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vcmi/lib/callback/CGameInfoCallback.cpp

981 lines
28 KiB
C++

/*
* 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 "../entities/building/CBuilding.h"
#include "../gameState/CGameState.h"
#include "../gameState/UpgradeInfo.h"
#include "../gameState/InfoAboutArmy.h"
#include "../gameState/TavernHeroesPool.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/MiscObjects.h"
#include "../StartInfo.h"
#include "../battle/BattleInfo.h"
#include "../IGameSettings.h"
#include "../spells/CSpellHandler.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
VCMI_LIB_NAMESPACE_BEGIN
//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, GameResID which) const
{
const PlayerState *p = getPlayerState(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
ERROR_RET_VAL_IF(p->resources.size() <= which.getNum() || which.getNum() < 0, "No such resource!", -1);
return p->resources[which];
}
const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
{
return &gameState().getStartInfo()->getIthPlayersSettings(color);
}
bool CGameInfoCallback::isAllowed(SpellID id) const
{
return gameState().getMap().allowedSpells.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(ArtifactID id) const
{
return gameState().getMap().allowedArtifact.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(SecondarySkill id) const
{
return gameState().getMap().allowedAbilities.count(id) != 0;
}
std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
{
return std::nullopt;
}
const Player * CGameInfoCallback::getPlayer(PlayerColor color) const
{
return getPlayerState(color, false);
}
const PlayerState * CGameInfoCallback::getPlayerState(PlayerColor color, bool verbose) const
{
//function written from scratch since it's accessed A LOT by AI
if(!color.isValidPlayer())
{
return nullptr;
}
auto player = gameState().players.find(color);
if (player != gameState().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;
}
}
TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const
{
if(!color.isValidPlayer())
{
return TurnTimerInfo{};
}
auto player = gameState().players.find(color);
if(player != gameState().players.end())
{
return player->second.turnTimer;
}
return TurnTimerInfo{};
}
/************************************************************************/
/* */
/************************************************************************/
const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
{
if (!objid.hasValue())
{
if(verbose)
logGlobal->error("Cannot get object with id %d. No such object", objid.getNum());
return nullptr;
}
const CGObjectInstance *ret = gameState().getMap().getObject(objid);
if(!ret)
{
if(verbose)
logGlobal->error("Cannot get object with id %d. Object was removed", objid.getNum());
return nullptr;
}
if(getPlayerID().has_value() && !isVisibleFor(ret, *getPlayerID()) && ret->tempOwner != getPlayerID())
{
if(verbose)
logGlobal->error("Cannot get object with id %d. Object is not visible.", objid.getNum());
return nullptr;
}
return ret;
}
const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGHeroInstance*>(obj);
else
return nullptr;
}
const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGTownInstance*>(obj);
else
return nullptr;
}
const IMarket * CGameInfoCallback::getMarket(ObjectInstanceID objid) const
{
const CGObjectInstance * obj = getObj(objid, false);
if(obj)
return dynamic_cast<const IMarket*>(obj);
else
return nullptr;
}
void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo & out) const
{
ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
const auto & stack = obj->getStack(stackPos);
const CCreature *base = stack.getCreature();
UpgradeInfo ret(base->getId());
if (stack.getArmy()->ID == Obj::HERO)
{
auto hero = dynamic_cast<const CGHeroInstance *>(stack.getArmy());
hero->fillUpgradeInfo(ret, stack);
if (hero->getVisitedTown())
{
hero->getVisitedTown()->fillUpgradeInfo(ret, stack);
}
else
{
auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
if (object != hero && upgradeSource != nullptr)
upgradeSource->fillUpgradeInfo(ret, stack);
}
}
if (stack.getArmy()->ID == Obj::TOWN)
{
auto town = dynamic_cast<const CGTownInstance *>(stack.getArmy());
town->fillUpgradeInfo(ret, stack);
}
out = ret;
}
const StartInfo * CGameInfoCallback::getStartInfo() const
{
return gameState().getStartInfo();
}
const StartInfo * CGameInfoCallback::getInitialStartInfo() const
{
return gameState().getInitialStartInfo();
}
int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
{
ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
//if there is a battle
auto casterBattle = gameState().getBattle(caster->getOwner());
if(casterBattle)
return casterBattle->battleGetSpellCost(sp, caster);
//if there is no battle
return caster->getSpellCost(sp);
}
int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
{
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)
