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vcmi/lib/gameState/CGameStateCampaign.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

703 lines
21 KiB
C++

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