0; hheight; ++h) - elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0); - - for(int g=0; gwidth; ++g) - for(int h=0; hheight; ++h) - for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v) - elem.second.fogOfWarMap[g][h][v] = 0; - - for(CGObjectInstance *obj : map->objects) - { - if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object - - std::unordered_set tiles; - obj->getSightTiles(tiles); - for(int3 tile : tiles) - { - elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1; - } - } - } -} - -void CGameState::initStartingBonus() -{ - logGlobal->debugStream() << "\tStarting bonuses"; - for(auto & elem : players) - { - //starting bonus - if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM) - scenarioOps->playerInfos[elem.first].bonus = static_cast(rand.nextInt(2)); - switch(scenarioOps->playerInfos[elem.first].bonus) - { - case PlayerSettings::GOLD: - elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000); - break; - case PlayerSettings::RESOURCE: - { - int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes; - if(res == Res::WOOD_AND_ORE) - { - elem.second.resources[Res::WOOD] += rand.nextInt(5, 10); - elem.second.resources[Res::ORE] += rand.nextInt(5, 10); - } - else - { - elem.second.resources[res] += rand.nextInt(3, 6); - } - break; - } - case PlayerSettings::ARTIFACT: - { - if(!elem.second.heroes.size()) - { - logGlobal->debugStream() << "Cannot give starting artifact - no heroes!"; - break; - } - CArtifact *toGive; - toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)]; - - CGHeroInstance *hero = elem.second.heroes[0]; - giveHeroArtifact(hero, toGive->id); - } - break; - } - } -} - -void CGameState::initTowns() -{ - logGlobal->debugStream() << "\tTowns"; - - //campaign bonuses for towns - if (scenarioOps->mode == StartInfo::CAMPAIGN) - { - auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); - - if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING) - { - for (int g=0; gtowns.size(); ++g) - { - PlayerState * owner = getPlayer(map->towns[g]->getOwner()); - if (owner) - { - PlayerInfo & pi = map->players[owner->color.getNum()]; - - if (owner->human && //human-owned - map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0)) - { - map->towns[g]->builtBuildings.insert( - CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings)); - break; - } - } - } - } - } - - CGTownInstance::universitySkills.clear(); - for ( int i=0; i<4; i++) - CGTownInstance::universitySkills.push_back(14+i);//skills for university - - for (auto & elem : map->towns) - { - CGTownInstance * vti =(elem); - if(!vti->town) - { - vti->town = VLC->townh->factions[vti->subID]->town; - } - if(vti->name.empty()) - { - vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand); - } - - //init buildings - if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings - { - vti->builtBuildings.erase(BuildingID::DEFAULT); - vti->builtBuildings.insert(BuildingID::VILLAGE_HALL); - vti->builtBuildings.insert(BuildingID::TAVERN); - vti->builtBuildings.insert(BuildingID::DWELL_FIRST); - if(rand.nextInt(1) == 1) - { - vti->builtBuildings.insert(BuildingID::DWELL_LVL_2); - } - } - - //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings) - vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){ - return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); }); - - if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED) - vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour) - - //init hordes - for (int i = 0; ibuiltBuildings,(-31-i))) //if we have horde for this level - { - vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID - if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one - { - vti->builtBuildings.insert(BuildingID::HORDE_1);//add it - if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well - vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well - } - if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one - { - vti->builtBuildings.insert(BuildingID::HORDE_2); - if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i))) - vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR); - } - } - - //Early check for #1444-like problems - for(auto building : vti->builtBuildings) - { - assert(vti->town->buildings.at(building) != nullptr); - UNUSED(building); - } - - //town events - for(CCastleEvent &ev : vti->events) - { - for (int i = 0; itown->hordeLvl.at(0) == i) - ev.buildings.insert(BuildingID::HORDE_1); - if (vti->town->hordeLvl.at(1) == i) - ev.buildings.insert(BuildingID::HORDE_2); - } - } - //init spells - logGlobal->debugStream() << "\t\tTown init spells"; - vti->spells.resize(GameConstants::SPELL_LEVELS); - - for(ui32 z=0; zobligatorySpells.size();z++) - { - CSpell *s = vti->obligatorySpells[z].toSpell(); - vti->spells[s->level-1].push_back(s->id); - vti->possibleSpells -= s->id; - } - logGlobal->debugStream() << "\t\tTown init spells2"; - while(vti->possibleSpells.size()) - { - ui32 total=0; - int sel = -1; - - for(ui32 ps=0;pspossibleSpells.size();ps++) - total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID); - - if (total == 0) // remaining spells have 0 probability - break; - - auto r = rand.nextInt(total - 1); - for(ui32 ps=0; pspossibleSpells.size();ps++) - { - r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID); - if(r<0) - { - sel = ps; - break; - } - } - if(sel<0) - sel=0; - - CSpell *s = vti->possibleSpells[sel].toSpell(); - vti->spells[s->level-1].push_back(s->id); - vti->possibleSpells -= s->id; - } - vti->possibleSpells.clear(); - if(vti->getOwner() != PlayerColor::NEUTRAL) - getPlayer(vti->getOwner())->towns.push_back(vti); - logGlobal->debugStream() << "\t\tTown init spells3"; - - } -} - -void CGameState::initMapObjects() -{ - logGlobal->debugStream() << "\tObject initialization"; -// objCaller->preInit(); - for(CGObjectInstance *obj : map->objects) - { - if(obj) - obj->initObj(); - } - for(CGObjectInstance *obj : map->objects) - { - if(!obj) - continue; - - switch (obj->ID) - { - case Obj::QUEST_GUARD: - case Obj::SEER_HUT: - { - auto q = static_cast(obj); - assert (q); - q->setObjToKill(); - } - } - } - CGTeleport::postInit(); //pairing subterranean gates -} - -void CGameState::initVisitingAndGarrisonedHeroes() -{ - for(auto k=players.begin(); k!=players.end(); ++k) - { - if(k->first==PlayerColor::NEUTRAL) - continue; - - //init visiting and garrisoned heroes - for(CGHeroInstance *h : k->second.heroes) - { - for(CGTownInstance *t : k->second.towns) - { - int3 vistile = t->pos; vistile.x--; //tile next to the entrance - if(vistile == h->pos || h->pos==t->pos) - { - t->setVisitingHero(h); - if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it - { - map->removeBlockVisTiles(h); - h->pos.x -= 1; - map->addBlockVisTiles(h); - } - break; - } - } - } - } -} - -BFieldType CGameState::battleGetBattlefieldType(int3 tile) -{ - if(tile==int3() && curB) - tile = curB->tile; - else if(tile==int3() && !curB) - return BFieldType::NONE; - - const TerrainTile &t = map->getTile(tile); - //fight in mine -> subterranean - if(dynamic_cast(t.visitableObjects.front())) - return BFieldType::SUBTERRANEAN; - - for(auto &obj : map->objects) - { - //look only for objects covering given tile - if( !obj || obj->pos.z != tile.z - || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y)) - continue; - - switch(obj->ID) - { - case Obj::CLOVER_FIELD: - return BFieldType::CLOVER_FIELD; - case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2: - return BFieldType::CURSED_GROUND; - case Obj::EVIL_FOG: - return BFieldType::EVIL_FOG; - case Obj::FAVORABLE_WINDS: - return BFieldType::FAVOURABLE_WINDS; - case Obj::FIERY_FIELDS: - return BFieldType::FIERY_FIELDS; - case Obj::HOLY_GROUNDS: - return BFieldType::HOLY_GROUND; - case Obj::LUCID_POOLS: - return BFieldType::LUCID_POOLS; - case Obj::MAGIC_CLOUDS: - return BFieldType::MAGIC_CLOUDS; - case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2: - return BFieldType::MAGIC_PLAINS; - case Obj::ROCKLANDS: - return BFieldType::ROCKLANDS; - } - } - - if(!t.isWater() && t.isCoastal()) - return BFieldType::SAND_SHORE; - - switch(t.terType) - { - case ETerrainType::DIRT: - return BFieldType(rand.nextInt(3, 5)); - case ETerrainType::SAND: - return BFieldType::SAND_MESAS; //TODO: coast support - case ETerrainType::GRASS: - return BFieldType(rand.nextInt(6, 7)); - case ETerrainType::SNOW: - return BFieldType(rand.nextInt(10, 11)); - case ETerrainType::SWAMP: - return BFieldType::SWAMP_TREES; - case ETerrainType::ROUGH: - return BFieldType::ROUGH; - case ETerrainType::SUBTERRANEAN: - return BFieldType::SUBTERRANEAN; - case ETerrainType::LAVA: - return BFieldType::LAVA; - case ETerrainType::WATER: - return BFieldType::SHIP; - case ETerrainType::ROCK: - return BFieldType::ROCKLANDS; - default: - return BFieldType::NONE; - } -} - -UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) -{ - UpgradeInfo ret; - const CCreature *base = stack.type; - - const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast(stack.armyObj) : nullptr; - const CGTownInstance *t = nullptr; - - if(stack.armyObj->ID == Obj::TOWN) - t = static_cast(stack.armyObj); - else if(h) - { //hero specialty - TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber)); - for(const Bonus *it : *lista) - { - auto nid = CreatureID(it->additionalInfo); - if (nid != base->idNumber) //in very specific case the upgrade is available by default (?) - { - ret.newID.push_back(nid); - ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost); - } - } - t = h->visitedTown; - } - if(t) - { - for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures) - { - if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature - { - for(auto upgrID : dwelling.second) - { - if(vstd::contains(base->upgrades, upgrID)) //possible upgrade - { - ret.newID.push_back(upgrID); - ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost); - } - } - } - } - } - - //hero is visiting Hill Fort - if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT) - { - static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level - const int costModifier = costModifiers[std::min(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)]; - - for(auto nid : base->upgrades) - { - ret.newID.push_back(nid); - ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100); - } - } - - if(ret.newID.size()) - ret.oldID = base->idNumber; - - for (Res::ResourceSet &cost : ret.cost) - cost.positive(); //upgrade cost can't be negative, ignore missing resources - - return ret; -} - -PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) -{ - if ( color1 == color2 ) - return PlayerRelations::SAME_PLAYER; - if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends - return PlayerRelations::ENEMIES; - - const TeamState * ts = getPlayerTeam(color1); - if (ts && vstd::contains(ts->players, color2)) - return PlayerRelations::ALLIES; - return PlayerRelations::ENEMIES; -} - -void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector &vec, const boost::logic::tribool &onLand, bool limitCoastSailing) -{ - static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), - int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) }; - - //vec.reserve(8); //optimization - for (auto & dir : dirs) - { - const int3 hlp = tile + dir; - if(!map->isInTheMap(hlp)) - continue; - - const TerrainTile &hlpt = map->getTile(hlp); - -// //we cannot visit things from blocked tiles -// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE) -// { -// continue; -// } - - if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water - { - int3 hlp1 = tile, - hlp2 = tile; - hlp1.x += dir.x; - hlp2.y += dir.y; - - if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER) - continue; - } - - if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) ) - && hlpt.terType != ETerrainType::ROCK) - { - vec.push_back(hlp); - } - } -} - -int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast) -{ - if(src == dest) //same tile - return 0; - - TerrainTile &s = map->getTile(src), - &d = map->getTile(dest); - - //get basic cost - int ret = h->getTileCost(d,s); - - if(d.blocked && flying) - { - bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0; - - if(!freeFlying) - { - ret *= 1.4; //40% penalty for movement over blocked tile - } - } - else if (d.terType == ETerrainType::WATER) - { - if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds - ret *= 0.666; - else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0) - ret *= 1.4; //40% penalty for water walking - } - - if(src.x != dest.x && src.y != dest.y) //it's diagonal move - { - int old = ret; - ret *= 1.414213; - //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points - if(ret > remainingMovePoints && remainingMovePoints >= old) - { - return remainingMovePoints; - } - } - - - int left = remainingMovePoints-ret; - if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points - { - std::vector vec; - vec.reserve(8); //optimization - getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true); - for(auto & elem : vec) - { - int fcost = getMovementCost(h,dest, elem, flying, left, false); - if(fcost <= left) - { - return ret; - } - } - ret = remainingMovePoints; - } - return ret; -} - -void CGameState::apply(CPack *pack) -{ - ui16 typ = typeList.getTypeID(pack); - applierGs->apps[typ]->applyOnGS(this,pack); -} - -void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement) -{ - CPathfinder pathfinder(out, this, hero); - pathfinder.calculatePaths(src, movement); -} - -/** - * Tells if the tile is guarded by a monster as well as the position - * of the monster that will attack on it. - * - * @return int3(-1, -1, -1) if the tile is unguarded, or the position of - * the monster guarding the tile. - */ -std::vector CGameState::guardingCreatures (int3 pos) const -{ - std::vector guards; - const int3 originalPos = pos; - if (!map->isInTheMap(pos)) - return guards; - - const TerrainTile &posTile = map->getTile(pos); - if (posTile.visitable) - { - for (CGObjectInstance* obj : posTile.visitableObjects) - { - if(obj->blockVisit) - { - if (obj->ID == Obj::MONSTER) // Monster - guards.push_back(obj); - } - } - } - pos -= int3(1, 1, 0); // Start with top left. - for (int dx = 0; dx < 3; dx++) - { - for (int dy = 0; dy < 3; dy++) - { - if (map->isInTheMap(pos)) - { - const auto & tile = map->getTile(pos); - if (tile.visitable && (tile.isWater() == posTile.isWater())) - { - for (CGObjectInstance* obj : tile.visitableObjects) - { - if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile - { - guards.push_back(obj); - } - } - } - } - - pos.y++; - } - pos.y -= 3; - pos.x++; - } - return guards; - -} - -int3 CGameState::guardingCreaturePosition (int3 pos) const -{ - return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z]; -} - -bool CGameState::isVisible(int3 pos, PlayerColor player) -{ - if(player == PlayerColor::NEUTRAL) - return false; - return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z]; -} - -bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional player ) -{ - if(!player) - return true; - - if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed? - return false; - //object is visible when at least one blocked tile is visible - for(int fy=0; fy < obj->getHeight(); ++fy) - { - for(int fx=0; fx < obj->getWidth(); ++fx) - { - int3 pos = obj->pos + int3(-fx, -fy, 0); - - if ( map->isInTheMap(pos) && - obj->coveringAt(pos.x, pos.y) && - isVisible(pos, *player)) - return true; - } - } - return false; -} - -bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const -{ - const TerrainTile * pom = &map->getTile(dst); - return map->checkForVisitableDir(src, pom, dst); -} - -EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const -{ - const std::string & messageWonSelf = VLC->generaltexth->allTexts[659]; - const std::string & messageWonOther = VLC->generaltexth->allTexts[5]; - const std::string & messageLostSelf = VLC->generaltexth->allTexts[7]; - const std::string & messageLostOther = VLC->generaltexth->allTexts[8]; - - auto evaluateEvent = [=](const EventCondition & condition) - { - return this->checkForVictory(player, condition); - }; - - const PlayerState *p = CGameInfoCallback::getPlayer(player); - - //cheater or tester, but has entered the code... - if (p->enteredWinningCheatCode) - return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther); - - if (p->enteredLosingCheatCode) - return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther); - - for (const TriggeredEvent & event : map->triggeredEvents) - { - if ((event.trigger.test(evaluateEvent))) - { - if (event.effect.type == EventEffect::VICTORY) - return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage); - - if (event.effect.type == EventEffect::DEFEAT) - return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage); - } - } - - if (checkForStandardLoss(player)) - { - return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther); - } - return EVictoryLossCheckResult(); -} - -bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const -{ - const PlayerState *p = CGameInfoCallback::getPlayer(player); - switch (condition.condition) - { - case EventCondition::STANDARD_WIN: - { - return player == checkForStandardWin(); - } - case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact - { - for(auto & elem : p->heroes) - if(elem->hasArt(condition.objectType)) - return true; - return false; - } - case EventCondition::HAVE_CREATURES: - { - //check if in players armies there is enough creatures - int total = 0; //creature counter - for(size_t i = 0; i < map->objects.size(); i++) - { - const CArmedInstance *ai = nullptr; - if(map->objects[i] - && map->objects[i]->tempOwner == player //object controlled by player - && (ai = dynamic_cast(map->objects[i].get()))) //contains army - { - for(auto & elem : ai->Slots()) //iterate through army - if(elem.second->type->idNumber == condition.objectType) //it's searched creature - total += elem.second->count; - } - } - return total >= condition.value; - } - case EventCondition::HAVE_RESOURCES: - { - return p->resources[condition.objectType] >= condition.value; - } - case EventCondition::HAVE_BUILDING: - { - if (condition.object) // specific town - { - const CGTownInstance *t = static_cast(condition.object); - return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType))); - } - else // any town - { - for (const CGTownInstance * t : p->towns) - { - if (t->hasBuilt(BuildingID(condition.objectType))) - return true; - } - return false; - } - } - case EventCondition::DESTROY: - { - if (condition.object) // mode A - destroy specific object of this type - { - if (auto hero = dynamic_cast(condition.object)) - return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end(); - else - return getObj(condition.object->id) == nullptr; - } - else - { - for(auto & elem : map->objects) // mode B - destroy all objects of this type - { - if(elem && elem->ID == condition.objectType) - return false; - } - return true; - } - } - case EventCondition::CONTROL: - { - // list of players that need to control object to fulfull condition - // NOTE: cgameinfocallback specified explicitly in order to get const version - auto & team = CGameInfoCallback::getPlayerTeam(player)->players; - - if (condition.object) // mode A - flag one specific object, like town - { - return team.count(condition.object->tempOwner) != 0; - } - else - { - for(auto & elem : map->objects) // mode B - flag all objects of this type - { - //check not flagged objs - if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 ) - return false; - } - return true; - } - } - case EventCondition::TRANSPORT: - { - const CGTownInstance *t = static_cast(condition.object); - if((t->visitingHero && t->visitingHero->hasArt(condition.objectType)) - || (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType))) - { - return true; - } - return false; - } - case EventCondition::DAYS_PASSED: - { - return gs->day > condition.value; - } - case EventCondition::IS_HUMAN: - { - return p->human ? condition.value == 1 : condition.value == 0; - } - case EventCondition::DAYS_WITHOUT_TOWN: - { - if (p->daysWithoutCastle) - return p->daysWithoutCastle.get() >= condition.value; - else - return false; - } - case EventCondition::CONST_VALUE: - { - return condition.value; // just convert to bool - } - } - assert(0); - return false; -} - -PlayerColor CGameState::checkForStandardWin() const -{ - //std victory condition is: - //all enemies lost - PlayerColor supposedWinner = PlayerColor::NEUTRAL; - TeamID winnerTeam = TeamID::NO_TEAM; - for(auto & elem : players) - { - if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT) - { - if(supposedWinner == PlayerColor::NEUTRAL) - { - //first player remaining ingame - candidate for victory - supposedWinner = elem.second.color; - winnerTeam = elem.second.team; - } - else if(winnerTeam != elem.second.team) - { - //current candidate has enemy remaining in game -> no vicotry - return PlayerColor::NEUTRAL; - } - } - } - - return supposedWinner; -} - -bool CGameState::checkForStandardLoss( PlayerColor player ) const -{ - //std loss condition is: player lost all towns and heroes - const PlayerState &p = *CGameInfoCallback::getPlayer(player); - return !p.heroes.size() && !p.towns.size(); -} - -struct statsHLP -{ - typedef std::pair< PlayerColor, si64 > TStat; - //converts [] to vec[place] -> platers - static std::vector< std::vector< PlayerColor > > getRank( std::vector stats ) - { - std::sort(stats.begin(), stats.end(), statsHLP()); - - //put first element - std::vector< std::vector > ret; - std::vector tmp; - tmp.push_back( stats[0].first ); - ret.push_back( tmp ); - - //the rest of elements - for(int g=1; gpush_back( stats[g].first ); - } - else - { - //create next occupied rank - std::vector tmp; - tmp.push_back(stats[g].first); - ret.push_back(tmp); - } - } - - return ret; - } - - bool operator()(const TStat & a, const TStat & b) const - { - return a.second > b.second; - } - - static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color) - { - std::vector > &h = gs->players[color].heroes; - if(!h.size()) - return nullptr; - //best hero will be that with highest exp - int best = 0; - for(int b=1; bexp > h[best]->exp) - { - best = b; - } - } - return h[best]; - } - - //calculates total number of artifacts that belong to given player - static int getNumberOfArts(const PlayerState * ps) - { - int ret = 0; - for(auto h : ps->heroes) - { - ret += h->artifactsInBackpack.size() + h->artifactsWorn.size(); - } - return ret; - } - - // get total strength of player army - static si64 getArmyStrength(const PlayerState * ps) - { - si64 str = 0; - - for(auto h : ps->heroes) - { - if(!h->inTownGarrison) //original h3 behavior - str += h->getArmyStrength(); - } - return str; - } -}; - -void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level) -{ - auto playerInactive = [&](PlayerColor color) - { - return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME; - }; - -#define FILL_FIELD(FIELD, VAL_GETTER) \ - { \ - std::vector< std::pair< PlayerColor, si64 > > stats; \ - for(auto g = players.begin(); g != players.end(); ++g) \ - { \ - if(playerInactive(g->second.color)) \ - continue; \ - std::pair< PlayerColor, si64 > stat; \ - stat.first = g->second.color; \ - stat.second = VAL_GETTER; \ - stats.push_back(stat); \ - } \ - tgi.FIELD = statsHLP::getRank(stats); \ - } - - for(auto & elem : players) - { - if(!playerInactive(elem.second.color)) - tgi.playerColors.push_back(elem.second.color); - } - - if(level >= 1) //num of towns & num of heroes - { - //num of towns - FILL_FIELD(numOfTowns, g->second.towns.size()) - //num of heroes - FILL_FIELD(numOfHeroes, g->second.heroes.size()) - //best hero's portrait - for(auto g = players.cbegin(); g != players.cend(); ++g) - { - if(playerInactive(g->second.color)) - continue; - const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color); - InfoAboutHero iah; - iah.initFromHero(best, level >= 8); - iah.army.clear(); - tgi.colorToBestHero[g->second.color] = iah; - } - } - if(level >= 2) //gold - { - FILL_FIELD(gold, g->second.resources[Res::GOLD]) - } - if(level >= 2) //wood & ore - { - FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE]) - } - if(level >= 3) //mercury, sulfur, crystal, gems - { - FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS]) - } - if(level >= 4) //obelisks found - { - FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id]) - } - if(level >= 5) //artifacts - { - FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second)) - } - if(level >= 6) //army strength - { - FILL_FIELD(army, statsHLP::getArmyStrength(&g->second)) - } - if(level >= 7) //income - { - //TODO:obtainPlayersStats - income - } - if(level >= 8) //best hero's stats - { - //already set in lvl 1 handling - } - if(level >= 9) //personality - { - for(auto g = players.cbegin(); g != players.cend(); ++g) - { - if(playerInactive(g->second.color)) //do nothing for neutral player - continue; - if(g->second.human) - { - tgi.personality[g->second.color] = EAiTactic::NONE; - } - else //AI - { - tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic; - } - - } - } - if(level >= 10) //best creature - { - //best creatures belonging to player (highest AI value) - for(auto g = players.cbegin(); g != players.cend(); ++g) - { - if(playerInactive(g->second.color)) //do nothing for neutral player - continue; - int bestCre = -1; //best creature's ID - for(auto & elem : g->second.heroes) - { - for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it) - { - int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one - if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue) - { - bestCre = toCmp; - } - } - } - tgi.bestCreature[g->second.color] = bestCre; - } - } - -#undef FILL_FIELD -} - -std::map > CGameState::unusedHeroesFromPool() -{ - std::map > pool = hpool.heroesPool; - for ( auto i = players.cbegin() ; i != players.cend();i++) - for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++) - if(*j) - pool.erase((**j).subID); - - return pool; -} - -void CGameState::buildBonusSystemTree() -{ - buildGlobalTeamPlayerTree(); - attachArmedObjects(); - - for(CGTownInstance *t : map->towns) - { - t->deserializationFix(); - } - // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact - // are provided on initializing / deserializing -} - -void CGameState::deserializationFix() -{ - buildGlobalTeamPlayerTree(); - attachArmedObjects(); -} - -void CGameState::buildGlobalTeamPlayerTree() -{ - for(auto k=teams.begin(); k!