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mirror of https://github.com/vcmi/vcmi.git synced 2025-02-15 13:33:36 +02:00

Merge branch 'optimization/swiftAI' into develop

Conflicts:
	lib/CGameState.cpp
This commit is contained in:
Ivan Savenko 2014-09-21 22:31:29 +03:00
commit fc16c8d207
29 changed files with 250 additions and 357 deletions

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@ -175,9 +175,11 @@ std::string strFromInt3(int3 pos)
return oss.str();
}
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
*rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
@ -340,11 +342,6 @@ bool isSafeToVisit(HeroPtr h, crint3 tile)
return true; //there's no danger
}
bool isReachable(const CGObjectInstance *obj)
{
return cb->getPathInfo(obj->visitablePos())->turns < 255;
}
bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
{
//tile must be free of with unoccupied boat
@ -356,7 +353,6 @@ bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
int3 whereToExplore(HeroPtr h)
{
TimeCheck tc ("where to explore");
cb->setSelection(*h);
int radius = h->getSightRadious();
int3 hpos = h->visitablePos();
@ -371,7 +367,7 @@ int3 whereToExplore(HeroPtr h)
{
int3 op = obj->visitablePos();
CGPath p;
cb->getPath2(op, p);
ai->myCb->getPathsInfo(h.get())->getPath(op, p);
if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
if (ai->isGoodForVisit(obj, h))
nearbyVisitableObjs.push_back(obj);
@ -379,7 +375,7 @@ int3 whereToExplore(HeroPtr h)
}
}
vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
boost::sort(nearbyVisitableObjs, isCloser);
boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
if(nearbyVisitableObjs.size())
return nearbyVisitableObjs.back()->visitablePos();
@ -396,8 +392,8 @@ int3 whereToExplore(HeroPtr h)
bool isBlockedBorderGate(int3 tileToHit)
{
return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
&& cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
(dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
}
int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)

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@ -146,8 +146,6 @@ void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out
bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater);
bool isBlockedBorderGate(int3 tileToHit);
bool isReachable(const CGObjectInstance *obj);
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
bool isWeeklyRevisitable (const CGObjectInstance * obj);
bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
@ -162,3 +160,12 @@ bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
int3 whereToExplore(HeroPtr h);
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero): hero(hero) {}
bool operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
};

View File

@ -405,7 +405,6 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
return 0;
//assert(cb->isInTheMap(g.tile));
cb->setSelection (g.hero.h);
float turns = 0;
float distance = cb->getMovementCost(g.hero.h, g.tile);
if (!distance) //we stand on that tile

View File

@ -256,7 +256,7 @@ TSubgoal Win::whatToDoToAchieve()
return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
}),
towns.end());
boost::sort(towns, isCloser);
boost::sort(towns, CDistanceSorter(h.get()));
if(towns.size())
{
return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
@ -353,7 +353,7 @@ TSubgoal FindObj::whatToDoToAchieve()
}
}
}
if (o && isReachable(o)) //we don't use isAccessibleForHero as we don't know which hero it is
if (o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
return sptr (Goals::GetObj(o->id.getNum()));
else
return sptr (Goals::Explore());
@ -377,7 +377,7 @@ TSubgoal GetObj::whatToDoToAchieve()
}
else
{
if (isReachable(obj))
if (ai->isAccessible(obj->pos))
return sptr (Goals::VisitTile(pos).sethero(hero)); //we must visit object with same hero, if any
}
return sptr (Goals::ClearWayTo(pos).sethero(hero));
@ -853,8 +853,31 @@ TSubgoal GatherTroops::whatToDoToAchieve()
}
if (dwellings.size())
{
boost::sort(dwellings, isCloser);
return sptr (Goals::GetObj(dwellings.front()->id.getNum()));
typedef std::map<const CGHeroInstance *, const CGDwelling *> TDwellMap;
// sorted helper
auto comparator = [](const TDwellMap::value_type & a, const TDwellMap::value_type & b) -> bool
{
const CGPathNode *ln = ai->myCb->getPathsInfo(a.first)->getPathInfo(a.second->visitablePos()),
*rn = ai->myCb->getPathsInfo(b.first)->getPathInfo(b.second->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
return (ln->moveRemains > rn->moveRemains);
};
// for all owned heroes generate map <hero -> nearest dwelling>
TDwellMap nearestDwellings;
for (const CGHeroInstance * hero : cb->getHeroesInfo(true))
{
nearestDwellings[hero] = *boost::range::min_element(dwellings, CDistanceSorter(hero));
}
// find hero who is nearest to a dwelling
const CGDwelling * nearest = boost::range::min_element(nearestDwellings, comparator)->second;
return sptr (Goals::GetObj(nearest->id.getNum()));
}
else
return sptr (Goals::Explore());

