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			242 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			242 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * StartInfo.h, 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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| #pragma once
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| 
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| #include "vstd/DateUtils.h"
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| 
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| #include "GameConstants.h"
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| #include "TurnTimerInfo.h"
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| #include "ExtraOptionsInfo.h"
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| #include "campaign/CampaignConstants.h"
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| #include "serializer/Serializeable.h"
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| 
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| VCMI_LIB_NAMESPACE_BEGIN
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| 
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| class CMapGenOptions;
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| class CampaignState;
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| class CMapInfo;
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| struct PlayerInfo;
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| class PlayerColor;
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| 
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| struct DLL_LINKAGE SimturnsInfo
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| {
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| 	/// Minimal number of turns that must be played simultaneously even if contact has been detected
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| 	int requiredTurns = 0;
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| 	/// Maximum number of turns that might be played simultaneously unless contact is detected
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| 	int optionalTurns = 0;
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| 	/// If set to true, human and 1 AI can act at the same time
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| 	bool allowHumanWithAI = false;
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| 	/// If set to true, allied players can play simultaneously even after contacting each other
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| 	bool ignoreAlliedContacts = true;
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| 
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| 	bool operator == (const SimturnsInfo & other) const
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| 	{
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| 		return requiredTurns == other.requiredTurns &&
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| 				optionalTurns == other.optionalTurns &&
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| 				ignoreAlliedContacts == other.ignoreAlliedContacts &&
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| 				allowHumanWithAI == other.allowHumanWithAI;
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| 	}
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler &h)
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| 	{
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| 		h & requiredTurns;
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| 		h & optionalTurns;
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| 		h & allowHumanWithAI;
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| 
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| 		static_assert(Handler::Version::RELEASE_143 < Handler::Version::CURRENT, "Please add ignoreAlliedContacts to serialization for 1.6");
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| 		// disabled to allow multiplayer compatibility between 1.5.2 and 1.5.1
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| 		// h & ignoreAlliedContacts
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| 	}
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| };
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| 
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| enum class PlayerStartingBonus : int8_t
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| {
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| 	RANDOM   = -1,
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| 	ARTIFACT =  0,
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| 	GOLD     =  1,
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| 	RESOURCE =  2
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| };
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| 
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| /// Struct which describes the name, the color, the starting bonus of a player
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| struct DLL_LINKAGE PlayerSettings
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| {
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| 	enum { PLAYER_AI = 0 }; // for use in playerID
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| 
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| 	PlayerStartingBonus bonus;
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| 	FactionID castle;
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| 	HeroTypeID hero;
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| 	HeroTypeID heroPortrait; //-1 if default, else ID
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| 
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| 	std::string heroNameTextId;
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| 	PlayerColor color; //from 0 -
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| 	enum EHandicap {NO_HANDICAP, MILD, SEVERE};
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| 	EHandicap handicap;//0-no, 1-mild, 2-severe
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| 
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| 	std::string name;
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| 	std::set<ui8> connectedPlayerIDs; //Empty - AI, or connectrd player ids
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| 	bool compOnly; //true if this player is a computer only player; required for RMG
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| 	template <typename Handler>
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| 	void serialize(Handler &h)
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| 	{
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| 		h & castle;
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| 		h & hero;
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| 		h & heroPortrait;
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| 		h & heroNameTextId;
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| 		h & bonus;
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| 		h & color;
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| 		h & handicap;
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| 		h & name;
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| 		h & connectedPlayerIDs;
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| 		h & compOnly;
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| 	}
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| 
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| 	PlayerSettings();
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| 	bool isControlledByAI() const;
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| 	bool isControlledByHuman() const;
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| 
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| 	FactionID getCastleValidated() const;
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| 	HeroTypeID getHeroValidated() const;
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| };
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| 
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| enum class EStartMode : int32_t
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| {
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| 	NEW_GAME,
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| 	LOAD_GAME,
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| 	CAMPAIGN,
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| 	INVALID = 255
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| };
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| 
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| /// Struct which describes the difficulty, the turn time,.. of a heroes match.
