#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.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" DLL_LINKAGE std::minstd_rand ran; 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() { registerTypes1(*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, 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); } else { ret = pool[rand()%pool.size()]; } } 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()%sum; 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 { 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) const { //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 factionHeroes.at(ran() % factionHeroes.size()).getNum(); logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available..."; if(!otherHeroes.empty()) return otherHeroes.at(ran() % otherHeroes.size()).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->getRandomArt (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->getRandomArt (CArtifact::ART_TREASURE)); case Obj::RANDOM_MINOR_ART: return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR)); case Obj::RANDOM_MAJOR_ART: return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR)); case Obj::RANDOM_RELIC_ART: return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (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(std::ref(ran))); case Obj::RANDOM_MONSTER_L1: return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 1)); case Obj::RANDOM_MONSTER_L2: return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 2)); case Obj::RANDOM_MONSTER_L3: return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 3)); case Obj::RANDOM_MONSTER_L4: return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 4)); case Obj::RANDOM_RESOURCE: return std::make_pair(Obj::RESOURCE,ran()%7); //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 = ran()%VLC->townh->factions.size(); } 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(std::ref(ran), 5)); case Obj::RANDOM_MONSTER_L6: return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 6)); case Obj::RANDOM_MONSTER_L7: return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 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 = ran() % VLC->townh->factions.size(); 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 = ran()%GameConstants::F_NUMBER; } } } else // castle alignment fixed faction = obj->subID; int level; //if level set to range if (auto info = dynamic_cast(dwl->info)) level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel)); 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); auto iter = VLC->objh->cregens.begin(); std::advance(iter, ran() % VLC->objh->cregens.size() ); result = std::make_pair(Obj::CREATURE_GENERATOR1, iter->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; registerTypes2(*applierGs); objCaller = new CObjectCallersHandler; globalEffects.setDescription("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; ran.seed((boost::int32_t)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(); initFogOfWar(); initStartingBonus(); initTowns(); initMapObjects(); buildBonusSystemTree(); initVisitingAndGarrisonedHeroes(); logGlobal->debugStream() << "\tChecking objectives"; map->checkForObjectives(); //needs to be run when all objects are properly placed int seedAfterInit = ran(); 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.size()) map->grailPos = allowedPos[ran() % allowedPos.size()]; 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) { int randomID = ran() % map->players[elem.first.getNum()].allowedFactions.size(); 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); // 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 = std::next(unusedHeroTypeIds.begin(), ran() % unusedHeroTypeIds.size())->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) { range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero)); } // now add heroes which completed the scenario for(auto hero : scenario.crossoverHeroes) { // add new heroes and replace old heroes with newer ones range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(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 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 // TODO: why would there be nullptr artifacts? const ArtSlotInfo *info = hero->getSlot(artifactPosition); if(!info) continue; 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) ); if(!takeable) ArtifactLocation(hero, artifactPosition).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); } } 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(ran()%3); switch(scenarioOps->playerInfos[elem.first].bonus) { case PlayerSettings::GOLD: elem.second.resources[Res::GOLD] += 500 + (ran()%6)*100; 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] += 5 + ran()%6; elem.second.resources[Res::ORE] += 5 + ran()%6; } else { elem.second.resources[res] += 3 + ran()%4; } 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->getRandomArt (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.length()==0) // if town hasn't name we draw it vti->name = vti->town->names[ran()%vti->town->names.size()]; //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(ran()%2) 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 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; } while(vti->possibleSpells.size()) { ui32 total=0; int sel = -1; for(ui32 ps=0;pspossibleSpells.size();ps++) total += vti->possibleSpells[ps].toSpell()->probabilities[vti->subID]; if (total == 0) // remaining spells have 0 probability break; int r = ran()%total; for(ui32 ps=0; pspossibleSpells.size();ps++) { r -= vti->possibleSpells[ps].toSpell()->probabilities[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); } } 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) const { 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()%3+3); case ETerrainType::SAND: return BFieldType::SAND_MESAS; //TODO: coast support case ETerrainType::GRASS: return BFieldType(rand()%2+6); case ETerrainType::SNOW: return BFieldType(rand()%2+10); 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) }; 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, 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 && h->hasBonusOfType(Bonus::FLYING_MOVEMENT)) { 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; getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true); for(auto & elem : vec) { int fcost = getMovementCost(h,dest,elem,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 && 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 { const int3 originalPos = pos; // Give monster at position priority. if (!map->isInTheMap(pos)) return int3(-1, -1, -1); const TerrainTile &posTile = map->getTile(pos); if (posTile.visitable) { for (CGObjectInstance* obj : posTile.visitableObjects) { if(obj->blockVisit) { if (obj->ID == Obj::MONSTER) // Monster return pos; else return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures } } } // See if there are any monsters adjacent. 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 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile { return pos; } } } } pos.y++; } pos.y -= 3; pos.x++; } return int3(-1, -1, -1); } 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 checkForVisitableDir(src, pom, dst); } bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const { for(ui32 b=0; bvisitableObjects.size(); ++b) //checking destination tile { if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore continue; const CGObjectInstance * obj = pom->visitableObjects[b]; if (!obj->appearance.isVisitableFrom(src.x - dst.x, src.y - dst.y)) return false; } return true; } 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: { if (condition.object) // mode A - flag one specific object, like town { return condition.object->tempOwner == player; } else { for(auto & elem : map->objects) // mode B - flag all objects of this type { //check not flagged objs if(elem && elem->tempOwner != player && elem->ID == condition.objectType) 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; } } 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; auto removeHeroPlaceholder = [this](CGHeroPlaceholder * heroPlaceholder) { map->removeBlockVisTiles(heroPlaceholder, true); map->objects[heroPlaceholder->id.getNum()] = nullptr; delete heroPlaceholder; }; //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()) { removeHeroPlaceholder(heroPlaceholder); } else { campaignHeroReplacements.push_back(CampaignHeroReplacement(*it, obj->id)); crossoverHeroes.removeHeroFromBothLists(*it); } } } } //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)); } else { removeHeroPlaceholder(heroPlaceholder); } } 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->spells) 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 retreive(name) \ if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\ cc.name = n[ #name ].Float(); \ else \ cc.name = -1; retreive(attack); retreive(defense); retreive(HP); retreive(dmg); retreive(shoots); retreive(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; 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 = guardingCreaturePosition(cp->coord); 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 = hero->maxMovePoints(cp->land); 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, 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 = hero->maxMovePoints(cp->land); cost = gs->getMovementCost(hero, cp->coord, dp->coord, 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 = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1) && 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->isInTheMap(guardingCreaturePosition(curPos)) && !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; }