/* * CGameStateCampaign.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CGameStateCampaign.h" #include "CGameState.h" #include "QuestInfo.h" #include "../campaign/CampaignState.h" #include "../entities/building/CBuilding.h" #include "../entities/building/CBuildingHandler.h" #include "../mapping/CMapEditManager.h" #include "../mapObjects/CGHeroInstance.h" #include "../mapObjects/CGTownInstance.h" #include "../networkPacks/ArtifactLocation.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../StartInfo.h" #include "../CHeroHandler.h" #include "../mapping/CMap.h" #include "../ArtifactUtils.h" #include "../CPlayerState.h" #include "../serializer/CMemorySerializer.h" #include VCMI_LIB_NAMESPACE_BEGIN CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId): hero(hero), heroPlaceholderId(heroPlaceholderId) { } CGameStateCampaign::CGameStateCampaign(CGameState * owner): gameState(owner) { assert(gameState->scenarioOps->mode == EStartMode::CAMPAIGN); assert(gameState->scenarioOps->campState != nullptr); } std::optional CGameStateCampaign::currentBonus() const { auto campaignState = gameState->scenarioOps->campState; return campaignState->getBonus(*campaignState->currentScenario()); } std::optional CGameStateCampaign::getHeroesSourceScenario() const { auto campaignState = gameState->scenarioOps->campState; auto bonus = currentBonus(); if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO) return static_cast(bonus->info2); return campaignState->lastScenario(); } void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & travelOptions) { // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods if(!travelOptions.whatHeroKeeps.experience) { //trimming experience for(auto & hero : campaignHeroReplacements) { hero.hero->initExp(gameState->getRandomGenerator()); } } if(!travelOptions.whatHeroKeeps.primarySkills) { //trimming prim skills for(auto & hero : campaignHeroReplacements) { for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g) { auto sel = Selector::type()(BonusType::PRIMARY_SKILL) .And(Selector::subtype()(BonusSubtypeID(g))) .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)); hero.hero->getLocalBonus(sel)->val = hero.hero->type->heroClass->primarySkillInitial[g.getNum()]; } } } if(!travelOptions.whatHeroKeeps.secondarySkills) { //trimming sec skills for(auto & hero : campaignHeroReplacements) { hero.hero->secSkills = hero.hero->type->secSkillsInit; hero.hero->recreateSecondarySkillsBonuses(); } } if(!travelOptions.whatHeroKeeps.spells) { for(auto & hero : campaignHeroReplacements) { hero.hero->removeSpellbook(); } } if(!travelOptions.whatHeroKeeps.artifacts) { //trimming artifacts for(auto & hero : campaignHeroReplacements) { const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition) -> bool { if(artifactPosition == ArtifactPosition::SPELLBOOK) return false; // do not handle spellbook this way const ArtSlotInfo *info = hero.hero->getSlot(artifactPosition); if(!info) return false; // FIXME: double-check how H3 handles case of transferring components of a combined artifact if entire combined artifact is not transferrable // For example, what happens if hero has assembled Angelic Alliance, AA is not marked is transferrable, but Sandals can be transferred? Should artifact be disassembled? if (info->locked) return false; // TODO: why would there be nullptr artifacts? const CArtifactInstance *art = info->artifact; if(!art) return false; ArtifactLocation al(hero.hero->id, artifactPosition); bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId()); bool locked = hero.hero->getSlot(al.slot)->locked; if (!locked && takeable) hero.transferrableArtifacts.push_back(artifactPosition); if (!locked && !takeable) { hero.hero->getArt(al.slot)->removeFrom(*hero.hero, al.slot); return true; } return false; }; // process on copy - removal of artifact will invalidate container auto artifactsWorn = hero.hero->artifactsWorn; for(const auto & art : artifactsWorn) checkAndRemoveArtifact(art.first); for (int slotNumber = 0; slotNumber < hero.hero->artifactsInBackpack.size();) { if (checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber)) continue; // artifact was removed and backpack slots were shifted -> test this slot again else slotNumber++; // artifact was kept for transfer -> test next slot }; } } //trimming