View File

@ -664,9 +664,6 @@ void VCAI::makeTurn()
}
break;
}
if(cb->getSelectedHero())
cb->recalculatePaths();
markHeroAbleToExplore (primaryHero());
makeTurnInternal();
@ -697,9 +694,8 @@ void VCAI::makeTurnInternal()
continue;
}
cb->setSelection(hero.first.get());
std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
boost::sort (vec, isCloser);
boost::sort (vec, CDistanceSorter(hero.first.get()));
for (auto obj : vec)
{
if(!obj || !cb->getObj(obj->id))
@ -793,7 +789,7 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
switch (obj->ID)
{
case Obj::CREATURE_GENERATOR1:
recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
checkHeroArmy (h);
break;
case Obj::TOWN:
@ -926,7 +922,7 @@ void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance *
}
}
void VCAI::recruitCreatures(const CGDwelling * d)
void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
{
for(int i = 0; i < d->creatures.size(); i++)
{
@ -941,7 +937,7 @@ void VCAI::recruitCreatures(const CGDwelling * d)
amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
if(count > 0)
cb->recruitCreatures(d, creID, count, i);
cb->recruitCreatures(d, recruiter, creID, count, i);
}
}
@ -1222,7 +1218,7 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
}
}
boost::sort(possibleDestinations, isCloser);
boost::sort(possibleDestinations, CDistanceSorter(h.get()));
return possibleDestinations;
}
@ -1256,7 +1252,6 @@ bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
void VCAI::wander(HeroPtr h)
{
cb->setSelection(*h);
//unclaim objects that are now dangerous for us
auto reservedObjsSetCopy = reservedHeroesMap[h];
for (auto obj : reservedObjsSetCopy)
@ -1381,7 +1376,7 @@ void VCAI::wander(HeroPtr h)
erase_if(dests, shouldBeErased);
erase_if_present(dests, dest); //why that fails sometimes when removing monsters?
boost::sort(dests, isCloser); //find next closest one
boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
}
if (h->visitedTown)
@ -1618,7 +1613,6 @@ const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CG
bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
{
cb->setSelection(*h);
if (!includeAllies)
{ //don't visit tile occupied by allied hero
for (auto obj : cb->getVisitableObjs(pos))
@ -1629,12 +1623,11 @@ bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /
return false;
}
}
return cb->getPathInfo(pos)->reachable();
return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
}
bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
{
cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
int3 startHpos = h->visitablePos();
bool ret = false;
@ -1649,11 +1642,10 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
else
{
CGPath path;
cb->getPath2(dst, path);
cb->getPathsInfo(h.get())->getPath(dst, path);
if(path.nodes.empty())
{
logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
cb->recalculatePaths();
throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
}
@ -1702,7 +1694,6 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
reserveObject(h, obj);
}
cb->recalculatePaths();
if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
{
erase_if_present (lockedHeroes, h); //hero seemingly is confused
@ -2212,7 +2203,7 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
{
makePossibleUpgrades(t->visitingHero);
makePossibleUpgrades(t);
recruitCreatures(t);
recruitCreatures(t, t);
moveCreaturesToHero(t);
}
@ -2230,7 +2221,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
auto best = dstToRevealedTiles.begin();
for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
{
const CGPathNode *pn = cb->getPathInfo(i->first);
const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
//const TerrainTile *t = cb->getTile(i->first);
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
best = i;
@ -2245,7 +2236,6 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
int3 VCAI::explorationNewPoint(HeroPtr h)
{
//logAi->debugStream() << "Looking for an another place for exploration...";
cb->setSelection(h.h);
int radius = h->getSightRadious();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
@ -2269,13 +2259,11 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
for(const int3 &tile : tiles[i])
{
if (cbp->getTile(tile)->blocked) //does it shorten the time?
continue;
if (!cbp->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
if (!cb->getPathsInfo(h.get())->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
continue;
CGPath path;
cbp->getPath2(tile, path);
cb->getPathsInfo(h.get())->getPath(tile, path);
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
@ -2655,7 +2643,6 @@ SectorMap::SectorMap()
SectorMap::SectorMap(HeroPtr h)
{
cb->setSelection(h.h);
update();
makeParentBFS(h->visitablePos());
}
@ -3104,7 +3091,7 @@ int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
logAi->warnStream() << ("Another allied hero stands in our way");
return ret;
}
if(cb->getPathInfo(curtile)->reachable())
if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
{
return curtile;
}

