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673 lines
20 KiB
C++
673 lines
20 KiB
C++
/*
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* CGameStateCampaign.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGameStateCampaign.h"
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#include "CGameState.h"
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#include "QuestInfo.h"
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#include "../campaign/CampaignState.h"
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#include "../mapping/CMapEditManager.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../networkPacks/ArtifactLocation.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../StartInfo.h"
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#include "../CBuildingHandler.h"
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#include "../CHeroHandler.h"
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#include "../mapping/CMap.h"
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#include "../ArtifactUtils.h"
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#include "../CPlayerState.h"
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#include "../serializer/CMemorySerializer.h"
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VCMI_LIB_NAMESPACE_BEGIN
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CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
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hero(hero),
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heroPlaceholderId(heroPlaceholderId)
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{
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}
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CGameStateCampaign::CGameStateCampaign(CGameState * owner):
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gameState(owner)
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{
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assert(gameState->scenarioOps->mode == EStartMode::CAMPAIGN);
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assert(gameState->scenarioOps->campState != nullptr);
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}
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std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
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{
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auto campaignState = gameState->scenarioOps->campState;
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return campaignState->getBonus(*campaignState->currentScenario());
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}
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std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
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{
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auto campaignState = gameState->scenarioOps->campState;
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auto bonus = currentBonus();
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if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
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return static_cast<CampaignScenarioID>(bonus->info2);
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return campaignState->lastScenario();
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}
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void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & travelOptions)
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{
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// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
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if(!travelOptions.whatHeroKeeps.experience)
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{
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//trimming experience
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for(auto & hero : campaignHeroReplacements)
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{
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hero.hero->initExp(gameState->getRandomGenerator());
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}
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}
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if(!travelOptions.whatHeroKeeps.primarySkills)
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{
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//trimming prim skills
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for(auto & hero : campaignHeroReplacements)
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{
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for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
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{
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auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
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.And(Selector::subtype()(BonusSubtypeID(g)))
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.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
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hero.hero->getLocalBonus(sel)->val = hero.hero->type->heroClass->primarySkillInitial[g.getNum()];
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}
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}
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}
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if(!travelOptions.whatHeroKeeps.secondarySkills)
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{
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//trimming sec skills
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for(auto & hero : campaignHeroReplacements)
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{
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hero.hero->secSkills = hero.hero->type->secSkillsInit;
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hero.hero->recreateSecondarySkillsBonuses();
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}
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}
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if(!travelOptions.whatHeroKeeps.spells)
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{
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for(auto & hero : campaignHeroReplacements)
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{
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hero.hero->removeSpellbook();
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}
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}
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if(!travelOptions.whatHeroKeeps.artifacts)
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{
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//trimming artifacts
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for(auto & hero : campaignHeroReplacements)
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{
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const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition)
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{
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if(artifactPosition == ArtifactPosition::SPELLBOOK)
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return; // do not handle spellbook this way
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const ArtSlotInfo *info = hero.hero->getSlot(artifactPosition);
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if(!info)
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return;
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// TODO: why would there be nullptr artifacts?
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const CArtifactInstance *art = info->artifact;
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if(!art)
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return;
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bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
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if (takeable)
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hero.transferrableArtifacts.push_back(artifactPosition);
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ArtifactLocation al(hero.hero->id, artifactPosition);
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if(!takeable && !hero.hero->getSlot(al.slot)->locked) //don't try removing locked artifacts -> it crashes #1719
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hero.hero->getArt(al.slot)->removeFrom(*hero.hero, al.slot);
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};
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// process on copy - removal of artifact will invalidate container
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auto artifactsWorn = hero.hero->artifactsWorn;
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for(const auto & art : artifactsWorn)
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checkAndRemoveArtifact(art.first);
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// process in reverse - removal of artifact will shift all artifacts after this one
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for(int slotNumber = hero.hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
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checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
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}
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}
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//trimming creatures
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for(auto & hero : campaignHeroReplacements)
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{
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auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
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{
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CreatureID crid = j.second->getCreatureID();
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return !travelOptions.monstersKeptByHero.count(crid);
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};
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auto stacksCopy = hero.hero->stacks; //copy of the map, so we can iterate iover it and remove stacks
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for(auto &slotPair : stacksCopy)
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if(shouldSlotBeErased(slotPair))
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hero.hero->eraseStack(slotPair.first);
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}
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// Removing short-term bonuses
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for(auto & hero : campaignHeroReplacements)
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{
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hero.hero->removeBonusesRecursive(CSelector(Bonus::OneDay)
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.Or(CSelector(Bonus::OneWeek))
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.Or(CSelector(Bonus::NTurns))
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.Or(CSelector(Bonus::NDays))
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.Or(CSelector(Bonus::OneBattle)));
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}
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}
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void CGameStateCampaign::placeCampaignHeroes()
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{
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// place bonus hero
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auto campaignState = gameState->scenarioOps->campState;
