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vcmi/lib/CGameInfoCallback.cpp
Arseniy Shestakov 10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00

972 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 "CGameState.h" // PlayerState
#include "CGeneralTextHandler.h"
#include "mapObjects/CObjectHandler.h" // for CGObjectInstance
#include "StartInfo.h" // for StartInfo
#include "BattleState.h" // for BattleInfo
#include "NetPacks.h" // for InfoWindow
#include "CModHandler.h"
#include "spells/CSpellHandler.h"
#include "mapping/CMap.h"
#include "CPlayerState.h"
//TODO make clean
#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return retVal;}} while(0)
#define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return;}} while(0)
#define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->errorStream() << 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, Res::ERes which) const
{
const PlayerState *p = getPlayer(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1);
return p->resources[which];
}
const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
{
return &gs->scenarioOps->getIthPlayersSettings(color);
}
bool CGameInfoCallback::isAllowed( int type, int id )
{
switch(type)
{
case 0:
return gs->map->allowedSpell[id];
case 1:
return gs->map->allowedArtifact[id];
case 2:
return gs->map->allowedAbilities[id];
default:
ERROR_RET_VAL_IF(1, "Wrong type!", false);
}
}
const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose) const
{
//funtion written from scratch since it's accessed A LOT by AI
if(!color.isValidPlayer())
{
return nullptr;
}
auto player = gs->players.find(color);
if (player != gs->players.end())
{
if (hasAccess(color))
return &player->second;
else
{
if (verbose)
logGlobal->errorStream() << boost::format("Cannot access player %d info!") % color;
return nullptr;
}
}
else
{
if (verbose)
logGlobal->errorStream() << boost::format("Cannot find player %d info!") % color;
return nullptr;
}
}
const CTown * CGameInfoCallback::getNativeTown(PlayerColor color) const
{
const PlayerSettings *ps = getPlayerSettings(color);
ERROR_RET_VAL_IF(!ps, "There is no such player!", nullptr);
return VLC->townh->factions[ps->castle]->town;
}
const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const
{
ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", nullptr);
return getObj(gs->map->questIdentifierToId[identifier]);
}
/************************************************************************/
/* */
/************************************************************************/
const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
{
si32 oid = objid.num;
if(oid < 0 || oid >= gs->map->objects.size())
{
if(verbose)
logGlobal->errorStream() << "Cannot get object with id " << oid;
return nullptr;
}
const CGObjectInstance *ret = gs->map->objects[oid];
if(!ret)
{
if(verbose)
logGlobal->errorStream() << "Cannot get object with id " << oid << ". Object was removed.";
return nullptr;
}
if(!isVisible(ret, player) && ret->tempOwner != player)
{
if(verbose)
logGlobal->errorStream() << "Cannot get object with id " << oid << ". Object is not visible.";
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;
}
void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
out = gs->getUpgradeInfo(obj->getStack(stackPos));
//return gs->getUpgradeInfo(obj->getStack(stackPos));
}
const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization /*= false*/) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(beforeRandomization)
return gs->initialOpts;
else
return gs->scenarioOps;
}
int CGameInfoCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
//if there is a battle
if(gs->curB)
return gs->curB->battleGetSpellCost(sp, caster);
//if there is no battle
return caster->getSpellCost(sp);
}
int CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1);
if (hero) //we see hero's spellbook
return sp->calculateDamage(hero, nullptr, hero->getEffectLevel(sp), hero->getEffectPower(sp));
else
return 0; //mage guild
}
void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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 = 0;
for(auto town : gs->players[*player].towns)
{
if(town->hasBuilt(BuildingID::TAVERN))
taverns++;
}
gs->obtainPlayersStats(thi, taverns);
}
else if(obj->ID == Obj::DEN_OF_THIEVES)
{
gs->obtainPlayersStats(thi, 20);
}
}
int CGameInfoCallback::howManyTowns(PlayerColor Player) const
{
ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
return gs->players[Player].towns.size();
}
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const
{
ERROR_RET_VAL_IF(!isVisible(town, player), "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 CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
detailed = selectedHero->hasVisions(town, 1);
}
dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
}
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);
else
return false;
return true;
}
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant?