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@ -263,7 +263,7 @@ public:
std::vector<const CGObjectInstance *> getPossibleDestinations(HeroPtr h);
void buildStructure(const CGTownInstance * t);
//void recruitCreatures(const CGTownInstance * t);
void recruitCreatures(const CGDwelling * d);
void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
bool canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
void moveCreaturesToHero(const CGTownInstance * t);

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@ -69,12 +69,12 @@ int CCallback::selectionMade(int selection, QueryID queryID)
return sendRequest(&pack);
}
void CCallback::recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level/*=-1*/)
void CCallback::recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level/*=-1*/)
{
if(player!=obj->tempOwner && obj->ID != Obj::WAR_MACHINE_FACTORY)
return;
RecruitCreatures pack(obj->id,ID,amount,level);
RecruitCreatures pack(obj->id, dst->id, ID, amount, level);
sendRequest(&pack);
}
@ -235,36 +235,6 @@ void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
sendRequest(&pack);
}
void CCallback::setSelection(const CArmedInstance * obj)
{
if(!player || obj->getOwner() != *player)
{
logGlobal->errorStream() << boost::format("Cannot set selection to the object that is not owned. Object owner is %s, callback player %s") % obj->getOwner() % player;
return;
}
SetSelection ss;
ss.player = *player;
ss.id = obj->id;
sendRequest(&(CPackForClient&)ss);
if(obj->getOwner() != *player)
{
// Cf. bug #1679 http://bugs.vcmi.eu/view.php?id=1679
logGlobal->warnStream() << "The selection request became invalid because of event that occurred after it was made. Object owner is now " << obj->getOwner();
throw std::runtime_error("setSelection not allowed");
}
if(obj->ID == Obj::HERO)
{
if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
//nasty workaround. TODO: nice workaround
cl->gs->getPlayer(*player)->currentSelection = obj->id;
}
}
void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
{
assert(townOrTavern);
@ -288,10 +258,10 @@ void CCallback::save( const std::string &fname )
}
void CCallback::sendMessage(const std::string &mess)
void CCallback::sendMessage(const std::string &mess, const CGObjectInstance * currentObject)
{
ASSERT_IF_CALLED_WITH_PLAYER
PlayerMessage pm(*player, mess);
PlayerMessage pm(*player, mess, currentObject? currentObject->id : ObjectInstanceID(-1));
sendRequest(&(CPackForClient&)pm);
}
@ -314,66 +284,33 @@ CCallback::~CCallback()
//trivial, but required. Don`t remove.
}
const CGPathNode * CCallback::getPathInfo( int3 tile )
{
if (!gs->map->isInTheMap(tile))
return nullptr;
validatePaths();
return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
}
int CCallback::getDistance( int3 tile )
{
CGPath ret;
if (getPath2 (tile, ret))
return ret.nodes.size();
else
return 255;
}
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
{
//TODO: merge with Pathfinder::canMoveBetween
return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
}
bool CCallback::getPath2( int3 dest, CGPath &ret )
{
if (!gs->map->isInTheMap(dest))
return false;
validatePaths();
boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
return cl->pathInfo->getPath(dest, ret);
}
int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
{
return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->hasBonusOfType (Bonus::FLYING_MOVEMENT), hero->movement);
}
const CPathsInfo * CCallback::getPathsInfo(const CGHeroInstance *h)
{
return cl->getPathsInfo(h);
}
int3 CCallback::getGuardingCreaturePosition(int3 tile)
{
if (!gs->map->isInTheMap(tile))
return int3(-1,-1,-1);
validatePaths();
boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
return gs->map->guardingCreaturePositions[tile.x][tile.y][tile.z];
}
void CCallback::recalculatePaths()
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
{
cl->calculatePaths(cl->IGameCallback::getSelectedHero(*player));
}
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
{
gs->calculatePaths(hero, out, src, movement);
gs->calculatePaths(hero, out);
}
void CCallback::dig( const CGObjectInstance *hero )
@ -398,18 +335,6 @@ void CCallback::unregisterAllInterfaces()
cl->battleints.clear();
}
void CCallback::validatePaths()
{
ASSERT_IF_CALLED_WITH_PLAYER
const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(*player);
if(h && ( cl->pathInfo->hero != h //wrong hero
|| cl->pathInfo->hpos != h->getPosition(false) //wrong hero position
|| !cl->pathInfo->isValid)) //paths invalidated by game event
{
recalculatePaths();
}
}
int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
{
if(s1->getCreature(p1) == s2->getCreature(p2))