{
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 = gameState().players.at(*getPlayerID()).valOfBonuses(BonusType::THIEVES_GUILD_ACCESS);
gameState().obtainPlayersStats(thi, taverns);
}
else if(obj->ID == Obj::DEN_OF_THIEVES)
{
gameState().obtainPlayersStats(thi, 20);
}
}
int CGameInfoCallback::howManyTowns(PlayerColor Player) const
{
ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
return static_cast<int>(gameState().players.at(Player).getTowns().size());
}
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
{
ERROR_RET_VAL_IF(getPlayerID().has_value() && !isVisibleFor(town, *getPlayerID()), "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 auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
detailed = selectedHero->hasVisions(town, BonusCustomSubtype::visionsTowns);
}
dest.initFromTown(dynamic_cast<const CGTownInstance *>(town), detailed);
}
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
dest.initFromArmy(dynamic_cast<const CArmedInstance *>(town), detailed);
else
return false;
return true;
}
const IGameSettings & CGameInfoCallback::getSettings() const
{
return gameState().getSettings();
}
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
return gameState().getMap().guardingCreaturePositions[pos.z][pos.x][pos.y];
}
std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
std::vector<const CGObjectInstance*> ret;
for(auto * cr : gameState().guardingCreatures(pos))
{
ret.push_back(cr);
}
return ret;
}
bool CGameInfoCallback::isTileGuardedUnchecked(int3 tile) const
{
return !gameState().guardingCreatures(tile).empty();
}
bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const
{
const auto * h = dynamic_cast<const CGHeroInstance *>(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)
{
auto ourBattle = gameState().getBattle(*getPlayerID());
if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data
infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
else
ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false);
}
if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)
{
const auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
if(selectedHero->hasVisions(hero, BonusCustomSubtype::visionsHeroes))
infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
}
dest.initFromHero(h, infoLevel);
//DISGUISED bonus implementation
if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES)
{
//todo: bonus cashing
int disguiseLevel = h->valOfBonuses(BonusType::DISGUISED);
auto doBasicDisguise = [](InfoAboutHero & info)
{
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(auto & elem : info.army)
{
if(static_cast<int>(elem.second.getCreature()->getAIValue()) > maxAIValue)
{
maxAIValue = elem.second.getCreature()->getAIValue();
mostStrong = elem.second.getCreature();
}
}
if(nullptr == mostStrong)//just in case
logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack");
else
for(auto & elem : info.army)
{
elem.second.setType(mostStrong);
}
};
auto doAdvancedDisguise = [&doBasicDisguise](InfoAboutHero & info)
{
doBasicDisguise(info);
for(auto & elem : info.army)
elem.second.setCount(0);
};
auto doExpertDisguise = [this,h](InfoAboutHero & info)
{
for(auto & elem : info.army)
elem.second.setCount(0);
const auto factionIndex = getStartInfo()->playerInfos.at(h->tempOwner).castle;
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(const auto & creature : LIBRARY->creh->objects)
{
if(creature->getFactionID() == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
{
maxAIValue = creature->getAIValue();
mostStrong = creature.get();
}
}
if(nullptr != mostStrong) //possible, faction may have no creatures at all
for(auto & elem : info.army)
elem.second.setType(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 mode) const
{
return gameState().getDate(mode);
}
bool CGameInfoCallback::isVisibleFor(int3 pos, PlayerColor player) const
{
return gameState().isVisibleFor(pos, player);
}
bool CGameInfoCallback::isVisible(int3 pos) const
{
if (!getPlayerID().has_value())
return true; // weird, but we do have such calls
return gameState().isVisibleFor(pos, *getPlayerID());
}
bool CGameInfoCallback::isVisibleFor(const CGObjectInstance * obj, PlayerColor player) const
{
return gameState().isVisibleFor(obj, player);
}
bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
{
if (!getPlayerID().has_value())
return true; // weird, but we do have such calls
return gameState().isVisibleFor(obj, *getPlayerID());
}
std::vector <const CGObjectInstance *> CGameInfoCallback::getBlockingObjs( int3 pos ) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
for(const auto & objID : t->blockingObjects)
ret.push_back(getObj(objID));
return ret;
}
std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos.toString() + " is not visible!", ret);
for(const auto & objID : t->visitableObjects)
{
const auto & object = getObj(objID, false);
if (!object)