=teams.end(); ++k) - { - TeamState *t = &k->second; - t->attachTo(&globalEffects); - - for(PlayerColor teamMember : k->second.players) - { - PlayerState *p = getPlayer(teamMember); - assert(p); - p->attachTo(t); - } - } -} - -void CGameState::attachArmedObjects() -{ - for(CGObjectInstance *obj : map->objects) - { - if(CArmedInstance *armed = dynamic_cast(obj)) - armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this)); - } -} - -void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid) -{ - CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object - CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact); - map->addNewArtifactInstance(ai); - ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h))); -} - -std::set CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const -{ - std::set ret; - for(int i = 0; i < map->allowedHeroes.size(); i++) - if(map->allowedHeroes[i] || alsoIncludeNotAllowed) - ret.insert(HeroTypeID(i)); - - for(auto hero : map->heroesOnMap) //heroes instances initialization - { - if(hero->type) - ret -= hero->type->ID; - else - ret -= HeroTypeID(hero->subID); - } - - for(auto obj : map->objects) //prisons - if(obj && obj->ID == Obj::PRISON) - ret -= HeroTypeID(obj->subID); - - return ret; -} - -std::vector CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes) -{ - std::vector campaignHeroReplacements; - - //selecting heroes by type - for(auto obj : map->objects) - { - if(obj && obj->ID == Obj::HERO_PLACEHOLDER) - { - auto heroPlaceholder = dynamic_cast(obj.get()); - if(heroPlaceholder->subID != 0xFF) //select by type - { - auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero) - { - return hero->subID == heroPlaceholder->subID; - }); - - if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end()) - { - auto hero = *it; - crossoverHeroes.removeHeroFromBothLists(hero); - campaignHeroReplacements.push_back(CampaignHeroReplacement(hero, heroPlaceholder->id)); - } - } - } - } - - //selecting heroes by power - range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b) - { - return a->getHeroStrength() > b->getHeroStrength(); - }); //sort, descending strength - - // sort hero placeholders descending power - std::vector heroPlaceholders; - for(auto obj : map->objects) - { - if(obj && obj->ID == Obj::HERO_PLACEHOLDER) - { - auto heroPlaceholder = dynamic_cast(obj.get()); - if(heroPlaceholder->subID == 0xFF) //select by power - { - heroPlaceholders.push_back(heroPlaceholder); - } - } - } - range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b) - { - return a->power > b->power; - }); - - for(int i = 0; i < heroPlaceholders.size(); ++i) - { - auto heroPlaceholder = heroPlaceholders[i]; - if(crossoverHeroes.heroesFromPreviousScenario.size() > i) - { - campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id)); - } - } - - return campaignHeroReplacements; -} - -void CGameState::replaceHeroesPlaceholders(const std::vector & campaignHeroReplacements) -{ - for(auto campaignHeroReplacement : campaignHeroReplacements) - { - auto heroPlaceholder = dynamic_cast(getObjInstance(campaignHeroReplacement.heroPlaceholderId)); - - CGHeroInstance *heroToPlace = campaignHeroReplacement.hero; - heroToPlace->id = campaignHeroReplacement.heroPlaceholderId; - heroToPlace->tempOwner = heroPlaceholder->tempOwner; - heroToPlace->pos = heroPlaceholder->pos; - heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID]; - - for(auto &&i : heroToPlace->stacks) - i.second->type = VLC->creh->creatures[i.second->getCreatureID()]; - - auto fixArtifact = [&](CArtifactInstance * art) - { - art->artType = VLC->arth->artifacts[art->artType->id]; - gs->map->artInstances.push_back(art); - art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1); - }; - - for(auto &&i : heroToPlace->artifactsWorn) - fixArtifact(i.second.artifact); - for(auto &&i : heroToPlace->artifactsInBackpack) - fixArtifact(i.artifact); - - map->heroesOnMap.push_back(heroToPlace); - map->objects[heroToPlace->id.getNum()] = heroToPlace; - map->addBlockVisTiles(heroToPlace); - - scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace); - } -} - -bool CGameState::isUsedHero(HeroTypeID hid) const -{ - return getUsedHero(hid); -} - -CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const -{ - for(auto hero : map->heroesOnMap) //heroes instances initialization - { - if(hero->subID == hid.getNum()) - { - return hero; - } - } - - for(auto obj : map->objects) //prisons - { - if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum()) - { - return dynamic_cast(obj.get()); - } - } - - return nullptr; -} - -CGPathNode::CGPathNode() -:coord(-1,-1,-1) -{ - accessible = NOT_SET; - land = 0; - moveRemains = 0; - turns = 255; - theNodeBefore = nullptr; -} - -bool CGPathNode::reachable() const -{ - return turns < 255; -} - -bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) -{ - assert(isValid); - - out.nodes.clear(); - const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z]; - if(!curnode->theNodeBefore) - return false; - - - while(curnode) - { - CGPathNode cpn = *curnode; - curnode = curnode->theNodeBefore; - out.nodes.push_back(cpn); - } - return true; -} - -CPathsInfo::CPathsInfo( const int3 &Sizes ) -:sizes(Sizes) -{ - hero = nullptr; - nodes = new CGPathNode**[sizes.x]; - for(int i = 0; i < sizes.x; i++) - { - nodes[i] = new CGPathNode*[sizes.y]; - for (int j = 0; j < sizes.y; j++) - { - nodes[i][j] = new CGPathNode[sizes.z]; - } - } -} - -CPathsInfo::~CPathsInfo() -{ - for(int i = 0; i < sizes.x; i++) - { - for (int j = 0; j < sizes.y; j++) - { - delete [] nodes[i][j]; - } - delete [] nodes[i]; - } - delete [] nodes; -} - -int3 CGPath::startPos() const -{ - return nodes[nodes.size()-1].coord; -} - -int3 CGPath::endPos() const -{ - return nodes[0].coord; -} - -void CGPath::convert( ui8 mode ) -{ - if(mode==0) - { - for(auto & elem : nodes) - { - elem.coord = CGHeroInstance::convertPosition(elem.coord,true); - } - } -} - -PlayerState::PlayerState() - : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0), - enteredLosingCheatCode(0), status(EPlayerStatus::INGAME) -{ - setNodeType(PLAYER); -} - -std::string PlayerState::nodeName() const -{ - return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast(color)); -} - -InfoAboutArmy::InfoAboutArmy(): - owner(PlayerColor::NEUTRAL) -{} - -InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed) -{ - initFromArmy(Army, detailed); -} - -void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed) -{ - army = ArmyDescriptor(Army, detailed); - owner = Army->tempOwner; - name = Army->getHoverText(); -} - -void InfoAboutHero::assign(const InfoAboutHero & iah) -{ - InfoAboutArmy::operator = (iah); - - details = (iah.details ? new Details(*iah.details) : nullptr); - hclass = iah.hclass; - portrait = iah.portrait; -} - -InfoAboutHero::InfoAboutHero(): - details(nullptr), - hclass(nullptr), - portrait(-1) -{} - -InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): - InfoAboutArmy() -{ - assign(iah); -} - -InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed) - : details(nullptr), - hclass(nullptr), - portrait(-1) -{ - initFromHero(h, detailed); -} - -InfoAboutHero::~InfoAboutHero() -{ - delete details; -} - -InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah) -{ - assign(iah); - return *this; -} - -void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed) -{ - if(!h) - return; - - initFromArmy(h, detailed); - - hclass = h->type->heroClass; - name = h->name; - portrait = h->portrait; - - if(detailed) - { - //include details about hero - details = new Details; - details->luck = h->LuckVal(); - details->morale = h->MoraleVal(); - details->mana = h->mana; - details->primskills.resize(GameConstants::PRIMARY_SKILLS); - - for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++) - { - details->primskills[i] = h->getPrimSkillLevel(static_cast(i)); - } - } -} - -InfoAboutTown::InfoAboutTown(): - details(nullptr), - tType(nullptr), - built(0), - fortLevel(0) -{ - -} - -InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed) -{ - initFromTown(t, detailed); -} - -InfoAboutTown::~InfoAboutTown() -{ - delete details; -} - -void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed) -{ - initFromArmy(t, detailed); - army = ArmyDescriptor(t->getUpperArmy(), detailed); - built = t->builded; - fortLevel = t->fortLevel(); - name = t->name; - tType = t->town; - - if(detailed) - { - //include details about hero - details = new Details; - details->goldIncome = t->dailyIncome(); - details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO); - details->hallLevel = t->hallLevel(); - details->garrisonedHero = t->garrisonHero; - } -} - -ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed) - : isDetailed(detailed) -{ - for(auto & elem : army->Slots()) - { - if(detailed) - (*this)[elem.first] = *elem.second; - else - (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID()); - } -} - -ArmyDescriptor::ArmyDescriptor() - : isDetailed(false) -{ - -} - -int ArmyDescriptor::getStrength() const -{ - ui64 ret = 0; - if(isDetailed) - { - for(auto & elem : *this) - ret += elem.second.type->AIValue * elem.second.count; - } - else - { - for(auto & elem : *this) - ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count); - } - return ret; -} - -DuelParameters::SideSettings::StackSettings::StackSettings() - : type(CreatureID::NONE), count(0) -{ -} - -DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count) - : type(Type), count(Count) -{ -} - -DuelParameters::SideSettings::SideSettings() -{ - heroId = -1; -} - -DuelParameters::DuelParameters(): - terType(ETerrainType::DIRT), - bfieldType(BFieldType::ROCKLANDS) -{ -} - -DuelParameters DuelParameters::fromJSON(const std::string &fname) -{ - DuelParameters ret; - - const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT)); - ret.terType = ETerrainType((int)duelData["terType"].Float()); - ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float()); - for(const JsonNode &n : duelData["sides"].Vector()) - { - SideSettings &ss = ret.sides[(int)n["side"].Float()]; - int i = 0; - for(const JsonNode &stackNode : n["army"].Vector()) - { - ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float()); - ss.stacks[i].count = stackNode.Vector()[1].Float(); - i++; - } - - if(n["heroid"].getType() == JsonNode::DATA_FLOAT) - ss.heroId = n["heroid"].Float(); - else - ss.heroId = -1; - - for(const JsonNode &entry : n["heroPrimSkills"].Vector()) - ss.heroPrimSkills.push_back(entry.Float()); - - for(const JsonNode &skillNode : n["heroSecSkills"].Vector()) - { - std::pair secSkill; - secSkill.first = skillNode.Vector()[0].Float(); - secSkill.second = skillNode.Vector()[1].Float(); - ss.heroSecSkills.push_back(secSkill); - } - - assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS); - - if(ss.heroId != -1) - { - const JsonNode & spells = n["spells"]; - if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all") - { - for(auto spell : VLC->spellh->objects) - if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL) - ss.spells.insert(spell->id); - } - else - for(const JsonNode &spell : n["spells"].Vector()) - ss.spells.insert(SpellID(spell.Float())); - } - } - - for(const JsonNode &n : duelData["obstacles"].Vector()) - { - auto oi = make_shared(); - if(n.getType() == JsonNode::DATA_VECTOR) - { - oi->ID = n.Vector()[0].Float(); - oi->pos = n.Vector()[1].Float(); - } - else - { - assert(n.getType() == JsonNode::DATA_FLOAT); - oi->ID = 21; - oi->pos = n.Float(); - } - oi->uniqueID = ret.obstacles.size(); - ret.obstacles.push_back(oi); - } - - for(const JsonNode &n : duelData["creatures"].Vector()) - { - CusomCreature cc; - cc.id = n["id"].Float(); - -#define retrieve(name) \ - if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\ - cc.name = n[ #name ].Float(); \ - else \ - cc.name = -1; - - retrieve(attack); - retrieve(defense); - retrieve(HP); - retrieve(dmg); - retrieve(shoots); - retrieve(speed); - ret.creatures.push_back(cc); - } - - return ret; -} - -TeamState::TeamState() -{ - setNodeType(TEAM); -} - -void CPathfinder::initializeGraph() -{ - CGPathNode ***graph = out.nodes; - for(size_t i=0; i < out.sizes.x; ++i) - { - for(size_t j=0; j < out.sizes.y; ++j) - { - for(size_t k=0; k < out.sizes.z; ++k) - { - curPos = int3(i,j,k); - const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k)); - CGPathNode &node = graph[i][j][k]; - - node.accessible = evaluateAccessibility(tinfo); - node.turns = 0xff; - node.moveRemains = 0; - node.coord.x = i; - node.coord.y = j; - node.coord.z = k; - node.land = tinfo->terType != ETerrainType::WATER; - node.theNodeBefore = nullptr; - } - } - } -} - -void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/) -{ - assert(hero); - assert(hero == getHero(hero->id)); - if(src.x < 0) - src = hero->getPosition(false); - if(movement < 0) - movement = hero->movement; - bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT); - int maxMovePointsLand = hero->maxMovePoints(true); - int maxMovePointsWater = hero->maxMovePoints(false); - +#include "StdInc.h" +#include "CGameState.h" + +#include "mapping/CCampaignHandler.h" +#include "CDefObjInfoHandler.h" +#include "CArtHandler.h" +#include "CBuildingHandler.h" +#include "CGeneralTextHandler.h" +#include "CTownHandler.h" +#include "CSpellHandler.h" +#include "CHeroHandler.h" +#include "CObjectHandler.h" +#include "CCreatureHandler.h" +#include "CModHandler.h" +#include "VCMI_Lib.h" +#include "Connection.h" +#include "mapping/CMap.h" +#include "mapping/CMapService.h" +#include "StartInfo.h" +#include "NetPacks.h" +#include "registerTypes/RegisterTypes.h" +#include "mapping/CMapInfo.h" +#include "BattleState.h" +#include "JsonNode.h" +#include "filesystem/Filesystem.h" +#include "GameConstants.h" +#include "rmg/CMapGenerator.h" +#include "CStopWatch.h" +#include "mapping/CMapEditManager.h" + +class CGObjectInstance; + +#ifdef min +#undef min +#endif +#ifdef max +#undef max +#endif + +/* + * CGameState.cpp, part of VCMI engine + * + * Authors: listed in file AUTHORS in main folder + * + * License: GNU General Public License v2.0 or later + * Full text of license available in license.txt file, in main folder + * + */ + +template class CApplyOnGS; + +class CBaseForGSApply +{ +public: + virtual void applyOnGS(CGameState *gs, void *pack) const =0; + virtual ~CBaseForGSApply(){}; + template static CBaseForGSApply *getApplier(const U * t=nullptr) + { + return new CApplyOnGS; + } +}; + +template class CApplyOnGS : public CBaseForGSApply +{ +public: + void applyOnGS(CGameState *gs, void *pack) const + { + T *ptr = static_cast(pack); + + boost::unique_lock lock(*gs->mx); + ptr->applyGs(gs); + } +}; + +static CApplier *applierGs = nullptr; + +// class IObjectCaller +// { +// public: +// virtual ~IObjectCaller(){}; +// virtual void preInit()=0; +// virtual void postInit()=0; +// }; +// +// template +// class CObjectCaller : public IObjectCaller +// { +// public: +// void preInit() +// { +// //T::preInit(); +// } +// void postInit() +// { +// //T::postInit(); +// } +// }; + +// class CObjectCallersHandler +// { +// public: +// std::vector apps; +// +// template void registerType(const T * t=nullptr) +// { +// apps.push_back(new CObjectCaller); +// } +// +// CObjectCallersHandler() +// { +// registerTypesMapObjects(*this); +// } +// +// ~CObjectCallersHandler() +// { +// for (auto & elem : apps) +// delete elem; +// } +// +// void preInit() +// { +// // for (size_t i = 0; i < apps.size(); i++) +// // apps[i]->preInit(); +// } +// +// void postInit() +// { +// //for (size_t i = 0; i < apps.size(); i++) +// //apps[i]->postInit(); +// } +// } *objCaller = nullptr; + +void MetaString::getLocalString(const std::pair &txt, std::string &dst) const +{ + int type = txt.first, ser = txt.second; + + if(type == ART_NAMES) + { + dst = VLC->arth->artifacts[ser]->Name(); + } + else if(type == CRE_PL_NAMES) + { + dst = VLC->creh->creatures[ser]->namePl; + } + else if(type == MINE_NAMES) + { + dst = VLC->generaltexth->mines[ser].first; + } + else if(type == MINE_EVNTS) + { + dst = VLC->generaltexth->mines[ser].second; + } + else if(type == SPELL_NAME) + { + dst = SpellID(ser).toSpell()->name; + } + else if(type == CRE_SING_NAMES) + { + dst = VLC->creh->creatures[ser]->nameSing; + } + else if(type == ART_DESCR) + { + dst = VLC->arth->artifacts[ser]->Description(); + } + else if (type == ART_EVNTS) + { + dst = VLC->arth->artifacts[ser]->EventText(); + } + else + { + std::vector *vec; + switch(type) + { + case GENERAL_TXT: + vec = &VLC->generaltexth->allTexts; + break; + case XTRAINFO_TXT: + vec = &VLC->generaltexth->xtrainfo; + break; + case OBJ_NAMES: + vec = &VLC->generaltexth->names; + break; + case RES_NAMES: + vec = &VLC->generaltexth->restypes; + break; + case ARRAY_TXT: + vec = &VLC->generaltexth->arraytxt; + break; + case CREGENS: + vec = &VLC->generaltexth->creGens; + break; + case CREGENS4: + vec = &VLC->generaltexth->creGens4; + break; + case ADVOB_TXT: + vec = &VLC->generaltexth->advobtxt; + break; + case SEC_SKILL_NAME: + vec = &VLC->generaltexth->skillName; + break; + case COLOR: + vec = &VLC->generaltexth->capColors; + break; + default: + logGlobal->errorStream() << "Failed string substitution because type is " << type; + dst = "#@#"; + return; + } + if(vec->size() <= ser) + { + logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!"; + dst = "#!