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@ -54,7 +54,7 @@ public:
//town
virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
virtual void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1)=0;
virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
@ -72,11 +72,9 @@ public:
virtual void endTurn()=0;
virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
virtual void setSelection(const CArmedInstance * obj)=0;
virtual void save(const std::string &fname) = 0;
virtual void sendMessage(const std::string &mess) = 0;
virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
virtual void buildBoat(const IShipyard *obj) = 0;
};
@ -100,24 +98,17 @@ public:
class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
{
private:
void validatePaths(); //recalcualte paths if necessary
public:
CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
virtual ~CCallback();
//client-specific functionalities (pathfinding)
virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
virtual int getDistance(int3 tile);
virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
virtual int3 getGuardingCreaturePosition(int3 tile); //uses main, client pathfinder info
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerGameInterface(shared_ptr<IGameEventsReceiver> gameEvents);
@ -142,7 +133,7 @@ public:
//bool moveArtifact(const CStackInstance * stack, ui16 src , const CGHeroInstance * hero, ui16 dest); // TODO: unify classes
bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1);
void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1);
bool dismissCreature(const CArmedInstance *obj, SlotID stackPos);
bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
void endTurn();
@ -150,10 +141,9 @@ public:
void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = nullptr);
void setFormation(const CGHeroInstance * hero, bool tight);
void setSelection(const CArmedInstance * obj);
void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
void save(const std::string &fname);
void sendMessage(const std::string &mess);
void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr);
void buildBoat(const IShipyard *obj);
void dig(const CGObjectInstance *hero);
void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1));

View File

@ -105,6 +105,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
curAction = nullptr;
playerID=Player;
human=true;
currentSelection = nullptr;
castleInt = nullptr;
battleInt = nullptr;
//pim = new boost::recursive_mutex;
@ -1256,12 +1257,10 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
{
h & pathsMap;
CPathsInfo pathsInfo(cb->getMapSize());
for(auto &p : pathsMap)
{
cb->calculatePaths(p.first, pathsInfo);
CGPath path;
pathsInfo.getPath(p.second, path);
cb->getPathsInfo(p.first)->getPath(p.second, path);
paths[p.first] = path;
logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
% p.first->nodeName() % p.second % path.nodes.size();
@ -1464,7 +1463,7 @@ void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const C
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, id, count, -1); };
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
GH.pushInt(cr);
}
@ -1552,6 +1551,16 @@ bool CPlayerInterface::ctrlPressed() const
return isCtrlKeyDown();
}
const CArmedInstance * CPlayerInterface::getSelection()
{
return currentSelection;
}
void CPlayerInterface::setSelection(const CArmedInstance * obj)
{
currentSelection = obj;
}
void CPlayerInterface::update()
{
if (!locked)
@ -2206,7 +2215,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
{
assert(h->getPosition(false) == path.startPos());
//update the hero path in case of something has changed on map
if(LOCPLINT->cb->getPath2(path.endPos(), path))
if(LOCPLINT->cb->getPathsInfo(h)->getPath(path.endPos(), path))
return &path;
else
paths.erase(h);

View File

@ -86,6 +86,7 @@ enum
/// Central class for managing user interface logic
class CPlayerInterface : public CGameInterface, public ILockedUpdatable
{
const CArmedInstance * currentSelection;
public:
bool observerInDuelMode;
@ -117,6 +118,8 @@ public:
shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
const CArmedInstance * getSelection();
void setSelection(const CArmedInstance * obj);
struct SpellbookLastSetting
{
@ -246,6 +249,7 @@ public:
void movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho );//performing step of movement
void finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ); //finish movement
void eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath = true );
void removeLastNodeFromPath(const CGHeroInstance *ho);
CGPath *getAndVerifyPath( const CGHeroInstance * h );
void acceptTurn(); //used during hot seat after your turn message is close

View File

@ -542,14 +542,6 @@ void CClient::handlePack( CPack * pack )
delete pack;
}
void CClient::updatePaths()
{
//TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
const CGHeroInstance *h = getSelectedHero();
if (h)//if we have selected hero...
calculatePaths(h);
}
void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
{
}
@ -672,13 +664,6 @@ PlayerColor CClient::getLocalPlayer() const
return getCurrentPlayer();
}
void CClient::calculatePaths(const CGHeroInstance *h)
{
assert(h);
boost::unique_lock<boost::mutex> pathLock(pathMx);
gs->calculatePaths(h, *pathInfo);
}
void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
{
setThreadName("CClient::commenceTacticPhaseForInt");
@ -693,10 +678,22 @@ void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleI
} HANDLE_EXCEPTION
}
void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
void CClient::invalidatePaths()
{
if(!h || pathInfo->hero == h)
pathInfo->isValid = false;
// turn pathfinding info into invalid. It will be regenerated later
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
pathInfo->hero = nullptr;
}
const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h)
{
assert(h);
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
if (pathInfo->hero != h)
{
gs->calculatePaths(h, *pathInfo.get());
}
return pathInfo.get();
}
int CClient::sendRequest(const CPack *request, PlayerColor player)

