/* * CGameInfoCallback.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 "CGameInfoCallback.h" #include "CGameState.h" // PlayerState #include "CGeneralTextHandler.h" #include "mapObjects/CObjectHandler.h" // for CGObjectInstance #include "StartInfo.h" // for StartInfo #include "battle/BattleInfo.h" // for BattleInfo #include "NetPacks.h" // for InfoWindow #include "CModHandler.h" #include "spells/CSpellHandler.h" #include "mapping/CMap.h" #include "CPlayerState.h" //TODO make clean #define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->error("%s: %s",BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0) #define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return;}} while(0) #define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0) PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const { const CGObjectInstance *obj = getObj(heroID); ERROR_RET_VAL_IF(!obj, "No such object!", PlayerColor::CANNOT_DETERMINE); return obj->tempOwner; } int CGameInfoCallback::getResource(PlayerColor Player, Res::ERes which) const { const PlayerState *p = getPlayer(Player); ERROR_RET_VAL_IF(!p, "No player info!", -1); ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1); return p->resources[which]; } const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const { return &gs->scenarioOps->getIthPlayersSettings(color); } bool CGameInfoCallback::isAllowed( int type, int id ) { switch(type) { case 0: return gs->map->allowedSpell[id]; case 1: return gs->map->allowedArtifact[id]; case 2: return gs->map->allowedAbilities[id]; default: ERROR_RET_VAL_IF(1, "Wrong type!", false); } } const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose) const { //funtion written from scratch since it's accessed A LOT by AI if(!color.isValidPlayer()) { return nullptr; } auto player = gs->players.find(color); if (player != gs->players.end()) { if (hasAccess(color)) return &player->second; else { if (verbose) logGlobal->error("Cannot access player %d info!", color); return nullptr; } } else { if (verbose) logGlobal->error("Cannot find player %d info!", color); return nullptr; } } const CTown * CGameInfoCallback::getNativeTown(PlayerColor color) const { const PlayerSettings *ps = getPlayerSettings(color); ERROR_RET_VAL_IF(!ps, "There is no such player!", nullptr); return VLC->townh->factions[ps->castle]->town; } const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const { if(gs->map->questIdentifierToId.empty()) { //assume that it is VCMI map and quest identifier equals instance identifier return getObj(ObjectInstanceID(identifier), true); } else { ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", nullptr); return getObj(gs->map->questIdentifierToId[identifier]); } } /************************************************************************/ /* */ /************************************************************************/ const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const { si32 oid = objid.num; if(oid < 0 || oid >= gs->map->objects.size()) { if(verbose) logGlobal->error("Cannot get object with id %d", oid); return nullptr; } const CGObjectInstance *ret = gs->map->objects[oid]; if(!ret) { if(verbose) logGlobal->error("Cannot get object with id %d. Object was removed", oid); return nullptr; } if(!isVisible(ret, player) && ret->tempOwner != player) { if(verbose) logGlobal->error("Cannot get object with id %d. Object is not visible.", oid); return nullptr; } return ret; } const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const { const CGObjectInstance *obj = getObj(objid, false); if(obj) return dynamic_cast(obj); else return nullptr; } const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const { const CGObjectInstance *obj = getObj(objid, false); if(obj) return dynamic_cast(obj); else return nullptr; } void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!"); ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!"); out = gs->getUpgradeInfo(obj->getStack(stackPos)); //return gs->getUpgradeInfo(obj->getStack(stackPos)); } const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization) const { //boost::shared_lock lock(*gs->mx); if(beforeRandomization) return gs->initialOpts; else return gs->scenarioOps; } int CGameInfoCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1); //if there is a battle if(gs->curB) return gs->curB->battleGetSpellCost(sp, caster); //if there is no battle return caster->getSpellCost(sp); } int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1); if(hero) //we see hero's spellbook return sp->calculateDamage(hero); else return 0; //mage guild } void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj) { //boost::shared_lock lock(*gs->mx); ERROR_RET_IF(!obj, "No guild object!"); ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!"); //TODO: advmap object -> check if they're visited by our hero if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN) { int taverns = 0; for(auto town : gs->players[*player].towns) { if(town->hasBuilt(BuildingID::TAVERN)) taverns++; } gs->obtainPlayersStats(thi, taverns); } else if(obj->ID == Obj::DEN_OF_THIEVES) { gs->obtainPlayersStats(thi, 20); } } int CGameInfoCallback::howManyTowns(PlayerColor Player) const { ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1); return gs->players[Player].towns.size(); } bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const { ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer bool detailed = hasAccess(town->tempOwner); if(town->ID == Obj::TOWN) { if(!detailed && nullptr != selectedObject) { const CGHeroInstance * selectedHero = dynamic_cast(selectedObject); if(nullptr != selectedHero) detailed = selectedHero->hasVisions(town, 1); } dest.initFromTown(static_cast(town), detailed); } else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) dest.initFromArmy(static_cast(town), detailed); else return false; return true; } int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant? { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1)); return gs->guardingCreaturePosition(pos); } std::vector CGameInfoCallback::getGuardingCreatures (int3 pos) const { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector()); std::vector ret; for(auto cr : gs->guardingCreatures(pos)) { ret.push_back(cr); } return ret; } bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const { const CGHeroInstance *h = dynamic_cast(hero); ERROR_RET_VAL_IF(!h, "That's not a hero!", false); InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC; if(hasAccess(h->tempOwner)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; if (infoLevel == InfoAboutHero::EInfoLevel::BASIC) { if(gs->curB && gs->curB->playerHasAccessToHeroInfo(*player, h)) //if it's battle we can get enemy hero full data infoLevel = InfoAboutHero::EInfoLevel::INBATTLE; else ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false); } if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject) { const CGHeroInstance * selectedHero = dynamic_cast(selectedObject); if(nullptr != selectedHero) if(selectedHero->hasVisions(hero, 1)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; } dest.initFromHero(h, infoLevel); //DISGUISED bonus implementation bool disguiseFlag = (infoLevel == InfoAboutHero::EInfoLevel::DETAILED); if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES) { //todo: bonus cashing int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0)); auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info) { int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto & elem : info.army) { if(elem.second.type->AIValue > maxAIValue) { maxAIValue = elem.second.type->AIValue; mostStrong = elem.second.type; } } if(nullptr == mostStrong)//just in case logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack"); else for(auto & elem : info.army) { elem.second.type = mostStrong; } }; auto doAdvancedDisguise = [disguiseFlag, &doBasicDisguise](InfoAboutHero & info) { doBasicDisguise(info); for(auto & elem : info.army) elem.second.count = 0; }; auto doExpertDisguise = [this,h](InfoAboutHero & info) { for(auto & elem : info.army) elem.second.count = 0; const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle; int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto creature : VLC->creh->creatures) { if(creature->faction == factionIndex && creature->AIValue > maxAIValue) { maxAIValue = creature->AIValue; mostStrong = creature; } } if(nullptr != mostStrong) //possible, faction may have no creatures at all for(auto & elem : info.army) elem.second.type = mostStrong; }; switch (disguiseLevel) { case 0: //no bonus at all - do nothing break; case 1: doBasicDisguise(dest); break; case 2: doAdvancedDisguise(dest); break; case 3: doExpertDisguise(dest); break; default: //invalid value logGlobal->error("CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value %d", disguiseLevel); break; } } return true; } int CGameInfoCallback::getDate(Date::EDateType mode) const { //boost::shared_lock lock(*gs->mx); return gs->getDate(mode); } bool CGameInfoCallback::isVisible(int3 pos, boost::optional Player) const { //boost::shared_lock lock(*gs->mx); return gs->map->isInTheMap(pos) && (!Player || gs->isVisible(pos, *Player)); } bool CGameInfoCallback::isVisible(int3 pos) const { return isVisible(pos, player); } bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, boost::optional Player ) const { return gs->isVisible(obj, Player); } bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const { return