#"; + } + else + dst = (*vec)[ser]; + } +} + +DLL_LINKAGE void MetaString::toString(std::string &dst) const +{ + size_t exSt = 0, loSt = 0, nums = 0; + dst.clear(); + + for(auto & elem : message) + {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER + switch(elem) + { + case TEXACT_STRING: + dst += exactStrings[exSt++]; + break; + case TLOCAL_STRING: + { + std::string hlp; + getLocalString(localStrings[loSt++], hlp); + dst += hlp; + } + break; + case TNUMBER: + dst += boost::lexical_cast(numbers[nums++]); + break; + case TREPLACE_ESTRING: + boost::replace_first(dst, "%s", exactStrings[exSt++]); + break; + case TREPLACE_LSTRING: + { + std::string hlp; + getLocalString(localStrings[loSt++], hlp); + boost::replace_first(dst, "%s", hlp); + } + break; + case TREPLACE_NUMBER: + boost::replace_first(dst, "%d", boost::lexical_cast(numbers[nums++])); + break; + case TREPLACE_PLUSNUMBER: + boost::replace_first(dst, "%+d", '+' + boost::lexical_cast(numbers[nums++])); + break; + default: + logGlobal->errorStream() << "MetaString processing error!"; + break; + } + } +} + +DLL_LINKAGE std::string MetaString::toString() const +{ + std::string ret; + toString(ret); + return ret; +} + +DLL_LINKAGE std::string MetaString::buildList () const +///used to handle loot from creature bank +{ + + size_t exSt = 0, loSt = 0, nums = 0; + std::string lista; + for (int i = 0; i < message.size(); ++i) + { + if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)) + { + if (exSt == exactStrings.size() - 1) + lista += VLC->generaltexth->allTexts[141]; //" and " + else + lista += ", "; + } + switch (message[i]) + { + case TEXACT_STRING: + lista += exactStrings[exSt++]; + break; + case TLOCAL_STRING: + { + std::string hlp; + getLocalString (localStrings[loSt++], hlp); + lista += hlp; + } + break; + case TNUMBER: + lista += boost::lexical_cast(numbers[nums++]); + break; + case TREPLACE_ESTRING: + lista.replace (lista.find("%s"), 2, exactStrings[exSt++]); + break; + case TREPLACE_LSTRING: + { + std::string hlp; + getLocalString (localStrings[loSt++], hlp); + lista.replace (lista.find("%s"), 2, hlp); + } + break; + case TREPLACE_NUMBER: + lista.replace (lista.find("%d"), 2, boost::lexical_cast(numbers[nums++])); + break; + default: + logGlobal->errorStream() << "MetaString processing error!"; + } + + } + return lista; +} + + +void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name; +{ + if (!count) + addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels) + else if (count == 1) + addReplacement (CRE_SING_NAMES, id); + else + addReplacement (CRE_PL_NAMES, id); +} + +void MetaString::addReplacement(const CStackBasicDescriptor &stack) +{ + assert(stack.type); //valid type + addCreReplacement(stack.type->idNumber, stack.count); +} + +static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner) +{ + CGObjectInstance * nobj; + switch(id) + { + case Obj::HERO: + nobj = new CGHeroInstance(); + nobj->appearance = VLC->dobjinfo->pickCandidates(id, VLC->heroh->heroes[subid]->heroClass->id).front(); + break; + case Obj::TOWN: + nobj = new CGTownInstance; + break; + default: //rest of objects + nobj = new CGObjectInstance; + break; + } + nobj->ID = id; + nobj->subID = subid; + nobj->pos = pos; + nobj->tempOwner = owner; + if (id != Obj::HERO) + nobj->appearance = VLC->dobjinfo->pickCandidates(id, subid).front(); + + return nobj; +} + +CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town, + std::map > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const +{ + CGHeroInstance *ret = nullptr; + + if(player>=PlayerColor::PLAYER_LIMIT) + { + logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!"; + return nullptr; + } + + std::vector pool; + + if(native) + { + for(auto & elem : available) + { + if(pavailable.find(elem.first)->second & 1<type->heroClass->faction == town->faction->index) + { + pool.push_back(elem.second); //get all available heroes + } + } + if(!pool.size()) + { + logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any..."; + return pickHeroFor(false, player, town, available, rand); + } + else + { + ret = *RandomGeneratorUtil::nextItem(pool, rand); + } + } + else + { + int sum=0, r; + + for(auto & elem : available) + { + if (pavailable.find(elem.first)->second & (1<type->heroClass != bannedClass) ) // and his class is not same as other hero + { + pool.push_back(elem.second); + sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight + } + } + if(!pool.size() || sum == 0) + { + logGlobal->errorStream() << "There are no heroes available for player " << player<<"!"; + return nullptr; + } + + r = rand.nextInt(sum - 1); + for (auto & elem : pool) + { + r -= elem->type->heroClass->selectionProbability[town->faction->index]; + if(r < 0) + { + ret = elem; + break; + } + } + if(!ret) + ret = pool.back(); + } + + available.erase(ret->subID); + return ret; +} + +void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero) +{ + heroesFromPreviousScenario.push_back(hero); + heroesFromAnyPreviousScenarios.push_back(hero); +} + +void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero) +{ + heroesFromPreviousScenario -= hero; + heroesFromAnyPreviousScenarios -= hero; +} + +CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId) +{ + +} + +int CGameState::pickNextHeroType(PlayerColor owner) +{ + const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); + if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero + { + return ps.hero; + } + + return pickUnusedHeroTypeRandomly(owner); +} + +int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner) +{ + //list of available heroes for this faction and others + std::vector factionHeroes, otherHeroes; + + const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); + for(HeroTypeID hid : getUnusedAllowedHeroes()) + { + if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle) + factionHeroes.push_back(hid); + else + otherHeroes.push_back(hid); + } + + // select random hero native to "our" faction + if(!factionHeroes.empty()) + { + return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum(); + } + + logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available..."; + if(!otherHeroes.empty()) + { + return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum(); + } + + logGlobal->errorStream() << "No free allowed heroes!"; + auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true); + if(notAllowedHeroesButStillBetterThanCrash.size()) + return notAllowedHeroesButStillBetterThanCrash.begin()->getNum(); + + logGlobal->errorStream() << "No free heroes at all!"; + assert(0); //current code can't handle this situation + return -1; // no available heroes at all +} + +std::pair CGameState::pickObject (CGObjectInstance *obj) +{ + switch(obj->ID) + { + case Obj::RANDOM_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC)); + case Obj::RANDOM_TREASURE_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)); + case Obj::RANDOM_MINOR_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR)); + case Obj::RANDOM_MAJOR_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR)); + case Obj::RANDOM_RELIC_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC)); + case Obj::RANDOM_HERO: + return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner)); + case Obj::RANDOM_MONSTER: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand)); + case Obj::RANDOM_MONSTER_L1: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1)); + case Obj::RANDOM_MONSTER_L2: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2)); + case Obj::RANDOM_MONSTER_L3: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3)); + case Obj::RANDOM_MONSTER_L4: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4)); + case Obj::RANDOM_RESOURCE: + return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril + case Obj::RANDOM_TOWN: + { + PlayerColor align = PlayerColor((static_cast(obj))->alignment); + si32 f; // can be negative (for random) + if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random + { + if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT) + f = -1; //random + else + f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle; + } + else + { + f = scenarioOps->getIthPlayersSettings(align).castle; + } + if(f<0) + { + do + { + f = rand.nextInt(VLC->townh->factions.size() - 1); + } + while (VLC->townh->factions[f]->town == nullptr); // find playable faction + } + return std::make_pair(Obj::TOWN,f); + } + case Obj::RANDOM_MONSTER_L5: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5)); + case Obj::RANDOM_MONSTER_L6: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6)); + case Obj::RANDOM_MONSTER_L7: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7)); + case Obj::RANDOM_DWELLING: + case Obj::RANDOM_DWELLING_LVL: + case Obj::RANDOM_DWELLING_FACTION: + { + CGDwelling * dwl = static_cast(obj); + int faction; + + //if castle alignment available + if (auto info = dynamic_cast(dwl->info)) + { + faction = rand.nextInt(VLC->townh->factions.size() - 1); + if (info->asCastle) + { + for(auto & elem : map->objects) + { + if(!elem) + continue; + + if(elem->ID==Obj::RANDOM_TOWN + && dynamic_cast(elem.get())->identifier == info->identifier) + { + randomizeObject(elem); //we have to randomize the castle first + faction = elem->subID; + break; + } + else if(elem->ID==Obj::TOWN + && dynamic_cast(elem.get())->identifier == info->identifier) + { + faction = elem->subID; + break; + } + } + } + else + { + while(!(info->castles[0]&(1<7) && (info->castles[1]&(1<<(faction-8)))) + break; + faction = rand.nextInt(GameConstants::F_NUMBER - 1); + } + } + } + else // castle alignment fixed + faction = obj->subID; + + int level; + + //if level set to range + if (auto info = dynamic_cast(dwl->info)) + { + level = rand.nextInt(info->minLevel, info->maxLevel); + } + else // fixed level + { + level = obj->subID; + } + + delete dwl->info; + dwl->info = nullptr; + + std::pair result(Obj::NO_OBJ, -1); + CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0]; + + //golem factory is not in list of cregens but can be placed as random object + static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM, + CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM}; + std::vector factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures)); + if (vstd::contains(factory, cid)) + result = std::make_pair(Obj::CREATURE_GENERATOR4, 1); + + //NOTE: this will pick last dwelling with this creature (Mantis #900) + //check for block map equality is better but more complex solution + for(auto &iter : VLC->objh->cregens) + if (iter.second == cid) + result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first); + + if (result.first == Obj::NO_OBJ) + { + logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level); + result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first); + } + + return result; + } + } + return std::make_pair(Obj::NO_OBJ,-1); +} + +void CGameState::randomizeObject(CGObjectInstance *cur) +{ + std::pair ran = pickObject(cur); + if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything + { + if(cur->ID==Obj::TOWN) //town - set def + { + const TerrainTile &tile = map->getTile(cur->visitablePos()); + CGTownInstance *t = dynamic_cast(cur); + t->town = VLC->townh->factions[t->subID]->town; + t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN, t->subID, tile.terType).front(); + t->updateAppearance(); + } + return; + } + else if(ran.first==Obj::HERO)//special code for hero + { + CGHeroInstance *h = dynamic_cast(cur); + if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<pos; return;} + cur->ID = ran.first; + cur->subID = ran.second; + h->type = VLC->heroh->heroes[ran.second]; + h->portrait = h->type->imageIndex; + h->randomizeArmy(h->type->heroClass->faction); + map->heroesOnMap.push_back(h); + return; //TODO: maybe we should do something with definfo? + } + else if(ran.first==Obj::TOWN)//special code for town + { + const TerrainTile &tile = map->getTile(cur->visitablePos()); + CGTownInstance *t = dynamic_cast(cur); + if(!t) {logGlobal->warnStream()<<"Wrong random town at "<pos; return;} + cur->ID = ran.first; + cur->subID = ran.second; + //FIXME: copy-pasted from above + t->town = VLC->townh->factions[t->subID]->town; + t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN,t->subID, tile.terType).front(); + t->updateAppearance(); + + t->randomizeArmy(t->subID); + map->towns.push_back(t); + return; + } + else + { + if (ran.first != cur->appearance.id || + ran.second != cur->appearance.subid) + { + const TerrainTile &tile = map->getTile(cur->visitablePos()); + cur->appearance = VLC->dobjinfo->pickCandidates(Obj(ran.first),ran.second, tile.terType).front(); + } + } + //we have to replace normal random object + cur->ID = ran.first; + cur->subID = ran.second; + map->removeBlockVisTiles(cur, true); //recalculate blockvis tiles - picked object might have different than random placeholder + map->addBlockVisTiles(cur); +} + +int CGameState::getDate(Date::EDateType mode) const +{ + int temp; + switch (mode) + { + case Date::DAY: + return day; + case Date::DAY_OF_WEEK: //day of week + temp = (day)%7; // 1 - Monday, 7 - Sunday + return temp ? temp : 7; + case Date::WEEK: //current week + temp = ((day-1)/7)+1; + if (!(temp%4)) + return 4; + else + return (temp%4); + case Date::MONTH: //current month + return ((day-1)/28)+1; + case Date::DAY_OF_MONTH: //day of month + temp = (day)%28; + if (temp) + return temp; + else return 28; + } + return 0; +} + +CGameState::CGameState() +{ + gs = this; + mx = new boost::shared_mutex(); + applierGs = new CApplier; + registerTypesClientPacks1(*applierGs); + registerTypesClientPacks2(*applierGs); + //objCaller = new CObjectCallersHandler; + globalEffects.setDescription("Global effects"); + globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS); +} + +CGameState::~CGameState() +{ + //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction) + map.dellNull(); + curB.dellNull(); + //delete scenarioOps; //TODO: fix for loading ind delete + //delete initialOpts; + delete applierGs; + //delete objCaller; + + for(auto ptr : hpool.heroesPool) // clean hero pool + ptr.second.dellNull(); +} + +BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town) +{ + const TerrainTile &t = map->getTile(tile); + ETerrainType terrain = t.terType; + if(t.isCoastal() && !t.isWater()) + terrain = ETerrainType::SAND; + + BFieldType terType = battleGetBattlefieldType(tile); + return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town); +} + +void CGameState::init(StartInfo * si) +{ + logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed; + rand.setSeed(si->seedToBeUsed); + scenarioOps = CMemorySerializer::deepCopy(*si).release(); + initialOpts = CMemorySerializer::deepCopy(*si).release(); + si = nullptr; + + switch(scenarioOps->mode) + { + case StartInfo::NEW_GAME: + initNewGame(); + break; + case StartInfo::CAMPAIGN: + initCampaign(); + break; + case StartInfo::DUEL: + initDuel(); + return; + default: + logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode; + return; + } + VLC->arth->initAllowedArtifactsList(map->allowedArtifact); + logGlobal->infoStream() << "Map loaded!"; + + checkMapChecksum(); + + day = 0; + + logGlobal->debugStream() << "Initialization:"; + + initPlayerStates(); + placeCampaignHeroes(); + initGrailPosition(); + initRandomFactionsForPlayers(); + randomizeMapObjects(); + placeStartingHeroes(); + initStartingResources(); + initHeroes(); + initStartingBonus(); + initTowns(); + initMapObjects(); + buildBonusSystemTree(); + initVisitingAndGarrisonedHeroes(); + initFogOfWar(); + + logGlobal->debugStream() << "\tChecking objectives"; + map->checkForObjectives(); //needs to be run when all objects are properly placed + + auto seedAfterInit = rand.nextInt(); + logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")"; + if(scenarioOps->seedPostInit > 0) + { + //RNG must be in the same state on all machines when initialization is done (otherwise we have desync) + assert(scenarioOps->seedPostInit == seedAfterInit); + } + else + { + scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed" + } +} + +void CGameState::initNewGame() +{ + if(scenarioOps->createRandomMap()) + { + logGlobal->infoStream() << "Create random map."; + CStopWatch sw; + + // Gen map + CMapGenerator mapGenerator; + map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release(); + + // Update starting options + for(int i = 0; i < map->players.size(); ++i) + { + const auto & playerInfo = map->players[i]; + if(playerInfo.canAnyonePlay()) + { + PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)]; + playerSettings.compOnly = !playerInfo.canHumanPlay; + playerSettings.team = playerInfo.team; + playerSettings.castle = playerInfo.defaultCastle(); + if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty()) + { + playerSettings.name = VLC->generaltexth->allTexts[468]; + } + playerSettings.color = PlayerColor(i); + } + else + { + scenarioOps->playerInfos.erase(PlayerColor(i)); + } + } + + logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff(); + } + else + { + logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname; + map = CMapService::loadMap(scenarioOps->mapname).release(); + } +} + +void CGameState::initCampaign() +{ + logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap; + auto campaign = scenarioOps->campState; + assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap)); + + std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.')); + boost::to_lower(scenarioName); + scenarioName += ':' + boost::lexical_cast(*campaign->currentMap); + + std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap]; + auto buffer = reinterpret_cast(mapContent.data()); + map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release(); +} + +void CGameState::initDuel() +{ + DuelParameters dp; + try //CLoadFile likes throwing + { + if(boost::algorithm::ends_with(scenarioOps->mapname, ".json")) + { + logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname; + dp = DuelParameters::fromJSON(scenarioOps->mapname); + logGlobal->infoStream() << "JSON file has been successfully read!"; + } + else + { + CLoadFile lf(scenarioOps->mapname); + lf >> dp; + } + } + catch(...) + { + logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname; + throw; + } + + const CArmedInstance *armies[2] = {nullptr}; + const CGHeroInstance *heroes[2] = {nullptr}; + CGTownInstance *town = nullptr; + + for(int i = 0; i < 2; i++) + { + CArmedInstance *obj = nullptr; + if(dp.sides[i].heroId >= 0) + { + const DuelParameters::SideSettings &ss = dp.sides[i]; + auto h = new CGHeroInstance(); + armies[i] = heroes[i] = h; + obj = h; + h->subID = ss.heroId; + for(int i = 0; i < ss.heroPrimSkills.size(); i++) + h->pushPrimSkill(static_cast(i), ss.heroPrimSkills[i]); + + if(!ss.spells.empty()) + { + h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0)); + boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin())); + } + + for(auto &parka : ss.artifacts) + { + h->putArtifact(ArtifactPosition(parka.first), parka.second); + } + + typedef const std::pair &TSecSKill; + for(TSecSKill secSkill : ss.heroSecSkills) + h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1); + + h->initHero(HeroTypeID(h->subID)); + obj->initObj(); + } + else + { + auto c = new CGCreature(); + armies[i] = obj = c; + //c->subID = 34; + } + + obj->setOwner(PlayerColor(i)); + + for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++) + { + CreatureID cre = dp.sides[i].stacks[j].type; + TQuantity count = dp.sides[i].stacks[j].count; + if(count || obj->hasStackAtSlot(SlotID(j))) + obj->setCreature(SlotID(j), cre, count); + } + + for(const DuelParameters::CusomCreature &cc : dp.creatures) + { + CCreature *c = VLC->creh->creatures[cc.id]; + if(cc.attack >= 0) + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack; + if(cc.defense >= 0) + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense; + if(cc.speed >= 0) + c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed; + if(cc.HP >= 0) + c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP; + if(cc.dmg >= 0) + { + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg; + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg; + } + if(cc.shoots >= 0) + c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots; + } + } + + curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town); + curB->obstacles = dp.obstacles; + curB->localInit(); +} + +void CGameState::checkMapChecksum() +{ + logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum; + if(scenarioOps->mapfileChecksum) + { + logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum; + if(map->checksum != scenarioOps->mapfileChecksum) + { + logGlobal->errorStream() << "Wrong map checksum!!!"; + throw std::runtime_error("Wrong checksum"); + } + } + else + { + scenarioOps->mapfileChecksum = map->checksum; + } +} + +void CGameState::initGrailPosition() +{ + logGlobal->debugStream() << "\tPicking grail position"; + //pick grail location + if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place + { + if(!map->grailRadious) //radius not given -> anywhere on map + map->grailRadious = map->width * 2; + + std::vector allowedPos; + static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border + + // add all not blocked tiles in range + for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++) + { + for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++) + { + for (int k = 0; k < (map->twoLevel ? 2 : 1); k++) + { + const TerrainTile &t = map->getTile(int3(i, j, k)); + if(!t.blocked + && !t.visitable + && t.terType != ETerrainType::WATER + && t.terType != ETerrainType::ROCK + && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) + allowedPos.push_back(int3(i,j,k)); + } + } + } + + //remove tiles with holes + for(auto & elem : map->objects) + if(elem && elem->ID == Obj::HOLE) + allowedPos -= elem->pos; + + if(!allowedPos.empty()) + { + map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand); + } + else + { + logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!"; + } + } +} + +void CGameState::initRandomFactionsForPlayers() +{ + logGlobal->debugStream() << "\tPicking random factions for players"; + for(auto & elem : scenarioOps->playerInfos) + { + if(elem.second.castle==-1) + { + auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1); + auto iter = map->players[elem.first.getNum()].allowedFactions.begin(); + std::advance(iter, randomID); + + elem.second.castle = *iter; + } + } +} + +void CGameState::randomizeMapObjects() +{ + logGlobal->debugStream() << "\tRandomizing objects"; + for(CGObjectInstance *obj : map->objects) + { + if(!obj) continue; + + randomizeObject(obj); + obj->hoverName = VLC->generaltexth->names[obj->ID]; + + //handle Favouring Winds - mark tiles under it + if(obj->ID == Obj::FAVORABLE_WINDS) + { + for (int i = 0; i < obj->getWidth() ; i++) + { + for (int j = 0; j < obj->getHeight() ; j++) + { + int3 pos = obj->pos - int3(i,j,0); + if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128; + } + } + } + } +} + +void CGameState::initPlayerStates() +{ + logGlobal->debugStream() << "\tCreating player entries in gs"; + for(auto & elem : scenarioOps->playerInfos) + { + std::pair ins(elem.first,PlayerState()); + ins.second.color=ins.first; + ins.second.human = elem.second.playerID; + ins.second.team = map->players[ins.first.getNum()].team; + teams[ins.second.team].id = ins.second.team;//init team + teams[ins.second.team].players.insert(ins.first);//add player to team + players.insert(ins); + } +} + +void CGameState::placeCampaignHeroes() +{ + if (scenarioOps->campState) + { + // place bonus hero + auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap(); + bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO; + + if(campaignGiveHero) + { + auto playerColor = PlayerColor(campaignBonus->info1); + auto it = scenarioOps->playerInfos.find(playerColor); + if(it != scenarioOps->playerInfos.end()) + { + auto heroTypeId = campaignBonus->info2; + if(heroTypeId == 0xffff) // random bonus hero + { + heroTypeId = pickUnusedHeroTypeRandomly(playerColor); + } + + placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown); + } + } + + // replace heroes placeholders + auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios(); + + if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty()) + { + logGlobal->debugStream() << "\tGenerate list of hero placeholders"; + auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes); + + logGlobal->debugStream() << "\tPrepare crossover heroes"; + prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions); + + // remove same heroes on the map which will be added through crossover heroes + // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes + // with the same hero type id + std::vector removedHeroes; + + for(auto & campaignHeroReplacement : campaignHeroReplacements) + { + auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID)); + if(hero) + { + removedHeroes.push_back(hero); + map->heroesOnMap -= hero; + map->objects[hero->id.getNum()] = nullptr; + map->removeBlockVisTiles(hero, true); + } + } + + logGlobal->debugStream() << "\tReplace placeholders with heroes"; + replaceHeroesPlaceholders(campaignHeroReplacements); + + // remove hero placeholders on map + for(auto obj : map->objects) + { + if(obj && obj->ID == Obj::HERO_PLACEHOLDER) + { + auto heroPlaceholder = dynamic_cast(obj.get()); + map->removeBlockVisTiles(heroPlaceholder, true); + map->objects[heroPlaceholder->id.getNum()] = nullptr; + delete heroPlaceholder; + } + } + + // now add removed heroes again with unused type ID + for(auto hero : removedHeroes) + { + si32 heroTypeId = 0; + if(hero->ID == Obj::HERO) + { + heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner); + } + else if(hero->ID == Obj::PRISON) + { + auto unusedHeroTypeIds = getUnusedAllowedHeroes(); + if(!unusedHeroTypeIds.empty()) + { + heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum(); + } + else + { + logGlobal->errorStream() << "No free hero type ID found to replace prison."; + assert(0); + } + } + else + { + assert(0); // should not happen + } + + hero->subID = heroTypeId; + hero->portrait = hero->subID; + map->getEditManager()->insertObject(hero, hero->pos); + } + } + } +} + +void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos) +{ + townPos.x += 1; + + CGHeroInstance * hero = static_cast(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor)); + map->getEditManager()->insertObject(hero, townPos); +} + +CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const +{ + CrossoverHeroesList crossoverHeroes; + + auto campaignState = scenarioOps->campState; + auto bonus = campaignState->getBonusForCurrentMap(); + if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO) + { + crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes; + } + else + { + if(!campaignState->mapsConquered.empty()) + { + crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes; + + for(auto mapNr : campaignState->mapsConquered) + { + // create a list of deleted heroes + auto & scenario = campaignState->camp->scenarios[mapNr]; + auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes(); + + // remove heroes which didn't reached the end of the scenario, but were available at the start + for(auto hero : lostCrossoverHeroes) + { + crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios, + CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end()); + } + + // now add heroes which completed the scenario + for(auto hero : scenario.crossoverHeroes) + { + // add new heroes and replace old heroes with newer ones + auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero)); + if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end()) + { + // replace old hero with newer one + crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero; + } + else + { + // add new hero + crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero); + } + } + } + } + } + + // Now we need to perform deep copies of all heroes + // The lambda below replaces pointer to a hero with a pointer to its deep copy. + auto replaceWithDeepCopy = [](CGHeroInstance *&hero) + { + // We cache map original hero => copy. + // We may be called multiple times with the same hero and should return a single copy. + static std::map oldToCopy; + if(!oldToCopy[hero]) + oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release(); + + hero = oldToCopy[hero]; + }; + range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy); + range::for_each(crossoverHeroes.heroesFromPreviousScenario, replaceWithDeepCopy); + + return crossoverHeroes; +} + +void CGameState::prepareCrossoverHeroes(std::vector & campaignHeroReplacements, const CScenarioTravel & travelOptions) const +{ + // create heroes list for convenience iterating + std::vector crossoverHeroes; + for(auto & campaignHeroReplacement : campaignHeroReplacements) + { + crossoverHeroes.push_back(campaignHeroReplacement.hero); + } + + // TODO replace magic numbers with named constants + // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods + if(!