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
return gs->guardingCreaturePosition(pos);
}
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 : gs->guardingCreatures(pos))
{
ret.push_back(cr);
}
return ret;
}
bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);
ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
bool accessFlag = hasAccess(h->tempOwner);
if(!accessFlag && nullptr != selectedObject)
{
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
accessFlag = selectedHero->hasVisions(hero, 1);
}
dest.initFromHero(h, accessFlag);
//DISGUISED bonus implementation
if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
{
//todo: bonus cashing
int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));
auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
{
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(auto & elem : info.army)
{
if(elem.second.type->AIValue > maxAIValue)
{
maxAIValue = elem.second.type->AIValue;
mostStrong = elem.second.type;
}
}
if(nullptr == mostStrong)//just in case
logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Unable to select most strong stack" << disguiseLevel;
else
for(auto & elem : info.army)
{
elem.second.type = mostStrong;
}
};
auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
{
doBasicDisguise(info);
for(auto & elem : info.army)
elem.second.count = 0;
};
auto doExpertDisguise = [this,h](InfoAboutHero & info)
{
for(auto & elem : info.army)
elem.second.count = 0;
const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle;
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(auto creature : VLC->creh->creatures)
{
if(creature->faction == factionIndex && creature->AIValue > maxAIValue)
{
maxAIValue = creature->AIValue;
mostStrong = creature;
}
}
if(nullptr != mostStrong) //possible, faction may have no creatures at all
for(auto & elem : info.army)
elem.second.type = 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->errorStream() << "CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value " << disguiseLevel;
break;
}
}
return true;
}
int CGameInfoCallback::getDate(Date::EDateType mode) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getDate(mode);
}
bool CGameInfoCallback::isVisible(int3 pos, boost::optional<PlayerColor> Player) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->map->isInTheMap(pos) && (!Player || gs->isVisible(pos, *Player));
}
bool CGameInfoCallback::isVisible(int3 pos) const
{
return isVisible(pos, player);
}
bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> Player ) const
{
return gs->isVisible(obj, Player);
}
bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
{
return isVisible(obj, player);
}
// const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const
// {
// //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
// if()
// const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
// if(!armi)
// return nullptr;
// else
// return armi;
// }
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 CGObjectInstance * obj : t->blockingObjects)
ret.push_back(obj);
return ret;
}
std::vector <const CGObjectInstance * > CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose /*= true*/) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos << " is not visible!", ret);
for(const CGObjectInstance * obj : t->visitableObjects)
{
if(player || obj->ID != Obj::EVENT) //hide events from players
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 CGObjectInstance *obj : t->blockingObjects)
if(obj->tempOwner != PlayerColor::UNFLAGGABLE)
ret.push_back(obj);
// const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects;
// for(size_t b=0; b<objs.size(); ++b)
// {
// if(objs[b].first->tempOwner!=254 && !((objs[b].first->defInfo->blockMap[pos.y - objs[b].first->pos.y + 5] >> (objs[b].first->pos.x - pos.x)) & 1))
// ret.push_back(CGI->mh->ttiles[pos.x][pos.y][pos.z].objects[b].first);
// }
return ret;
}
int3 CGameInfoCallback::getMapSize() const
{
return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1);
}
std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
{
ASSERT_IF_CALLED_WITH_PLAYER
std::vector<const CGHeroInstance *> ret;
//ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret);
//TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done
range::copy(gs->players[*player].availableHeroes, std::back_inserter(ret));
vstd::erase_if(ret, [](const CGHeroInstance *h) { return h == nullptr; });
return ret;
}
const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const
{
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!isVisible(tile), verbose, tile << " is not visible!", nullptr);
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return &gs->map->getTile(tile);
}
//TODO: typedef?