continue; // event - visitable, but not visible
if(!getPlayerID().has_value() || object->ID != Obj::EVENT) //hide events from players
ret.push_back(object);
}
return ret;
}
std::vector<const CGObjectInstance *> CGameInfoCallback::getAllVisitableObjs() const
{
std::vector<const CGObjectInstance *> ret;
for(auto & obj : gameState().getMap().getObjects())
if(obj->isVisitable() && obj->ID != Obj::EVENT && isVisible(obj))
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<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
for(const auto & objectID : t->blockingObjects)
{
const auto * obj = getObj(objectID);
if(obj->tempOwner != PlayerColor::UNFLAGGABLE)
ret.push_back(obj);
}
return ret;
}
int3 CGameInfoCallback::getMapSize() const
{
return int3(gameState().getMap().width, gameState().getMap().height, gameState().getMap().twoLevel ? 2 : 1);
}
std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
{
ASSERT_IF_CALLED_WITH_PLAYER
std::vector<const CGHeroInstance *> 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)))
return gameState().heroesPool->getHeroesFor(*getPlayerID());
return ret;
}
const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
{
if(isVisible(tile))
return &gameState().getMap().getTile(tile);
if(verbose)
logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!");
return nullptr;
}
const TerrainTile * CGameInfoCallback::getTileUnchecked(int3 tile) const
{
if (isInTheMap(tile))
return &gameState().getMap().getTile(tile);
return nullptr;
}
EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) const
{
if(!isVisible(tile))
return EDiggingStatus::UNKNOWN;
for(const auto & object : gameState().getMap().getObjects())
{
if(object->ID == Obj::HOLE && object->anchorPos() == tile)
return EDiggingStatus::TILE_OCCUPIED;
}
return getTile(tile)->getDiggingStatus();
}
EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
if(!t->getTown()->buildings.count(ID))
return EBuildingState::BUILDING_ERROR;
const auto & building = t->getTown()->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 = [&](const BuildingID & id) -> bool
{
return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id));
};
std::function<bool(BuildingID id)> allowedTest = [&](const 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 = getPlayerState(t->tempOwner, false);
if(ps)
{
for(const CGTownInstance *town : ps->getTowns())
{
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->isWater())
return EBuildingState::NO_WATER; //lack of water
}
auto buildTest = [&](const BuildingID & id) -> bool
{
return t->hasBuilt(id);
};
if (!t->genBuildingRequirements(ID).test(buildTest))
return EBuildingState::PREREQUIRES;
if(t->built >= getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
return EBuildingState::CANT_BUILD_TODAY; //building limit
//checking resources
if(!building->resources.canBeAfforded(getPlayerState(t->tempOwner)->resources))
return EBuildingState::NO_RESOURCES; //lack of res
return EBuildingState::ALLOWED;
}
const CMapHeader * CGameInfoCallback::getMapHeader() const
{
return &gameState().getMap();
}
bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
{
return !getPlayerID() || getPlayerID()->isSpectator() || getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
}
EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
{
const PlayerState *ps = gameState().getPlayerState(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
{
MetaString text;
text.appendLocalString(EMetaText::GENERAL_TXT, 216);
std::string extraText;
if(gameState().currentRumor.type == RumorState::TYPE_NONE)
return text.toString();
auto rumor = gameState().currentRumor.last.at(gameState().currentRumor.type);
switch(gameState().currentRumor.type)
{
case RumorState::TYPE_SPECIAL:
text.replaceLocalString(EMetaText::GENERAL_TXT, rumor.first);
if(rumor.first == RumorState::RUMOR_GRAIL)
text.replaceTextID(TextIdentifier("core", "arraytxt", 158 + rumor.second).get());
else
text.replaceTextID(TextIdentifier("core", "plcolors", rumor.second).get());
break;
case RumorState::TYPE_MAP:
text.replaceRawString(gameState().getMap().rumors[rumor.first].text.toString());
break;
case RumorState::TYPE_RAND:
text.replaceTextID(TextIdentifier("core", "randtvrn", rumor.first).get());
break;
}
return text.toString();
}
PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
{
return gameState().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 = gameState().getPlayerState(player);
ERROR_RET_VAL_IF(!p, "No such player!", -1);
if(includeGarrisoned)
return static_cast<int>(p->getHeroes().size());
else
for(const auto & elem : p->getHeroes())
if(!elem->isGarrisoned())
ret++;
return ret;
}
bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const
{
return gameState().actingPlayers.count(player);
}
const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
{
//rewritten by hand, AI calls this function a lot