(travelOptions.whatHeroKeeps & 1)) + { + //trimming experience + for(CGHeroInstance * cgh : crossoverHeroes) + { + cgh->initExp(); + } + } + + if(!(travelOptions.whatHeroKeeps & 2)) + { + //trimming prim skills + for(CGHeroInstance * cgh : crossoverHeroes) + { + for(int g=0; ggetBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g]; + } + } + } + + if(!(travelOptions.whatHeroKeeps & 4)) + { + //trimming sec skills + for(CGHeroInstance * cgh : crossoverHeroes) + { + cgh->secSkills = cgh->type->secSkillsInit; + cgh->recreateSecondarySkillsBonuses(); + } + } + + if(!(travelOptions.whatHeroKeeps & 8)) + { + for(CGHeroInstance * cgh : crossoverHeroes) + { + // Trimming spells + cgh->spells.clear(); + + // Spellbook will also be removed + if (cgh->hasSpellbook()) + ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact(); + } + } + + if(!(travelOptions.whatHeroKeeps & 16)) + { + //trimming artifacts + for(CGHeroInstance * hero : crossoverHeroes) + { + size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size(); + for (size_t i = 0; i < totalArts; i++ ) + { + auto artifactPosition = ArtifactPosition(i); + if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way + + const ArtSlotInfo *info = hero->getSlot(artifactPosition); + if(!info) + continue; + + // TODO: why would there be nullptr artifacts? + const CArtifactInstance *art = info->artifact; + if(!art) + continue; + + int id = art->artType->id; + assert( 8*18 > id );//number of arts that fits into h3m format + bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) ); + + ArtifactLocation al(hero, artifactPosition); + if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719 + al.removeArtifact(); + } + } + } + + //trimming creatures + for(CGHeroInstance * cgh : crossoverHeroes) + { + auto shouldSlotBeErased = [&](const std::pair & j) -> bool + { + CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum(); + return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8))); + }; + + auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks + for(auto &slotPair : stacksCopy) + if(shouldSlotBeErased(slotPair)) + cgh->eraseStack(slotPair.first); + } + + // Removing short-term bonuses + for(CGHeroInstance * cgh : crossoverHeroes) + { + cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY)); + cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK)); + cgh->popBonuses(Selector::durationType(Bonus::N_TURNS)); + cgh->popBonuses(Selector::durationType(Bonus::N_DAYS)); + cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE)); + } + +} + +void CGameState::placeStartingHeroes() +{ + logGlobal->debugStream() << "\tGiving starting hero"; + + for(auto & playerSettingPair : scenarioOps->playerInfos) + { + auto playerColor = playerSettingPair.first; + auto & playerInfo = map->players[playerColor.getNum()]; + if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown) + { + // Do not place a starting hero if the hero was already placed due to a campaign bonus + if(scenarioOps->campState) + { + if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap()) + { + if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue; + } + } + + int heroTypeId = pickNextHeroType(playerColor); + if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId; + + placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown); + } + } +} + +void CGameState::initStartingResources() +{ + logGlobal->debugStream() << "\tSetting up resources"; + const JsonNode config(ResourceID("config/startres.json")); + const JsonVector &vector = config["difficulty"].Vector(); + const JsonNode &level = vector[scenarioOps->difficulty]; + + TResources startresAI(level["ai"]); + TResources startresHuman(level["human"]); + + for (auto & elem : players) + { + PlayerState &p = elem.second; + + if (p.human) + p.resources = startresHuman; + else + p.resources = startresAI; + } + + auto getHumanPlayerInfo = [&]() -> std::vector + { + std::vector ret; + for(auto it = scenarioOps->playerInfos.cbegin(); + it != scenarioOps->playerInfos.cend(); ++it) + { + if(it->second.playerID != PlayerSettings::PLAYER_AI) + ret.push_back(&it->second); + } + + return ret; + }; + + //give start resource bonus in case of campaign + if (scenarioOps->mode == StartInfo::CAMPAIGN) + { + auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); + if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE) + { + std::vector people = getHumanPlayerInfo(); //players we will give resource bonus + for(const PlayerSettings *ps : people) + { + std::vector res; //resources we will give + switch (chosenBonus->info1) + { + case 0: case 1: case 2: case 3: case 4: case 5: case 6: + res.push_back(chosenBonus->info1); + break; + case 0xFD: //wood+ore + res.push_back(Res::WOOD); res.push_back(Res::ORE); + break; + case 0xFE: //rare + res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS); + break; + default: + assert(0); + break; + } + //increasing resource quantity + for (auto & re : res) + { + players[ps->color].resources[re] += chosenBonus->info2; + } + } + } + } +} + +void CGameState::initHeroes() +{ + for(auto hero : map->heroesOnMap) //heroes instances initialization + { + if (hero->getOwner() == PlayerColor::UNFLAGGABLE) + { + logGlobal->warnStream() << "Warning - hero with uninitialized owner!"; + continue; + } + + hero->initHero(); + getPlayer(hero->getOwner())->heroes.push_back(hero); + map->allHeroes[hero->type->ID.getNum()] = hero; + } + + for(auto obj : map->objects) //prisons + { + if(obj && obj->ID == Obj::PRISON) + map->allHeroes[obj->subID] = dynamic_cast(obj.get()); + } + + std::set heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool + for(auto ph : map->predefinedHeroes) + { + if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID))) + continue; + ph->initHero(); + hpool.heroesPool[ph->subID] = ph; + hpool.pavailable[ph->subID] = 0xff; + heroesToCreate.erase(ph->type->ID); + + map->allHeroes[ph->subID] = ph; + } + + for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool + { + auto vhi = new CGHeroInstance(); + vhi->initHero(htype); + + int typeID = htype.getNum(); + map->allHeroes[typeID] = vhi; + hpool.heroesPool[typeID] = vhi; + hpool.pavailable[typeID] = 0xff; + } + + for(auto & elem : map->disposedHeroes) + { + hpool.pavailable[elem.heroId] = elem.players; + } + + if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero + { + auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); + if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes + { + //find human player + PlayerColor humanPlayer=PlayerColor::NEUTRAL; + for (auto & elem : players) + { + if(elem.second.human) + { + humanPlayer = elem.first; + break; + } + } + assert(humanPlayer != PlayerColor::NEUTRAL); + + std::vector > & heroes = players[humanPlayer].heroes; + + if (chosenBonus->info1 == 0xFFFD) //most powerful + { + int maxB = -1; + for (int b=0; bgetTotalStrength() > heroes[maxB]->getTotalStrength()) + { + maxB = b; + } + } + if(maxB < 0) + logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!"; + else + giveCampaignBonusToHero(heroes[maxB]); + } + else //specific hero + { + for (auto & heroe : heroes) + { + if (heroe->subID == chosenBonus->info1) + { + giveCampaignBonusToHero(heroe); + break; + } + } + } + } + } +} + +void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero) +{ + const boost::optional & curBonus = scenarioOps->campState->getBonusForCurrentMap(); + if(!curBonus) + return; + + if(curBonus->isBonusForHero()) + { + //apply bonus + switch (curBonus->type) + { + case CScenarioTravel::STravelBonus::SPELL: + hero->spells.insert(SpellID(curBonus->info2)); + break; + case CScenarioTravel::STravelBonus::MONSTER: + { + for(int i=0; islotEmpty(SlotID(i))) + { + hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3); + break; + } + } + } + break; + case CScenarioTravel::STravelBonus::ARTIFACT: + gs->giveHeroArtifact(hero, static_cast(curBonus->info2)); + break; + case CScenarioTravel::STravelBonus::SPELL_SCROLL: + { + CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell()); + scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero))); + } + break; + case CScenarioTravel::STravelBonus::PRIMARY_SKILL: + { + const ui8* ptr = reinterpret_cast(&curBonus->info2); + for (int g=0; gcampState->currentMap, g); + hero->addNewBonus(bb); + } + } + break; + case CScenarioTravel::STravelBonus::SECONDARY_SKILL: + hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true); + break; + } + } +} + +void CGameState::initFogOfWar() +{ + logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set + for(auto & elem : teams) + { + elem.second.fogOfWarMap.resize(map->width); + for(int g=0; gwidth; ++g) + elem.second.fogOfWarMap[g].resize(map->height); + + for(int g=-0; gwidth; ++g) + for(int h=0; hheight; ++h) + elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0); + + for(int g=0; gwidth; ++g) + for(int h=0; hheight; ++h) + for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v) + elem.second.fogOfWarMap[g][h][v] = 0; + + for(CGObjectInstance *obj : map->objects) + { + if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object + + std::unordered_set tiles; + obj->getSightTiles(tiles); + for(int3 tile : tiles) + { + elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1; + } + } + } +} + +void CGameState::initStartingBonus() +{ + logGlobal->debugStream() << "\tStarting bonuses"; + for(auto & elem : players) + { + //starting bonus + if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM) + scenarioOps->playerInfos[elem.first].bonus = static_cast(rand.nextInt(2)); + switch(scenarioOps->playerInfos[elem.first].bonus) + { + case PlayerSettings::GOLD: + elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000); + break; + case PlayerSettings::RESOURCE: + { + int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes; + if(res == Res::WOOD_AND_ORE) + { + elem.second.resources[Res::WOOD] += rand.nextInt(5, 10); + elem.second.resources[Res::ORE] += rand.nextInt(5, 10); + } + else + { + elem.second.resources[res] += rand.nextInt(3, 6); + } + break; + } + case PlayerSettings::ARTIFACT: + { + if(!elem.second.heroes.size()) + { + logGlobal->debugStream() << "Cannot give starting artifact - no heroes!"; + break; + } + CArtifact *toGive; + toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)]; + + CGHeroInstance *hero = elem.second.heroes[0]; + giveHeroArtifact(hero, toGive->id); + } + break; + } + } +} + +void CGameState::initTowns() +{ + logGlobal->debugStream() << "\tTowns"; + + //campaign bonuses for towns + if (scenarioOps->mode == StartInfo::CAMPAIGN) + { + auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); + + if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING) + { + for (int g=0; gtowns.size(); ++g) + { + PlayerState * owner = getPlayer(map->towns[g]->getOwner()); + if (owner) + { + PlayerInfo & pi = map->players[owner->color.getNum()]; + + if (owner->human && //human-owned + map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0)) + { + map->towns[g]->builtBuildings.insert( + CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings)); + break; + } + } + } + } + } + + CGTownInstance::universitySkills.clear(); + for ( int i=0; i<4; i++) + CGTownInstance::universitySkills.push_back(14+i);//skills for university + + for (auto & elem : map->towns) + { + CGTownInstance * vti =(elem); + if(!vti->town) + { + vti->town = VLC->townh->factions[vti->subID]->town; + } + if(vti->name.empty()) + { + vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand); + } + + //init buildings + if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings + { + vti->builtBuildings.erase(BuildingID::DEFAULT); + vti->builtBuildings.insert(BuildingID::VILLAGE_HALL); + vti->builtBuildings.insert(BuildingID::TAVERN); + vti->builtBuildings.insert(BuildingID::DWELL_FIRST); + if(rand.nextInt(1) == 1) + { + vti->builtBuildings.insert(BuildingID::DWELL_LVL_2); + } + } + + //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings) + vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){ + return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); }); + + if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED) + vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour) + + //init hordes + for (int i = 0; ibuiltBuildings,(-31-i))) //if we have horde for this level + { + vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID + if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one + { + vti->builtBuildings.insert(BuildingID::HORDE_1);//add it + if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well + vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well + } + if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one + { + vti->builtBuildings.insert(BuildingID::HORDE_2); + if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i))) + vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR); + } + } + + //Early check for #1444-like problems + for(auto building : vti->builtBuildings) + { + assert(vti->town->buildings.at(building) != nullptr); + UNUSED(building); + } + + //town events + for(CCastleEvent &ev : vti->events) + { + for (int i = 0; itown->hordeLvl.at(0) == i) + ev.buildings.insert(BuildingID::HORDE_1); + if (vti->town->hordeLvl.at(1) == i) + ev.buildings.insert(BuildingID::HORDE_2); + } + } + //init spells + logGlobal->debugStream() << "\t\tTown init spells"; + vti->spells.resize(GameConstants::SPELL_LEVELS); + + for(ui32 z=0; zobligatorySpells.size();z++) + { + CSpell *s = vti->obligatorySpells[z].toSpell(); + vti->spells[s->level-1].push_back(s->id); + vti->possibleSpells -= s->id; + } + logGlobal->debugStream() << "\t\tTown init spells2"; + while(vti->possibleSpells.size()) + { + ui32 total=0; + int sel = -1; + + for(ui32 ps=0;pspossibleSpells.size();ps++) + total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID); + + if (total == 0) // remaining spells have 0 probability + break; + + auto r = rand.nextInt(total - 1); + for(ui32 ps=0; pspossibleSpells.size();ps++) + { + r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID); + if(r<0) + { + sel = ps; + break; + } + } + if(sel<0) + sel=0; + + CSpell *s = vti->possibleSpells[sel].toSpell(); + vti->spells[s->level-1].push_back(s->id); + vti->possibleSpells -= s->id; + } + vti->possibleSpells.clear(); + if(vti->getOwner() != PlayerColor::NEUTRAL) + getPlayer(vti->getOwner())->towns.push_back(vti); + logGlobal->debugStream() << "\t\tTown init spells3"; + + } +} + +void CGameState::initMapObjects() +{ + logGlobal->debugStream() << "\tObject initialization"; +// objCaller->preInit(); + for(CGObjectInstance *obj : map->objects) + { + if(obj) + obj->initObj(); + } + for(CGObjectInstance *obj : map->objects) + { + if(!obj) + continue; + + switch (obj->ID) + { + case Obj::QUEST_GUARD: + case Obj::SEER_HUT: + { + auto q = static_cast(obj); + assert (q); + q->setObjToKill(); + } + } + } + CGTeleport::postInit(); //pairing subterranean gates +} + +void CGameState::initVisitingAndGarrisonedHeroes() +{ + for(auto k=players.begin(); k!=players.end(); ++k) + { + if(k->first==PlayerColor::NEUTRAL) + continue; + + //init visiting and garrisoned heroes + for(CGHeroInstance *h : k->second.heroes) + { + for(CGTownInstance *t : k->second.towns) + { + int3 vistile = t->pos; vistile.x--; //tile next to the entrance + if(vistile == h->pos || h->pos==t->pos) + { + t->setVisitingHero(h); + if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it + { + map->removeBlockVisTiles(h); + h->pos.x -= 1; + map->addBlockVisTiles(h); + } + break; + } + } + } + } +} + +BFieldType CGameState::battleGetBattlefieldType(int3 tile) +{ + if(tile==int3() && curB) + tile = curB->tile; + else if(tile==int3() && !curB) + return BFieldType::NONE; + + const TerrainTile &t = map->getTile(tile); + //fight in mine -> subterranean + if(dynamic_cast(t.visitableObjects.front())) + return BFieldType::SUBTERRANEAN; + + for(auto &obj : map->objects) + { + //look only for objects covering given tile + if( !obj || obj->pos.z != tile.z + || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y)) + continue; + + switch(obj->ID) + { + case Obj::CLOVER_FIELD: + return BFieldType::CLOVER_FIELD; + case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2: + return BFieldType::CURSED_GROUND; + case Obj::EVIL_FOG: + return BFieldType::EVIL_FOG; + case Obj::FAVORABLE_WINDS: + return BFieldType::FAVOURABLE_WINDS; + case Obj::FIERY_FIELDS: + return BFieldType::FIERY_FIELDS; + case Obj::HOLY_GROUNDS: + return BFieldType::HOLY_GROUND; + case Obj::LUCID_POOLS: + return BFieldType::LUCID_POOLS; + case Obj::MAGIC_CLOUDS: + return BFieldType::MAGIC_CLOUDS; + case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2: + return BFieldType::MAGIC_PLAINS; + case Obj::ROCKLANDS: + return BFieldType::ROCKLANDS; + } + } + + if(!t.isWater() && t.isCoastal()) + return BFieldType::SAND_SHORE; + + switch(t.terType) + { + case ETerrainType::DIRT: + return BFieldType(rand.nextInt(3, 5)); + case ETerrainType::SAND: + return BFieldType::SAND_MESAS; //TODO: coast support + case ETerrainType::GRASS: + return BFieldType(rand.nextInt(6, 7)); + case ETerrainType::SNOW: + return BFieldType(rand.nextInt(10, 11)); + case ETerrainType::SWAMP: + return BFieldType::SWAMP_TREES; + case ETerrainType::ROUGH: + return BFieldType::ROUGH; + case ETerrainType::SUBTERRANEAN: + return BFieldType::SUBTERRANEAN; + case ETerrainType::LAVA: + return BFieldType::LAVA; + case ETerrainType::WATER: + return BFieldType::SHIP; + case ETerrainType::ROCK: + return BFieldType::ROCKLANDS; + default: + return BFieldType::NONE; + } +} + +UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) +{ + UpgradeInfo ret; + const CCreature *base = stack.type; + + const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast(stack.armyObj) : nullptr; + const CGTownInstance *t = nullptr; + + if(stack.armyObj->ID == Obj::TOWN) + t = static_cast(stack.armyObj); + else if(h) + { //hero specialty + TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber)); + for(const Bonus *it : *lista) + { + auto nid = CreatureID(it->additionalInfo); + if (nid != base->idNumber) //in very specific case the upgrade is available by default (?) + { + ret.newID.push_back(nid); + ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost); + } + } + t = h->visitedTown; + } + if(t) + { + for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures) + { + if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature + { + for(auto upgrID : dwelling.second) + { + if(vstd::contains(base->upgrades, upgrID)) //possible upgrade + { + ret.newID.push_back(upgrID); + ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost); + } + } + } + } + } + + //hero is visiting Hill Fort + if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT) + { + static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level + const int costModifier = costModifiers[std::min(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)]; + + for(auto nid : base->upgrades) + { + ret.newID.push_back(nid); + ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100); + } + } + + if(ret.newID.size()) + ret.oldID = base->idNumber; + + for (Res::ResourceSet &cost : ret.cost) + cost.positive(); //upgrade cost can't be negative, ignore missing resources + + return ret; +} + +PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) +{ + if ( color1 == color2 ) + return PlayerRelations::SAME_PLAYER; + if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends + return PlayerRelations::ENEMIES; + + const TeamState * ts = getPlayerTeam(color1); + if (ts && vstd::contains(ts->players, color2)) + return PlayerRelations::ALLIES; + return PlayerRelations::ENEMIES; +} + +void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector &vec, const boost::logic::tribool &onLand, bool limitCoastSailing) +{ + static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), + int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) }; + + //vec.reserve(8); //optimization + for (auto & dir : dirs) + { + const int3 hlp = tile + dir; + if(!map->isInTheMap(hlp)) + continue; + + const TerrainTile &hlpt = map->getTile(hlp); + +// //we cannot visit things from blocked tiles +// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE) +// { +// continue; +// } + + if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water + { + int3 hlp1 = tile, + hlp2 = tile; + hlp1.x += dir.x; + hlp2.y += dir.y; + + if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER) + continue; + } + + if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) ) + && hlpt.terType != ETerrainType::ROCK) + { + vec.push_back(hlp); + } + } +} + +int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast) +{ + if(src == dest) //same tile + return 0; + + TerrainTile &s = map->getTile(src), + &d = map->getTile(dest); + + //get basic cost + int ret = h->getTileCost(d,s); + + if(d.blocked && flying) + { + bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0; + + if(!freeFlying) + { + ret *= 1.4; //40% penalty for movement over blocked tile + } + } + else if (d.terType == ETerrainType::WATER) + { + if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds + ret *= 0.666; + else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0) + ret *= 1.4; //40% penalty for water walking + } + + if(src.x != dest.x && src.y != dest.y) //it's diagonal move + { + int old = ret; + ret *= 1.414213; + //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points + if(ret > remainingMovePoints && remainingMovePoints >= old) + { + return remainingMovePoints; + } + } + + + int left = remainingMovePoints-ret; + if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points + { + std::vector vec; + vec.reserve(8); //optimization + getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true); + for(auto & elem : vec) + { + int fcost = getMovementCost(h,dest, elem, flying, left, false); + if(fcost <= left) + { + return ret; + } + } + ret = remainingMovePoints; + } + return ret; +} + +void CGameState::apply(CPack *pack) +{ + ui16 typ = typeList.getTypeID(pack); + applierGs->apps[typ]->applyOnGS(this,pack); +} + +void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement) +{ + CPathfinder pathfinder(out, this, hero); + pathfinder.calculatePaths(src, movement); +} + +/** + * Tells if the tile is guarded by a monster as well as the position + * of the monster that will attack on it. + * + * @return int3(-1, -1, -1) if the tile is unguarded, or the position of + * the monster guarding the tile. + */ +std::vector CGameState::guardingCreatures (int3 pos) const +{ + std::vector guards; + const int3 originalPos = pos; + if (!map->isInTheMap(pos)) + return guards; + + const TerrainTile &posTile = map->getTile(pos); + if (posTile.visitable) + { + for (CGObjectInstance* obj : posTile.visitableObjects) + { + if(obj->blockVisit) + { + if (obj->ID == Obj::MONSTER) // Monster + guards.push_back(obj); + } + } + } + pos -= int3(1, 1, 0); // Start with top left. + for (int dx = 0; dx < 3; dx++) + { + for (int dy = 0; dy < 3; dy++) + { + if (map->isInTheMap(pos)) + { + const auto & tile = map->getTile(pos); + if (tile.visitable && (tile.isWater() == posTile.isWater())) + { + for (CGObjectInstance* obj : tile.visitableObjects) + { + if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile + { + guards.push_back(obj); + } + } + } + } + + pos.y++; + } + pos.y -= 3; + pos.x++; + } + return guards; + +} + +int3 CGameState::guardingCreaturePosition (int3 pos) const +{ + return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z]; +} + +bool CGameState::isVisible(int3 pos, PlayerColor player) +{ + if(player == PlayerColor::NEUTRAL) + return false; + return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z]; +} + +bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional player ) +{ + if(!player) + return true; + + if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed? + return false; + //object is visible when at least one blocked tile is visible + for(int fy=0; fy < obj->getHeight(); ++fy) + { + for(int fx=0; fx < obj->getWidth(); ++fx) + { + int3 pos = obj->pos + int3(-fx, -fy, 0); + + if ( map->isInTheMap(pos) && + obj->coveringAt(pos.x, pos.y) && + isVisible(pos, *player)) + return true; + } + } + return false; +} + +bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const +{ + const TerrainTile * pom = &map->getTile(dst); + return map->checkForVisitableDir(src, pom, dst); +} + +EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const +{ + const std::string & messageWonSelf = VLC->generaltexth->allTexts[659]; + const std::string & messageWonOther = VLC->generaltexth->allTexts[5]; + const std::string & messageLostSelf = VLC->generaltexth->allTexts[7]; + const std::string & messageLostOther = VLC->generaltexth->allTexts[8]; + + auto evaluateEvent = [=](const EventCondition & condition) + { + return this->checkForVictory(player, condition); + }; + + const PlayerState *p = CGameInfoCallback::getPlayer(player); + + //cheater or tester, but has entered the code... + if (p->enteredWinningCheatCode) + return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther); + + if (p->enteredLosingCheatCode) + return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther); + + for (const TriggeredEvent & event : map->triggeredEvents) + { + if ((event.trigger.test(evaluateEvent))) + { + if (event.effect.type == EventEffect::VICTORY) + return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage); + + if (event.effect.type == EventEffect::DEFEAT) + return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage); + } + } + + if (checkForStandardLoss(player)) + { + return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther); + } + return EVictoryLossCheckResult(); +} + +bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const +{ + const PlayerState *p = CGameInfoCallback::getPlayer(player); + switch (condition.condition) + { + case EventCondition::STANDARD_WIN: + { + return player == checkForStandardWin(); + } + case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact + { + for(auto & elem : p->heroes) + if(elem->hasArt(condition.objectType)) + return true; + return false; + } + case EventCondition::HAVE_CREATURES: + { + //check if in players armies there is enough creatures + int total = 0; //creature counter + for(size_t i = 0; i < map->objects.size(); i++) + { + const CArmedInstance *ai = nullptr; + if(map->objects[i] + && map->objects[i]->tempOwner == player //object controlled by player + && (ai = dynamic_cast(map->objects[i].get()))) //contains army + { + for(auto & elem : ai->Slots()) //iterate through army + if(elem.second->type->idNumber == condition.objectType) //it's searched creature + total += elem.second->count; + } + } + return total >= condition.value; + } + case EventCondition::HAVE_RESOURCES: + { + return p->resources[condition.objectType] >= condition.value; + } + case EventCondition::HAVE_BUILDING: + { + if (condition.object) // specific town + { + const CGTownInstance *t = static_cast(condition.object); + return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType))); + } + else // any town + { + for (const CGTownInstance * t : p->towns) + { + if (t->hasBuilt(BuildingID(condition.objectType))) + return true; + } + return false; + } + } + case EventCondition::DESTROY: + { + if (condition.object) // mode A - destroy specific object of this type + { + if (auto hero = dynamic_cast(condition.object)) + return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end(); + else + return getObj(condition.object->id) == nullptr; + } + else + { + for(auto & elem : map->objects) // mode B - destroy all objects of this type + { + if(elem && elem->ID == condition.objectType) + return false; + } + return true; + } + } + case EventCondition::CONTROL: + { + // list of players that need to control object to fulfull condition + // NOTE: cgameinfocallback specified explicitly in order to get const version + auto & team = CGameInfoCallback::getPlayerTeam(player)->players; + + if (condition.object) // mode A - flag one specific object, like town + { + return team.count(condition.object->tempOwner) != 0; + } + else + { + for(auto & elem : map->objects) // mode B - flag all objects of this type + { + //check not flagged objs + if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 ) + return false; + } + return true; + } + } + case EventCondition::TRANSPORT: + { + const CGTownInstance *t = static_cast(condition.object); + if((t->visitingHero && t->visitingHero->hasArt(condition.objectType)) + || (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType))) + { + return true; + } + return false; + } + case EventCondition::DAYS_PASSED: + { + return gs->day > condition.value; + } + case EventCondition::IS_HUMAN: + { + return p->human ? condition.value == 1 : condition.value == 0; + } + case EventCondition::DAYS_WITHOUT_TOWN: + { + if (p->daysWithoutCastle) + return p->daysWithoutCastle.get() >= condition.value; + else + return false; + } + case EventCondition::CONST_VALUE: + { + return condition.value; // just convert to bool + } + } + assert(0); + return false; +} + +PlayerColor CGameState::checkForStandardWin() const +{ + //std victory condition is: + //all enemies lost + PlayerColor supposedWinner = PlayerColor::NEUTRAL; + TeamID winnerTeam = TeamID::NO_TEAM; + for(auto & elem : players) + { + if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT) + { + if(supposedWinner == PlayerColor::NEUTRAL) + { + //first player remaining ingame - candidate for victory + supposedWinner = elem.second.color; + winnerTeam = elem.second.team; + } + else if(winnerTeam != elem.second.team) + { + //current candidate has enemy remaining in game -> no vicotry + return PlayerColor::NEUTRAL; + } + } + } + + return supposedWinner; +} + +bool CGameState::checkForStandardLoss( PlayerColor player ) const +{ + //std loss condition is: player lost all towns and heroes + const PlayerState &p = *CGameInfoCallback::getPlayer(player); + return !p.heroes.size() && !p.towns.size(); +} + +struct statsHLP +{ + typedef std::pair< PlayerColor, si64 > TStat; + //converts [] to vec[place] -> platers + static std::vector< std::vector< PlayerColor > > getRank( std::vector stats ) + { + std::sort(stats.begin(), stats.end(), statsHLP()); + + //put first element + std::vector< std::vector > ret; + std::vector tmp; + tmp.push_back( stats[0].first ); + ret.push_back( tmp ); + + //the rest of elements + for(int g=1; gpush_back( stats[g].first ); + } + else + { + //create next occupied rank + std::vector tmp; + tmp.push_back(stats[g].first); + ret.push_back(tmp); + } + } + + return ret; + } + + bool operator()(const TStat & a, const TStat & b) const + { + return a.second > b.second; + } + + static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color) + { + std::vector > &h = gs->players[color].heroes; + if(!h.size()) + return nullptr; + //best hero will be that with highest exp + int best = 0; + for(int b=1; bexp > h[best]->exp) + { + best = b; + } + } + return h[best]; + } + + //calculates total number of artifacts that belong to given player + static int getNumberOfArts(const PlayerState * ps) + { + int ret = 0; + for(auto h : ps->heroes) + { + ret += h->artifactsInBackpack.size() + h->artifactsWorn.size(); + } + return ret; + } + + // get total strength of player army + static si64 getArmyStrength(const PlayerState * ps) + { + si64 str = 0; + + for(auto h : ps->heroes) + { + if(!h->inTownGarrison) //original h3 behavior + str += h->getArmyStrength(); + } + return str; + } +}; + +void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level) +{ + auto playerInactive = [&](PlayerColor color) + { + return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME; + }; + +#define FILL_FIELD(FIELD, VAL_GETTER) \ + { \ + std::vector< std::pair< PlayerColor, si64 > > stats; \ + for(auto g = players.begin(); g != players.end(); ++g) \ + { \ + if(playerInactive(g->second.color)) \ + continue; \ + std::pair< PlayerColor, si64 > stat; \ + stat.first = g->second.color; \ + stat.second = VAL_GETTER; \ + stats.push_back(stat); \ + } \ + tgi.FIELD = statsHLP::getRank(stats); \ + } + + for(auto & elem : players) + { + if(!playerInactive(elem.second.color)) + tgi.playerColors.push_back(elem.second.color); + } + + if(level >= 1) //num of towns & num of heroes + { + //num of towns + FILL_FIELD(numOfTowns, g->second.towns.size()) + //num of heroes + FILL_FIELD(numOfHeroes, g->second.heroes.size()) + //best hero's portrait + for(auto g = players.cbegin(); g != players.cend(); ++g) + { + if(playerInactive(g->second.color)) + continue; + const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color); + InfoAboutHero iah; + iah.initFromHero(best, level >= 8); + iah.army.clear(); + tgi.colorToBestHero[g->second.color] = iah; + } + } + if(level >= 2) //gold + { + FILL_FIELD(gold, g->second.resources[Res::GOLD]) + } + if(level >= 2) //wood & ore + { + FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE]) + } + if(level >= 3) //mercury, sulfur, crystal, gems + { + FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS]) + } + if(level >= 4) //obelisks found + { + FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id]) + } + if(level >= 5) //artifacts + { + FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second)) + } + if(level >= 6) //army strength + { + FILL_FIELD(army, statsHLP::getArmyStrength(&g->second)) + } + if(level >= 7) //income + { + //TODO:obtainPlayersStats - income + } + if(level >= 8) //best hero's stats + { + //already set in lvl 1 handling + } + if(level >= 9) //personality + { + for(auto g = players.cbegin(); g != players.cend(); ++g) + { + if(playerInactive(g->second.color)) //do nothing for neutral player + continue; + if(g->second.human) + { + tgi.personality[g->second.color] = EAiTactic::NONE; + } + else //AI + { + tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic; + } + + } + } + if(level >= 10) //best creature + { + //best creatures belonging to player (highest AI value) + for(auto g = players.cbegin(); g != players.cend(); ++g) + { + if(playerInactive(g->second.color)) //do nothing for neutral player + continue; + int bestCre = -1; //best creature's ID + for(auto & elem : g->second.heroes) + { + for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it) + { + int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one + if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue) + { + bestCre = toCmp; + } + } + } + tgi.bestCreature[g->second.color] = bestCre; + } + } + +#undef FILL_FIELD +} + +std::map > CGameState::unusedHeroesFromPool() +{ + std::map > pool = hpool.heroesPool; + for ( auto i = players.cbegin() ; i != players.cend();i++) + for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++) + if(*j) + pool.erase((**j).subID); + + return pool; +} + +void CGameState::buildBonusSystemTree() +{ + buildGlobalTeamPlayerTree(); + attachArmedObjects(); + + for(CGTownInstance *t : map->towns) + { + t->deserializationFix(); + } + // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact + // are provided on initializing / deserializing +} + +void CGameState::deserializationFix() +{ + buildGlobalTeamPlayerTree(); + attachArmedObjects(); +} + +void CGameState::buildGlobalTeamPlayerTree() +{ + for(auto k=teams.begin(); k!=teams.end(); ++k) + { + TeamState *t = &k->second; + t->attachTo(&globalEffects); + + for(PlayerColor teamMember : k->second.players) + { + PlayerState *p = getPlayer(teamMember); + assert(p); + p->attachTo(t); + } + } +} + +void CGameState::attachArmedObjects() +{ + for(CGObjectInstance *obj : map->objects) + { + if(CArmedInstance *armed = dynamic_cast(obj)) + armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this)); + } +} + +void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid) +{ + CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object + CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact); + map->addNewArtifactInstance(ai); + ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h))); +} + +std::set CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const +{ + std::set ret; + for(int i = 0; i < map->allowedHeroes.size(); i++) + if(map->allowedHeroes[i] || alsoIncludeNotAllowed) + ret.insert(HeroTypeID(i)); + + for(auto hero : map->heroesOnMap) //heroes instances initialization + { + if(hero->type) + ret -= hero->type->ID; + else + ret -= HeroTypeID(hero->subID); + } + + for(auto obj : map->objects) //prisons + if(obj && obj->ID == Obj::PRISON) + ret -= HeroTypeID(obj->subID); + + return ret; +} + +std::vector CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes) +{ + std::vector campaignHeroReplacements; + + //selecting heroes by type + for(auto obj : map->objects) + { + if(obj && obj->ID == Obj::HERO_PLACEHOLDER) + { + auto heroPlaceholder = dynamic_cast(obj.get()); + if(heroPlaceholder->subID != 0xFF) //select by type + { + auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero) + { + return hero->subID == heroPlaceholder->subID; + }); + + if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end()) + { + auto hero = *it; + crossoverHeroes.removeHeroFromBothLists(hero); + campaignHeroReplacements.push_back(CampaignHeroReplacement(hero, heroPlaceholder->id)); + } + } + } + } + + //selecting heroes by power + range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b) + { + return a->getHeroStrength() > b->getHeroStrength(); + }); //sort, descending strength + + // sort hero placeholders descending power + std::vector heroPlaceholders; + for(auto obj : map->objects) + { + if(obj && obj->ID == Obj::HERO_PLACEHOLDER) + { + auto heroPlaceholder = dynamic_cast(obj.get()); + if(heroPlaceholder->subID == 0xFF) //select by power + { + heroPlaceholders.push_back(heroPlaceholder); + } + } + } + range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b) + { + return a->power > b->power; + }); + + for(int i = 0; i < heroPlaceholders.size(); ++i) + { + auto heroPlaceholder = heroPlaceholders[i]; + if(crossoverHeroes.heroesFromPreviousScenario.size() > i) + { + campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id)); + } + } + + return campaignHeroReplacements; +} + +void CGameState::replaceHeroesPlaceholders(const std::vector & campaignHeroReplacements) +{ + for(auto campaignHeroReplacement : campaignHeroReplacements) + { + auto heroPlaceholder = dynamic_cast(getObjInstance(campaignHeroReplacement.heroPlaceholderId)); + + CGHeroInstance *heroToPlace = campaignHeroReplacement.hero; + heroToPlace->id = campaignHeroReplacement.heroPlaceholderId; + heroToPlace->tempOwner = heroPlaceholder->tempOwner; + heroToPlace->pos = heroPlaceholder->pos; + heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID]; + + for(auto &&i : heroToPlace->stacks) + i.second->type = VLC->creh->creatures[i.second->getCreatureID()]; + + auto fixArtifact = [&](CArtifactInstance * art) + { + art->artType = VLC->arth->artifacts[art->artType->id]; + gs->map->artInstances.push_back(art); + art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1); + }; + + for(auto &&i : heroToPlace->artifactsWorn) + fixArtifact(i.second.artifact); + for(auto &&i : heroToPlace->artifactsInBackpack) + fixArtifact(i.artifact); + + map->heroesOnMap.push_back(heroToPlace); + map->objects[heroToPlace->id.getNum()] = heroToPlace; + map->addBlockVisTiles(heroToPlace); + + scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace); + } +} + +bool CGameState::isUsedHero(HeroTypeID hid) const +{ + return getUsedHero(hid); +} + +CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const +{ + for(auto hero : map->heroesOnMap) //heroes instances initialization + { + if(hero->subID == hid.getNum()) + { + return hero; + } + } + + for(auto obj : map->objects) //prisons + { + if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum()) + { + return dynamic_cast(obj.get()); + } + } + + return nullptr; +} + +CGPathNode::CGPathNode() +:coord(-1,-1,-1) +{ + accessible = NOT_SET; + land = 0; + moveRemains = 0; + turns = 255; + theNodeBefore = nullptr; +} + +bool CGPathNode::reachable() const +{ + return turns < 255; +} + +bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) +{ + assert(isValid); + + out.nodes.clear(); + const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z]; + if(!curnode->theNodeBefore) + return false; + + + while(curnode) + { + CGPathNode cpn = *curnode; + curnode = curnode->theNodeBefore; + out.nodes.push_back(cpn); + } + return true; +} + +CPathsInfo::CPathsInfo( const int3 &Sizes ) +:sizes(Sizes) +{ + hero = nullptr; + nodes = new CGPathNode**[sizes.x]; + for(int i = 0; i < sizes.x; i++) + { + nodes[i] = new CGPathNode*[sizes.y]; + for (int j = 0; j < sizes.y; j++) + { + nodes[i][j] = new CGPathNode[sizes.z]; + } + } +} + +CPathsInfo::~CPathsInfo() +{ + for(int i = 0; i < sizes.x; i++) + { + for (int j = 0; j < sizes.y; j++) + { + delete [] nodes[i][j]; + } + delete [] nodes[i]; + } + delete [] nodes; +} + +int3 CGPath::startPos() const +{ + return nodes[nodes.size()-1].coord; +} + +int3 CGPath::endPos() const +{ + return nodes[0].coord; +} + +void CGPath::convert( ui8 mode ) +{ + if(mode==0) + { + for(auto & elem : nodes) + { + elem.coord = CGHeroInstance::convertPosition(elem.coord,true); + } + } +} + +PlayerState::PlayerState() + : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0), + enteredLosingCheatCode(0), status(EPlayerStatus::INGAME) +{ + setNodeType(PLAYER); +} + +std::string PlayerState::nodeName() const +{ + return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast(color)); +} + +InfoAboutArmy::InfoAboutArmy(): + owner(PlayerColor::NEUTRAL) +{} + +InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed) +{ + initFromArmy(Army, detailed); +} + +void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed) +{ + army = ArmyDescriptor(Army, detailed); + owner = Army->tempOwner; + name = Army->getHoverText(); +} + +void InfoAboutHero::assign(const InfoAboutHero & iah) +{ + InfoAboutArmy::operator = (iah); + + details = (iah.details ? new Details(*iah.details) : nullptr); + hclass = iah.hclass; + portrait = iah.portrait; +} + +InfoAboutHero::InfoAboutHero(): + details(nullptr), + hclass(nullptr), + portrait(-1) +{} + +InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): + InfoAboutArmy() +{ + assign(iah); +} + +InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed) + : details(nullptr), + hclass(nullptr), + portrait(-1) +{ + initFromHero(h, detailed); +} + +InfoAboutHero::~InfoAboutHero() +{ + delete details; +} + +InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah) +{ + assign(iah); + return *this; +} + +void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed) +{ + if(!h) + return; + + initFromArmy(h, detailed); + + hclass = h->type->heroClass; + name = h->name; + portrait = h->portrait; + + if(detailed) + { + //include details about hero + details = new Details; + details->luck = h->LuckVal(); + details->morale = h->MoraleVal(); + details->mana = h->mana; + details->primskills.resize(GameConstants::PRIMARY_SKILLS); + + for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++) + { + details->primskills[i] = h->getPrimSkillLevel(static_cast(i)); + } + } +} + +InfoAboutTown::InfoAboutTown(): + details(nullptr), + tType(nullptr), + built(0), + fortLevel(0) +{ + +} + +InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed) +{ + initFromTown(t, detailed); +} + +InfoAboutTown::~InfoAboutTown() +{ + delete details; +} + +void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed) +{ + initFromArmy(t, detailed); + army = ArmyDescriptor(t->getUpperArmy(), detailed); + built = t->builded; + fortLevel = t->fortLevel(); + name = t->name; + tType = t->town; + + if(detailed) + { + //include details about hero + details = new Details; + details->goldIncome = t->dailyIncome(); + details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO); + details->hallLevel = t->hallLevel(); + details->garrisonedHero = t->garrisonHero; + } +} + +ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed) + : isDetailed(detailed) +{ + for(auto & elem : army->Slots()) + { + if(detailed) + (*this)[elem.first] = *elem.second; + else + (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID()); + } +} + +ArmyDescriptor::ArmyDescriptor() + : isDetailed(false) +{ + +} + +int ArmyDescriptor::getStrength() const +{ + ui64 ret = 0; + if(isDetailed) + { + for(auto & elem : *this) + ret += elem.second.type->AIValue * elem.second.count; + } + else + { + for(auto & elem : *this) + ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count); + } + return ret; +} + +DuelParameters::SideSettings::StackSettings::StackSettings() + : type(CreatureID::NONE), count(0) +{ +} + +DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count) + : type(Type), count(Count) +{ +} + +DuelParameters::SideSettings::SideSettings() +{ + heroId = -1; +} + +DuelParameters::DuelParameters(): + terType(ETerrainType::DIRT), + bfieldType(BFieldType::ROCKLANDS) +{ +} + +DuelParameters DuelParameters::fromJSON(const std::string &fname) +{ + DuelParameters ret; + + const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT)); + ret.terType = ETerrainType((int)duelData["terType"].Float()); + ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float()); + for(const JsonNode &n : duelData["sides"].Vector()) + { + SideSettings &ss = ret.sides[(int)n["side"].Float()]; + int i = 0; + for(const JsonNode &stackNode : n["army"].Vector()) + { + ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float()); + ss.stacks[i].count = stackNode.Vector()[1].Float(); + i++; + } + + if(n["heroid"].getType() == JsonNode::DATA_FLOAT) + ss.heroId = n["heroid"].Float(); + else + ss.heroId = -1; + + for(const JsonNode &entry : n["heroPrimSkills"].Vector()) + ss.heroPrimSkills.push_back(entry.Float()); + + for(const JsonNode &skillNode : n["heroSecSkills"].Vector()) + { + std::pair secSkill; + secSkill.first = skillNode.Vector()[0].Float(); + secSkill.second = skillNode.Vector()[1].Float(); + ss.heroSecSkills.push_back(secSkill); + } + + assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS); + + if(ss.heroId != -1) + { + const JsonNode & spells = n["spells"]; + if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all") + { + for(auto spell : VLC->spellh->objects) + if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL) + ss.spells.insert(spell->id); + } + else + for(const JsonNode &spell : n["spells"].Vector()) + ss.spells.insert(SpellID(spell.Float())); + } + } + + for(const JsonNode &n : duelData["obstacles"].Vector()) + { + auto oi = make_shared(); + if(n.getType() == JsonNode::DATA_VECTOR) + { + oi->ID = n.Vector()[0].Float(); + oi->pos = n.Vector()[1].Float(); + } + else + { + assert(n.getType() == JsonNode::DATA_FLOAT); + oi->ID = 21; + oi->pos = n.Float(); + } + oi->uniqueID = ret.obstacles.size(); + ret.obstacles.push_back(oi); + } + + for(const JsonNode &n : duelData["creatures"].Vector()) + { + CusomCreature cc; + cc.id = n["id"].Float(); + +#define retrieve(name) \ + if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\ + cc.name = n[ #name ].Float(); \ + else \ + cc.name = -1; + + retrieve(attack); + retrieve(defense); + retrieve(HP); + retrieve(dmg); + retrieve(shoots); + retrieve(speed); + ret.creatures.push_back(cc); + } + + return ret; +} + +TeamState::TeamState() +{ + setNodeType(TEAM); +} + +void CPathfinder::initializeGraph() +{ + CGPathNode ***graph = out.nodes; + for(size_t i=0; i < out.sizes.x; ++i) + { + for(size_t j=0; j < out.sizes.y; ++j) + { + for(size_t k=0; k < out.sizes.z; ++k) + { + curPos = int3(i,j,k); + const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k)); + CGPathNode &node = graph[i][j][k]; + + node.accessible = evaluateAccessibility(tinfo); + node.turns = 0xff; + node.moveRemains = 0; + node.coord.x = i; + node.coord.y = j; + node.coord.z = k; + node.land = tinfo->terType != ETerrainType::WATER; + node.theNodeBefore = nullptr; + } + } + } +} + +void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/) +{ + assert(hero); + assert(hero == getHero(hero->id)); + if(src.x < 0) + src = hero->getPosition(false); + if(movement < 0) + movement = hero->movement; + bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT); + int maxMovePointsLand = hero->maxMovePoints(true); + int maxMovePointsWater = hero->maxMovePoints(false); + auto maxMovePoints = [&](CGPathNode *cp) -> int { return cp->land ? maxMovePointsLand : maxMovePointsWater; - }; - - out.hero = hero; - out.hpos = src; - - if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input - { - logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you..."; - return; - } - - initializeGraph(); - - - //initial tile - set cost on 0 and add to the queue - CGPathNode &initialNode = *getNode(src); - initialNode.turns = 0; - initialNode.moveRemains = movement; - mq.push_back(&initialNode); - - std::vector neighbours; - neighbours.reserve(16); - while(!mq.empty()) - { - cp = mq.front(); - mq.pop_front(); - - const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z]; - bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src); - ct = &gs->map->getTile(cp->coord); - - int movement = cp->moveRemains, turn = cp->turns; - if(!movement) - { - movement = maxMovePoints(cp); - turn++; - } - - - //add accessible neighbouring nodes to the queue - neighbours.clear(); - - //handling subterranean gate => it's exit is the only neighbour - bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates); - if(subterraneanEntry) - { - //try finding the exit gate - if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false)) - { - const int3 outPos = outGate->visitablePos(); - //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land); - neighbours.push_back(outPos); - } - else - { - //gate with no exit (blocked) -> do nothing with this node - continue; - } - } - - gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land); - - for(auto & neighbour : neighbours) - { - const int3 &n = neighbour; //current neighbor - dp = getNode(n); - dt = &gs->map->getTile(n); - destTopVisObjID = dt->topVisitableId(); - - useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark - - int turnAtNextTile = turn; - - - const bool destIsGuardian = sourceGuardPosition == n; - - if(!goodForLandSeaTransition()) - continue; - - if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED ) - continue; - - //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile - if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT) - guardedSource = false; - - int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement); - - //special case -> moving from src Subterranean gate to dest gate -> it's free - if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z) - cost = 0; - - int remains = movement - cost; - - if(useEmbarkCost) - { - remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1); - cost = movement - remains; - } - - if(remains < 0) - { - //occurs rarely, when hero with low movepoints tries to leave the road - turnAtNextTile++; - int moveAtNextTile = maxMovePoints(cp); - cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :( - remains = moveAtNextTile - cost; - } - - if((dp->turns==0xff //we haven't been here before - || dp->turns > turnAtNextTile - || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster - && (!guardedSource || destIsGuardian)) // Can step into tile of guard - { - - assert(dp != cp->theNodeBefore); //two tiles can't point to each other - dp->moveRemains = remains; - dp->turns = turnAtNextTile; - dp->theNodeBefore = cp; - - const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid() - && dp->accessible == CGPathNode::BLOCKVIS; - - if (dp->accessible == CGPathNode::ACCESSIBLE - || (useEmbarkCost && allowEmbarkAndDisembark) - || destTopVisObjID == Obj::SUBTERRANEAN_GATE - || (guardedDst && !guardedSource)) // Can step into a hostile tile once. - { - mq.push_back(dp); - } - } - } //neighbours loop - } //queue loop - - out.isValid = true; -} - -CGPathNode *CPathfinder::getNode(const int3 &coord) -{ - return &out.nodes[coord.x][coord.y][coord.z]; -} - -bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const -{ - return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a); -} - -CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const -{ - CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE); - - - if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z]) - return CGPathNode::BLOCKED; - - if(tinfo->visitable) - { - if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary - { - return CGPathNode::BLOCKED; - } - else - { - for(const CGObjectInstance *obj : tinfo->visitableObjects) - { - if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags - { - ret = CGPathNode::ACCESSIBLE; - } - else if(obj->blockVisit) - { - return CGPathNode::BLOCKVIS; - } - else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events - { - ret = CGPathNode::VISITABLE; - } - } - } - } - else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid() - && !tinfo->blocked) - { - // Monster close by; blocked visit for battle. - return CGPathNode::BLOCKVIS; - } - - return ret; -} - -bool CPathfinder::goodForLandSeaTransition() -{ - if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances - { - if(cp->land) //from land to sea -> embark or assault hero on boat - { - if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable - return false; - if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land - return false; - if(destTopVisObjID == Obj::BOAT) - useEmbarkCost = 1; - } - else //disembark - { - //can disembark only on coastal tiles - if(!dt->isCoastal()) - return false; - - //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast - if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked)) - || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate - return false;; - - useEmbarkCost = 2; - } - } - - return true; -} - -CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap) -{ - useSubterraneanGates = true; - allowEmbarkAndDisembark = true; -} - -EVictoryLossCheckResult::EVictoryLossCheckResult() : - intValue(0) -{ -} - -EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) : - messageToSelf(toSelf), - messageToOthers(toOthers), - intValue(intValue) -{ -} - -bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const -{ - return intValue == other.intValue; -} - -bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const -{ - return intValue != other.intValue; -} - -bool EVictoryLossCheckResult::victory() const -{ - return intValue == VICTORY; -} - -bool EVictoryLossCheckResult::loss() const -{ - return intValue == DEFEAT; -} - -EVictoryLossCheckResult EVictoryLossCheckResult::invert() -{ - return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf); -} - -EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers) -{ - return EVictoryLossCheckResult(VICTORY, toSelf, toOthers); -} - -EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers) -{ - return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers); -} - -std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult) -{ - os << victoryLossCheckResult.messageToSelf; - return os; -} - -CRandomGenerator & CGameState::getRandomGenerator() -{ - return rand; -} + }; + + out.hero = hero; + out.hpos = src; + + if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input + { + logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you..."; + return; + } + + initializeGraph(); + + + //initial tile - set cost on 0 and add to the queue + CGPathNode &initialNode = *getNode(src); + initialNode.turns = 0; + initialNode.moveRemains = movement; + mq.push_back(&initialNode); + + std::vector neighbours; + neighbours.reserve(16); + while(!mq.empty()) + { + cp = mq.front(); + mq.pop_front(); + + const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z]; + bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src); + ct = &gs->map->getTile(cp->coord); + + int movement = cp->moveRemains, turn = cp->turns; + if(!movement) + { + movement = maxMovePoints(cp); + turn++; + } + + + //add accessible neighbouring nodes to the queue + neighbours.clear(); + + //handling subterranean gate => it's exit is the only neighbour + bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates); + if(subterraneanEntry) + { + //try finding the exit gate + if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false)) + { + const int3 outPos = outGate->visitablePos(); + //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land); + neighbours.push_back(outPos); + } + else + { + //gate with no exit (blocked) -> do nothing with this node + continue; + } + } + + gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land); + + for(auto & neighbour : neighbours) + { + const int3 &n = neighbour; //current neighbor + dp = getNode(n); + dt = &gs->map->getTile(n); + destTopVisObjID = dt->topVisitableId(); + + useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark + + int turnAtNextTile = turn; + + + const bool destIsGuardian = sourceGuardPosition == n; + + if(!goodForLandSeaTransition()) + continue; + + if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED ) + continue; + + //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile + if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT) + guardedSource = false; + + int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement); + + //special case -> moving from src Subterranean gate to dest gate -> it's free + if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z) + cost = 0; + + int remains = movement - cost; + + if(useEmbarkCost) + { + remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1); + cost = movement - remains; + } + + if(remains < 0) + { + //occurs rarely, when hero with low movepoints tries to leave the road + turnAtNextTile++; + int moveAtNextTile = maxMovePoints(cp); + cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :( + remains = moveAtNextTile - cost; + } + + if((dp->turns==0xff //we haven't been here before + || dp->turns > turnAtNextTile + || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster + && (!guardedSource || destIsGuardian)) // Can step into tile of guard + { + + assert(dp != cp->theNodeBefore); //two tiles can't point to each other + dp->moveRemains = remains; + dp->turns = turnAtNextTile; + dp->theNodeBefore = cp; + + const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid() + && dp->accessible == CGPathNode::BLOCKVIS; + + if (dp->accessible == CGPathNode::ACCESSIBLE + || (useEmbarkCost && allowEmbarkAndDisembark) + || destTopVisObjID == Obj::SUBTERRANEAN_GATE + || (guardedDst && !guardedSource)) // Can step into a hostile tile once. + { + mq.push_back(dp); + } + } + } //neighbours loop + } //queue loop + + out.isValid = true; +} + +CGPathNode *CPathfinder::getNode(const int3 &coord) +{ + return &out.nodes[coord.x][coord.y][coord.z]; +} + +bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const +{ + return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a); +} + +CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const +{ + CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE); + + + if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z]) + return CGPathNode::BLOCKED; + + if(tinfo->visitable) + { + if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary + { + return CGPathNode::BLOCKED; + } + else + { + for(const CGObjectInstance *obj : tinfo->visitableObjects) + { + if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags + { + ret = CGPathNode::ACCESSIBLE; + } + else if(obj->blockVisit) + { + return CGPathNode::BLOCKVIS; + } + else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events + { + ret = CGPathNode::VISITABLE; + } + } + } + } + else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid() + && !tinfo->blocked) + { + // Monster close by; blocked visit for battle. + return CGPathNode::BLOCKVIS; + } + + return ret; +} + +bool CPathfinder::goodForLandSeaTransition() +{ + if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances + { + if(cp->land) //from land to sea -> embark or assault hero on boat + { + if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable + return false; + if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land + return false; + if(destTopVisObjID == Obj::BOAT) + useEmbarkCost = 1; + } + else //disembark + { + //can disembark only on coastal tiles + if(!dt->isCoastal()) + return false; + + //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast + if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked)) + || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate + return false;; + + useEmbarkCost = 2; + } + } + + return true; +} + +CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap) +{ + useSubterraneanGates = true; + allowEmbarkAndDisembark = true; +} + +EVictoryLossCheckResult::EVictoryLossCheckResult() : + intValue(0) +{ +} + +EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) : + messageToSelf(toSelf), + messageToOthers(toOthers), + intValue(intValue) +{ +} + +bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const +{ + return intValue == other.intValue; +} + +bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const +{ + return intValue != other.intValue; +} + +bool EVictoryLossCheckResult::victory() const +{ + return intValue == VICTORY; +} + +bool EVictoryLossCheckResult::loss() const +{ + return intValue == DEFEAT; +} + +EVictoryLossCheckResult EVictoryLossCheckResult::invert() +{ + return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf); +} + +EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers) +{ + return EVictoryLossCheckResult(VICTORY, toSelf, toOthers); +} + +EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers) +{ + return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers); +} + +std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult) +{ + os << victoryLossCheckResult.messageToSelf; + return os; +} + +CRandomGenerator & CGameState::getRandomGenerator() +{ + return rand; +} diff --git a/lib/CObjectHandler.cpp b/lib/CObjectHandler.cpp index fc653685f..eea1acfc8 100644 --- a/lib/CObjectHandler.cpp +++ b/lib/CObjectHandler.cpp @@ -2283,6 +2283,8 @@ int CGTownInstance::dailyIncome() const ret+=1000; else if (hasBuilt(BuildingID::VILLAGE_HALL)) ret+=500; + if (hasBuilt(BuildingID::RESOURCE_SILO)&&(town->primaryRes==Res::GOLD)) + ret += 500; return ret; } bool CGTownInstance::hasFort() const diff --git a/lib/CTownHandler.cpp b/lib/CTownHandler.cpp index 0f1d18017..dcae83ca0 100644 --- a/lib/CTownHandler.cpp +++ b/lib/CTownHandler.cpp @@ -510,6 +510,17 @@ void CTownHandler::loadClientData(CTown &town, const JsonNode & source) info.guildWindow = source["guildWindow"].String(); info.buildingsIcons = source["buildingsIcons"].String(); + //left for back compatibility - will be removed later + if (source["guildBackground"].String() != "") + info.guildBackground = source["guildBackground"].String(); + else + info.guildBackground = "TPMAGE.bmp"; + if (source["tavernVideo"].String() != "") + info.tavernVideo = source["tavernVideo"].String(); + else + info.tavernVideo = "TAVERN.BIK"; + //end of legacy assignment + info.advMapVillage = source["adventureMap"]["village"].String(); info.advMapCastle = source["adventureMap"]["castle"].String(); info.advMapCapitol = source["adventureMap"]["capitol"].String(); @@ -535,6 +546,8 @@ void CTownHandler::loadTown(CTown &town, const JsonNode & source) town.moatDamage = source["moatDamage"].Float(); + + town.mageLevel = source["mageGuild"].Float(); town.names = source["names"].convertTo >(); @@ -648,6 +661,7 @@ CFaction * CTownHandler::loadFromJson(const JsonNode &source, std::string identi faction->creatureBg120 = source["creatureBackground"]["120px"].String(); faction->creatureBg130 = source["creatureBackground"]["130px"].String(); + faction->nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES, source["nativeTerrain"].String())); int alignment = vstd::find_pos(EAlignment::names, source["alignment"].String()); diff --git a/lib/CTownHandler.h b/lib/CTownHandler.h index bb2c39cdc..ff408ae8b 100644 --- a/lib/CTownHandler.h +++ b/lib/CTownHandler.h @@ -116,6 +116,8 @@ public: std::string creatureBg120; std::string creatureBg130; + + std::vector puzzleMap; @@ -132,7 +134,7 @@ public: ~CTown(); CFaction * faction; - + std::vector names; //names of the town instances /// level -> list of creatures on this tier @@ -170,9 +172,10 @@ public: int icons[2][2]; std::string iconSmall[2][2]; /// icon names used during loading std::string iconLarge[2][2]; - + std::string tavernVideo; std::string musicTheme; std::string townBackground; + std::string guildBackground; std::string guildWindow; std::string buildingsIcons; std::string hallBackground; @@ -193,7 +196,7 @@ public: template void serialize(Handler &h, const int version) { - h & icons & iconSmall & iconLarge & musicTheme & townBackground & guildWindow & buildingsIcons & hallBackground; + h & icons & iconSmall & iconLarge & tavernVideo & musicTheme & townBackground & guildBackground & guildWindow & buildingsIcons & hallBackground; h & advMapVillage & advMapCastle & advMapCapitol & hallSlots & structures; h & siegePrefix & siegePositions & siegeShooter; } diff --git a/lib/JsonDetail.cpp b/lib/JsonDetail.cpp index 330abb2b0..39010fdb1 100644 --- a/lib/JsonDetail.cpp +++ b/lib/JsonDetail.cpp @@ -1,599 +1,599 @@ -/* - * JsonDetail.cpp, part of VCMI engine - * - * Authors: listed in file AUTHORS in main folder - * - * License: GNU General Public License v2.0 or later - * Full text of license available in license.txt file, in main folder - * - */ - -#include "StdInc.h" -#include "JsonDetail.h" - -#include "VCMI_Lib.h" -#include "CGeneralTextHandler.h" -#include "CModHandler.h" - -#include "filesystem/Filesystem.h" -#include "ScopeGuard.h" - -static const JsonNode nullNode; - -template -void JsonWriter::writeContainer(Iterator begin, Iterator end) -{ - if (begin == end) - return; - - prefix += '\t'; - - writeEntry(begin++); - - while (begin != end) - { - out<<",\n"; - writeEntry(begin++); - } - - out<<"\n"; - prefix.resize(prefix.size()-1); -} - -void JsonWriter::writeEntry(JsonMap::const_iterator entry) -{ - if (!entry->second.meta.empty()) - out << prefix << " // " << entry->second.meta << "\n"; - out << prefix; - writeString(entry->first); - out << " : "; - writeNode(entry->second); -} - -void JsonWriter::writeEntry(JsonVector::const_iterator entry) -{ - if (!entry->meta.empty()) - out << prefix << " // " << entry->meta << "\n"; - out << prefix; - writeNode(*entry); -} - -void JsonWriter::writeString(const std::string &string) -{ - static const std::string escaped = "\"\\\b\f\n\r\t"; - - out <<'\"'; - size_t pos=0, start=0; - for (; poswarnStream()<<"File " << fileName << " is not a valid JSON file!"; - logGlobal->warnStream()<= '0' && input[pos] <= '9') - return extractFloat(node); - return error("Value expected!"); - } - } -} - -bool JsonParser::extractWhitespace(bool verbose) -{ - while (true) - { - while (pos < input.size() && (ui8)input[pos] <= ' ') - { - if (input[pos] == '\n') - { - lineCount++; - lineStart = pos+1; - } - pos++; - } - if (pos >= input.size() || input[pos] != '/') - break; - - pos++; - if (pos == input.size()) - break; - if (input[pos] == '/') - pos++; - else - error("Comments must consist from two slashes!", true); - - while (pos < input.size() && input[pos] != '\n') - pos++; - } - - if (pos >= input.size() && verbose) - return error("Unexpected end of file!"); - return true; -} - -bool JsonParser::extractEscaping(std::string &str) -{ - switch(input[pos]) - { - break; case '\"': str += '\"'; - break; case '\\': str += '\\'; - break; case 'b': str += '\b'; - break; case 'f': str += '\f'; - break; case 'n': str += '\n'; - break; case 'r': str += '\r'; - break; case 't': str += '\t'; - break; default: return error("Unknown escape