std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
{
assert(player.is_initialized());
auto team = getPlayerTeam(player.get());
size_t width = gs->map->width;
size_t height = gs->map->height;
size_t levels = (gs->map->twoLevel ? 2 : 1);
boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);
for (size_t x = 0; x < width; x++)
for (size_t y = 0; y < height; y++)
for (size_t z = 0; z < levels; z++)
{
if (team->fogOfWarMap[x][y][z])
tileArray[x][y][z] = &gs->map->getTile(int3(x, y, z));
else
tileArray[x][y][z] = nullptr;
}
return std::make_shared<boost::multi_array<TerrainTile*, 3>>(tileArray);
}
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
if(!t->town->buildings.count(ID))
return EBuildingState::BUILDING_ERROR;
const CBuilding * building = t->town->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
if(ID == BuildingID::CAPITOL)
{
const PlayerState *ps = getPlayer(t->tempOwner, false);
if(ps)
{
for(const CGTownInstance *t : ps->towns)
{
if(t->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->terType != ETerrainType::WATER)
return EBuildingState::NO_WATER; //lack of water
}
auto buildTest = [&](BuildingID id) -> bool
{
return t->hasBuilt(id);
};
if (!t->genBuildingRequirements(ID).test(buildTest))
return EBuildingState::PREREQUIRES;
if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN)
return EBuildingState::CANT_BUILD_TODAY; //building limit
//checking resources
if(!building->resources.canBeAfforded(getPlayer(t->tempOwner)->resources))
return EBuildingState::NO_RESOURCES; //lack of res
return EBuildingState::ALLOWED;
}
const CMapHeader * CGameInfoCallback::getMapHeader() const
{
return gs->map;
}
bool CGameInfoCallback::hasAccess(boost::optional<PlayerColor> playerId) const
{
return !player || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES;
}
EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
{
const PlayerState *ps = gs->getPlayer(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
{
std::string text = "", extraText = "";
if(gs->rumor.type == RumorState::TYPE_NONE)
return text;
auto rumor = gs->rumor.last[gs->rumor.type];
switch(gs->rumor.type)
{
case RumorState::TYPE_SPECIAL:
if(rumor.first == RumorState::RUMOR_GRAIL)
extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
else
extraText = VLC->generaltexth->capColors[rumor.second];
text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
break;
case RumorState::TYPE_MAP:
text = gs->map->rumors[rumor.first].text;
break;
case RumorState::TYPE_RAND:
text = VLC->generaltexth->tavernRumors[rumor.first];
break;
}
return text;
}
PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
{
return gs->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 = gs->getPlayer(player);
ERROR_RET_VAL_IF(!p, "No such player!", -1);
if(includeGarrisoned)
return p->heroes.size();
else
for(auto & elem : p->heroes)
if(!elem->inTownGarrison)
ret++;
return ret;
}
bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const
{
if(canGetFullInfo(obj))
return true;
const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile
const CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the obejct itself at last
return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor
}
PlayerColor CGameInfoCallback::getCurrentPlayer() const
{
return gs->currentPlayer;
}
CGameInfoCallback::CGameInfoCallback()
{
}
CGameInfoCallback::CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player)
{
gs = GS;
player = Player;
}
const std::vector< std::vector< std::vector<ui8> > > & CPlayerSpecificInfoCallback::getVisibilityMap() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getPlayerTeam(*player)->fogOfWarMap;
}
int CPlayerSpecificInfoCallback::howManyTowns() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
return CGameInfoCallback::howManyTowns(*player);
}
std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
for(const auto & i : gs->players)
{
for(const auto & town : i.second.towns)
{
if (i.first==player || (isVisible(town, player) && !onlyOur))
{
ret.push_back(town);
}
}
} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
return ret;
}
std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGHeroInstance *> ret;
for(auto hero : gs->map->heroesOnMap)
{
// !player || // - why would we even get access to hero not owned by any player?
