/* * CGameStateCampaign.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 "CGameStateCampaign.h" #include "CGameState.h" #include "QuestInfo.h" #include "../mapping/CMapEditManager.h" #include "../mapping/CCampaignHandler.h" #include "../mapObjects/CGHeroInstance.h" #include "../registerTypes/RegisterTypes.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../StartInfo.h" #include "../CBuildingHandler.h" #include "../CHeroHandler.h" #include "../mapping/CMap.h" #include "../ArtifactUtils.h" #include "../CPlayerState.h" #include "../serializer/CMemorySerializer.h" VCMI_LIB_NAMESPACE_BEGIN void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero) { heroesFromPreviousScenario.push_back(hero); heroesFromAnyPreviousScenarios.push_back(hero); } void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero) { heroesFromPreviousScenario -= hero; heroesFromAnyPreviousScenarios -= hero; } CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId): hero(hero), heroPlaceholderId(heroPlaceholderId) { } CGameStateCampaign::CGameStateCampaign(CGameState * owner): gameState(owner) { assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN); assert(gameState->scenarioOps->campState != nullptr); } CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const { CrossoverHeroesList crossoverHeroes; auto campaignState = gameState->scenarioOps->campState; auto bonus = campaignState->getBonusForCurrentMap(); if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO) { std::vector heroes; for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes) { auto * h = CCampaignState::crossoverDeserialize(node); heroes.push_back(h); } crossoverHeroes.heroesFromAnyPreviousScenarios = heroes; crossoverHeroes.heroesFromPreviousScenario = heroes; return crossoverHeroes; } if(campaignState->mapsConquered.empty()) return 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) { // auto hero = CCampaignState::crossoverDeserialize(node); vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h) { return hero->subID == h->subID; }); } // now add heroes which completed the scenario for(auto node : scenario.crossoverHeroes) { auto * hero = CCampaignState::crossoverDeserialize(node); // add new heroes and replace old heroes with newer ones auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h) { return hero->subID == h->subID; }); 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); } if(mapNr == campaignState->mapsConquered.back()) { crossoverHeroes.heroesFromPreviousScenario.push_back(hero); } } } return crossoverHeroes; } void CGameStateCampaign::prepareCrossoverHeroes(std::vector & campaignHeroReplacements, const CScenarioTravel & travelOptions) { // create heroes list for convenience iterating std::vector crossoverHeroes; crossoverHeroes.reserve(campaignHeroReplacements.size()); 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.experience) { //trimming experience for(CGHeroInstance * cgh : crossoverHeroes) { cgh->initExp(gameState->getRandomGenerator()); } } if(!travelOptions.whatHeroKeeps.primarySkills) { //trimming prim skills for(CGHeroInstance * cgh : crossoverHeroes) { for(int g=0; ggetBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g]; } } } if(!travelOptions.whatHeroKeeps.secondarySkills) { //trimming sec skills for(CGHeroInstance * cgh : crossoverHeroes) { cgh->secSkills = cgh->type->secSkillsInit; cgh->recreateSecondarySkillsBonuses(); } } if(!travelOptions.whatHeroKeeps.spells) { for(CGHeroInstance * cgh : crossoverHeroes) { cgh->removeSpellbook(); } } if(!travelOptions.whatHeroKeeps.artifacts) { //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((si32)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; bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId()); 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.count(crid); }; 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->removeBonusesRecursive(CSelector(Bonus::OneDay) .Or(CSelector(Bonus::OneWeek)) .Or(CSelector(Bonus::NTurns)) .Or(CSelector(Bonus::NDays)) .Or(CSelector(Bonus::OneBattle))); } } void CGameStateCampaign::placeCampaignHeroes() { // place bonus hero auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO; if(campaignGiveHero) { auto playerColor = PlayerColor(campaignBonus->info1); auto it = gameState->scenarioOps->playerInfos.find(playerColor); if(it != gameState->scenarioOps->playerInfos.end()) { auto heroTypeId = campaignBonus->info2; if(heroTypeId == 0xffff) // random bonus hero { heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor); } gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown); } } // replace heroes placeholders auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios(); if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty()) { logGlobal->debug("\tGenerate list of hero placeholders"); auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes); logGlobal->debug("\tPrepare crossover heroes"); prepareCrossoverHeroes(campaignHeroReplacements, gameState->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 = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID)); if(hero) { removedHeroes.push_back(hero); gameState->map->heroesOnMap -= hero; gameState->map->objects[hero->id.getNum()] = nullptr; gameState->map->removeBlockVisTiles(hero, true); } } logGlobal->debug("\tReplace placeholders with heroes"); replaceHeroesPlaceholders(campaignHeroReplacements); // now add removed heroes again with unused type ID for(auto * hero : removedHeroes) { si32 heroTypeId = 0; if(hero->ID == Obj::HERO) { heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner); } else if(hero->ID == Obj::PRISON) { auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes(); if(!unusedHeroTypeIds.empty()) { heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum(); } else { logGlobal->error("No free hero type ID found to replace prison."); assert(0); } } else { assert(0); // should not happen } hero->subID = heroTypeId; hero->portrait = hero->subID; gameState->map->getEditManager()->insertObject(hero); } } // remove hero placeholders on map for(auto obj : gameState->map->objects) { if(obj && obj->ID == Obj::HERO_PLACEHOLDER) { auto heroPlaceholder = dynamic_cast(obj.get()); gameState->map->removeBlockVisTiles(heroPlaceholder, true); gameState->map->instanceNames.erase(obj->instanceName); gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr; delete heroPlaceholder; } } } void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero) { const std::optional & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if(!curBonus) return; assert(curBonus->isBonusForHero()); //apply bonus switch(curBonus->type) { case CScenarioTravel::STravelBonus::SPELL: { hero->addSpellToSpellbook(SpellID(curBonus->info2)); break; } case CScenarioTravel::STravelBonus::MONSTER: { for(int i = 0; i < GameConstants::ARMY_SIZE; i++) { if(hero->slotEmpty(SlotID(i))) { hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3); break; } } break; } case CScenarioTravel::STravelBonus::ARTIFACT: { if(!gameState->giveHeroArtifact(hero, static_cast(curBonus->info2))) logGlobal->error("Cannot give starting artifact - no free slots!"); break; } case CScenarioTravel::STravelBonus::SPELL_SCROLL: { CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2)); const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId()); if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot)) scroll->putAt(ArtifactLocation(hero, slot)); else logGlobal->error("Cannot give starting scroll - no free slots!"); break; } case CScenarioTravel::STravelBonus::PRIMARY_SKILL: { const ui8 * ptr = reinterpret_cast(&curBonus->info2); for(int g = 0; g < GameConstants::PRIMARY_SKILLS; ++g) { int val = ptr[g]; if(val == 0) { continue; } auto bb = std::make_shared( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *gameState->scenarioOps->campState->currentMap, g ); hero->addNewBonus(bb); } break; } case CScenarioTravel::STravelBonus::SECONDARY_SKILL: { hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true); break; } } } void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector & campaignHeroReplacements) { for(const auto & campaignHeroReplacement : campaignHeroReplacements) { auto * heroPlaceholder = dynamic_cast(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId)); CGHeroInstance *heroToPlace = campaignHeroReplacement.hero; heroToPlace->id = campaignHeroReplacement.heroPlaceholderId; heroToPlace->tempOwner = heroPlaceholder->tempOwner; heroToPlace->pos = heroPlaceholder->pos; heroToPlace->type = VLC->heroh->objects[heroToPlace->subID]; heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front(); for(auto &&i : heroToPlace->stacks) i.second->type = VLC->creh->objects[i.second->getCreatureID()]; auto fixArtifact = [&](CArtifactInstance * art) { art->artType = VLC->arth->objects[art->artType->getId()]; gameState->map->artInstances.emplace_back(art); art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1); }; for(auto &&i : heroToPlace->artifactsWorn) fixArtifact(i.second.artifact); for(auto &&i : heroToPlace->artifactsInBackpack) fixArtifact(i.artifact); gameState->map->removeBlockVisTiles(heroPlaceholder, true); gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr; gameState->map->instanceNames.erase(heroPlaceholder->instanceName); gameState->map->heroesOnMap.emplace_back(heroToPlace); gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace; gameState->map->addBlockVisTiles(heroToPlace); gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace; delete heroPlaceholder; gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace)); } } std::vector CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes) { std::vector campaignHeroReplacements; //selecting heroes by type for(auto obj : gameState->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.emplace_back(CMemorySerializer::deepCopy(*hero).release(), 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 : gameState->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) { auto * hero = crossoverHeroes.heroesFromPreviousScenario[i]; campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id); } } return campaignHeroReplacements; } void CGameStateCampaign::initHeroes() { auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes { //find human player PlayerColor humanPlayer=PlayerColor::NEUTRAL; for (auto & elem : gameState->players) { if(elem.second.human) { humanPlayer = elem.first; break; } } assert(humanPlayer != PlayerColor::NEUTRAL); std::vector > & heroes = gameState->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->warn("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 CGameStateCampaign::initStartingResources() { auto getHumanPlayerInfo = [&]() -> std::vector { std::vector ret; for(const auto & playerInfo : gameState->scenarioOps->playerInfos) { if(playerInfo.second.isControlledByHuman()) ret.push_back(&playerInfo.second); } return ret; }; auto chosenBonus = gameState->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(GameResID(EGameResID::WOOD)); res.push_back(GameResID(EGameResID::ORE)); break; case 0xFE: //rare res.push_back(GameResID(EGameResID::MERCURY)); res.push_back(GameResID(EGameResID::SULFUR)); res.push_back(GameResID(EGameResID::CRYSTAL)); res.push_back(GameResID(EGameResID::GEMS)); break; default: assert(0); break; } //increasing resource quantity for (auto & re : res) { gameState->players[ps->color].resources[re] += chosenBonus->info2; } } } } void CGameStateCampaign::initTowns() { auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING) { for (int g=0; gmap->towns.size(); ++g) { PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner()); if (owner) { PlayerInfo & pi = gameState->map->players[owner->color.getNum()]; if (owner->human && //human-owned gameState->map->towns[g]->pos == pi.posOfMainTown) { BuildingID buildingId; if(gameState->scenarioOps->campState->camp->header.version == CampaignVersion::VCMI) buildingId = BuildingID(chosenBonus->info1); else buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings); gameState->map->towns[g]->builtBuildings.insert(buildingId); break; } } } } } bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const { auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if (!campaignBonus) return false; if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) return true; return false; } CMap * CGameStateCampaign::getCurrentMap() const { return gameState->scenarioOps->campState->getMap(); } VCMI_LIB_NAMESPACE_END