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auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
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bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
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if(campaignGiveHero)
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{
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auto playerColor = PlayerColor(campaignBonus->info1);
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auto it = gameState->scenarioOps->playerInfos.find(playerColor);
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if(it != gameState->scenarioOps->playerInfos.end())
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{
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HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
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if(heroTypeId.getNum() == 0xffff) // random bonus hero
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{
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heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
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}
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gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
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}
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}
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logGlobal->debug("\tGenerate list of hero placeholders");
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generateCampaignHeroesToReplace();
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logGlobal->debug("\tPrepare crossover heroes");
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trimCrossoverHeroesParameters(campaignState->scenario(*campaignState->currentScenario()).travelOptions);
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// remove same heroes on the map which will be added through crossover heroes
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// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
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// with the same hero type id
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std::vector<CGHeroInstance *> removedHeroes;
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std::set<HeroTypeID> reservedHeroes = campaignState->getReservedHeroes();
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std::set<HeroTypeID> heroesToRemove;
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for (auto const & heroID : reservedHeroes )
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{
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// Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear
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if (!campaignState->getHeroByType(heroID).isNull())
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heroesToRemove.insert(heroID);
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}
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for(auto & replacement : campaignHeroReplacements)
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if (replacement.heroPlaceholderId.hasValue())
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heroesToRemove.insert(replacement.hero->getHeroType());
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for(auto & heroID : heroesToRemove)
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{
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auto * hero = gameState->getUsedHero(heroID);
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if(hero)
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{
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removedHeroes.push_back(hero);
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gameState->map->heroesOnMap -= hero;
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gameState->map->objects[hero->id.getNum()] = nullptr;
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gameState->map->removeBlockVisTiles(hero, true);
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}
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}
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logGlobal->debug("\tReplace placeholders with heroes");
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replaceHeroesPlaceholders();
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// now add removed heroes again with unused type ID
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for(auto * hero : removedHeroes)
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{
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HeroTypeID heroTypeId;
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if(hero->ID == Obj::HERO)
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{
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heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
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}
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else if(hero->ID == Obj::PRISON)
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{
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auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
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if(!unusedHeroTypeIds.empty())
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{
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heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
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}
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else
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{
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logGlobal->error("No free hero type ID found to replace prison.");
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assert(0);
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}
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}
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else
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{
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assert(0); // should not happen
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}
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hero->setHeroType(heroTypeId);
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gameState->map->getEditManager()->insertObject(hero);
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}
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}
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void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
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{
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auto curBonus = currentBonus();
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if(!curBonus)
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return;
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assert(curBonus->isBonusForHero());
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//apply bonus
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switch(curBonus->type)
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{
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case CampaignBonusType::SPELL:
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{
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hero->addSpellToSpellbook(SpellID(curBonus->info2));
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break;
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}
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case CampaignBonusType::MONSTER:
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{
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for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
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{
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if(hero->slotEmpty(SlotID(i)))
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{
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hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
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break;
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}
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}
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break;
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}
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case CampaignBonusType::ARTIFACT:
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{
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if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
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logGlobal->error("Cannot give starting artifact - no free slots!");
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break;
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}
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case CampaignBonusType::SPELL_SCROLL:
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{
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CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
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const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
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if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
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scroll->putAt(*hero, slot);
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else
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logGlobal->error("Cannot give starting scroll - no free slots!");
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break;
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}
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case CampaignBonusType::PRIMARY_SKILL:
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{
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const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
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for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
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{
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int val = ptr[g.getNum()];
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if(val == 0)
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continue;
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auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
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auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
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hero->addNewBonus(bb);
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}
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break;
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}
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case CampaignBonusType::SECONDARY_SKILL:
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{
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hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
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break;
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}
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}
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}
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void CGameStateCampaign::replaceHeroesPlaceholders()
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{
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for(const auto & campaignHeroReplacement : campaignHeroReplacements)
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{
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if (!campaignHeroReplacement.heroPlaceholderId.hasValue())
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continue;
