/* * 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 "../mapping/CMapEditManager.h" #include "../mapObjects/CGHeroInstance.h" #include "../registerTypes/RegisterTypes.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../StartInfo.h" #include "../CBuildingHandler.h" #include "../CHeroHandler.h" #include "../mapping/CMap.h" #include "../ArtifactUtils.h" #include "../CPlayerState.h" #include "../serializer/CMemorySerializer.h" VCMI_LIB_NAMESPACE_BEGIN void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero) { heroesFromPreviousScenario.push_back(hero); heroesFromAnyPreviousScenarios.push_back(hero); } void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero) { heroesFromPreviousScenario -= hero; heroesFromAnyPreviousScenarios -= hero; } CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId): hero(hero), heroPlaceholderId(heroPlaceholderId) { } CGameStateCampaign::CGameStateCampaign(CGameState * owner): gameState(owner) { assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN); assert(gameState->scenarioOps->campState != nullptr); } CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const { CrossoverHeroesList crossoverHeroes; auto campaignState = gameState->scenarioOps->campState; auto bonus = campaignState->getBonusForCurrentMap(); if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO) { auto scenarioID = static_cast(bonus->info2); std::vector heroes; for(auto & node : campaignState->getCrossoverHeroes(scenarioID)) { auto * h = CampaignState::crossoverDeserialize(node); heroes.push_back(h); } crossoverHeroes.heroesFromAnyPreviousScenarios = heroes; crossoverHeroes.heroesFromPreviousScenario = heroes; return crossoverHeroes; } if(!campaignState->lastScenario()) return crossoverHeroes; for(auto mapNr : campaignState->conqueredScenarios()) { // create a list of deleted heroes auto lostCrossoverHeroes = campaignState->getLostCrossoverHeroes(mapNr); // remove heroes which didn't reached the end of the scenario, but were available at the start for(auto * hero : lostCrossoverHeroes) { // auto hero = CCampaignState::crossoverDeserialize(node); vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h) { return hero->subID == h->subID; }); } // now add heroes which completed the scenario for(auto node : campaignState->getCrossoverHeroes(mapNr)) { auto * hero = CampaignState::crossoverDeserialize(node); // add new heroes and replace old heroes with newer ones auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h) { return hero->subID == h->subID; }); if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end()) { // replace old hero with newer one crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero; } else { // add new hero crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero); } if(mapNr == campaignState->lastScenario()) { crossoverHeroes.heroesFromPreviousScenario.push_back(hero); } } } return crossoverHeroes; } void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector & campaignHeroReplacements, const CampaignTravel & travelOptions) { // create heroes list for convenience iterating std::vector crossoverHeroes; crossoverHeroes.reserve(campaignHeroReplacements.size()); for(auto & campaignHeroReplacement : campaignHeroReplacements) { crossoverHeroes.push_back(campaignHeroReplacement.hero); } // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods if(!travelOptions.whatHeroKeeps.experience) { //trimming experience for(CGHeroInstance * cgh : crossoverHeroes) { cgh->initExp(gameState->getRandomGenerator()); } } if(!travelOptions.whatHeroKeeps.primarySkills) { //trimming prim skills for(CGHeroInstance * cgh : crossoverHeroes) { for(int g=0; ggetBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g]; } } } if(!travelOptions.whatHeroKeeps.secondarySkills) { //trimming sec skills for(CGHeroInstance * cgh : crossoverHeroes) { cgh->secSkills = cgh->type->secSkillsInit; cgh->recreateSecondarySkillsBonuses(); } } if(!travelOptions.whatHeroKeeps.spells) { for(CGHeroInstance * cgh : crossoverHeroes) { cgh->removeSpellbook(); } } if(!travelOptions.whatHeroKeeps.artifacts) { //trimming artifacts for(CGHeroInstance * hero : crossoverHeroes) { size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size(); for (size_t i = 0; i < totalArts; i++ ) { auto artifactPosition = ArtifactPosition((si32)i); if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way const ArtSlotInfo *info = hero->getSlot(artifactPosition); if(!info) continue; // TODO: why would there be nullptr artifacts? const CArtifactInstance *art = info->artifact; if(!art) continue; bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId()); ArtifactLocation al(hero, artifactPosition); if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719 al.removeArtifact(); } } } //trimming creatures for(CGHeroInstance * cgh : crossoverHeroes) { auto shouldSlotBeErased = [&](const std::pair & j) -> bool { CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum(); return !travelOptions.monstersKeptByHero.count(crid); }; auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks for(auto &slotPair : stacksCopy) if(shouldSlotBeErased(slotPair)) cgh->eraseStack(slotPair.first); } // Removing short-term bonuses for(CGHeroInstance * cgh : crossoverHeroes) { cgh->removeBonusesRecursive(CSelector(Bonus::OneDay) .Or(CSelector(Bonus::OneWeek)) .Or(CSelector(Bonus::NTurns)) .Or(CSelector(Bonus::NDays)) .Or(CSelector(Bonus::OneBattle))); } } void CGameStateCampaign::placeCampaignHeroes() { // WARNING: CURRENT CODE IS LIKELY INCORRECT AND LEADS TO MULTIPLE ISSUES WITH HERO TRANSFER // Approximate behavior according to testing H3 game logic. // 1) definitions: // - 'reserved heroes' are heroes that have fixed placeholder in unfinished maps. See CMapHeader::reservedCampaignHeroes // - 'campaign pool' are serialized heroes and is unique to a campaign // - 'scenario pool' are serialized heroes and is unique to a scenario // // 2) scenario end logic: // - at end of scenario, all 'reserved heroes' of a player go to 'campaign pool' // - at end of scenario, rest of player's heroes go to 'scenario pool' // // 3) scenario start logic // - at scenario start, all heroes that are placed on map but already exist in 'campaign pool' and are still 'reserved heroes' are replaced with other, randomly selected heroes (and probably marked as unavailable in map) // - at scenario start, all fixed placeholders are replaced with heroes from 'campaign pool', if exist // - at scenario start, all power placeholders owned by player are replaced by heroes from 'scenario pool' of last complete map, if exist // - exception: if starting bonus is 'select player' then power placeholders are taken from 'scenario pool' of linked map // place bonus hero auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); 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()) { auto heroTypeId = campaignBonus->info2; if(heroTypeId == 0xffff) // random bonus hero { heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor); } gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown); } } // replace heroes placeholders auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios(); if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty()) { logGlobal->debug("\tGenerate list of hero placeholders"); auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes); logGlobal->debug("\tPrepare crossover heroes"); trimCrossoverHeroesParameters(campaignHeroReplacements, gameState->scenarioOps->campState->getCurrentScenario().travelOptions); // remove same heroes on the map which will be added through crossover heroes // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes // with the same hero type id std::vector removedHeroes; for(auto & campaignHeroReplacement : campaignHeroReplacements) { auto * hero = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID)); if(hero) { removedHeroes.push_back(hero); gameState->map->heroesOnMap -= hero; gameState->map->objects[hero->id.getNum()] = nullptr; gameState->map->removeBlockVisTiles(hero, true); } } logGlobal->debug("\tReplace placeholders with heroes"); replaceHeroesPlaceholders(campaignHeroReplacements); // now add removed heroes again with unused type ID for(auto * hero : removedHeroes) { si32 heroTypeId = 0; if(hero->ID == Obj::HERO) { heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner); } else if(hero->ID == Obj::PRISON) { auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes(); if(!unusedHeroTypeIds.empty()) { heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum(); } else { logGlobal->error("No free hero type ID found to replace prison."); assert(0); } } else { assert(0); // should not happen } hero->subID = heroTypeId; hero->portrait = hero->subID; gameState->map->getEditManager()->insertObject(hero); } } } void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero) { const std::optional & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if(!curBonus) return; assert(curBonus->isBonusForHero()); //apply bonus switch(curBonus->type) { case 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(ArtifactLocation(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(int g = 0; g < GameConstants::PRIMARY_SKILLS; ++g) { int val = ptr[g]; if(val == 0) { continue; } auto bb = std::make_shared( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, static_cast(*gameState->scenarioOps->campState->currentScenario()), g ); hero->addNewBonus(bb); } break; } case CampaignBonusType::SECONDARY_SKILL: { hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true); break; } } } void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector & campaignHeroReplacements) { for(const auto & campaignHeroReplacement : campaignHeroReplacements) { auto * heroPlaceholder = dynamic_cast(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId)); CGHeroInstance *heroToPlace = campaignHeroReplacement.hero; heroToPlace->id = campaignHeroReplacement.heroPlaceholderId; heroToPlace->tempOwner = heroPlaceholder->tempOwner; heroToPlace->pos = heroPlaceholder->pos; heroToPlace->type = VLC->heroh->objects[heroToPlace->subID]; heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front(); for(auto &&i : heroToPlace->stacks) i.second->type = VLC->creh->objects[i.second->getCreatureID()]; auto fixArtifact = [&](CArtifactInstance * art) { art->artType = VLC->arth->objects[art->artType->getId()]; gameState->map->artInstances.emplace_back(art); art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1); }; for(auto &&i : heroToPlace->artifactsWorn) fixArtifact(i.second.artifact); for(auto &&i : heroToPlace->artifactsInBackpack) fixArtifact(i.artifact); gameState->map->removeBlockVisTiles(heroPlaceholder, true); gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr; gameState->map->instanceNames.erase(heroPlaceholder->instanceName); gameState->map->heroesOnMap.emplace_back(heroToPlace); gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace; gameState->map->addBlockVisTiles(heroToPlace); gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace; delete heroPlaceholder; } } std::vector CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes) { std::vector campaignHeroReplacements; //selecting heroes by type for(auto obj : gameState->map->objects) { if(obj && obj->ID == Obj::HERO_PLACEHOLDER) { auto * heroPlaceholder = dynamic_cast(obj.get()); if(heroPlaceholder->subID != 0xFF) //select by type { auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero) { return hero->subID == heroPlaceholder->subID; }); if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end()) { auto * hero = *it; crossoverHeroes.removeHeroFromBothLists(hero); campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id); } } } } //selecting heroes by power range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b) { return a->getHeroStrength() > b->getHeroStrength(); }); //sort, descending strength // sort hero placeholders descending power std::vector heroPlaceholders; for(auto obj : gameState->map->objects) { if(obj && obj->ID == Obj::HERO_PLACEHOLDER) { auto * heroPlaceholder = dynamic_cast(obj.get()); if(heroPlaceholder->subID == 0xFF) //select by power { heroPlaceholders.push_back(heroPlaceholder); } } } range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b) { return a->power > b->power; }); for(int i = 0; i < heroPlaceholders.size(); ++i) { auto * heroPlaceholder = heroPlaceholders[i]; if(crossoverHeroes.heroesFromPreviousScenario.size() > i) { auto * hero = crossoverHeroes.heroesFromPreviousScenario[i]; campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id); } } return campaignHeroReplacements; } void CGameStateCampaign::initHeroes() { auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes { //find human player PlayerColor humanPlayer=PlayerColor::NEUTRAL; for (auto & elem : gameState->players) { if(elem.second.human) { humanPlayer = elem.first; break; } } assert(humanPlayer != PlayerColor::NEUTRAL); std::vector > & heroes = gameState->players[humanPlayer].heroes; if (chosenBonus->info1 == 0xFFFD) //most powerful { int maxB = -1; for (int b=0; bgetTotalStrength() > heroes[maxB]->getTotalStrength()) { maxB = b; } } if(maxB < 0) logGlobal->warn("Cannot give bonus to hero cause there are no heroes!"); else giveCampaignBonusToHero(heroes[maxB]); } else //specific hero { for (auto & heroe : heroes) { if (heroe->subID == chosenBonus->info1) { giveCampaignBonusToHero(heroe); break; } } } } } void CGameStateCampaign::initStartingResources() { auto getHumanPlayerInfo = [&]() -> std::vector { std::vector ret; for(const auto & playerInfo : gameState->scenarioOps->playerInfos) { if(playerInfo.second.isControlledByHuman()) ret.push_back(&playerInfo.second); } return ret; }; auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if(chosenBonus && chosenBonus->type == 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 = gameState->scenarioOps->campState->getBonusForCurrentMap(); if (chosenBonus && chosenBonus->type == CampaignBonusType::BUILDING) { for (int g=0; gmap->towns.size(); ++g) { PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner()); if (owner) { PlayerInfo & pi = gameState->map->players[owner->color.getNum()]; if (owner->human && //human-owned gameState->map->towns[g]->pos == pi.posOfMainTown) { BuildingID buildingId; if(gameState->scenarioOps->campState->getHeader().version == CampaignVersion::VCMI) buildingId = BuildingID(chosenBonus->info1); else buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings); gameState->map->towns[g]->builtBuildings.insert(buildingId); break; } } } } } bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const { auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap(); if (!campaignBonus) return false; if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1)) return true; return false; } std::unique_ptr CGameStateCampaign::getCurrentMap() const { return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE); } VCMI_LIB_NAMESPACE_END