View File

@ -113,6 +113,7 @@ public:
/// Class which handles client - server logic
class CClient : public IGameCallback
{
unique_ptr<CPathsInfo> pathInfo;
public:
std::map<PlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
std::map<PlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
@ -129,9 +130,6 @@ public:
boost::optional<BattleAction> curbaction;
unique_ptr<CPathsInfo> pathInfo;
boost::mutex pathMx; //protects the variable above
CScriptingModule *erm;
ThreadSafeVector<int> waitingRequest;
@ -158,9 +156,9 @@ public:
void campaignMapFinished( shared_ptr<CCampaignState> camp );
void finishCampaign( shared_ptr<CCampaignState> camp );
void proposeNextMission(shared_ptr<CCampaignState> camp);
void invalidatePaths(const CGHeroInstance *h = nullptr); //invalidates paths for hero h or for any hero if h is nullptr => they'll got recalculated when the next query comes
void calculatePaths(const CGHeroInstance *h);
void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
void invalidatePaths();
const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
bool terminate; // tell to terminate
boost::thread *connectionHandler; //thread running run() method

View File

@ -160,7 +160,7 @@ void SetMana::applyCl( CClient *cl )
void SetMovePoints::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(hid);
cl->invalidatePaths(h);
cl->invalidatePaths();
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);
}
@ -822,15 +822,6 @@ void PlayerMessage::applyCl(CClient *cl)
LOCPLINT->cingconsole->print(str.str());
}
void SetSelection::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
return;
//CPackForClient::GS(cl)->calculatePaths(h, *cl->pathInfo);
}
void ShowInInfobox::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player,showComp, c, text.toString());
@ -914,7 +905,7 @@ void CenterView::applyCl(CClient *cl)
void NewObject::applyCl(CClient *cl)
{
cl->updatePaths();
cl->invalidatePaths();
const CGObjectInstance *obj = cl->getObj(id);
CGI->mh->printObject(obj);

View File

@ -1168,7 +1168,7 @@ void CInGameConsole::endEnteringText(bool printEnteredText)
if(printEnteredText)
{
std::string txt = enteredText.substr(0, enteredText.size()-1);
LOCPLINT->cb->sendMessage(txt);
LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());
previouslyEntered.push_back(txt);
//print(txt);
}

View File

@ -948,7 +948,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
CGPath &path = LOCPLINT->paths[h];
terrain.currentPath = &path;
if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
if(!LOCPLINT->cb->getPathsInfo(h)->getPath(h->getPosition(false) + dir, path))
{
terrain.currentPath = nullptr;
return;
@ -997,7 +997,7 @@ int3 CAdvMapInt::verifyPos(int3 ver)
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
{
assert(sel);
LOCPLINT->cb->setSelection(sel);
LOCPLINT->setSelection(sel);
selection = sel;
if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
{
@ -1184,7 +1184,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
}
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
{
const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mapPos);
const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
@ -1206,7 +1206,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
{
CGPath &path = LOCPLINT->paths[currentHero];
terrain.currentPath = &path;
bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(mapPos, path); //try getting path, erase if failed
updateMoveHero(currentHero);
if (!gotPath)
LOCPLINT->eraseCurrentPathOf(currentHero);
@ -1249,11 +1249,6 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
statusbar.setText(hlp);
}
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
int turns = pnode->turns;
vstd::amin(turns, 3);
if(!selection) //may occur just at the start of game (fake move before full intiialization)
return;
@ -1298,6 +1293,10 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
}
else if(const CGHeroInstance *h = curHero())
{
const CGPathNode *pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPos);
int turns = pnode->turns;
vstd::amin(turns, 3);
bool accessible = pnode->turns < 255;
if(objAtTile)

View File

@ -777,7 +777,7 @@ void CCastleBuildings::enterCastleGate()
void CCastleBuildings::enterDwelling(int level)
{
assert(level >= 0 && level < town->creatures.size());
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, id, count, level); };
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town, id, count, level); };
GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, -87));
}
@ -1066,7 +1066,7 @@ void CCreaInfo::clickLeft(tribool down, bool previousState)
if(previousState && (!down))
{
int offset = LOCPLINT->castleInt? (-87) : 0;
auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, id, count, level); };
auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, town, id, count, level); };
GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, offset));
}
}