isVisible(obj, player); } // const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const // { // //boost::shared_lock lock(*gs->mx); // if() // const CArmedInstance *armi = dynamic_cast(obj); // if(!armi) // return nullptr; // else // return armi; // } std::vector < const CGObjectInstance * > CGameInfoCallback::getBlockingObjs( int3 pos ) const { std::vector ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); for(const CGObjectInstance * obj : t->blockingObjects) ret.push_back(obj); return ret; } std::vector CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose) const { std::vector ret; const TerrainTile *t = getTile(pos, verbose); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos.toString() + " is not visible!", ret); for(const CGObjectInstance * obj : t->visitableObjects) { if(player || obj->ID != Obj::EVENT) //hide events from players ret.push_back(obj); } return ret; } const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const { return vstd::backOrNull(getVisitableObjs(pos)); } std::vector < const CGObjectInstance * > CGameInfoCallback::getFlaggableObjects(int3 pos) const { std::vector ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); for(const CGObjectInstance *obj : t->blockingObjects) if(obj->tempOwner != PlayerColor::UNFLAGGABLE) ret.push_back(obj); return ret; } int3 CGameInfoCallback::getMapSize() const { return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1); } std::vector CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const { ASSERT_IF_CALLED_WITH_PLAYER std::vector ret; //ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret); //TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done const CGTownInstance * town = getTown(townOrTavern->id); if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN))) { range::copy(gs->players[*player].availableHeroes, std::back_inserter(ret)); vstd::erase_if(ret, [](const CGHeroInstance * h) { return h == nullptr; }); } return ret; } const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const { ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!isVisible(tile), verbose, tile.toString() + " is not visible!", nullptr); //boost::shared_lock lock(*gs->mx); return &gs->map->getTile(tile); } //TODO: typedef? std::shared_ptr> CGameInfoCallback::getAllVisibleTiles() const { assert(player.is_initialized()); auto team = getPlayerTeam(player.get()); size_t width = gs->map->width; size_t height = gs->map->height; size_t levels = (gs->map->twoLevel ? 2 : 1); boost::multi_array tileArray(boost::extents[width][height][levels]); for (size_t x = 0; x < width; x++) for (size_t y = 0; y < height; y++) for (size_t z = 0; z < levels; z++) { if (team->fogOfWarMap[x][y][z]) tileArray[x][y][z] = &gs->map->getTile(int3(x, y, z)); else tileArray[x][y][z] = nullptr; } return std::make_shared>(tileArray); } EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ) { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED); if(!t->town->buildings.count(ID)) return EBuildingState::BUILDING_ERROR; const CBuilding * building = t->town->buildings.at(ID); if(t->hasBuilt(ID)) //already built return EBuildingState::ALREADY_PRESENT; //can we build it? if(vstd::contains(t->forbiddenBuildings, ID)) return EBuildingState::FORBIDDEN; //forbidden auto possiblyNotBuiltTest = [&](BuildingID id) -> bool { return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id)); }; std::function allowedTest = [&](BuildingID id) -> bool { return !vstd::contains(t->forbiddenBuildings, id); }; if (!t->genBuildingRequirements(ID, true).satisfiable(allowedTest, possiblyNotBuiltTest)) return EBuildingState::FORBIDDEN; if(ID == BuildingID::CAPITOL) { const PlayerState *ps = getPlayer(t->tempOwner, false); if(ps) { for(const CGTownInstance *town : ps->towns) { if(town->hasBuilt(BuildingID::CAPITOL)) { return EBuildingState::HAVE_CAPITAL; //no more than one capitol } } } } else if(ID == BuildingID::SHIPYARD) { const TerrainTile *tile = getTile(t->bestLocation(), false); if(!tile || tile->terType != ETerrainType::WATER) return EBuildingState::NO_WATER; //lack of water } auto buildTest = [&](BuildingID id) -> bool { return t->hasBuilt(id); }; if (!t->genBuildingRequirements(ID).test(buildTest)) return EBuildingState::PREREQUIRES; if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN) return EBuildingState::CANT_BUILD_TODAY; //building limit //checking resources if(!building->resources.canBeAfforded(getPlayer(t->tempOwner)->resources)) return EBuildingState::NO_RESOURCES; //lack of res return EBuildingState::ALLOWED; } const CMapHeader * CGameInfoCallback::getMapHeader() const { return gs->map; } bool CGameInfoCallback::hasAccess(boost::optional playerId) const { return !player || player.get().isSpectator() || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES; } EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const { const PlayerState *ps = gs->getPlayer(player, verbose); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG); return ps->status; } std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const { std::string text = "", extraText = ""; if(gs->rumor.type == RumorState::TYPE_NONE) return text; auto rumor = gs->rumor.last[gs->rumor.type]; switch(gs->rumor.type) { case RumorState::TYPE_SPECIAL: if(rumor.first == RumorState::RUMOR_GRAIL) extraText = VLC->generaltexth->arraytxt[158 + rumor.second]; else extraText = VLC->generaltexth->capColors[rumor.second]; text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText); break; case RumorState::TYPE_MAP: text = gs->map->rumors[rumor.first].text; break; case RumorState::TYPE_RAND: text = VLC->generaltexth->tavernRumors[rumor.first]; break; } return text; } PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const { return gs->getPlayerRelations(color1, color2); } bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const { return !obj || hasAccess(obj->tempOwner); } int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const { int ret = 0; const PlayerState *p = gs->getPlayer(player); ERROR_RET_VAL_IF(!p, "No such player!", -1); if(includeGarrisoned) return p->heroes.size(); else for(auto & elem : p->heroes) if(!elem->inTownGarrison) ret++; return ret; } bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const { if(canGetFullInfo(obj)) return true; const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile const CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the obejct itself at last return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor } PlayerColor CGameInfoCallback::getCurrentPlayer() const { return gs->currentPlayer; } CGameInfoCallback::CGameInfoCallback() { } CGameInfoCallback::CGameInfoCallback(CGameState *GS, boost::optional Player) { gs = GS; player = Player; } const std::vector< std::vector< std::vector > > & CPlayerSpecificInfoCallback::getVisibilityMap() const { //boost::shared_lock lock(*gs->mx); return gs->getPlayerTeam(*player)->fogOfWarMap; } int CPlayerSpecificInfoCallback::howManyTowns() const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return CGameInfoCallback::howManyTowns(*player); } std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const { //boost::shared_lock lock(*gs->mx); std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>(); for(const auto & i : gs->players) { for(const auto & town : i.second.towns) { if (i.first==player || (isVisible(town, player) && !onlyOur)) { ret.push_back(town); } } } // for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) return ret; } std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const { //boost::shared_lock lock(*gs->mx); std::vector < const CGHeroInstance *> ret; for(auto hero : gs->map->heroesOnMap) { // !player || // - why would we even get access to hero not owned by any player? if((hero->tempOwner == *player) || (isVisible(hero->getPosition(false), player) && !onlyOur) ) { ret.push_back(hero); } } return ret; } boost::optional CPlayerSpecificInfoCallback::getMyColor() const { return player; } int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const { if (hero->inTownGarrison && !includeGarrisoned) return -1; size_t index = 0; auto & heroes = gs->players[*player].heroes; for (auto & heroe : heroes) { if (includeGarrisoned || !(heroe)->inTownGarrison) index++; if (heroe == hero) return index; } return -1; } int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio ) { if (!player || CGObelisk::obeliskCount == 0) { *outKnownRatio = 0.0; } else { TeamID t = gs->getPlayerTeam(*player)->id; double visited = 0.0; if(CGObelisk::visited.count(t)) visited = static_cast(CGObelisk::visited[t]); *outKnownRatio = visited / CGObelisk::obeliskCount; } return gs->map->grailPos; } std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const { std::vector < const CGObjectInstance * > ret; for(const CGObjectInstance * obj : gs->map->objects) { if(obj && obj->tempOwner == player) ret.push_back(obj); } return ret; } std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const { ASSERT_IF_CALLED_WITH_PLAYER std::vector < const CGDwelling * > ret; for(CGDwelling * dw : gs->getPlayer(*player)->dwellings) { ret.push_back(dw); } return ret; } std::vector CPlayerSpecificInfoCallback::getMyQuests() const { std::vector ret; for (auto quest : gs->getPlayer(*player)->quests) { ret.push_back (quest); } return ret; } int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return getHeroCount(*player,includeGarrisoned); } const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayer(*player); ERROR_RET_VAL_IF(!p, "No player info", nullptr); if (!includeGarrisoned) { for(ui32 i = 0; i < p->heroes.size() && i<=serialId; i++) if(p->heroes[i]->inTownGarrison) serialId++; } ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", nullptr); return p->heroes[serialId]; } const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayer(*player); ERROR_RET_VAL_IF(!p, "No player info", nullptr); ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr); return p->towns[serialId]; } int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return getResource(*player, type); } TResources CPlayerSpecificInfoCallback::getResourceAmount() const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources()); return gs->players[*player].resources; } const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const { //rewritten by hand, AI calls this function a lot auto team = gs->teams.find(teamID); if (team != gs->teams.end()) { const TeamState *ret = &team->second; if (!player.is_initialized()) //neutral (or invalid) player return ret; else { if (vstd::contains(ret->players, *player)) //specific player return ret; else { logGlobal->error("Illegal attempt to access team data!"); return nullptr; } } } else { logGlobal->error("Cannot find info for team %d", teamID); return nullptr; } } const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const { auto player = gs->players.find(color); if (player != gs->players.end()) { return getTeam (player->second.team); } else { return nullptr; } } const CGHeroInstance* CGameInfoCallback::getHeroWithSubid( int subid ) const { for(const CGHeroInstance *h : gs->map->heroesOnMap) if(h->subID == subid) return h; return nullptr; } PlayerColor CGameInfoCallback::getLocalPlayer() const { return getCurrentPlayer(); } bool CGameInfoCallback::isInTheMap(const int3 &pos) const { return gs->map->isInTheMap(pos); } void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const { gs->getTilesInRange(tiles, pos, radious, getLocalPlayer(), -1, distanceFormula); } void CGameInfoCallback::calculatePaths(std::shared_ptr config, const CGHeroInstance * hero) { gs->calculatePaths(config, hero); } const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const { return gs->map->artInstances[aid.num]; } const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const { return gs->map->objects[oid.num]; } std::vector CGameInfoCallback::getVisibleTeleportObjects(std::vector ids, PlayerColor player) const { vstd::erase_if(ids, [&](ObjectInstanceID id) -> bool { auto obj = getObj(id, false); return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->pos, player)); }); return ids; } std::vector CGameInfoCallback::getTeleportChannelEntraces(TeleportChannelID id, PlayerColor player) const { return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player); } std::vector CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const { return getVisibleTeleportObjects(gs->map->teleportChannels[id]->exits, player); } ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const { std::vector entrances = getTeleportChannelEntraces(id, player); std::vector exits = getTeleportChannelExits(id, player); if((!entrances.size() || !exits.size()) // impassable if exits or entrances list are empty || (entrances.size() == 1 && entrances == exits)) // impassable if only entrance and only exit is same object. e.g bidirectional monolith { return ETeleportChannelType::IMPASSABLE; } auto intersection = vstd::intersection(entrances, exits); if(intersection.size() == entrances.size() && intersection.size() == exits.size()) return ETeleportChannelType::BIDIRECTIONAL; else if(!intersection.size()) return ETeleportChannelType::UNIDIRECTIONAL; else return ETeleportChannelType::MIXED; } bool CGameInfoCallback::isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player) const { return ETeleportChannelType::IMPASSABLE == getTeleportChannelType(id, player); } bool CGameInfoCallback::isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player) const { return ETeleportChannelType::BIDIRECTIONAL == getTeleportChannelType(id, player); } bool CGameInfoCallback::isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player) const { return ETeleportChannelType::UNIDIRECTIONAL == getTeleportChannelType(id, player); } bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const { return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player); } void IGameEventRealizer::showInfoDialog( InfoWindow *iw ) { commitPackage(iw); } void IGameEventRealizer::showInfoDialog(const std::string &msg, PlayerColor player) { InfoWindow iw; iw.player = player; iw.text << msg; showInfoDialog(&iw); } void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 val) { SetObjectProperty sob; sob.id = objid; sob.what = prop; sob.val = static_cast(val); commitPackage(&sob); }