creatures for(auto & hero : campaignHeroReplacements) { auto shouldSlotBeErased = [&](const std::pair & j) -> bool { CreatureID crid = j.second->getCreatureID(); return !travelOptions.monstersKeptByHero.count(crid); }; auto stacksCopy = hero.hero->stacks; //copy of the map, so we can iterate iover it and remove stacks for(auto &slotPair : stacksCopy) if(shouldSlotBeErased(slotPair)) hero.hero->eraseStack(slotPair.first); } // Removing short-term bonuses for(auto & hero : campaignHeroReplacements) { hero.hero->removeBonusesRecursive(CSelector(Bonus::OneDay) .Or(CSelector(Bonus::OneWeek)) .Or(CSelector(Bonus::NTurns)) .Or(CSelector(Bonus::NDays)) .Or(CSelector(Bonus::OneBattle))); } } void CGameStateCampaign::placeCampaignHeroes() { // place bonus hero auto campaignState = gameState->scenarioOps->campState; auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario()); bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO; if(campaignGiveHero) { auto playerColor = PlayerColor(campaignBonus->info1); auto it = gameState->scenarioOps->playerInfos.find(playerColor); if(it != gameState->scenarioOps->playerInfos.end()) { HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2); if(heroTypeId.getNum() == 0xffff) // random bonus hero { heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor); } gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown); } } logGlobal->debug("\tGenerate list of hero placeholders"); generateCampaignHeroesToReplace(); logGlobal->debug("\tPrepare crossover heroes"); trimCrossoverHeroesParameters(campaignState->scenario(*campaignState->currentScenario()).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; std::set reservedHeroes = campaignState->getReservedHeroes(); std::set heroesToRemove; for (auto const & heroID : reservedHeroes ) { // Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear if (!campaignState->getHeroByType(heroID).isNull()) heroesToRemove.insert(heroID); } for(auto & replacement : campaignHeroReplacements) if (replacement.heroPlaceholderId.hasValue()) heroesToRemove.insert(replacement.hero->getHeroType()); for(auto & heroID : heroesToRemove) { auto * hero = gameState->getUsedHero(heroID); if(hero) { removedHeroes.push_back(hero); gameState->map->heroesOnMap -= hero; gameState->map->objects[hero->id.getNum()] = nullptr; gameState->map->removeBlockVisTiles(hero, true); } } logGlobal->debug("\tReplace placeholders with heroes"); replaceHeroesPlaceholders(); // now add removed heroes again with unused type ID for(auto * hero : removedHeroes) { HeroTypeID heroTypeId; if(hero->ID == Obj::HERO) { heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner); } else if(hero->ID == Obj::PRISON) { auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes(); if(!unusedHeroTypeIds.empty()) { heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())); } else { logGlobal->error("No free hero type ID found to replace prison."); assert(0); } } else { assert(0); // should not happen } hero->setHeroType(heroTypeId); gameState->map->getEditManager()->insertObject(hero); } } void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero) { auto curBonus = currentBonus(); if(!curBonus) return; assert(curBonus->isBonusForHero()); //apply bonus switch(curBonus->type) { case CampaignBonusType::SPELL: { hero->addSpellToSpellbook(SpellID(curBonus->info2)); break; } case CampaignBonusType::MONSTER: { for(int i = 0; i < GameConstants::ARMY_SIZE; i++) { if(hero->slotEmpty(SlotID(i))) { hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3); break; } } break; } case CampaignBonusType::ARTIFACT: { if(!gameState->giveHeroArtifact(hero, static_cast(curBonus->info2))) logGlobal->error("Cannot give starting artifact - no free slots!"); break; } case CampaignBonusType::SPELL_SCROLL: { CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2)); const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId()); if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot)) scroll->putAt(*hero, slot); else logGlobal->error("Cannot give starting scroll - no free slots!"); break; } case CampaignBonusType::PRIMARY_SKILL: { const ui8 * ptr = reinterpret_cast(&curBonus->info2); for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g) { int val = ptr[g.getNum()]; if(val == 0) continue; auto currentScenario = *gameState->scenarioOps->campState->currentScenario(); auto bb = std::make_shared( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) ); hero->addNewBonus(bb); } break; } case CampaignBonusType::SECONDARY_SKILL: { hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true); break; } } } void CGameStateCampaign::replaceHeroesPlaceholders() { for(const auto & campaignHeroReplacement : campaignHeroReplacements) { if (!campaignHeroReplacement.heroPlaceholderId.hasValue()) continue; auto * heroPlaceholder = dynamic_cast(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId)); CGHeroInstance *heroToPlace = campaignHeroReplacement.hero; heroToPlace->id = campaignHeroReplacement.heroPlaceholderId; if(heroPlaceholder->tempOwner.isValidPlayer()) heroToPlace->tempOwner = heroPlaceholder->tempOwner; heroToPlace->pos = heroPlaceholder->pos; heroToPlace->type = heroToPlace->getHeroType().toHeroType(); heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front(); gameState->map->removeBlockVisTiles(heroPlaceholder, true); gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr; gameState->map->instanceNames.erase(heroPlaceholder->instanceName); gameState->map->heroesOnMap.emplace_back(heroToPlace); gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace; gameState->map->addBlockVisTiles(heroToPlace); gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace; delete heroPlaceholder; } } void CGameStateCampaign::transferMissingArtifacts(const CampaignTravel & travelOptions) { CGHeroInstance * receiver = nullptr; for(auto obj : gameState->map->objects) { if (!obj) continue; if (obj->ID != Obj::HERO) continue; auto * hero = dynamic_cast(obj.get()); if (gameState->getPlayerState(hero->getOwner())->isHuman()) { receiver = hero; break; } } assert(receiver); for(const auto & campaignHeroReplacement : campaignHeroReplacements) { if (campaignHeroReplacement.heroPlaceholderId.hasValue()) continue; auto * donorHero = campaignHeroReplacement.hero; if (!donorHero) throw std::runtime_error("Failed to find hero to take artifacts from! Scenario: " + gameState->map->name.toString()); for (auto const & artLocation : campaignHeroReplacement.transferrableArtifacts) { auto * artifact = donorHero->getArt(artLocation); if (!donorHero) throw std::runtime_error("Failed to find artifacts to transfer to travelling hero! Scenario: " + gameState->map->name.toString()); artifact->removeFrom(*donorHero, artLocation); if (receiver) { const auto slot = ArtifactUtils::getArtAnyPosition(receiver, artifact->getTypeId()); if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot)) artifact->putAt(*receiver, slot); else logGlobal->error("Cannot transfer artifact - no free slots!"); } else logGlobal->error("Cannot transfer artifact - no receiver hero!"); } delete donorHero; } } void CGameStateCampaign::generateCampaignHeroesToReplace() { auto campaignState = gameState->scenarioOps->campState; std::vector placeholdersByPower; std::vector placeholdersByType; campaignHeroReplacements.clear(); // find all placeholders on map for(auto obj : gameState->map->objects) { if(!obj) continue; if (obj->ID != Obj::HERO_PLACEHOLDER) continue; auto * heroPlaceholder = dynamic_cast(obj.get()); // only 1 field must be set assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value()); if(heroPlaceholder->powerRank) placeholdersByPower.push_back(heroPlaceholder); if(heroPlaceholder->heroType) placeholdersByType.push_back(heroPlaceholder); } //selecting heroes by type for(const auto * placeholder : placeholdersByType) { const auto & node = campaignState->getHeroByType(*placeholder->heroType); if (node.isNull()) { logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated()); continue; } CGHeroInstance * hero = campaignState->crossoverDeserialize(node, gameState->map); logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated()); campaignHeroReplacements.emplace_back(hero, placeholder->id); } auto lastScenario = getHeroesSourceScenario(); if (lastScenario) { // sort hero placeholders descending power boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b) { return *a->powerRank > *b->powerRank; }); const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value()); auto nodeListIter = nodeList.begin(); for(const auto * placeholder : placeholdersByPower) { if (nodeListIter == nodeList.end()) break; CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map); nodeListIter++; logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated()); campaignHeroReplacements.emplace_back(hero, placeholder->id); } // Add remaining heroes without placeholders - to transfer their artifacts to placed heroes for (;nodeListIter != nodeList.end(); ++nodeListIter) { CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map); campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE); } } } void CGameStateCampaign::initHeroes() { auto chosenBonus = currentBonus(); if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes { //find human player PlayerColor humanPlayer=PlayerColor::NEUTRAL; for (auto & elem : gameState->players) { if(elem.second.human) { humanPlayer = elem.first; break; } } assert(humanPlayer != PlayerColor::NEUTRAL); std::vector > & heroes = gameState->players[humanPlayer].heroes; if (chosenBonus->info1 == 0xFFFD) //most powerful { int maxB = -1; for (int b=0; bgetTotalStrength() > heroes[maxB]->getTotalStrength()) { maxB = b; } } if(maxB < 0) logGlobal->warn("Cannot give bonus to hero cause there are no heroes!"); else giveCampaignBonusToHero(heroes[maxB]); } else //specific hero { for (auto & hero : heroes) { if (hero->getHeroType().getNum() == chosenBonus->info1) { giveCampaignBonusToHero(hero); break; } } } } auto campaignState = gameState->scenarioOps->campState; auto * yog = gameState->getUsedHero(HeroTypeID::SOLMYR); if (yog && boost::starts_with(campaignState->getFilename(), "DATA/YOG") && campaignState->currentScenario()->getNum() == 2) { assert(yog->isCampaignYog()); gameState->giveHeroArtifact(yog, ArtifactID::ANGELIC_ALLIANCE); } transferMissingArtifacts(campaignState->scenario(*campaignState->currentScenario()).travelOptions); } void CGameStateCampaign::initStartingResources() { auto getHumanPlayerInfo = [&]() -> std::vector { std::vector ret; for(const auto & playerInfo : gameState->scenarioOps->playerInfos) { if(playerInfo.second.isControlledByHuman()) ret.push_back(&playerInfo.second); } return ret; }; auto chosenBonus = currentBonus(); if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE) { std::vector people = getHumanPlayerInfo(); //players we will give resource bonus for(const PlayerSettings *ps : people) { std::vector res; //resources we will give switch (chosenBonus->info1) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: res.push_back(chosenBonus->info1); break; case 0xFD: //wood+ore res.push_back(GameResID(EGameResID::WOOD)); res.push_back(GameResID(EGameResID::ORE)); break; case 0xFE: //rare res.push_back(GameResID(EGameResID::MERCURY)); res.push_back(GameResID(EGameResID::SULFUR)); res.push_back(GameResID(EGameResID::CRYSTAL)); res.push_back(GameResID(EGameResID::GEMS)); break; default: assert(0); break; } //increasing resource quantity for (auto & re : res) { gameState->players[ps->color].resources[re] += chosenBonus->info2; } } } } void CGameStateCampaign::initTowns() { auto chosenBonus = currentBonus(); if (!chosenBonus) return; if (chosenBonus->type != CampaignBonusType::BUILDING) return; for (int g=0; gmap->towns.size(); ++g) { CGTownInstance * town = gameState->map->towns[g]; PlayerState * owner = gameState->getPlayerState(town->getOwner()); if (!owner) continue; PlayerInfo & pi = gameState->map->players[owner->color.getNum()]; if (!owner->human) continue; if (town->pos != pi.posOfMainTown) continue; BuildingID newBuilding; if(gameState->scenarioOps->campState->formatVCMI()) newBuilding = BuildingID(chosenBonus->info1); else newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->builtBuildings); // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2 while(true) { if (newBuilding == BuildingID::NONE) break; if (town->builtBuildings.count(newBuilding) != 0) break; town->builtBuildings.insert(newBuilding); auto building = town->town->buildings.at(newBuilding); newBuilding = building->upgrade; } break; } } bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const { auto campaignBonus = currentBonus(); if (!campaignBonus) return false; if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1)) return true; return false; } std::unique_ptr CGameStateCampaign::getCurrentMap() { return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState->callback); } VCMI_LIB_NAMESPACE_END