View File

@ -38,18 +38,6 @@ int CGameInfoCallback::getResource(PlayerColor Player, Res::ERes which) const
return p->resources[which];
}
const CGHeroInstance* CGameInfoCallback::getSelectedHero( PlayerColor Player ) const
{
const PlayerState *p = getPlayer(Player);
ERROR_RET_VAL_IF(!p, "No player info!", nullptr);
return getHero(p->currentSelection);
}
const CGHeroInstance* CGameInfoCallback::getSelectedHero() const
{
return getSelectedHero(gs->currentPlayer);
}
const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
{
return &gs->scenarioOps->getIthPlayersSettings(color);

View File

@ -72,8 +72,6 @@ public:
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
const CGHeroInstance* getSelectedHero(PlayerColor player) const; //nullptr if no hero is selected
const CGHeroInstance* getSelectedHero() const; //of current (active) player
const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;

View File

@ -3,6 +3,7 @@
#include "BattleAction.h"
#include "IGameEventsReceiver.h"
#include "CGameStateFwd.h"
/*
* CGameInterface.h, part of VCMI engine
@ -45,6 +46,7 @@ struct StackLocation;
class CStackInstance;
class CCommanderInstance;
class CStack;
class CPathsInfo;
class CCreature;
class CLoadFile;
class CSaveFile;
@ -73,7 +75,7 @@ public:
};
/// Central class for managing human player / AI interface logic
class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
{
public:
virtual void init(shared_ptr<CCallback> CB){};

View File

@ -2165,10 +2165,10 @@ void CGameState::apply(CPack *pack)
applierGs->apps[typ]->applyOnGS(this,pack);
}
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
{
CPathfinder pathfinder(out, this, hero);
pathfinder.calculatePaths(src, movement);
pathfinder.calculatePaths();
}
/**
@ -2896,9 +2896,29 @@ bool CGPathNode::reachable() const
return turns < 255;
}
bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
{
assert(isValid);
boost::unique_lock<boost::mutex> pathLock(pathMx);
if (tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z)
return nullptr;
return &nodes[tile.x][tile.y][tile.z];
}
int CPathsInfo::getDistance( int3 tile ) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
CGPath ret;
if (getPath(tile, ret))
return ret.nodes.size();
else
return 255;
}
bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
out.nodes.clear();
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
@ -2965,7 +2985,7 @@ void CGPath::convert( ui8 mode )
}
PlayerState::PlayerState()
: color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
: color(-1), enteredWinningCheatCode(0),
enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
{
setNodeType(PLAYER);
@ -3277,18 +3297,15 @@ void CPathfinder::initializeGraph()
}
}
void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
void CPathfinder::calculatePaths()
{
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);
int3 src = hero->getPosition(false);
auto maxMovePoints = [&](CGPathNode *cp) -> int
{
@ -3296,9 +3313,9 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
};
out.hero = hero;
out.hpos = src;
out.hpos = hero->getPosition(false);
if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
return;
@ -3308,9 +3325,9 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
initializeGraph();
//initial tile - set cost on 0 and add to the queue
CGPathNode &initialNode = *getNode(src);
CGPathNode &initialNode = *getNode(out.hpos);
initialNode.turns = 0;
initialNode.moveRemains = movement;
initialNode.moveRemains = hero->movement;
mq.push_back(&initialNode);
std::vector<int3> neighbours;
@ -3426,8 +3443,6 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
}
} //neighbours loop
} //queue loop
out.isValid = true;
}
CGPathNode *CPathfinder::getNode(const int3 &coord)

View File

@ -164,7 +164,6 @@ struct DLL_LINKAGE PlayerState : public CBonusSystemNode
public:
PlayerColor color;
bool human; //true if human controlled player, false for AI
ObjectInstanceID currentSelection; //id of hero/town, 0xffffffff if none
TeamID team;
TResources resources;
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
@ -183,7 +182,7 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color & human & currentSelection & team & resources & status;
h & color & human & team & resources & status;
h & heroes & towns & availableHeroes & dwellings & visitedObjects;
h & getBonusList(); //FIXME FIXME FIXME
h & status & daysWithoutCastle;
@ -217,50 +216,6 @@ struct UpgradeInfo
UpgradeInfo(){oldID = CreatureID::NONE;};
};
struct DLL_LINKAGE CGPathNode
{
enum EAccessibility
{
NOT_SET = 0,
ACCESSIBLE = 1, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
BLOCKVIS, //visitable from neighbouring tile but not passable
BLOCKED //tile can't be entered nor visited
};
EAccessibility accessible;
ui8 land;
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
ui32 moveRemains; //remaining tiles after hero reaches the tile
CGPathNode * theNodeBefore;
int3 coord; //coordinates
CGPathNode();
bool reachable() const;
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
int3 startPos() const; // start point
int3 endPos() const; //destination point
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
};
struct DLL_LINKAGE CPathsInfo
{
bool isValid;
const CGHeroInstance *hero;
int3 hpos;
int3 sizes;
CGPathNode ***nodes; //[w][h][level]
bool getPath(const int3 &dst, CGPath &out);
CPathsInfo(const int3 &Sizes);
~CPathsInfo();
};
struct DLL_EXPORT DuelParameters
{
ETerrainType terType;
@ -350,7 +305,7 @@ private:
public:
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
void calculatePaths(int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
};
@ -398,7 +353,7 @@ public:
UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
int3 guardingCreaturePosition (int3 pos) const;
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;