auto team = gameState().teams.find(teamID);
if (team != gameState().teams.end())
{
const TeamState *ret = &team->second;
if(!getPlayerID().has_value()) //neutral (or invalid) player
return ret;
else
{
if (vstd::contains(ret->players, *getPlayerID())) //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 = gameState().players.find(color);
if (player != gameState().players.end())
{
return getTeam (player->second.team);
}
else
{
return nullptr;
}
}
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
{
return gameState().getMap().isInTheMap(pos);
}
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
{
gameState().getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
}
void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const
{
gameState().calculatePaths(config);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gameState().getMap().getArtifactInstance(aid);
}
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
{
return gameState().getMap().getObject((oid));
}
const CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const
{
auto & gs = const_cast<CGameState&>(gameState());
return gs.getArtSet(loc);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
{
vstd::erase_if(ids, [&](const ObjectInstanceID & id) -> bool
{
const auto * obj = getObj(id, false);
return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisibleFor(obj->visitablePos(), player));
});
return ids;
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntrances(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->entrances, player);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->exits, player);
}
ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const
{
std::vector<ObjectInstanceID> entrances = getTeleportChannelEntrances(id, player);
std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);
if((entrances.empty() || exits.empty()) // 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.empty())
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 CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
{
std::vector<int> floors;
floors.reserve(gameState().getMap().levels());
for(int b = 0; b < gameState().getMap().levels(); ++b)
{
floors.push_back(b);
}
const TerrainTile * tinfo = nullptr;
for (auto zd : floors)
{
for (int xd = 0; xd < gameState().getMap().width; xd++)
{
for (int yd = 0; yd < gameState().getMap().height; yd++)
{
tinfo = getTile(int3 (xd,yd,zd));
if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
tiles.emplace_back(xd, yd, zd);
}
}
}
}
void CGameInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
const int3 & pos,
int radious,
ETileVisibility mode,
std::optional<PlayerColor> player,
int3::EDistanceFormula distanceFormula) const
{
if(player.has_value() && !player->isValidPlayer())
{
logGlobal->error("Illegal call to getTilesInRange!");
return;
}
if(radious == CBuilding::HEIGHT_SKYSHIP) //reveal entire map
getAllTiles (tiles, player, -1, [](auto * tile){return true;});
else
{
const TeamState * team = !player ? nullptr : gameState().getPlayerTeam(*player);
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gameState().getMap().width - 1); xd++)
{
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gameState().getMap().height - 1); yd++)
{
int3 tilePos(xd,yd,pos.z);
int distance = pos.dist(tilePos, distanceFormula);
if(distance <= radious)
{
if(!player
|| (mode == ETileVisibility::HIDDEN && team->fogOfWarMap[pos.z][xd][yd] == 0)
|| (mode == ETileVisibility::REVEALED && team->fogOfWarMap[pos.z][xd][yd] == 1)
)
tiles.insert(int3(xd,yd,pos.z));
}
}
}
}
}
void CGameInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optional<PlayerColor> Player, int level, std::function<bool(const TerrainTile *)> filter) const
{
if(Player.has_value() && !Player->isValidPlayer())
{
logGlobal->error("Illegal call to getAllTiles !");
return;
}
std::vector<int> floors;
if(level == -1)
{
for(int b = 0; b < gameState().getMap().levels(); ++b)
{
floors.push_back(b);
}
}
else
floors.push_back(level);
for(auto zd: floors)
{
for(int xd = 0; xd < gameState().getMap().width; xd++)
{
for(int yd = 0; yd < gameState().getMap().height; yd++)
{
int3 coordinates(xd, yd, zd);
if (filter(getTile(coordinates)))
tiles.insert(coordinates);
}
}
}
}
void CGameInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
{
for (auto const & spellID : gameState().getMap().allowedSpells)
{
const auto * spell = spellID.toEntity(LIBRARY);
if (!isAllowed(spellID))
continue;
if (level.has_value() && spell->getLevel() != level)
continue;
out.push_back(spellID);
}
}
bool CGameInfoCallback::checkForVisitableDir(const int3 & src, const int3 & dst) const
{
const CMap & map = gameState().getMap();
const TerrainTile * pom = &map.getTile(dst);
return map.checkForVisitableDir(src, pom, dst);
}
#if SCRIPTING_ENABLED
scripting::Pool * CGameInfoCallback::getGlobalContextPool() const
{
return nullptr; // TODO
}
#endif
VCMI_LIB_NAMESPACE_END