/* * 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 * */ #include "StdInc.h" #include "CGameState.h" #include "EVictoryLossCheckResult.h" #include "InfoAboutArmy.h" #include "TavernHeroesPool.h" #include "CGameStateCampaign.h" #include "SThievesGuildInfo.h" #include "../ArtifactUtils.h" #include "../texts/CGeneralTextHandler.h" #include "../CPlayerState.h" #include "../CStopWatch.h" #include "../IGameSettings.h" #include "../StartInfo.h" #include "../TerrainHandler.h" #include "../VCMIDirs.h" #include "../VCMI_Lib.h" #include "../battle/BattleInfo.h" #include "../campaign/CampaignState.h" #include "../constants/StringConstants.h" #include "../entities/faction/CTownHandler.h" #include "../entities/hero/CHero.h" #include "../entities/hero/CHeroClass.h" #include "../filesystem/ResourcePath.h" #include "../json/JsonBonus.h" #include "../json/JsonUtils.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../mapObjectConstructors/DwellingInstanceConstructor.h" #include "../mapObjects/CGHeroInstance.h" #include "../mapObjects/CGTownInstance.h" #include "../mapObjects/CQuest.h" #include "../mapObjects/MiscObjects.h" #include "../mapping/CMap.h" #include "../mapping/CMapEditManager.h" #include "../mapping/CMapService.h" #include "../modding/IdentifierStorage.h" #include "../modding/ModScope.h" #include "../networkPacks/NetPacksBase.h" #include "../pathfinder/CPathfinder.h" #include "../pathfinder/PathfinderOptions.h" #include "../rmg/CMapGenerator.h" #include "../serializer/CMemorySerializer.h" #include "../spells/CSpellHandler.h" #include VCMI_LIB_NAMESPACE_BEGIN boost::shared_mutex CGameState::mutex; HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner) { const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); if(ps.hero.isValid() && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero { return HeroTypeID(ps.hero); } return pickUnusedHeroTypeRandomly(owner); } HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner) { //list of available heroes for this faction and others std::vector factionHeroes; std::vector otherHeroes; const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); for(const HeroTypeID & hid : getUnusedAllowedHeroes()) { if(hid.toHeroType()->heroClass->faction == ps.castle) factionHeroes.push_back(hid); else otherHeroes.push_back(hid); } // select random hero native to "our" faction if(!factionHeroes.empty()) { return *RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator()); } logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString()); if(!otherHeroes.empty()) { return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator()); } logGlobal->error("No free allowed heroes!"); auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true); if(!notAllowedHeroesButStillBetterThanCrash.empty()) return *notAllowedHeroesButStillBetterThanCrash.begin(); logGlobal->error("No free heroes at all!"); throw std::runtime_error("Can not allocate hero. All heroes are already used."); } int CGameState::getDate(int d, Date mode) { int temp; switch (mode) { case Date::DAY: return d; case Date::DAY_OF_WEEK: //day of week temp = (d)%7; // 1 - Monday, 7 - Sunday return temp ? temp : 7; case Date::WEEK: //current week temp = ((d-1)/7)+1; if (!(temp%4)) return 4; else return (temp%4); case Date::MONTH: //current month return ((d-1)/28)+1; case Date::DAY_OF_MONTH: //day of month temp = (d)%28; if (temp) return temp; else return 28; } return 0; } int CGameState::getDate(Date mode) const { return getDate(day, mode); } CGameState::CGameState() { gs = this; heroesPool = std::make_unique(); globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS); } CGameState::~CGameState() { // explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState currentBattles.clear(); map.dellNull(); scenarioOps.dellNull(); initialOpts.dellNull(); } const IGameSettings & CGameState::getSettings() const { return map->getSettings(); } void CGameState::preInit(Services * newServices, IGameCallback * newCallback) { services = newServices; callback = newCallback; } void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap) { assert(services); assert(callback); scenarioOps = CMemorySerializer::deepCopy(*si).release(); initialOpts = CMemorySerializer::deepCopy(*si).release(); si = nullptr; switch(scenarioOps->mode) { case EStartMode::NEW_GAME: initNewGame(mapService, allowSavingRandomMap, progressTracking); break; case EStartMode::CAMPAIGN: initCampaign(); break; default: logGlobal->error("Wrong mode: %d", static_cast(scenarioOps->mode)); return; } logGlobal->info("Map loaded!"); day = 0; logGlobal->debug("Initialization:"); initGlobalBonuses(); initPlayerStates(); if (campaign) campaign->placeCampaignHeroes(); removeHeroPlaceholders(); initGrailPosition(); initRandomFactionsForPlayers(); randomizeMapObjects(); placeStartingHeroes(); initOwnedObjects(); initDifficulty(); initHeroes(); initStartingBonus(); initTowns(); initTownNames(); placeHeroesInTowns(); initMapObjects(); buildBonusSystemTree(); initVisitingAndGarrisonedHeroes(); initFogOfWar(); for(auto & elem : teams) { map->obelisksVisited[elem.first] = 0; } logGlobal->debug("\tChecking objectives"); map->checkForObjectives(); //needs to be run when all objects are properly placed } void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data) { switch(metatype) { case Metatype::ARTIFACT_INSTANCE: logGlobal->error("Artifact instance update is not implemented"); break; case Metatype::CREATURE_INSTANCE: logGlobal->error("Creature instance update is not implemented"); break; case Metatype::HERO_INSTANCE: //index is hero type if(index >= 0 && index < map->allHeroes.size()) { CGHeroInstance * hero = map->allHeroes.at(index); hero->updateFrom(data); } else { logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size()); } break; case Metatype::MAP_OBJECT_INSTANCE: if(index >= 0 && index < map->objects.size()) { CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index)); obj->updateFrom(data); } else { logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size()); } break; default: logGlobal->error("This metatype update is not implemented"); break; } } void CGameState::updateOnLoad(StartInfo * si) { assert(services); assert(callback); scenarioOps->playerInfos = si->playerInfos; for(auto & i : si->playerInfos) gs->players[i.first].human = i.second.isControlledByHuman(); scenarioOps->extraOptionsInfo = si->extraOptionsInfo; scenarioOps->turnTimerInfo = si->turnTimerInfo; scenarioOps->simturnsInfo = si->simturnsInfo; } void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking) { if(scenarioOps->createRandomMap()) { logGlobal->info("Create random map."); CStopWatch sw; // Gen map CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, callback, getRandomGenerator().nextInt()); progressTracking.include(mapGenerator); std::unique_ptr randomMap = mapGenerator.generate(); progressTracking.exclude(mapGenerator); // Update starting options for(int i = 0; i < randomMap->players.size(); ++i) { const auto & playerInfo = randomMap->players[i]; if(playerInfo.canAnyonePlay()) { PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)]; playerSettings.compOnly = !playerInfo.canHumanPlay; playerSettings.castle = playerInfo.defaultCastle(); if(playerSettings.isControlledByAI() && playerSettings.name.empty()) { playerSettings.name = VLC->generaltexth->allTexts[468]; } playerSettings.color = PlayerColor(i); } else { scenarioOps->playerInfos.erase(PlayerColor(i)); } } if(allowSavingRandomMap) { try { auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps"; boost::filesystem::create_directories(path); std::shared_ptr options = scenarioOps->mapGenOptions; const std::string templateName = options->getMapTemplate()->getName(); const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr)); const std::string fileName = boost::str(boost::format("%s_%s.vmap") % dt % templateName ); const auto fullPath = path / fileName; randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt)); mapService->saveMap(randomMap, fullPath); logGlobal->info("Random map has been saved to:"); logGlobal->info(fullPath.string()); } catch(...) { logGlobal->error("Saving random map failed with exception"); } } map = randomMap.release(); logGlobal->info("Generated random map in %i ms.", sw.getDiff()); } else { logGlobal->info("Open map file: %s", scenarioOps->mapname); const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP); map = mapService->loadMap(mapURI, callback).release(); } } void CGameState::initCampaign() { campaign = std::make_unique(this); map = campaign->getCurrentMap().release(); } void CGameState::generateOwnedObjectsAfterDeserialize() { for (auto & object : map->objects) { if (object && object->asOwnable() && object->getOwner().isValidPlayer()) players.at(object->getOwner()).addOwnedObject(object.get()); } } void CGameState::initGlobalBonuses() { const JsonNode & baseBonuses = getSettings().getValue(EGameSettings::BONUSES_GLOBAL); logGlobal->debug("\tLoading global bonuses"); for(const auto & b : baseBonuses.Struct()) { auto bonus = JsonUtils::parseBonus(b.second); bonus->source = BonusSource::GLOBAL;//for all bonus->sid = BonusSourceID(); //there is one global object globalEffects.addNewBonus(bonus); } VLC->creh->loadCrExpBon(globalEffects); } void CGameState::initDifficulty() { logGlobal->debug("\tLoading difficulty settings"); JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json"); config.setModScope(ModScope::scopeGame()); // FIXME: should be set to actual mod const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]); const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]); auto setDifficulty = [this](PlayerState & state, const JsonNode & json) { //set starting resources state.resources = TResources(json["resources"]); //handicap const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(state.color); state.resources += ps.handicap.startBonus; //set global bonuses for(auto & jsonBonus : json["globalBonuses"].Vector()) if(auto bonus = JsonUtils::parseBonus(jsonBonus)) state.addNewBonus(bonus); //set battle bonuses for(auto & jsonBonus : json["battleBonuses"].Vector()) if(auto bonus = JsonUtils::parseBonus(jsonBonus)) state.battleBonuses.push_back(*bonus); }; for (auto & elem : players) { PlayerState &p = elem.second; setDifficulty(p, p.human ? difficultyHuman : difficultyAI); } if (campaign) campaign->initStartingResources(); } void CGameState::initGrailPosition() { logGlobal->debug("\tPicking grail position"); //pick grail location if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place { if(!map->grailRadius) //radius not given -> anywhere on map map->grailRadius = 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 z = 0; z < map->levels(); z++) { for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++) { for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++) { const TerrainTile &t = map->getTile(int3(x, y, z)); if(!t.blocked() && !t.visitable() && t.isLand() && t.getTerrain()->isPassable() && (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius)) allowedPos.emplace_back(x, y, z); } } } //remove tiles with holes for(auto & elem : map->objects) if(elem && elem->ID == Obj::HOLE) allowedPos -= elem->anchorPos(); if(!allowedPos.empty()) { map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator()); } else { logGlobal->warn("Grail cannot be placed, no appropriate tile found!"); } } } void CGameState::initRandomFactionsForPlayers() { logGlobal->debug("\tPicking random factions for players"); for(auto & elem : scenarioOps->playerInfos) { if(elem.second.castle==FactionID::RANDOM) { auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1); auto iter = map->players[elem.first.getNum()].allowedFactions.begin(); std::advance(iter, randomID); elem.second.castle = *iter; } } } void CGameState::randomizeMapObjects() { logGlobal->debug("\tRandomizing objects"); for(CGObjectInstance *object : map->objects) { if(!object) continue; object->pickRandomObject(getRandomGenerator()); //handle Favouring Winds - mark tiles under it if(object->ID == Obj::FAVORABLE_WINDS) { for (int i = 0; i < object->getWidth() ; i++) { for (int j = 0; j < object->getHeight() ; j++) { int3 pos = object->anchorPos() - int3(i,j,0); if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128; } } } } } void CGameState::initOwnedObjects() { for(CGObjectInstance *object : map->objects) { if (object && object->getOwner().isValidPlayer()) getPlayerState(object->getOwner())->addOwnedObject(object); } } void CGameState::initPlayerStates() { logGlobal->debug("\tCreating player entries in gs"); for(auto & elem : scenarioOps->playerInfos) { PlayerState & p = players[elem.first]; p.color=elem.first; p.human = elem.second.isControlledByHuman(); p.team = map->players[elem.first.getNum()].team; teams[p.team].id = p.team;//init team teams[p.team].players.insert(elem.first);//add player to team } } void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos) { for(auto town : map->towns) { if(town->anchorPos() == townPos) { townPos = town->visitablePos(); break; } } auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex()); CGObjectInstance * obj = handler->create(callback, handler->getTemplates().front()); CGHeroInstance * hero = dynamic_cast(obj); hero->ID = Obj::HERO; hero->setHeroType(heroTypeId); hero->tempOwner = playerColor; hero->setAnchorPos(townPos + hero->getVisitableOffset()); map->getEditManager()->insertObject(hero); } void CGameState::placeStartingHeroes() { logGlobal->debug("\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 (campaign && campaign->playerHasStartingHero(playerColor)) continue; HeroTypeID heroTypeId = pickNextHeroType(playerColor); if(playerSettingPair.second.hero == HeroTypeID::NONE) playerSettingPair.second.hero = heroTypeId; placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown); } } } void CGameState::removeHeroPlaceholders() { // remove any hero placeholders that remain on map after (potential) campaign heroes placement for(auto obj : map->objects) { if(obj && obj->ID == Obj::HERO_PLACEHOLDER) { auto heroPlaceholder = dynamic_cast(obj.get()); map->removeBlockVisTiles(heroPlaceholder, true); map->instanceNames.erase(obj->instanceName); map->objects[heroPlaceholder->id.getNum()] = nullptr; delete heroPlaceholder; } } } void CGameState::initHeroes() { for(auto hero : map->heroesOnMap) //heroes instances initialization { if (hero->getOwner() == PlayerColor::UNFLAGGABLE) { logGlobal->warn("Hero with uninitialized owner!"); continue; } hero->initHero(getRandomGenerator()); map->allHeroes[hero->getHeroTypeID().getNum()] = hero; } // generate boats for all heroes on water for(auto hero : map->heroesOnMap) { assert(map->isInTheMap(hero->visitablePos())); const auto & tile = map->getTile(hero->visitablePos()); if (tile.isWater()) { auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum()); auto boat = dynamic_cast(handler->create(callback, nullptr)); handler->configureObject(boat, gs->getRandomGenerator()); boat->setAnchorPos(hero->anchorPos()); boat->appearance = handler->getTemplates().front(); boat->id = ObjectInstanceID(static_cast(gs->map->objects.size())); map->objects.emplace_back(boat); hero->attachToBoat(boat); } } for(auto