sequence!", true); - }; - return true; -} - -bool JsonParser::extractString(std::string &str) -{ - if (input[pos] != '\"') - return error("String expected!"); - pos++; - - size_t first = pos; - - while (pos != input.size()) - { - if (input[pos] == '\"') // Correct end of string - { - str.append( &input[first], pos-first); - pos++; - return true; - } - if (input[pos] == '\\') // Escaping - { - str.append( &input[first], pos-first); - pos++; - if (pos == input.size()) - break; - extractEscaping(str); - first = pos + 1; - } - if (input[pos] == '\n') // end-of-line - { - str.append( &input[first], pos-first); - return error("Closing quote not found!", true); - } - if ((unsigned char)(input[pos]) < ' ') // control character - { - str.append( &input[first], pos-first); - first = pos+1; - error("Illegal character in the string!", true); - } - pos++; - } - return error("Unterminated string!"); -} - -bool JsonParser::extractString(JsonNode &node) -{ - std::string str; - if (!extractString(str)) - return false; - - node.setType(JsonNode::DATA_STRING); - node.String() = str; - return true; -} - -bool JsonParser::extractLiteral(const std::string &literal) -{ - if (literal.compare(0, literal.size(), &input[pos], literal.size()) != 0) - { - while (pos < input.size() && ((input[pos]>'a' && input[pos]<'z') - || (input[pos]>'A' && input[pos]<'Z'))) - pos++; - return error("Unknown literal found", true); - } - - pos += literal.size(); - return true; -} - -bool JsonParser::extractNull(JsonNode &node) -{ - if (!extractLiteral("null")) - return false; - - node.clear(); - return true; -} - -bool JsonParser::extractTrue(JsonNode &node) -{ - if (!extractLiteral("true")) - return false; - - node.Bool() = true; - return true; -} - -bool JsonParser::extractFalse(JsonNode &node) -{ - if (!extractLiteral("false")) - return false; - - node.Bool() = false; - return true; -} - -bool JsonParser::extractStruct(JsonNode &node) -{ - node.setType(JsonNode::DATA_STRUCT); - pos++; - - if (!extractWhitespace()) - return false; - - //Empty struct found - if (input[pos] == '}') - { - pos++; - return true; - } - - while (true) - { - if (!extractWhitespace()) - return false; - - std::string key; - if (!extractString(key)) - return false; - - if (node.Struct().find(key) != node.Struct().end()) - error("Dublicated element encountered!", true); - - if (!extractSeparator()) - return false; - - if (!extractElement(node.Struct()[key], '}')) - return false; - - if (input[pos] == '}') - { - pos++; - return true; - } - } -} - -bool JsonParser::extractArray(JsonNode &node) -{ - pos++; - node.setType(JsonNode::DATA_VECTOR); - - if (!extractWhitespace()) - return false; - - //Empty array found - if (input[pos] == ']') - { - pos++; - return true; - } - - while (true) - { - //NOTE: currently 50% of time is this vector resizing. - //May be useful to use list during parsing and then swap() all items to vector - node.Vector().resize(node.Vector().size()+1); - - if (!extractElement(node.Vector().back(), ']')) - return false; - - if (input[pos] == ']') - { - pos++; - return true; - } - } -} - -bool JsonParser::extractElement(JsonNode &node, char terminator) -{ - if (!extractValue(node)) - return false; - - if (!extractWhitespace()) - return false; - - bool comma = (input[pos] == ','); - if (comma ) - { - pos++; - if (!extractWhitespace()) - return false; - } - - if (input[pos] == terminator) - { - //FIXME: MOD COMPATIBILITY: Too many of these right now, re-enable later - //if (comma) - //error("Extra comma found!", true); - return true; - } - - if (!comma) - error("Comma expected!", true); - - return true; -} - -bool JsonParser::extractFloat(JsonNode &node) -{ - assert(input[pos] == '-' || (input[pos] >= '0' && input[pos] <= '9')); - bool negative=false; - double result=0; - - if (input[pos] == '-') - { - pos++; - negative = true; - } - - if (input[pos] < '0' || input[pos] > '9') - return error("Number expected!"); - - //Extract integer part - while (input[pos] >= '0' && input[pos] <= '9') - { - result = result*10+(input[pos]-'0'); - pos++; - } - - if (input[pos] == '.') - { - //extract fractional part - pos++; - double fractMult = 0.1; - if (input[pos] < '0' || input[pos] > '9') - return error("Decimal part expected!"); - - while (input[pos] >= '0' && input[pos] <= '9') - { - result = result + fractMult*(input[pos]-'0'); - fractMult /= 10; - pos++; - } - } - //TODO: exponential part - if (negative) - result = -result; - - node.setType(JsonNode::DATA_FLOAT); - node.Float() = result; - return true; -} - -bool JsonParser::error(const std::string &message, bool warning) -{ - std::ostringstream stream; - std::string type(warning?" warning: ":" error: "); - - stream << "At line " << lineCount << ", position "< stringToType = - boost::assign::map_list_of - ("null", JsonNode::DATA_NULL) ("boolean", JsonNode::DATA_BOOL) - ("number", JsonNode::DATA_FLOAT) ("string", JsonNode::DATA_STRING) - ("array", JsonNode::DATA_VECTOR) ("object", JsonNode::DATA_STRUCT); - -namespace -{ - namespace Common - { - std::string emptyCheck(Validation::ValidationData &, const JsonNode &, const JsonNode &, const JsonNode &) - { - // check is not needed - e.g. incorporated into another check - return ""; - } - - std::string notImplementedCheck(Validation::ValidationData &, const JsonNode &, const JsonNode &, const JsonNode &) - { - return "Not implemented entry in schema"; - } - - std::string schemaListCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data, - std::string errorMsg, std::function isValid) - { - std::string errors = "\n"; - size_t result = 0; - - for(auto & schemaEntry : schema.Vector()) - { - std::string error = check(schemaEntry, data, validator); - if (error.empty()) - { - result++; - } - else - { - errors += error; - errors += "\n"; - } - } - if (isValid(result)) - return ""; - else - return validator.makeErrorMessage(errorMsg) + errors; - } - - std::string allOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - return schemaListCheck(validator, baseSchema, schema, data, "Failed to pass all schemas", [&](size_t count) - { - return count == schema.Vector().size(); - }); - } - - std::string anyOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - return schemaListCheck(validator, baseSchema, schema, data, "Failed to pass any schema", [&](size_t count) - { - return count > 0; - }); - } - - std::string oneOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - return schemaListCheck(validator, baseSchema, schema, data, "Failed to pass exactly one schema", [&](size_t count) - { - return count == 1; - }); - } - - std::string notCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (check(schema, data, validator).empty()) - return validator.makeErrorMessage("Successful validation against negative check"); - return ""; - } - - std::string enumCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - for(auto & enumEntry : schema.Vector()) - { - if (data == enumEntry) - return ""; - } - return validator.makeErrorMessage("Key must have one of predefined values"); - } - - std::string typeCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) +/* + * JsonDetail.cpp, part of VCMI engine + * + * Authors: listed in file AUTHORS in main folder + * + * License: GNU General Public License v2.0 or later + * Full text of license available in license.txt file, in main folder + * + */ + +#include "StdInc.h" +#include "JsonDetail.h" + +#include "VCMI_Lib.h" +#include "CGeneralTextHandler.h" +#include "CModHandler.h" + +#include "filesystem/Filesystem.h" +#include "ScopeGuard.h" + +static const JsonNode nullNode; + +template +void JsonWriter::writeContainer(Iterator begin, Iterator end) +{ + if (begin == end) + return; + + prefix += '\t'; + + writeEntry(begin++); + + while (begin != end) + { + out<<",\n"; + writeEntry(begin++); + } + + out<<"\n"; + prefix.resize(prefix.size()-1); +} + +void JsonWriter::writeEntry(JsonMap::const_iterator entry) +{ + if (!entry->second.meta.empty()) + out << prefix << " // " << entry->second.meta << "\n"; + out << prefix; + writeString(entry->first); + out << " : "; + writeNode(entry->second); +} + +void JsonWriter::writeEntry(JsonVector::const_iterator entry) +{ + if (!entry->meta.empty()) + out << prefix << " // " << entry->meta << "\n"; + out << prefix; + writeNode(*entry); +} + +void JsonWriter::writeString(const std::string &string) +{ + static const std::string escaped = "\"\\\b\f\n\r\t"; + + out <<'\"'; + size_t pos=0, start=0; + for (; poswarnStream()<<"File " << fileName << " is not a valid JSON file!"; + logGlobal->warnStream()<= '0' && input[pos] <= '9') + return extractFloat(node); + return error("Value expected!"); + } + } +} + +bool JsonParser::extractWhitespace(bool verbose) +{ + while (true) + { + while (pos < input.size() && (ui8)input[pos] <= ' ') + { + if (input[pos] == '\n') + { + lineCount++; + lineStart = pos+1; + } + pos++; + } + if (pos >= input.size() || input[pos] != '/') + break; + + pos++; + if (pos == input.size()) + break; + if (input[pos] == '/') + pos++; + else + error("Comments must consist from two slashes!", true); + + while (pos < input.size() && input[pos] != '\n') + pos++; + } + + if (pos >= input.size() && verbose) + return error("Unexpected end of file!"); + return true; +} + +bool JsonParser::extractEscaping(std::string &str) +{ + switch(input[pos]) + { + break; case '\"': str += '\"'; + break; case '\\': str += '\\'; + break; case 'b': str += '\b'; + break; case 'f': str += '\f'; + break; case 'n': str += '\n'; + break; case 'r': str += '\r'; + break; case 't': str += '\t'; + break; default: return error("Unknown escape sequence!", true); + }; + return true; +} + +bool JsonParser::extractString(std::string &str) +{ + if (input[pos] != '\"') + return error("String expected!"); + pos++; + + size_t first = pos; + + while (pos != input.size()) + { + if (input[pos] == '\"') // Correct end of string + { + str.append( &input[first], pos-first); + pos++; + return true; + } + if (input[pos] == '\\') // Escaping + { + str.append( &input[first], pos-first); + pos++; + if (pos == input.size()) + break; + extractEscaping(str); + first = pos + 1; + } + if (input[pos] == '\n') // end-of-line + { + str.append( &input[first], pos-first); + return error("Closing quote not found!", true); + } + if ((unsigned char)(input[pos]) < ' ') // control character + { + str.append( &input[first], pos-first); + first = pos+1; + error("Illegal character in the string!", true); + } + pos++; + } + return error("Unterminated string!"); +} + +bool JsonParser::extractString(JsonNode &node) +{ + std::string str; + if (!extractString(str)) + return false; + + node.setType(JsonNode::DATA_STRING); + node.String() = str; + return true; +} + +bool JsonParser::extractLiteral(const std::string &literal) +{ + if (literal.compare(0, literal.size(), &input[pos], literal.size()) != 0) + { + while (pos < input.size() && ((input[pos]>'a' && input[pos]<'z') + || (input[pos]>'A' && input[pos]<'Z'))) + pos++; + return error("Unknown literal found", true); + } + + pos += literal.size(); + return true; +} + +bool JsonParser::extractNull(JsonNode &node) +{ + if (!extractLiteral("null")) + return false; + + node.clear(); + return true; +} + +bool JsonParser::extractTrue(JsonNode &node) +{ + if (!extractLiteral("true")) + return false; + + node.Bool() = true; + return true; +} + +bool JsonParser::extractFalse(JsonNode &node) +{ + if (!extractLiteral("false")) + return false; + + node.Bool() = false; + return true; +} + +bool JsonParser::extractStruct(JsonNode &node) +{ + node.setType(JsonNode::DATA_STRUCT); + pos++; + + if (!extractWhitespace()) + return false; + + //Empty struct found + if (input[pos] == '}') + { + pos++; + return true; + } + + while (true) + { + if (!extractWhitespace()) + return false; + + std::string key; + if (!extractString(key)) + return false; + + if (node.Struct().find(key) != node.Struct().end()) + error("Dublicated element encountered!", true); + + if (!extractSeparator()) + return false; + + if (!extractElement(node.Struct()[key], '}')) + return false; + + if (input[pos] == '}') + { + pos++; + return true; + } + } +} + +bool JsonParser::extractArray(JsonNode &node) +{ + pos++; + node.setType(JsonNode::DATA_VECTOR); + + if (!extractWhitespace()) + return false; + + //Empty array found + if (input[pos] == ']') + { + pos++; + return true; + } + + while (true) + { + //NOTE: currently 50% of time is this vector resizing. + //May be useful to use list during parsing and then swap() all items to vector + node.Vector().resize(node.Vector().size()+1); + + if (!extractElement(node.Vector().back(), ']')) + return false; + + if (input[pos] == ']') + { + pos++; + return true; + } + } +} + +bool JsonParser::extractElement(JsonNode &node, char terminator) +{ + if (!extractValue(node)) + return false; + + if (!extractWhitespace()) + return false; + + bool comma = (input[pos] == ','); + if (comma ) + { + pos++; + if (!extractWhitespace()) + return false; + } + + if (input[pos] == terminator) + { + //FIXME: MOD COMPATIBILITY: Too many of these right now, re-enable later + //if (comma) + //error("Extra comma found!", true); + return true; + } + + if (!comma) + error("Comma expected!", true); + + return true; +} + +bool JsonParser::extractFloat(JsonNode &node) +{ + assert(input[pos] == '-' || (input[pos] >= '0' && input[pos] <= '9')); + bool negative=false; + double result=0; + + if (input[pos] == '-') + { + pos++; + negative = true; + } + + if (input[pos] < '0' || input[pos] > '9') + return error("Number expected!"); + + //Extract integer part + while (input[pos] >= '0' && input[pos] <= '9') + { + result = result*10+(input[pos]-'0'); + pos++; + } + + if (input[pos] == '.') + { + //extract fractional part + pos++; + double fractMult = 0.1; + if (input[pos] < '0' || input[pos] > '9') + return error("Decimal part expected!"); + + while (input[pos] >= '0' && input[pos] <= '9') + { + result = result + fractMult*(input[pos]-'0'); + fractMult /= 10; + pos++; + } + } + //TODO: exponential part + if (negative) + result = -result; + + node.setType(JsonNode::DATA_FLOAT); + node.Float() = result; + return true; +} + +bool JsonParser::error(const std::string &message, bool warning) +{ + std::ostringstream stream; + std::string type(warning?" warning: ":" error: "); + + stream << "At line " << lineCount << ", position "< stringToType = + boost::assign::map_list_of + ("null", JsonNode::DATA_NULL) ("boolean", JsonNode::DATA_BOOL) + ("number", JsonNode::DATA_FLOAT) ("string", JsonNode::DATA_STRING) + ("array", JsonNode::DATA_VECTOR) ("object", JsonNode::DATA_STRUCT); + +namespace +{ + namespace Common + { + std::string emptyCheck(Validation::ValidationData &, const JsonNode &, const JsonNode &, const JsonNode &) + { + // check is not needed - e.g. incorporated into another check + return ""; + } + + std::string notImplementedCheck(Validation::ValidationData &, const JsonNode &, const JsonNode &, const JsonNode &) + { + return "Not implemented entry in schema"; + } + + std::string schemaListCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data, + std::string errorMsg, std::function isValid) + { + std::string errors = "\n"; + size_t result = 0; + + for(auto & schemaEntry : schema.Vector()) + { + std::string error = check(schemaEntry, data, validator); + if (error.empty()) + { + result++; + } + else + { + errors += error; + errors += "\n"; + } + } + if (isValid(result)) + return ""; + else + return validator.makeErrorMessage(errorMsg) + errors; + } + + std::string allOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + return schemaListCheck(validator, baseSchema, schema, data, "Failed to pass all schemas", [&](size_t count) + { + return count == schema.Vector().size(); + }); + } + + std::string anyOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + return schemaListCheck(validator, baseSchema, schema, data, "Failed to pass any schema", [&](size_t count) + { + return count > 0; + }); + } + + std::string oneOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + return schemaListCheck(validator, baseSchema, schema, data, "Failed to pass exactly one schema", [&](size_t count) + { + return count == 1; + }); + } + + std::string notCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (check(schema, data, validator).empty()) + return validator.makeErrorMessage("Successful validation against negative check"); + return ""; + } + + std::string enumCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + for(auto & enumEntry : schema.Vector()) + { + if (data == enumEntry) + return ""; + } + return validator.makeErrorMessage("Key must have one of predefined values"); + } + + std::string typeCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) { const auto typeName = schema.String(); auto it = stringToType.find(typeName); @@ -601,527 +601,527 @@ namespace { return validator.makeErrorMessage("Unknown type in schema:" + typeName); } - - JsonNode::JsonType type = it->second; - if(type != data.getType() && data.getType() != JsonNode::DATA_NULL) - return validator.makeErrorMessage("Type mismatch! Expected " + schema.String()); - return ""; - } - - std::string refCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - std::string URI = schema.String(); - //node must be validated using schema pointed by this reference and not by data here - //Local reference. Turn it into more easy to handle remote ref - if (boost::algorithm::starts_with(URI, "#")) - URI = validator.usedSchemas.back() + URI; - return check(URI, data, validator); - } - - std::string formatCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - auto formats = Validation::getKnownFormats(); - std::string errors; - auto checker = formats.find(schema.String()); - if (checker != formats.end()) - { - std::string result = checker->second(data); - if (!result.empty()) - errors += validator.makeErrorMessage(result); - } - else - errors += validator.makeErrorMessage("Unsupported format type: " + schema.String()); - return errors; - } - } - - namespace String - { - std::string maxLengthCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (data.String().size() > schema.Float()) - return validator.makeErrorMessage((boost::format("String is longer than %d symbols") % schema.Float()).str()); - return ""; - } - - std::string minLengthCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (data.String().size() < schema.Float()) - return validator.makeErrorMessage((boost::format("String is shorter than %d symbols") % schema.Float()).str()); - return ""; - } - } - - namespace Number - { - - std::string maximumCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (baseSchema["exclusiveMaximum"].Bool()) - { - if (data.Float() >= schema.Float()) - return validator.makeErrorMessage((boost::format("Value is bigger than %d") % schema.Float()).str()); - } - else - { - if (data.Float() > schema.Float()) - return validator.makeErrorMessage((boost::format("Value is bigger than %d") % schema.Float()).str()); - } - return ""; - } - - std::string minimumCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (baseSchema["exclusiveMinimum"].Bool()) - { - if (data.Float() <= schema.Float()) - return validator.makeErrorMessage((boost::format("Value is smaller than %d") % schema.Float()).str()); - } - else - { - if (data.Float() < schema.Float()) - return validator.makeErrorMessage((boost::format("Value is smaller than %d") % schema.Float()).str()); - } - return ""; - } - - std::string multipleOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - double result = data.Float() / schema.Float(); - if (floor(result) != result) - return validator.makeErrorMessage((boost::format("Value is not divisible by %d") % schema.Float()).str()); - return ""; - } - } - - namespace Vector - { - std::string itemEntryCheck(Validation::ValidationData & validator, const JsonVector items, const JsonNode & schema, size_t index) - { - validator.currentPath.push_back(JsonNode()); - validator.currentPath.back().Float() = index; - auto onExit = vstd::makeScopeGuard([&] - { - validator.currentPath.pop_back(); - }); - - if (!schema.isNull()) - return check(schema, items[index], validator); - return ""; - } - - std::string itemsCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - std::string errors; - for (size_t i=0; i i) - errors += itemEntryCheck(validator, data.Vector(), schema.Vector()[i], i); - } - else - { - errors += itemEntryCheck(validator, data.Vector(), schema, i); - } - } - return errors; - } - - std::string additionalItemsCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - std::string errors; - // "items" is struct or empty (defaults to empty struct) - validation always successful - const JsonNode & items = baseSchema["items"]; - if (items.getType() != JsonNode::DATA_VECTOR) - return ""; - - for (size_t i=items.Vector().size(); i schema.Float()) - return validator.makeErrorMessage((boost::format("Length is bigger than %d") % schema.Float()).str()); - return ""; - } - - std::string uniqueItemsCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (schema.Bool()) - { - for (auto itA = schema.Vector().begin(); itA != schema.Vector().end(); itA++) - { - auto itB = itA; - while (++itB != schema.Vector().end()) - { - if (*itA == *itB) - return validator.makeErrorMessage("List must consist from unique items"); - } - } - } - return ""; - } - } - - namespace Struct - { - std::string maxPropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (data.Struct().size() > schema.Float()) - return validator.makeErrorMessage((boost::format("Number of entries is bigger than %d") % schema.Float()).str()); - return ""; - } - - std::string minPropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - if (data.Struct().size() < schema.Float()) - return validator.makeErrorMessage((boost::format("Number of entries is less than %d") % schema.Float()).str()); - return ""; - } - - std::string uniquePropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - for (auto itA = data.Struct().begin(); itA != data.Struct().end(); itA++) - { - auto itB = itA; - while (++itB != data.Struct().end()) - { - if (itA->second == itB->second) - return validator.makeErrorMessage("List must consist from unique items"); - } - } - return ""; - } - - std::string requiredCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - std::string errors; - for(auto & required : schema.Vector()) - { - if (data[required.String()].isNull()) - errors += validator.makeErrorMessage("Required entry " + required.String() + " is missing"); - } - return errors; - } - - std::string dependenciesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - std::string errors; - for(auto & deps : schema.Struct()) - { - if (!data[deps.first].isNull()) - { - if (deps.second.getType() == JsonNode::DATA_VECTOR) - { - JsonVector depList = deps.second.Vector(); - for(auto & depEntry : depList) - { - if (data[depEntry.String()].isNull()) - errors += validator.makeErrorMessage("Property " + depEntry.String() + " required for " + deps.first + " is missing"); - } - } - else - { - if (!check(deps.second, data, validator).empty()) - errors += validator.makeErrorMessage("Requirements for " + deps.first + " are not fulfilled"); - } - } - } - return errors; - } - - std::string propertyEntryCheck(Validation::ValidationData & validator, const JsonNode &node, const JsonNode & schema, std::string nodeName) - { - validator.currentPath.push_back(JsonNode()); - validator.currentPath.back().String() = nodeName; - auto