View File

@ -118,3 +118,49 @@ struct DLL_LINKAGE QuestInfo //universal interface for human and AI
}
};
struct DLL_LINKAGE CGPathNode
{
enum EAccessibility
{
NOT_SET = 0,
ACCESSIBLE = 1, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
BLOCKVIS, //visitable from neighbouring tile but not passable
BLOCKED //tile can't be entered nor visited
};
EAccessibility accessible;
ui8 land;
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
ui32 moveRemains; //remaining tiles after hero reaches the tile
CGPathNode * theNodeBefore;
int3 coord; //coordinates
CGPathNode();
bool reachable() const;
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
int3 startPos() const; // start point
int3 endPos() const; //destination point
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
};
struct DLL_LINKAGE CPathsInfo
{
mutable boost::mutex pathMx;
const CGHeroInstance *hero;
int3 hpos;
int3 sizes;
CGPathNode ***nodes; //[w][h][level]
const CGPathNode * getPathInfo( int3 tile ) const;
bool getPath(const int3 &dst, CGPath &out) const;
int getDistance( int3 tile ) const;
CPathsInfo(const int3 &Sizes);
~CPathsInfo();
};

View File

@ -45,6 +45,9 @@ CTypeList typeList;
void CConnection::init()
{
boost::asio::ip::tcp::no_delay option(true);
socket->set_option(option);
enableSmartPointerSerializatoin();
disableStackSendingByID();
registerTypes(static_cast<CISer<CConnection>&>(*this));

View File

@ -1803,15 +1803,17 @@ struct RazeStructure : public BuildStructure
struct RecruitCreatures : public CPackForServer
{
RecruitCreatures(){};
RecruitCreatures(ObjectInstanceID TID, CreatureID CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
ObjectInstanceID tid; //town id
RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
ObjectInstanceID tid; //dwelling id, or town
ObjectInstanceID dst; //destination ID, e.g. hero
CreatureID crid;
ui32 amount;//creature amount
si32 level;//dwelling level to buy from, -1 if any
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & crid & amount & level;
h & tid & dst & crid & amount & level;
}
};
@ -2033,8 +2035,8 @@ struct SaveGame : public CPackForClient, public CPackForServer
struct PlayerMessage : public CPackForClient, public CPackForServer //513
{
PlayerMessage(){CPackForClient::type = 513;};
PlayerMessage(PlayerColor Player, const std::string &Text)
:player(Player),text(Text)
PlayerMessage(PlayerColor Player, const std::string &Text, ObjectInstanceID obj)
:player(Player),text(Text), currObj(obj)
{CPackForClient::type = 513;};
void applyCl(CClient *cl);
void applyGs(CGameState *gs){};
@ -2042,27 +2044,11 @@ struct PlayerMessage : public CPackForClient, public CPackForServer //513
PlayerColor player;
std::string text;
ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & text & player;
}
};
struct SetSelection : public CPackForClient, public CPackForServer //514
{
SetSelection(){CPackForClient::type = 514;};
DLL_LINKAGE void applyGs(CGameState *gs);
bool applyGh(CGameHandler *gh);
void applyCl(CClient *cl);
PlayerColor player;
ObjectInstanceID id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & player;
h & text & player & currObj;
}
};

View File

@ -1658,11 +1658,6 @@ DLL_LINKAGE void YourTurn::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void SetSelection::applyGs( CGameState *gs )
{
gs->getPlayer(player)->currentSelection = id;
}
DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
: id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
{

View File

@ -298,7 +298,6 @@ void registerTypesClientPacks2(Serializer &s)
s.template registerType<CArtifactOperationPack, DisassembledArtifact>();
s.template registerType<CPackForClient, SaveGame>();
s.template registerType<CPackForClient, SetSelection>();
s.template registerType<CPackForClient, PlayerMessage>();
}
@ -332,7 +331,6 @@ void registerTypesServerPacks(Serializer &s)
s.template registerType<CPackForServer, CommitPackage>();
s.template registerType<CPackForServer, SaveGame>();
s.template registerType<CPackForServer, SetSelection>();
s.template registerType<CPackForServer, PlayerMessage>();
}