obj : map->objects) //prisons { if(obj && obj->ID == Obj::PRISON) { auto * hero = dynamic_cast(obj.get()); hero->initHero(getRandomGenerator()); map->allHeroes[hero->getHeroTypeID().getNum()] = hero; } } std::set heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool for(auto ph : map->predefinedHeroes) { if(!vstd::contains(heroesToCreate, ph->getHeroTypeID())) continue; ph->initHero(getRandomGenerator()); heroesPool->addHeroToPool(ph); heroesToCreate.erase(ph->getHeroTypeID()); map->allHeroes[ph->getHeroTypeID().getNum()] = ph; } for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool { auto * vhi = new CGHeroInstance(callback); vhi->initHero(getRandomGenerator(), htype); int typeID = htype.getNum(); map->allHeroes[typeID] = vhi; heroesPool->addHeroToPool(vhi); } for(auto & elem : map->disposedHeroes) heroesPool->setAvailability(elem.heroId, elem.players); if (campaign) campaign->initHeroes(); } void CGameState::initFogOfWar() { logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set int layers = map->levels(); for(auto & elem : teams) { auto & fow = elem.second.fogOfWarMap; fow.resize(boost::extents[layers][map->width][map->height]); std::fill(fow.data(), fow.data() + fow.num_elements(), 0); for(CGObjectInstance *obj : map->objects) { if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object std::unordered_set tiles; getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner); for(const int3 & tile : tiles) { elem.second.fogOfWarMap[tile.z][tile.x][tile.y] = 1; } } } } void CGameState::initStartingBonus() { if (scenarioOps->mode == EStartMode::CAMPAIGN) return; // These are the single scenario bonuses; predefined // campaign bonuses are spread out over other init* functions. logGlobal->debug("\tStarting bonuses"); for(auto & elem : players) { //starting bonus if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM) scenarioOps->playerInfos[elem.first].bonus = static_cast(getRandomGenerator().nextInt(2)); switch(scenarioOps->playerInfos[elem.first].bonus) { case PlayerStartingBonus::GOLD: elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100; break; case PlayerStartingBonus::RESOURCE: { auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes; if(res == EGameResID::WOOD_AND_ORE) { int amount = getRandomGenerator().nextInt(5, 10); elem.second.resources[EGameResID::WOOD] += amount; elem.second.resources[EGameResID::ORE] += amount; } else { elem.second.resources[res] += getRandomGenerator().nextInt(3, 6); } break; } case PlayerStartingBonus::ARTIFACT: { if(elem.second.getHeroes().empty()) { logGlobal->error("Cannot give starting artifact - no heroes!"); break; } const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(VLC); CGHeroInstance *hero = elem.second.getHeroes()[0]; if(!giveHeroArtifact(hero, toGive->getId())) logGlobal->error("Cannot give starting artifact - no free slots!"); } break; } } } void CGameState::initTownNames() { std::map> availableNames; for(const auto & faction : VLC->townh->getDefaultAllowed()) { std::vector potentialNames; if(faction.toFaction()->town->getRandomNamesCount() > 0) { for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i) potentialNames.push_back(i); availableNames[faction] = potentialNames; } } for(auto & vti : map->towns) { assert(vti->getTown()); if(!vti->getNameTextID().empty()) continue; FactionID faction = vti->getFactionID(); if(availableNames.empty()) { logGlobal->warn("Failed to find available name for a random town!"); vti->setNameTextId("core.genrltxt.508"); // Unnamed continue; } // If town has no available names (for example - all were picked) - pick names from some other faction that still has names available if(!availableNames.count(faction)) faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first; auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator()); vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt)); availableNames[faction].erase(nameIt); if(availableNames[faction].empty()) availableNames.erase(faction); } } void CGameState::initTowns() { logGlobal->debug("\tTowns"); if (campaign) campaign->initTowns(); map->townUniversitySkills.clear(); map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::FIRE_MAGIC)); map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::AIR_MAGIC)); map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC)); map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC)); for (auto & vti : map->towns) { assert(vti->getTown()); assert(vti->getTown()->creatures.size() <= GameConstants::CREATURES_PER_TOWN); constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 }; constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP }; constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7, BuildingID::HORDE_PLACEHOLDER8 }; //init buildings if(vti->hasBuilt(BuildingID::DEFAULT)) //give standard set of buildings { vti->removeBuilding(BuildingID::DEFAULT); vti->addBuilding(BuildingID::VILLAGE_HALL); if(vti->tempOwner != PlayerColor::NEUTRAL) vti->addBuilding(BuildingID::TAVERN); auto