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auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
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CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
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heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
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if(heroPlaceholder->tempOwner.isValidPlayer())
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heroToPlace->tempOwner = heroPlaceholder->tempOwner;
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heroToPlace->pos = heroPlaceholder->pos;
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heroToPlace->type = heroToPlace->getHeroType().toHeroType();
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heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
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gameState->map->removeBlockVisTiles(heroPlaceholder, true);
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gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
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gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
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gameState->map->heroesOnMap.emplace_back(heroToPlace);
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gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
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gameState->map->addBlockVisTiles(heroToPlace);
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gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
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delete heroPlaceholder;
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}
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}
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void CGameStateCampaign::transferMissingArtifacts(const CampaignTravel & travelOptions)
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{
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CGHeroInstance * receiver = nullptr;
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for(auto obj : gameState->map->objects)
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{
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if (!obj)
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continue;
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if (obj->ID != Obj::HERO)
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continue;
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auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
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if (gameState->getPlayerState(hero->getOwner())->isHuman())
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{
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receiver = hero;
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break;
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}
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}
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assert(receiver);
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for(const auto & campaignHeroReplacement : campaignHeroReplacements)
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{
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if (campaignHeroReplacement.heroPlaceholderId.hasValue())
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continue;
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auto * donorHero = campaignHeroReplacement.hero;
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for (auto const & artLocation : campaignHeroReplacement.transferrableArtifacts)
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{
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auto * artifact = donorHero->getArt(artLocation);
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artifact->removeFrom(*donorHero, artLocation);
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if (receiver)
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{
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const auto slot = ArtifactUtils::getArtAnyPosition(receiver, artifact->getTypeId());
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if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
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artifact->putAt(*receiver, slot);
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else
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logGlobal->error("Cannot transfer artifact - no free slots!");
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}
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else
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logGlobal->error("Cannot transfer artifact - no receiver hero!");
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}
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delete donorHero;
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}
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}
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void CGameStateCampaign::generateCampaignHeroesToReplace()
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{
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auto campaignState = gameState->scenarioOps->campState;
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std::vector<CGHeroPlaceholder *> placeholdersByPower;
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std::vector<CGHeroPlaceholder *> placeholdersByType;
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campaignHeroReplacements.clear();
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// find all placeholders on map
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for(auto obj : gameState->map->objects)
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{
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if(!obj)
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continue;
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if (obj->ID != Obj::HERO_PLACEHOLDER)
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continue;
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auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
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// only 1 field must be set
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assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());
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if(heroPlaceholder->powerRank)
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placeholdersByPower.push_back(heroPlaceholder);
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if(heroPlaceholder->heroType)
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placeholdersByType.push_back(heroPlaceholder);
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}
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//selecting heroes by type
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for(const auto * placeholder : placeholdersByType)
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{
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const auto & node = campaignState->getHeroByType(*placeholder->heroType);
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if (node.isNull())
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{
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logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
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continue;
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}
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CGHeroInstance * hero = campaignState->crossoverDeserialize(node, gameState->map);
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logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
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campaignHeroReplacements.emplace_back(hero, placeholder->id);
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}
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auto lastScenario = getHeroesSourceScenario();
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if (lastScenario)
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{
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// sort hero placeholders descending power
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boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
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{
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return *a->powerRank > *b->powerRank;
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});
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const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
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auto nodeListIter = nodeList.begin();
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for(const auto * placeholder : placeholdersByPower)
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{
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if (nodeListIter == nodeList.end())
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break;
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CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
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nodeListIter++;
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logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
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campaignHeroReplacements.emplace_back(hero, placeholder->id);
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}
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// Add remaining heroes without placeholders - to transfer their artifacts to placed heroes
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for (;nodeListIter != nodeList.end(); ++nodeListIter)
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{
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CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
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campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE);
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}
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}
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}
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void CGameStateCampaign::initHeroes()
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{
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auto chosenBonus = currentBonus();
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if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
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{
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//find human player
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PlayerColor humanPlayer=PlayerColor::NEUTRAL;
|
|
for (auto & elem : gameState->players)
|
|
{
|
|
if(elem.second.human)
|
|
{
|
|
humanPlayer = elem.first;
|
|
break;
|
|
}
|
|
}
|
|
assert(humanPlayer != PlayerColor::NEUTRAL);
|
|
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
|
|
|
|
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 & heroe : heroes)
|
|
{
|
|
if (heroe->getHeroType().getNum() == chosenBonus->info1)
|
|
{
|
|
giveCampaignBonusToHero(heroe);
|
|
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->pos != pi.posOfMainTown)
|
|
continue;
|
|
|
|
BuildingID newBuilding;
|
|
if(gameState->scenarioOps->campState->formatVCMI())
|
|
newBuilding = BuildingID(chosenBonus->info1);
|
|
else
|
|
newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->builtBuildings);
|
|
|
|
// 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->builtBuildings.count(newBuilding) != 0)
|
|
break;
|
|
|
|
town->builtBuildings.insert(newBuilding);
|
|
|
|
auto building = town->town->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
|