View File

@ -2562,7 +2562,7 @@ void CGameHandler::sendMessageToAll( const std::string &message )
sendToAllClients(&sm);
}
bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
{
const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
const CArmedInstance *dst = nullptr;
@ -2570,14 +2570,8 @@ bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui
bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
//TODO: test for owning
if(dw->ID == Obj::TOWN)
dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
|| dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
assert(dw && dst);
@ -3784,10 +3778,10 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
return ok;
}
void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
{
bool cheated=true;
PlayerMessage temp_message(player, message);
PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
sendAndApply(&temp_message);
if(message == "vcmiistari") //give all spells and 999 mana
@ -3795,7 +3789,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
SetMana sm;
ChangeSpells cs;
CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
CGHeroInstance *h = gs->getHero(currObj);
if(!h && complain("Cannot realize cheat, no hero selected!")) return;
sm.hid = cs.hid = h->id;
@ -3819,13 +3813,13 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
}
else if (message == "vcmiarmenelos") //build all buildings in selected town
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
CGHeroInstance *hero = gs->getHero(currObj);
CGTownInstance *town;
if (hero)
town = hero->visitedTown;
else
town = gs->getTown(gs->getPlayer(player)->currentSelection);
town = gs->getTown(currObj);
if (town)
{
@ -3842,7 +3836,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
}
else if(message == "vcmiainur") //gives 5 archangels into each slot
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
CGHeroInstance *hero = gs->getHero(currObj);
const CCreature *archangel = VLC->creh->creatures.at(13);
if(!hero) return;
@ -3852,7 +3846,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
}
else if(message == "vcmiangband") //gives 10 black knight into each slot
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
CGHeroInstance *hero = gs->getHero(currObj);
const CCreature *blackKnight = VLC->creh->creatures.at(66);
if(!hero) return;
@ -3862,7 +3856,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
}
else if(message == "vcminoldor") //all war machines
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
CGHeroInstance *hero = gs->getHero(currObj);
if(!hero) return;
if(!hero->getArt(ArtifactPosition::MACH1))
@ -3872,9 +3866,21 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
if(!hero->getArt(ArtifactPosition::MACH3))
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
}
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
{
CGHeroInstance *hero = gs->getHero(currObj);
if(!hero) return;
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
}
else if(message == "vcmiglorfindel") //selected hero gains a new level
{
CGHeroInstance *hero = gs->getHero(currObj);
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else if(message == "vcminahar") //1000000 movement points
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
CGHeroInstance *hero = gs->getHero(currObj);
if(!hero) return;
SetMovePoints smp;
smp.hid = hero->id;
@ -3907,11 +3913,6 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
delete [] hlp_tab;
sendAndApply(&fc);
}
else if(message == "vcmiglorfindel") //selected hero gains a new level
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else if(message == "vcmisilmaril") //player wins
{
gs->getPlayer(player)->enteredWinningCheatCode = 1;
@ -3920,13 +3921,6 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
{
gs->getPlayer(player)->enteredLosingCheatCode = 1;
}
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
}
else
cheated = false;
if(cheated)

View File

@ -198,7 +198,7 @@ public:
void handleConnection(std::set<PlayerColor> players, CConnection &c);
PlayerColor getPlayerAt(CConnection *c) const;
void playerMessage( PlayerColor player, const std::string &message);
void playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj);
bool makeBattleAction(BattleAction &ba);
bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
void handleSpellCasting(SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
@ -224,7 +224,7 @@ public:
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
bool garrisonSwap(ObjectInstanceID tid);
bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
bool recruitCreatures(ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 level);
bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(ObjectInstanceID tid, BuildingID bid);
bool disbandCreature( ObjectInstanceID id, SlotID pos );

View File

@ -114,7 +114,7 @@ bool BuildStructure::applyGh( CGameHandler *gh )
bool RecruitCreatures::applyGh( CGameHandler *gh )
{
return gh->recruitCreatures(tid,crid,amount,level);
return gh->recruitCreatures(tid,dst,crid,amount,level);
}
bool UpgradeCreature::applyGh( CGameHandler *gh )
@ -285,18 +285,6 @@ bool PlayerMessage::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT(player);
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
gh->playerMessage(player,text);
return true;
}
bool SetSelection::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT(player);
if(!gh->getObj(id))
{
logNetwork->errorStream() << "No such object...";
ERROR_AND_RETURN;
}
gh->sendAndApply(this);
gh->playerMessage(player,text, currObj);
return true;
}