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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/StartInfo.h
Ivan Savenko 037efdf5fc Improvements to type safety of Identifier class
- Constructor of Identifier from integer is now explicit
- Lobby hero/town selection now uses Identifiers instead of int's
- Removed serialization workaround for hero portraits
- Added dummy objects for custom heroes portraits for ID resolver to use
- HeroInstance now stores portrait ID only in case of custom portrait
- Fixed loading of campaign heroes portraits on RoE maps
2023-10-04 18:05:23 +03:00

209 lines
5.6 KiB
C++

/*
* StartInfo.h, 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
*
*/
#pragma once
#include "vstd/DateUtils.h"
#include "GameConstants.h"
#include "TurnTimerInfo.h"
#include "campaign/CampaignConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CMapGenOptions;
class CampaignState;
class CMapInfo;
struct PlayerInfo;
class PlayerColor;
struct DLL_LINKAGE SimturnsInfo
{
/// Minimal number of turns that must be played simultaneously even if contact has been detected
int requiredTurns = 0;
/// Maximum number of turns that might be played simultaneously unless contact is detected
int optionalTurns = 0;
/// If set to true, human and 1 AI can act at the same time
bool allowHumanWithAI = true;
template <typename Handler>
void serialize(Handler &h, const int version)
{
h & requiredTurns;
h & optionalTurns;
h & allowHumanWithAI;
}
};
enum class PlayerStartingBonus : int8_t
{
RANDOM = -1,
ARTIFACT = 0,
GOLD = 1,
RESOURCE = 2
};
/// Struct which describes the name, the color, the starting bonus of a player
struct DLL_LINKAGE PlayerSettings
{
enum { PLAYER_AI = 0 }; // for use in playerID
PlayerStartingBonus bonus;
FactionID castle;
HeroTypeID hero;
HeroTypeID heroPortrait; //-1 if default, else ID
std::string heroNameTextId;
PlayerColor color; //from 0 -
enum EHandicap {NO_HANDICAP, MILD, SEVERE};
EHandicap handicap;//0-no, 1-mild, 2-severe
std::string name;
std::set<ui8> connectedPlayerIDs; //Empty - AI, or connectrd player ids
bool compOnly; //true if this player is a computer only player; required for RMG
template <typename Handler>
void serialize(Handler &h, const int version)
{
h & castle;
h & hero;
h & heroPortrait;
h & heroNameTextId;
h & bonus;
h & color;
h & handicap;
h & name;
h & connectedPlayerIDs;
h & compOnly;
}
PlayerSettings();
bool isControlledByAI() const;
bool isControlledByHuman() const;
FactionID getCastleValidated() const;
HeroTypeID getHeroValidated() const;
};
/// Struct which describes the difficulty, the turn time,.. of a heroes match.
struct DLL_LINKAGE StartInfo
{
enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, INVALID = 255};
EMode mode;
ui8 difficulty; //0=easy; 4=impossible
using TPlayerInfos = std::map<PlayerColor, PlayerSettings>;
TPlayerInfos playerInfos; //color indexed
ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet
ui32 mapfileChecksum; //0 if not relevant
std::string startTimeIso8601;
std::string fileURI;
SimturnsInfo simturnsInfo;
TurnTimerInfo turnTimerInfo;
std::string mapname; // empty for random map, otherwise name of the map or savegame
bool createRandomMap() const { return mapGenOptions != nullptr; }
std::shared_ptr<CMapGenOptions> mapGenOptions;
std::shared_ptr<CampaignState> campState;
PlayerSettings & getIthPlayersSettings(const PlayerColor & no);
const PlayerSettings & getIthPlayersSettings(const PlayerColor & no) const;
PlayerSettings * getPlayersSettings(const ui8 connectedPlayerId);
// TODO: Must be client-side
std::string getCampaignName() const;
template <typename Handler>
void serialize(Handler &h, const int version)
{
h & mode;
h & difficulty;
h & playerInfos;
h & seedToBeUsed;
h & seedPostInit;
h & mapfileChecksum;
h & startTimeIso8601;
h & fileURI;
h & simturnsInfo;
h & turnTimerInfo;
h & mapname;
h & mapGenOptions;
h & campState;
}
StartInfo() : mode(INVALID), difficulty(1), seedToBeUsed(0), seedPostInit(0),
mapfileChecksum(0), startTimeIso8601(vstd::getDateTimeISO8601Basic(std::time(0))), fileURI("")
{
}
};
struct ClientPlayer
{
int connection;
std::string name;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & connection;
h & name;
}
};
struct DLL_LINKAGE LobbyState
{
std::shared_ptr<StartInfo> si;
std::shared_ptr<CMapInfo> mi;
std::map<ui8, ClientPlayer> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
int hostClientId;
// TODO: Campaign-only and we don't really need either of them.
// Before start both go into CCampaignState that is part of StartInfo
CampaignScenarioID campaignMap;
int campaignBonus;
LobbyState() : si(new StartInfo()), hostClientId(-1), campaignMap(CampaignScenarioID::NONE), campaignBonus(-1) {}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & si;
h & mi;
h & playerNames;
h & hostClientId;
h & campaignMap;
h & campaignBonus;
}
};
struct DLL_LINKAGE LobbyInfo : public LobbyState
{
boost::mutex stateMutex;
std::string uuid;
LobbyInfo() {}
void verifyStateBeforeStart(bool ignoreNoHuman = false) const;
bool isClientHost(int clientId) const;
std::set<PlayerColor> getAllClientPlayers(int clientId);
std::vector<ui8> getConnectedPlayerIdsForClient(int clientId) const;
// Helpers for lobby state access
std::set<PlayerColor> clientHumanColors(int clientId);
PlayerColor clientFirstColor(int clientId) const;
bool isClientColor(int clientId, const PlayerColor & color) const;
ui8 clientFirstId(int clientId) const; // Used by chat only!
PlayerInfo & getPlayerInfo(PlayerColor color);
TeamID getPlayerTeamId(const PlayerColor & color);
};
VCMI_LIB_NAMESPACE_END