if((hero->tempOwner == *player) ||
(isVisible(hero->getPosition(false), player) && !onlyOur) )
{
ret.push_back(hero);
}
}
return ret;
}
boost::optional<PlayerColor> CPlayerSpecificInfoCallback::getMyColor() const
{
return player;
}
int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const
{
if (hero->inTownGarrison && !includeGarrisoned)
return -1;
size_t index = 0;
auto & heroes = gs->players[*player].heroes;
for (auto & heroe : heroes)
{
if (includeGarrisoned || !(heroe)->inTownGarrison)
index++;
if (heroe == hero)
return index;
}
return -1;
}
int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
{
if (!player || CGObelisk::obeliskCount == 0)
{
*outKnownRatio = 0.0;
}
else
{
*outKnownRatio = static_cast<double>(CGObelisk::visited[gs->getPlayerTeam(*player)->id])
/ CGObelisk::obeliskCount;
}
return gs->map->grailPos;
}
std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const
{
std::vector < const CGObjectInstance * > ret;
for(const CGObjectInstance * obj : gs->map->objects)
{
if(obj && obj->tempOwner == player)
ret.push_back(obj);
}
return ret;
}
std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const
{
ASSERT_IF_CALLED_WITH_PLAYER
std::vector < const CGDwelling * > ret;
for(CGDwelling * dw : gs->getPlayer(*player)->dwellings)
{
ret.push_back(dw);
}
return ret;
}
std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
{
std::vector <QuestInfo> ret;
for (auto quest : gs->getPlayer(*player)->quests)
{
ret.push_back (quest);
}
return ret;
}
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
return getHeroCount(*player,includeGarrisoned);
}
const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
{
ASSERT_IF_CALLED_WITH_PLAYER
const PlayerState *p = getPlayer(*player);
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
if (!includeGarrisoned)
{
for(ui32 i = 0; i < p->heroes.size() && i<=serialId; i++)
if(p->heroes[i]->inTownGarrison)
serialId++;
}
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", nullptr);
return p->heroes[serialId];
}
const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const
{
ASSERT_IF_CALLED_WITH_PLAYER
const PlayerState *p = getPlayer(*player);
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr);
return p->towns[serialId];
}
int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
return getResource(*player, type);
}
TResources CPlayerSpecificInfoCallback::getResourceAmount() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources());
return gs->players[*player].resources;
}
const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
{
//rewritten by hand, AI calls this function a lot
auto team = gs->teams.find(teamID);
if (team != gs->teams.end())
{
const TeamState *ret = &team->second;
if (!player.is_initialized()) //neutral (or invalid) player
return ret;
else
{
if (vstd::contains(ret->players, *player)) //specific player
return ret;
else
{
logGlobal->errorStream() << boost::format("Illegal attempt to access team data!");
return nullptr;
}
}
}
else
{
logGlobal->errorStream() << boost::format("Cannot find info for team %d") % teamID;
return nullptr;
}
}
const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const
{
auto player = gs->players.find(color);
if (player != gs->players.end())
{
return getTeam (player->second.team);
}
else
{
return nullptr;
}
}
const CGHeroInstance* CGameInfoCallback::getHeroWithSubid( int subid ) const
{
for(const CGHeroInstance *h : gs->map->heroesOnMap)
if(h->subID == subid)
return h;
return nullptr;
}
PlayerColor CGameInfoCallback::getLocalPlayer() const
{
return getCurrentPlayer();
}
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
{
return gs->map->isInTheMap(pos);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gs->map->artInstances[aid.num];
}
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
{
return gs->map->objects[oid.num];
}
std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
{
vstd::erase_if(ids, [&](ObjectInstanceID id) -> bool
{
auto obj = getObj(id, false);
return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->pos, player));
});
return ids;
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntraces(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->exits, player);
}
ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const
{
std::vector<ObjectInstanceID> entrances = getTeleportChannelEntraces(id, player);
std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);
if((!entrances.size() || !exits.size()) // 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.size())
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 IGameEventRealizer::showInfoDialog( InfoWindow *iw )
{
commitPackage(iw);
}
void IGameEventRealizer::showInfoDialog(const std::string &msg, PlayerColor player)
{
InfoWindow iw;
iw.player = player;
iw.text << msg;
showInfoDialog(&iw);
}
void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.val = static_cast<ui32>(val);
commitPackage(&sob);
}