onExit = vstd::makeScopeGuard([&] - { - validator.currentPath.pop_back(); - }); - - // there is schema specifically for this item - if (!schema.isNull()) - return check(schema, node, validator); - return ""; - } - - std::string propertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - std::string errors; - - for(auto & entry : data.Struct()) - errors += propertyEntryCheck(validator, entry.second, schema[entry.first], entry.first); - return errors; - } - - std::string additionalPropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) - { - std::string errors; - for(auto & entry : data.Struct()) - { - if (baseSchema["properties"].Struct().count(entry.first) == 0) - { - // try generic additionalItems schema - if (schema.getType() == JsonNode::DATA_STRUCT) - errors += propertyEntryCheck(validator, entry.second, schema, entry.first); - - // or, additionalItems field can be bool which indicates if such items are allowed - else if (!schema.isNull() && schema.Bool() == false) // present and set to false - error - errors += validator.makeErrorMessage("Unknown entry found: " + entry.first); - } - } - return errors; - } - } - - namespace Formats - { - bool testFilePresence(std::string scope, ResourceID resource) - { - std::set allowedScopes; - if (scope != "core" && scope != "") // all real mods may have dependencies - { - //NOTE: recursive dependencies are not allowed at the moment - update code if this changes - allowedScopes = VLC->modh->getModData(scope).dependencies; - allowedScopes.insert("core"); // all mods can use H3 files - } - allowedScopes.insert(scope); // mods can use their own files - - for (auto & entry : allowedScopes) - { - if (CResourceHandler::get(entry)->existsResource(resource)) - return true; - } - return false; - } - - #define TEST_FILE(scope, prefix, file, type) \ - if (testFilePresence(scope, ResourceID(prefix + file, type))) \ - return "" - - std::string testAnimation(std::string path, std::string scope) - { - TEST_FILE(scope, "Sprites/", path, EResType::ANIMATION); - TEST_FILE(scope, "Sprites/", path, EResType::TEXT); - return "Animation file \"" + path + "\" was not found"; - } - - std::string textFile(const JsonNode & node) - { - TEST_FILE(node.meta, "", node.String(), EResType::TEXT); - return "Text file \"" + node.String() + "\" was not found"; - } - - std::string musicFile(const JsonNode & node) - { - TEST_FILE(node.meta, "", node.String(), EResType::MUSIC); - return "Music file \"" + node.String() + "\" was not found"; - } - - std::string soundFile(const JsonNode & node) - { - TEST_FILE(node.meta, "Sounds/", node.String(), EResType::SOUND); - return "Sound file \"" + node.String() + "\" was not found"; - } - - std::string defFile(const JsonNode & node) - { - TEST_FILE(node.meta, "Sprites/", node.String(), EResType::ANIMATION); - return "Def file \"" + node.String() + "\" was not found"; - } - - std::string animationFile(const JsonNode & node) - { - return testAnimation(node.String(), node.meta); - } - - std::string imageFile(const JsonNode & node) - { - TEST_FILE(node.meta, "Data/", node.String(), EResType::IMAGE); - TEST_FILE(node.meta, "Sprites/", node.String(), EResType::IMAGE); - if (node.String().find(':') != std::string::npos) - return testAnimation(node.String().substr(0, node.String().find(':')), node.meta); - return "Image file \"" + node.String() + "\" was not found"; - } - - #undef TEST_FILE - } - - Validation::TValidatorMap createCommonFields() - { - Validation::TValidatorMap ret; - - ret["format"] = Common::formatCheck; - ret["allOf"] = Common::allOfCheck; - ret["anyOf"] = Common::anyOfCheck; - ret["oneOf"] = Common::oneOfCheck; - ret["enum"] = Common::enumCheck; - ret["type"] = Common::typeCheck; - ret["not"] = Common::notCheck; - ret["$ref"] = Common::refCheck; - - // fields that don't need implementation - ret["title"] = Common::emptyCheck; - ret["$schema"] = Common::emptyCheck; - ret["default"] = Common::emptyCheck; - ret["description"] = Common::emptyCheck; - ret["definitions"] = Common::emptyCheck; - return ret; - } - - Validation::TValidatorMap createStringFields() - { - Validation::TValidatorMap ret = createCommonFields(); - ret["maxLength"] = String::maxLengthCheck; - ret["minLength"] = String::minLengthCheck; - - ret["pattern"] = Common::notImplementedCheck; - return ret; - } - - Validation::TValidatorMap createNumberFields() - { - Validation::TValidatorMap ret = createCommonFields(); - ret["maximum"] = Number::maximumCheck; - ret["minimum"] = Number::minimumCheck; - ret["multipleOf"] = Number::multipleOfCheck; - - ret["exclusiveMaximum"] = Common::emptyCheck; - ret["exclusiveMinimum"] = Common::emptyCheck; - return ret; - } - - Validation::TValidatorMap createVectorFields() - { - Validation::TValidatorMap ret = createCommonFields(); - ret["items"] = Vector::itemsCheck; - ret["minItems"] = Vector::minItemsCheck; - ret["maxItems"] = Vector::maxItemsCheck; - ret["uniqueItems"] = Vector::uniqueItemsCheck; - ret["additionalItems"] = Vector::additionalItemsCheck; - return ret; - } - - Validation::TValidatorMap createStructFields() - { - Validation::TValidatorMap ret = createCommonFields(); - ret["additionalProperties"] = Struct::additionalPropertiesCheck; - ret["uniqueProperties"] = Struct::uniquePropertiesCheck; - ret["maxProperties"] = Struct::maxPropertiesCheck; - ret["minProperties"] = Struct::minPropertiesCheck; - ret["dependencies"] = Struct::dependenciesCheck; - ret["properties"] = Struct::propertiesCheck; - ret["required"] = Struct::requiredCheck; - - ret["patternProperties"] = Common::notImplementedCheck; - return ret; - } - - Validation::TFormatMap createFormatMap() - { - Validation::TFormatMap ret; - ret["textFile"] = Formats::textFile; - ret["musicFile"] = Formats::musicFile; - ret["soundFile"] = Formats::soundFile; - ret["defFile"] = Formats::defFile; - ret["animationFile"] = Formats::animationFile; - ret["imageFile"] = Formats::imageFile; - - return ret; - } -} - -namespace Validation -{ - std::string ValidationData::makeErrorMessage(const std::string &message) - { - std::string errors; - errors += "At "; - if (!currentPath.empty()) - { - for(const JsonNode &path : currentPath) - { - errors += "/"; - if (path.getType() == JsonNode::DATA_STRING) - errors += path.String(); - else - errors += boost::lexical_cast(static_cast(path.Float())); - } - } - else - errors += ""; - errors += "\n\t Error: " + message + "\n"; - return errors; - } - - std::string check(std::string schemaName, const JsonNode & data) - { - ValidationData validator; - return check(schemaName, data, validator); - } - - std::string check(std::string schemaName, const JsonNode & data, ValidationData & validator) - { - validator.usedSchemas.push_back(schemaName); - auto onscopeExit = vstd::makeScopeGuard([&]() - { - validator.usedSchemas.pop_back(); - }); - return check(JsonUtils::getSchema(schemaName), data, validator); - } - - std::string check(const JsonNode & schema, const JsonNode & data, ValidationData & validator) - { - const TValidatorMap & knownFields = getKnownFieldsFor(data.getType()); - std::string errors; - for(auto & entry : schema.Struct()) - { - auto checker = knownFields.find(entry.first); - if (checker != knownFields.end()) - errors += checker->second(validator, schema, entry.second, data); - //else - // errors += validator.makeErrorMessage("Unknown entry in schema " + entry.first); - } - return errors; - } - - const TValidatorMap & getKnownFieldsFor(JsonNode::JsonType type) - { - static const TValidatorMap commonFields = createCommonFields(); - static const TValidatorMap numberFields = createNumberFields(); - static const TValidatorMap stringFields = createStringFields(); - static const TValidatorMap vectorFields = createVectorFields(); - static const TValidatorMap structFields = createStructFields(); - - switch (type) - { - case JsonNode::DATA_FLOAT: return numberFields; - case JsonNode::DATA_STRING: return stringFields; - case JsonNode::DATA_VECTOR: return vectorFields; - case JsonNode::DATA_STRUCT: return structFields; - default: return commonFields; - } - } - - const TFormatMap & getKnownFormats() - { - static TFormatMap knownFormats = createFormatMap(); - return knownFormats; - } - -} // Validation namespace + + JsonNode::JsonType type = it->second; + if(type != data.getType() && data.getType() != JsonNode::DATA_NULL) + return validator.makeErrorMessage("Type mismatch! Expected " + schema.String()); + return ""; + } + + std::string refCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + std::string URI = schema.String(); + //node must be validated using schema pointed by this reference and not by data here + //Local reference. Turn it into more easy to handle remote ref + if (boost::algorithm::starts_with(URI, "#")) + URI = validator.usedSchemas.back() + URI; + return check(URI, data, validator); + } + + std::string formatCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + auto formats = Validation::getKnownFormats(); + std::string errors; + auto checker = formats.find(schema.String()); + if (checker != formats.end()) + { + std::string result = checker->second(data); + if (!result.empty()) + errors += validator.makeErrorMessage(result); + } + else + errors += validator.makeErrorMessage("Unsupported format type: " + schema.String()); + return errors; + } + } + + namespace String + { + std::string maxLengthCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (data.String().size() > schema.Float()) + return validator.makeErrorMessage((boost::format("String is longer than %d symbols") % schema.Float()).str()); + return ""; + } + + std::string minLengthCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (data.String().size() < schema.Float()) + return validator.makeErrorMessage((boost::format("String is shorter than %d symbols") % schema.Float()).str()); + return ""; + } + } + + namespace Number + { + + std::string maximumCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (baseSchema["exclusiveMaximum"].Bool()) + { + if (data.Float() >= schema.Float()) + return validator.makeErrorMessage((boost::format("Value is bigger than %d") % schema.Float()).str()); + } + else + { + if (data.Float() > schema.Float()) + return validator.makeErrorMessage((boost::format("Value is bigger than %d") % schema.Float()).str()); + } + return ""; + } + + std::string minimumCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (baseSchema["exclusiveMinimum"].Bool()) + { + if (data.Float() <= schema.Float()) + return validator.makeErrorMessage((boost::format("Value is smaller than %d") % schema.Float()).str()); + } + else + { + if (data.Float() < schema.Float()) + return validator.makeErrorMessage((boost::format("Value is smaller than %d") % schema.Float()).str()); + } + return ""; + } + + std::string multipleOfCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + double result = data.Float() / schema.Float(); + if (floor(result) != result) + return validator.makeErrorMessage((boost::format("Value is not divisible by %d") % schema.Float()).str()); + return ""; + } + } + + namespace Vector + { + std::string itemEntryCheck(Validation::ValidationData & validator, const JsonVector items, const JsonNode & schema, size_t index) + { + validator.currentPath.push_back(JsonNode()); + validator.currentPath.back().Float() = index; + auto onExit = vstd::makeScopeGuard([&] + { + validator.currentPath.pop_back(); + }); + + if (!schema.isNull()) + return check(schema, items[index], validator); + return ""; + } + + std::string itemsCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + std::string errors; + for (size_t i=0; i i) + errors += itemEntryCheck(validator, data.Vector(), schema.Vector()[i], i); + } + else + { + errors += itemEntryCheck(validator, data.Vector(), schema, i); + } + } + return errors; + } + + std::string additionalItemsCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + std::string errors; + // "items" is struct or empty (defaults to empty struct) - validation always successful + const JsonNode & items = baseSchema["items"]; + if (items.getType() != JsonNode::DATA_VECTOR) + return ""; + + for (size_t i=items.Vector().size(); i schema.Float()) + return validator.makeErrorMessage((boost::format("Length is bigger than %d") % schema.Float()).str()); + return ""; + } + + std::string uniqueItemsCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (schema.Bool()) + { + for (auto itA = schema.Vector().begin(); itA != schema.Vector().end(); itA++) + { + auto itB = itA; + while (++itB != schema.Vector().end()) + { + if (*itA == *itB) + return validator.makeErrorMessage("List must consist from unique items"); + } + } + } + return ""; + } + } + + namespace Struct + { + std::string maxPropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (data.Struct().size() > schema.Float()) + return validator.makeErrorMessage((boost::format("Number of entries is bigger than %d") % schema.Float()).str()); + return ""; + } + + std::string minPropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + if (data.Struct().size() < schema.Float()) + return validator.makeErrorMessage((boost::format("Number of entries is less than %d") % schema.Float()).str()); + return ""; + } + + std::string uniquePropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + for (auto itA = data.Struct().begin(); itA != data.Struct().end(); itA++) + { + auto itB = itA; + while (++itB != data.Struct().end()) + { + if (itA->second == itB->second) + return validator.makeErrorMessage("List must consist from unique items"); + } + } + return ""; + } + + std::string requiredCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + std::string errors; + for(auto & required : schema.Vector()) + { + if (data[required.String()].isNull()) + errors += validator.makeErrorMessage("Required entry " + required.String() + " is missing"); + } + return errors; + } + + std::string dependenciesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + std::string errors; + for(auto & deps : schema.Struct()) + { + if (!data[deps.first].isNull()) + { + if (deps.second.getType() == JsonNode::DATA_VECTOR) + { + JsonVector depList = deps.second.Vector(); + for(auto & depEntry : depList) + { + if (data[depEntry.String()].isNull()) + errors += validator.makeErrorMessage("Property " + depEntry.String() + " required for " + deps.first + " is missing"); + } + } + else + { + if (!check(deps.second, data, validator).empty()) + errors += validator.makeErrorMessage("Requirements for " + deps.first + " are not fulfilled"); + } + } + } + return errors; + } + + std::string propertyEntryCheck(Validation::ValidationData & validator, const JsonNode &node, const JsonNode & schema, std::string nodeName) + { + validator.currentPath.push_back(JsonNode()); + validator.currentPath.back().String() = nodeName; + auto onExit = vstd::makeScopeGuard([&] + { + validator.currentPath.pop_back(); + }); + + // there is schema specifically for this item + if (!schema.isNull()) + return check(schema, node, validator); + return ""; + } + + std::string propertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + std::string errors; + + for(auto & entry : data.Struct()) + errors += propertyEntryCheck(validator, entry.second, schema[entry.first], entry.first); + return errors; + } + + std::string additionalPropertiesCheck(Validation::ValidationData & validator, const JsonNode & baseSchema, const JsonNode & schema, const JsonNode & data) + { + std::string errors; + for(auto & entry : data.Struct()) + { + if (baseSchema["properties"].Struct().count(entry.first) == 0) + { + // try generic additionalItems schema + if (schema.getType() == JsonNode::DATA_STRUCT) + errors += propertyEntryCheck(validator, entry.second, schema, entry.first); + + // or, additionalItems field can be bool which indicates if such items are allowed + else if (!schema.isNull() && schema.Bool() == false) // present and set to false - error + errors += validator.makeErrorMessage("Unknown entry found: " + entry.first); + } + } + return errors; + } + } + + namespace Formats + { + bool testFilePresence(std::string scope, ResourceID resource) + { + std::set allowedScopes; + if (scope != "core" && scope != "") // all real mods may have dependencies + { + //NOTE: recursive dependencies are not allowed at the moment - update code if this changes + allowedScopes = VLC->modh->getModData(scope).dependencies; + allowedScopes.insert("core"); // all mods can use H3 files + } + allowedScopes.insert(scope); // mods can use their own files + + for (auto & entry : allowedScopes) + { + if (CResourceHandler::get(entry)->existsResource(resource)) + return true; + } + return false; + } + + #define TEST_FILE(scope, prefix, file, type) \ + if (testFilePresence(scope, ResourceID(prefix + file, type))) \ + return "" + + std::string testAnimation(std::string path, std::string scope) + { + TEST_FILE(scope, "Sprites/", path, EResType::ANIMATION); + TEST_FILE(scope, "Sprites/", path, EResType::TEXT); + return "Animation file \"" + path + "\" was not found"; + } + + std::string textFile(const JsonNode & node) + { + TEST_FILE(node.meta, "", node.String(), EResType::TEXT); + return "Text file \"" + node.String() + "\" was not found"; + } + + std::string musicFile(const JsonNode & node) + { + TEST_FILE(node.meta, "", node.String(), EResType::MUSIC); + return "Music file \"" + node.String() + "\" was not found"; + } + + std::string soundFile(const JsonNode & node) + { + TEST_FILE(node.meta, "Sounds/", node.String(), EResType::SOUND); + return "Sound file \"" + node.String() + "\" was not found"; + } + + std::string defFile(const JsonNode & node) + { + TEST_FILE(node.meta, "Sprites/", node.String(), EResType::ANIMATION); + return "Def file \"" + node.String() + "\" was not found"; + } + + std::string animationFile(const JsonNode & node) + { + return testAnimation(node.String(), node.meta); + } + + std::string imageFile(const JsonNode & node) + { + TEST_FILE(node.meta, "Data/", node.String(), EResType::IMAGE); + TEST_FILE(node.meta, "Sprites/", node.String(), EResType::IMAGE); + if (node.String().find(':') != std::string::npos) + return testAnimation(node.String().substr(0, node.String().find(':')), node.meta); + return "Image file \"" + node.String() + "\" was not found"; + } + + #undef TEST_FILE + } + + Validation::TValidatorMap createCommonFields() + { + Validation::TValidatorMap ret; + + ret["format"] = Common::formatCheck; + ret["allOf"] = Common::allOfCheck; + ret["anyOf"] = Common::anyOfCheck; + ret["oneOf"] = Common::oneOfCheck; + ret["enum"] = Common::enumCheck; + ret["type"] = Common::typeCheck; + ret["not"] = Common::notCheck; + ret["$ref"] = Common::refCheck; + + // fields that don't need implementation + ret["title"] = Common::emptyCheck; + ret["$schema"] = Common::emptyCheck; + ret["default"] = Common::emptyCheck; + ret["description"] = Common::emptyCheck; + ret["definitions"] = Common::emptyCheck; + return ret; + } + + Validation::TValidatorMap createStringFields() + { + Validation::TValidatorMap ret = createCommonFields(); + ret["maxLength"] = String::maxLengthCheck; + ret["minLength"] = String::minLengthCheck; + + ret["pattern"] = Common::notImplementedCheck; + return ret; + } + + Validation::TValidatorMap createNumberFields() + { + Validation::TValidatorMap ret = createCommonFields(); + ret["maximum"] = Number::maximumCheck; + ret["minimum"] = Number::minimumCheck; + ret["multipleOf"] = Number::multipleOfCheck; + + ret["exclusiveMaximum"] = Common::emptyCheck; + ret["exclusiveMinimum"] = Common::emptyCheck; + return ret; + } + + Validation::TValidatorMap createVectorFields() + { + Validation::TValidatorMap ret = createCommonFields(); + ret["items"] = Vector::itemsCheck; + ret["minItems"] = Vector::minItemsCheck; + ret["maxItems"] = Vector::maxItemsCheck; + ret["uniqueItems"] = Vector::uniqueItemsCheck; + ret["additionalItems"] = Vector::additionalItemsCheck; + return ret; + } + + Validation::TValidatorMap createStructFields() + { + Validation::TValidatorMap ret = createCommonFields(); + ret["additionalProperties"] = Struct::additionalPropertiesCheck; + ret["uniqueProperties"] = Struct::uniquePropertiesCheck; + ret["maxProperties"] = Struct::maxPropertiesCheck; + ret["minProperties"] = Struct::minPropertiesCheck; + ret["dependencies"] = Struct::dependenciesCheck; + ret["properties"] = Struct::propertiesCheck; + ret["required"] = Struct::requiredCheck; + + ret["patternProperties"] = Common::notImplementedCheck; + return ret; + } + + Validation::TFormatMap createFormatMap() + { + Validation::TFormatMap ret; + ret["textFile"] = Formats::textFile; + ret["musicFile"] = Formats::musicFile; + ret["soundFile"] = Formats::soundFile; + ret["defFile"] = Formats::defFile; + ret["animationFile"] = Formats::animationFile; + ret["imageFile"] = Formats::imageFile; + + return ret; + } +} + +namespace Validation +{ + std::string ValidationData::makeErrorMessage(const std::string &message) + { + std::string errors; + errors += "At "; + if (!currentPath.empty()) + { + for(const JsonNode &path : currentPath) + { + errors += "/"; + if (path.getType() == JsonNode::DATA_STRING) + errors += path.String(); + else + errors += boost::lexical_cast(static_cast(path.Float())); + } + } + else + errors += ""; + errors += "\n\t Error: " + message + "\n"; + return errors; + } + + std::string check(std::string schemaName, const JsonNode & data) + { + ValidationData validator; + return check(schemaName, data, validator); + } + + std::string check(std::string schemaName, const JsonNode & data, ValidationData & validator) + { + validator.usedSchemas.push_back(schemaName); + auto onscopeExit = vstd::makeScopeGuard([&]() + { + validator.usedSchemas.pop_back(); + }); + return check(JsonUtils::getSchema(schemaName), data, validator); + } + + std::string check(const JsonNode & schema, const JsonNode & data, ValidationData & validator) + { + const TValidatorMap & knownFields = getKnownFieldsFor(data.getType()); + std::string errors; + for(auto & entry : schema.Struct()) + { + auto checker = knownFields.find(entry.first); + if (checker != knownFields.end()) + errors += checker->second(validator, schema, entry.second, data); + //else + // errors += validator.makeErrorMessage("Unknown entry in schema " + entry.first); + } + return errors; + } + + const TValidatorMap & getKnownFieldsFor(JsonNode::JsonType type) + { + static const TValidatorMap commonFields = createCommonFields(); + static const TValidatorMap numberFields = createNumberFields(); + static const TValidatorMap stringFields = createStringFields(); + static const TValidatorMap vectorFields = createVectorFields(); + static const TValidatorMap structFields = createStructFields(); + + switch (type) + { + case JsonNode::DATA_FLOAT: return numberFields; + case JsonNode::DATA_STRING: return stringFields; + case JsonNode::DATA_VECTOR: return vectorFields; + case JsonNode::DATA_STRUCT: return structFields; + default: return commonFields; + } + } + + const TFormatMap & getKnownFormats() + { + static TFormatMap knownFormats = createFormatMap(); + return knownFormats; + } + +} // Validation namespace diff --git a/server/CGameHandler.cpp b/server/CGameHandler.cpp index 44cc84b2f..120fd6014 100644 --- a/server/CGameHandler.cpp +++ b/server/CGameHandler.cpp @@ -1339,7 +1339,8 @@ void CGameHandler::newTurn() } else { - n.res[player][t->town->primaryRes] ++; + if (t->town->primaryRes != Res::GOLD) + n.res[player][t->town->primaryRes] ++; } }