definesBuildingsChances = getSettings().getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES); for(int i = 0; i < definesBuildingsChances.size(); i++) { if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i])) { vti->addBuilding(basicDwellings[i]); } } } // village hall must always exist vti->addBuilding(BuildingID::VILLAGE_HALL); //init hordes for (int i = 0; i < vti->getTown()->creatures.size(); i++) { if(vti->hasBuilt(hordes[i])) //if we have horde for this level { vti->removeBuilding(hordes[i]);//remove old ID if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one { vti->addBuilding(BuildingID::HORDE_1);//add it //if we have upgraded dwelling as well if(vti->hasBuilt(upgradedDwellings[i])) vti->addBuilding(BuildingID::HORDE_1_UPGR);//add it as well } if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one { vti->addBuilding(BuildingID::HORDE_2); if(vti->hasBuilt(upgradedDwellings[i])) vti->addBuilding(BuildingID::HORDE_2_UPGR); } } } //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings) //But DO NOT remove horde placeholders before they are replaced for(const auto & building : vti->getBuildings()) { if(!vti->getTown()->buildings.count(building) || !vti->getTown()->buildings.at(building)) vti->removeBuilding(building); } if(vti->hasBuilt(BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED) vti->removeBuilding(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour) //Early check for #1444-like problems for([[maybe_unused]] const auto & building : vti->getBuildings()) { assert(vti->getTown()->buildings.at(building) != nullptr); } //town events for(CCastleEvent &ev : vti->events) { for (int i = 0; igetTown()->creatures.size(); i++) if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level { ev.buildings.erase(hordes[i]); if (vti->getTown()->hordeLvl.at(0) == i) ev.buildings.insert(BuildingID::HORDE_1); if (vti->getTown()->hordeLvl.at(1) == i) ev.buildings.insert(BuildingID::HORDE_2); } } //init spells vti->spells.resize(GameConstants::SPELL_LEVELS); vti->possibleSpells -= SpellID::PRESET; for(ui32 z=0; zobligatorySpells.size();z++) { const auto * s = vti->obligatorySpells[z].toSpell(); vti->spells[s->getLevel()-1].push_back(s->id); vti->possibleSpells -= s->id; } while(!vti->possibleSpells.empty()) { ui32 total=0; int sel = -1; for(ui32 ps=0;pspossibleSpells.size();ps++) total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFactionID()); if (total == 0) // remaining spells have 0 probability break; auto r = getRandomGenerator().nextInt(total - 1); for(ui32 ps=0; pspossibleSpells.size();ps++) { r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFactionID()); if(r<0) { sel = ps; break; } } if(sel<0) sel=0; const auto * s = vti->possibleSpells[sel].toSpell(); vti->spells[s->getLevel()-1].push_back(s->id); vti->possibleSpells -= s->id; } vti->possibleSpells.clear(); } } void CGameState::initMapObjects() { logGlobal->debug("\tObject initialization"); // objCaller->preInit(); for(CGObjectInstance *obj : map->objects) { if(obj) obj->initObj(getRandomGenerator()); } logGlobal->debug("\tObject initialization done"); for(CGObjectInstance *obj : map->objects) { if(!obj) continue; switch(obj->ID.toEnum()) { case Obj::QUEST_GUARD: case Obj::SEER_HUT: { auto * q = dynamic_cast(obj); assert (q); q->setObjToKill(); } } } CGSubterraneanGate::postInit(callback); //pairing subterranean gates map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized } void CGameState::placeHeroesInTowns() { for(auto & player : players) { if(player.first == PlayerColor::NEUTRAL) continue; for(CGHeroInstance * h : player.second.getHeroes()) { for(CGTownInstance * t : player.second.getTowns()) { bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos()); // current hero position is at one of blocking tiles of current town // assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position if (heroOnTownBlockableTile) { map->removeBlockVisTiles(h); int3 correctedPos = h->convertFromVisitablePos(t->visitablePos()); h->setAnchorPos(correctedPos); map->addBlockVisTiles(h); assert(t->visitableAt(h->visitablePos())); } } } } } void CGameState::initVisitingAndGarrisonedHeroes() { for(auto & player : players) { if(player.first == PlayerColor::NEUTRAL) continue; //init visiting and garrisoned heroes for(CGHeroInstance * h : player.second.getHeroes()) { for(CGTownInstance * t : player.second.getTowns()) { if(h->visitablePos().z != t->visitablePos().z) continue; if (t->visitableAt(h->visitablePos())) { assert(t->visitingHero == nullptr); t->setVisitingHero(h); } } } } for (auto hero : map->heroesOnMap) { if (hero->visitedTown) { assert (hero->visitedTown->visitingHero == hero); } } } const BattleInfo * CGameState::getBattle(const PlayerColor & player) const { if (!player.isValidPlayer()) return nullptr; for (const auto & battlePtr : currentBattles) if (battlePtr->getSide(BattleSide::ATTACKER).color == player || battlePtr->getSide(BattleSide::DEFENDER).color == player) return battlePtr.get(); return nullptr; } const BattleInfo * CGameState::getBattle(const BattleID & battle) const { for (const auto & battlePtr : currentBattles) if (battlePtr->battleID == battle) return battlePtr.get(); return nullptr; } BattleInfo * CGameState::getBattle(const BattleID & battle) { for (const auto & battlePtr : currentBattles) if (battlePtr->battleID == battle) return battlePtr.get(); return nullptr; } BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand) { assert(tile.valid()); if(!tile.valid()) return BattleField::NONE; const TerrainTile &t = map->getTile(tile); auto * topObject = t.visitableObjects.front(); if(topObject && topObject->getBattlefield() != BattleField::NONE) { return topObject->getBattlefield(); } for(auto &obj : map->objects) { //look only for objects covering given tile if( !obj || !obj->coveringAt(tile)) continue; auto customBattlefield = obj->getBattlefield(); if(customBattlefield != BattleField::NONE) return customBattlefield; } if(map->isCoastalTile(tile)) //coastal tile is always ground return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore")); if (t.getTerrain()->battleFields.empty()) throw std::runtime_error("Failed to find battlefield for terrain " + t.getTerrain()->getJsonKey()); return BattleField(*RandomGeneratorUtil::nextItem(t.getTerrain()->battleFields, rand)); } void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const { assert(obj); assert(obj->hasStackAtSlot(stackPos)); out = fillUpgradeInfo(obj->getStack(stackPos)); } UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const { UpgradeInfo ret; const CCreature *base = stack.getCreature(); if (stack.armyObj->ID == Obj::HERO) { auto hero = dynamic_cast(stack.armyObj); hero->fillUpgradeInfo(ret, stack); if (hero->visitedTown) { hero->visitedTown->fillUpgradeInfo(ret, stack); } else { auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos())); auto upgradeSource = dynamic_cast(object); if (object != hero && upgradeSource != nullptr) upgradeSource->fillUpgradeInfo(ret, stack); } } if (stack.armyObj->ID == Obj::TOWN) { auto town = dynamic_cast(stack.armyObj); town->fillUpgradeInfo(ret, stack); } if(!ret.newID.empty()) ret.oldID = base->getId(); for (ResourceSet &cost : ret.cost) cost.positive(); //upgrade cost can't be negative, ignore missing resources return ret; } PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const { 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::apply(CPackForClient & pack) { pack.applyGs(this); } void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out) { calculatePaths(std::make_shared(out, this, hero)); } void CGameState::calculatePaths(const std::shared_ptr & config) { //FIXME: creating pathfinder is costly, maybe reset / clear is enough? CPathfinder pathfinder(this, config); pathfinder.calculatePaths(); } /** * 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->isBlockedVisitable()) { 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 && map->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 { return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y]; } bool CGameState::isVisible(int3 pos, const std::optional & player) const { if (!map->isInTheMap(pos)) return false; if (!player) return true; if(player == PlayerColor::NEUTRAL) return false; if(player->isSpectator()) return true; return getPlayerTeam(*player)->fogOfWarMap[pos.z][pos.x][pos.y]; } bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional & player) const { if(!player) return true; //we should always see our own heroes - but sometimes not visible heroes cause crash :? if (player == obj->tempOwner) 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->anchorPos() + int3(-fx, -fy, 0); if ( map->isInTheMap(pos) && obj->coveringAt(pos) && isVisible(pos, *player)) return true; } } return false; } bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const { const TerrainTile * pom = &map->getTile(dst); return map->checkForVisitableDir(src, pom, dst); } EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const { const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659"); const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5"); const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7"); const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8"); auto evaluateEvent = [=](const EventCondition & condition) { return this->checkForVictory(player, condition); }; const PlayerState *p = CGameInfoCallback::getPlayerState(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(const PlayerColor & player, const EventCondition & condition) const { const PlayerState *p = CGameInfoCallback::getPlayerState(player); switch (condition.condition) { case EventCondition::STANDARD_WIN: { return player == checkForStandardWin(); } case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact { for(const auto & elem : p->getHeroes()) if(elem->hasArt(condition.objectType.as())) return true; return false; } case EventCondition::HAVE_CREATURES: { //check if in players armies there is enough creatures int total = 0; //creature counter for(auto object : map->objects) { const auto * ai = dynamic_cast(object.get()); if(ai && ai->getOwner() == player) { for(const auto & elem : ai->Slots()) //iterate through army if(elem.second->getId() == condition.objectType.as()) //it's searched creature total += elem.second->count; } } return total >= condition.value; } case EventCondition::HAVE_RESOURCES: { return p->resources[condition.objectType.as()] >= condition.value; } case EventCondition::HAVE_BUILDING: { if (condition.objectID != ObjectInstanceID::NONE) // specific town { const auto * t = getTown(condition.objectID); return (t->tempOwner == player && t->hasBuilt(condition.objectType.as())); } else // any town { for (const CGTownInstance * t : p->getTowns()) { if (t->hasBuilt(condition.objectType.as())) return true; } return false; } } case EventCondition::DESTROY: { if (condition.objectID != ObjectInstanceID::NONE) // mode A - destroy specific object of this type { return p->destroyedObjects.count(condition.objectID); } else { for(const auto & elem : map->objects) // mode B - destroy all objects of this type { if(elem && elem->ID == condition.objectType.as()) return false; } return true; } } case EventCondition::CONTROL: { // list of players that need to control object to fulfull condition // NOTE: cgameinfocallback specified explicitly in order to get const version const auto * team = CGameInfoCallback::getPlayerTeam(player); if (condition.objectID != ObjectInstanceID::NONE) // mode A - flag one specific object, like town { const auto * object = getObjInstance(condition.objectID); if (!object) return false; return team->players.count(object->getOwner()) != 0; } else { for(const auto & elem : map->objects) // mode B - flag all objects of this type { //check not flagged objs if ( elem && elem->ID == condition.objectType.as() && team->players.count(elem->getOwner()) == 0 ) return false; } return true; } } case EventCondition::TRANSPORT: { const auto * t = getTown(condition.objectID); bool garrisonedWon = t->garrisonHero && t->garrisonHero->getOwner() == player && t->garrisonHero->hasArt(condition.objectType.as()); bool visitingWon = t->visitingHero && t->visitingHero->getOwner() == player && t->visitingHero->hasArt(condition.objectType.as()); return garrisonedWon || visitingWon; } case EventCondition::DAYS_PASSED: { return (si32)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 >= condition.value; else return false; } case EventCondition::CONST_VALUE: { return condition.value; // just convert to bool } default: logGlobal->error("Invalid event condition type: %d", (int)condition.condition); return false; } } PlayerColor CGameState::checkForStandardWin() const { //std victory condition is: //all enemies lost PlayerColor supposedWinner = PlayerColor::NEUTRAL; TeamID winnerTeam = TeamID::NO_TEAM; for(const auto & elem : players) { if(elem.second.status == EPlayerStatus::WINNER) return elem.second.color; if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer()) { 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(const PlayerColor & player) const { //std loss condition is: player lost all towns and heroes const PlayerState & pState = *CGameInfoCallback::getPlayerState(player); return pState.checkVanquished(); } void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level) { auto playerInactive = [&](const 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 = Statistic::getRank(stats); \ } for(auto & elem : players) { if(!playerInactive(elem.second.color)) tgi.playerColors.push_back(elem.second.color); } if(level >= 0) //num of towns & num of heroes { //num of towns FILL_FIELD(numOfTowns, g->second.getTowns().size()) //num of heroes FILL_FIELD(numOfHeroes, g->second.getHeroes().size()) } if(level >= 1) //best hero's portrait { for(const auto & player : players) { if(playerInactive(player.second.color)) continue; const CGHeroInstance * best = Statistic::findBestHero(this, player.second.color); InfoAboutHero iah; iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC); iah.army.clear(); tgi.colorToBestHero[player.second.color] = iah; } } if(level >= 2) //gold { FILL_FIELD(gold, g->second.resources[EGameResID::GOLD]) } if(level >= 2) //wood & ore { FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE]) } if(level >= 3) //mercury, sulfur, crystal, gems { FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS]) } if(level >= 3) //obelisks found { FILL_FIELD(obelisks, Statistic::getObeliskVisited(gs, gs->getPlayerTeam(g->second.color)->id)) } if(level >= 4) //artifacts { FILL_FIELD(artifacts, Statistic::getNumberOfArts(&g->second)) } if(level >= 4) //army strength { FILL_FIELD(army, Statistic::getArmyStrength(&g->second)) } if(level >= 5) //income { FILL_FIELD(income, Statistic::getIncome(gs, &g->second)) } if(level >= 2) //best hero's stats { //already set in lvl 1 handling } if(level >= 3) //personality { for(const auto & player : players) { if(playerInactive(player.second.color)) //do nothing for neutral player continue; if(player.second.human) { tgi.personality[player.second.color] = EAiTactic::NONE; } else //AI { tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic; } } } if(level >= 4) //best creature { //best creatures belonging to player (highest AI value) for(const auto & player : players) { if(playerInactive(player.second.color)) //do nothing for neutral player continue; CreatureID bestCre; //best creature's ID for(const auto & elem : player.second.getHeroes()) { for(const auto & it : elem->Slots()) { CreatureID toCmp = it.second->getId(); //ID of creature we should compare with the best one if(bestCre == CreatureID::NONE || bestCre.toEntity(VLC)->getAIValue() < toCmp.toEntity(VLC)->getAIValue()) { bestCre = toCmp; } } } tgi.bestCreature[player.second.color] = bestCre; } } #undef FILL_FIELD } void CGameState::buildBonusSystemTree() { buildGlobalTeamPlayerTree(); attachArmedObjects(); for(CGTownInstance *t : map->towns) { t->deserializationFix(); } } void CGameState::deserializationFix() { buildGlobalTeamPlayerTree(); attachArmedObjects(); } void CGameState::buildGlobalTeamPlayerTree() { for(auto & team : teams) { TeamState * t = &team.second; t->attachTo(globalEffects); for(const PlayerColor & teamMember : team.second.players) { PlayerState *p = getPlayerState(teamMember); assert(p); p->attachTo(*t); } } } void CGameState::attachArmedObjects() { for(CGObjectInstance *obj : map->objects) { if(auto * armed = dynamic_cast(obj)) { armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this)); } } } bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid) { CArtifactInstance * ai = ArtifactUtils::createArtifact(aid); map->addNewArtifactInstance(ai); auto slot = ArtifactUtils::getArtAnyPosition(h, aid); if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot)) { map->putArtifactInstance(*h, ai, slot); return true; } else { return false; } } std::set CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const { std::set ret = map->allowedHeroes; for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players { if(playerSettingPair.second.hero != HeroTypeID::RANDOM) ret -= HeroTypeID(playerSettingPair.second.hero); } for(auto hero : map->heroesOnMap) //heroes instances initialization ret -= hero->getHeroTypeID(); for(auto obj : map->objects) //prisons { auto * hero = dynamic_cast(obj.get()); if(hero && hero->ID == Obj::PRISON) ret -= hero->getHeroTypeID(); } return ret; } bool CGameState::isUsedHero(const HeroTypeID & hid) const { return getUsedHero(hid); } CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const { for(auto obj : map->objects) //prisons { if (!obj) continue; if ( obj->ID !=Obj::PRISON && obj->ID != Obj::HERO) continue; auto * hero = dynamic_cast(obj.get()); assert(hero); if (hero->getHeroTypeID() == hid) return hero; } return nullptr; } TeamState::TeamState() { setNodeType(TEAM); } vstd::RNG & CGameState::getRandomGenerator() { return callback->getRandomGenerator(); } ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags, std::function accepts) { std::set potentialPicks; // Select artifacts that satisfy provided criteria for (auto const & artifactID : map->allowedArtifact) { if (!VLC->arth->legalArtifact(artifactID)) continue; auto const * artifact = artifactID.toArtifact(); assert(artifact->aClass != CArtifact::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized if ((flags & CArtifact::ART_TREASURE) == 0 && artifact->aClass == CArtifact::ART_TREASURE) continue; if ((flags & CArtifact::ART_MINOR) == 0 && artifact->aClass == CArtifact::ART_MINOR) continue; if ((flags & CArtifact::ART_MAJOR) == 0 && artifact->aClass == CArtifact::ART_MAJOR) continue; if ((flags & CArtifact::ART_RELIC) == 0 && artifact->aClass == CArtifact::ART_RELIC) continue; if (!accepts(artifact->getId())) continue; potentialPicks.insert(artifact->getId()); } return pickRandomArtifact(rand, potentialPicks); } ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::set potentialPicks) { // No allowed artifacts at all - give Grail - this can't be banned (hopefully) // FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior if (potentialPicks.empty()) { logGlobal->warn("Failed to find artifact that matches requested parameters!"); return ArtifactID::GRAIL; } // Find how many times least used artifacts were picked by randomizer int leastUsedTimes = std::numeric_limits::max(); for (auto const & artifact : potentialPicks) if (allocatedArtifacts[artifact] < leastUsedTimes) leastUsedTimes = allocatedArtifacts[artifact]; // Pick all artifacts that were used least number of times std::set preferredPicks; for (auto const & artifact : potentialPicks) if (allocatedArtifacts[artifact] == leastUsedTimes) preferredPicks.insert(artifact); assert(!preferredPicks.empty()); ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, rand); allocatedArtifacts[artID] += 1; // record +1 more usage return artID; } ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::function accepts) { return pickRandomArtifact(rand, 0xff, std::move(accepts)); } ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags) { return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; }); } VCMI_LIB_NAMESPACE_END