/* * PlayerLocalState.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 "PlayerLocalState.h" #include "../CCallback.h" #include "../lib/json/JsonNode.h" #include "../lib/mapObjects/CGHeroInstance.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/pathfinder/CGPathNode.h" #include "CPlayerInterface.h" #include "adventureMap/AdventureMapInterface.h" PlayerLocalState::PlayerLocalState(CPlayerInterface & owner) : owner(owner) , currentSelection(nullptr) { } const PlayerSpellbookSetting & PlayerLocalState::getSpellbookSettings() const { return spellbookSettings; } void PlayerLocalState::setSpellbookSettings(const PlayerSpellbookSetting & newSettings) { spellbookSettings = newSettings; } void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path) { paths[h] = path; syncronizeState(); } const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const { assert(hasPath(h)); return paths.at(h); } bool PlayerLocalState::hasPath(const CGHeroInstance * h) const { return paths.count(h) > 0; } bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination) { CGPath path; if(!owner.cb->getPathsInfo(h)->getPath(path, destination)) { paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired) syncronizeState(); return false; } setPath(h, path); return true; } void PlayerLocalState::removeLastNode(const CGHeroInstance * h) { assert(hasPath(h)); if(!hasPath(h)) return; auto & path = paths[h]; path.nodes.pop_back(); if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path erasePath(h); } void PlayerLocalState::erasePath(const CGHeroInstance * h) { paths.erase(h); adventureInt->onHeroChanged(h); syncronizeState(); } void PlayerLocalState::verifyPath(const CGHeroInstance * h) { if(!hasPath(h)) return; setPath(h, getPath(h).endPos()); } const CGHeroInstance * PlayerLocalState::getCurrentHero() const { if(currentSelection && currentSelection->ID == Obj::HERO) return dynamic_cast(currentSelection); else return nullptr; } const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero) { bool currentHeroFound = false; const CGHeroInstance * firstSuitable = nullptr; const CGHeroInstance * nextSuitable = nullptr; for(const auto * hero : getWanderingHeroes()) { if (hero == currentHero) { currentHeroFound = true; continue; } if (isHeroSleeping(hero)) continue; if (hero->movementPointsRemaining() == 0) continue; if (!firstSuitable) firstSuitable = hero; if (!nextSuitable && currentHeroFound) nextSuitable = hero; } // if we found suitable hero after currently selected hero -> return this hero if (nextSuitable) return nextSuitable; // othervice -> loop over and return first suitable hero in the list (or null if none) return firstSuitable; } const CGTownInstance * PlayerLocalState::getCurrentTown() const { if(currentSelection && currentSelection->ID == Obj::TOWN) return dynamic_cast(currentSelection); else return nullptr; } const CArmedInstance * PlayerLocalState::getCurrentArmy() const { if(currentSelection) return dynamic_cast(currentSelection); else return nullptr; } void PlayerLocalState::setSelection(const CArmedInstance * selection) { if (currentSelection == selection) return; currentSelection = selection; if (adventureInt && selection) adventureInt->onSelectionChanged(selection); syncronizeState(); } bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const { return vstd::contains(sleepingHeroes, hero); } void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero) { assert(hero); assert(vstd::contains(wanderingHeroes, hero)); assert(!vstd::contains(sleepingHeroes, hero)); sleepingHeroes.push_back(hero); syncronizeState(); } void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero) { assert(hero); assert(vstd::contains(wanderingHeroes, hero)); assert(vstd::contains(sleepingHeroes, hero)); vstd::erase(sleepingHeroes, hero); syncronizeState(); } const std::vector & PlayerLocalState::getWanderingHeroes() { return wanderingHeroes; } const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index) { if(index < wanderingHeroes.size()) return wanderingHeroes[index]; throw std::runtime_error("No hero with index " + std::to_string(index)); } void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero) { assert(hero); assert(!vstd::contains(wanderingHeroes, hero)); wanderingHeroes.push_back(hero); if (currentSelection == nullptr) setSelection(hero); syncronizeState(); } void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero) { assert(hero); assert(vstd::contains(wanderingHeroes, hero)); if (hero == currentSelection) { auto const * nextHero = getNextWanderingHero(hero); if (nextHero) setSelection(nextHero); else if (!ownedTowns.empty()) setSelection(ownedTowns.front()); else setSelection(nullptr); } vstd::erase(wanderingHeroes, hero); vstd::erase(sleepingHeroes, hero); if (currentSelection == nullptr && !wanderingHeroes.empty()) setSelection(wanderingHeroes.front()); if (currentSelection == nullptr && !ownedTowns.empty()) setSelection(ownedTowns.front()); syncronizeState(); } void PlayerLocalState::swapWanderingHero(size_t pos1, size_t pos2) { assert(wanderingHeroes[pos1] && wanderingHeroes[pos2]); std::swap(wanderingHeroes.at(pos1), wanderingHeroes.at(pos2)); adventureInt->onHeroOrderChanged(); syncronizeState(); } const std::vector & PlayerLocalState::getOwnedTowns() { return ownedTowns; } const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index) { if(index < ownedTowns.size()) return ownedTowns[index]; throw std::runtime_error("No town with index " + std::to_string(index)); } void PlayerLocalState::addOwnedTown(const CGTownInstance * town) { assert(town); assert(!vstd::contains(ownedTowns, town)); ownedTowns.push_back(town); if (currentSelection == nullptr) setSelection(town); syncronizeState(); } void PlayerLocalState::removeOwnedTown(const CGTownInstance * town) { assert(town); assert(vstd::contains(ownedTowns, town)); vstd::erase(ownedTowns, town); if (town == currentSelection) setSelection(nullptr); if (currentSelection == nullptr && !wanderingHeroes.empty()) setSelection(wanderingHeroes.front()); if (currentSelection == nullptr && !ownedTowns.empty()) setSelection(ownedTowns.front()); syncronizeState(); } void PlayerLocalState::swapOwnedTowns(size_t pos1, size_t pos2) { assert(ownedTowns[pos1] && ownedTowns[pos2]); std::swap(ownedTowns.at(pos1), ownedTowns.at(pos2)); syncronizeState(); adventureInt->onTownOrderChanged(); } void PlayerLocalState::syncronizeState() { JsonNode data; serialize(data); owner.cb->saveLocalState(data); } void PlayerLocalState::serialize(JsonNode & dest) const { dest.clear(); for (auto const * town : ownedTowns) { JsonNode record; record["id"].Integer() = town->id; dest["towns"].Vector().push_back(record); } for (auto const * hero : wanderingHeroes) { JsonNode record; record["id"].Integer() = hero->id; if (vstd::contains(sleepingHeroes, hero)) record["sleeping"].Bool() = true; if (paths.count(hero)) { record["path"]["x"].Integer() = paths.at(hero).lastNode().coord.x; record["path"]["y"].Integer() = paths.at(hero).lastNode().coord.y; record["path"]["z"].Integer() = paths.at(hero).lastNode().coord.z; } dest["heroes"].Vector().push_back(record); } dest["spellbook"]["pageBattle"].Integer() = spellbookSettings.spellbookLastPageBattle; dest["spellbook"]["pageAdvmap"].Integer() = spellbookSettings.spellbookLastPageAdvmap; dest["spellbook"]["tabBattle"].Integer() = spellbookSettings.spellbookLastTabBattle; dest["spellbook"]["tabAdvmap"].Integer() = spellbookSettings.spellbookLastTabAdvmap; if (currentSelection) dest["currentSelection"].Integer() = currentSelection->id; } void PlayerLocalState::deserialize(const JsonNode & source) { // this method must be called after player state has been initialized assert(currentSelection != nullptr); assert(!ownedTowns.empty() || !wanderingHeroes.empty()); auto oldHeroes = wanderingHeroes; auto oldTowns = ownedTowns; paths.clear(); sleepingHeroes.clear(); wanderingHeroes.clear(); ownedTowns.clear(); for (auto const & town : source["towns"].Vector()) { ObjectInstanceID objID(town["id"].Integer()); const CGTownInstance * townPtr = owner.cb->getTown(objID); if (!townPtr) continue; if (!vstd::contains(oldTowns, townPtr)) continue; ownedTowns.push_back(townPtr); vstd::erase(oldTowns, townPtr); } for (auto const & hero : source["heroes"].Vector()) { ObjectInstanceID objID(hero["id"].Integer()); const CGHeroInstance * heroPtr = owner.cb->getHero(objID); if (!heroPtr) continue; if (!vstd::contains(oldHeroes, heroPtr)) continue; wanderingHeroes.push_back(heroPtr); vstd::erase(oldHeroes, heroPtr); if (hero["sleeping"].Bool()) sleepingHeroes.push_back(heroPtr); if (hero["path"]["x"].isNumber() && hero["path"]["y"].isNumber() && hero["path"]["z"].isNumber()) { int3 pathTarget(hero["path"]["x"].Integer(), hero["path"]["y"].Integer(), hero["path"]["z"].Integer()); setPath(heroPtr, pathTarget); } } spellbookSettings.spellbookLastPageBattle = source["spellbook"]["pageBattle"].Integer(); spellbookSettings.spellbookLastPageAdvmap = source["spellbook"]["pageAdvmap"].Integer(); spellbookSettings.spellbookLastTabBattle = source["spellbook"]["tabBattle"].Integer(); spellbookSettings.spellbookLastTabAdvmap = source["spellbook"]["tabAdvmap"].Integer(); // append any owned heroes / towns that were not present in loaded state wanderingHeroes.insert(wanderingHeroes.end(), oldHeroes.begin(), oldHeroes.end()); ownedTowns.insert(ownedTowns.end(), oldTowns.begin(), oldTowns.end()); //FIXME: broken, anything that is selected in here will be overwritten on NewTurn pack // ObjectInstanceID selectedObjectID(source["currentSelection"].Integer()); // const CGObjectInstance * objectPtr = owner.cb->getObjInstance(selectedObjectID); // const CArmedInstance * armyPtr = dynamic_cast(objectPtr); // // if (armyPtr) // setSelection(armyPtr); }