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| struct DLL_LINKAGE StartInfo : public Serializeable
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| {
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| 	EStartMode mode;
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| 	ui8 difficulty; //0=easy; 4=impossible
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| 
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| 	using TPlayerInfos = std::map<PlayerColor, PlayerSettings>;
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| 	TPlayerInfos playerInfos; //color indexed
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| 
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| 	std::string startTimeIso8601;
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| 	std::string fileURI;
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| 	SimturnsInfo simturnsInfo;
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| 	TurnTimerInfo turnTimerInfo;
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| 	ExtraOptionsInfo extraOptionsInfo;
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| 	std::string mapname; // empty for random map, otherwise name of the map or savegame
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| 	bool createRandomMap() const { return mapGenOptions != nullptr; }
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| 	std::shared_ptr<CMapGenOptions> mapGenOptions;
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| 
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| 	std::shared_ptr<CampaignState> campState;
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| 
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| 	PlayerSettings & getIthPlayersSettings(const PlayerColor & no);
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| 	const PlayerSettings & getIthPlayersSettings(const PlayerColor & no) const;
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| 	PlayerSettings * getPlayersSettings(const ui8 connectedPlayerId);
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| 
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| 	// TODO: Must be client-side
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| 	std::string getCampaignName() const;
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| 
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| 	/// Controls hardcoded check for "Steadwick's Fall" scenario from "Dungeon and Devils" campaign
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| 	bool isSteadwickFallCampaignMission() const;
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler &h)
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| 	{
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| 		h & mode;
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| 		h & difficulty;
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| 		h & playerInfos;
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| 		if (h.version < Handler::Version::REMOVE_LIB_RNG)
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| 		{
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| 			uint32_t oldSeeds = 0;
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| 			h & oldSeeds;
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| 			h & oldSeeds;
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| 			h & oldSeeds;
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| 		}
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| 		h & startTimeIso8601;
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| 		h & fileURI;
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| 		h & simturnsInfo;
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| 		h & turnTimerInfo;
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| 		if(h.version >= Handler::Version::HAS_EXTRA_OPTIONS)
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| 			h & extraOptionsInfo;
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| 		else
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| 			extraOptionsInfo = ExtraOptionsInfo();
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| 		h & mapname;
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| 		h & mapGenOptions;
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| 		h & campState;
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| 	}
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| 
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| 	StartInfo()
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| 		: mode(EStartMode::INVALID)
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| 		, difficulty(1)
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| 		, startTimeIso8601(vstd::getDateTimeISO8601Basic(std::time(nullptr)))
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| 	{
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| 
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| 	}
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| };
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| 
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| struct ClientPlayer
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| {
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| 	int connection;
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| 	std::string name;
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| 
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| 	template <typename Handler> void serialize(Handler &h)
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| 	{
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| 		h & connection;
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| 		h & name;
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| 	}
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| };
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| 
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| struct DLL_LINKAGE LobbyState
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| {
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| 	std::shared_ptr<StartInfo> si;
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| 	std::shared_ptr<CMapInfo> mi;
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| 	std::map<ui8, ClientPlayer> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
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| 	int hostClientId;
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| 	// TODO: Campaign-only and we don't really need either of them.
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| 	// Before start both go into CCampaignState that is part of StartInfo
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| 	CampaignScenarioID campaignMap;
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| 	int campaignBonus;
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| 
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| 	LobbyState() : si(new StartInfo()), hostClientId(-1), campaignMap(CampaignScenarioID::NONE), campaignBonus(-1) {}
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| 
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| 	template <typename Handler> void serialize(Handler &h)
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| 	{
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| 		h & si;
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| 		h & mi;
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| 		h & playerNames;
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| 		h & hostClientId;
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| 		h & campaignMap;
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| 		h & campaignBonus;
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| 	}
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| };
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| 
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| struct DLL_LINKAGE LobbyInfo : public LobbyState
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| {
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| 	std::string uuid;
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| 
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| 	LobbyInfo() {}
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| 
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| 	void verifyStateBeforeStart(bool ignoreNoHuman = false) const;
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| 
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| 	bool isClientHost(int clientId) const;
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| 	bool isPlayerHost(const PlayerColor & color) const;
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| 	std::set<PlayerColor> getAllClientPlayers(int clientId) const;
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| 	std::vector<ui8> getConnectedPlayerIdsForClient(int clientId) const;
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| 
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| 	// Helpers for lobby state access
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| 	std::set<PlayerColor> clientHumanColors(int clientId);
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| 	PlayerColor clientFirstColor(int clientId) const;
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| 	bool isClientColor(int clientId, const PlayerColor & color) const;
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| 	ui8 clientFirstId(int clientId) const; // Used by chat only!
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| 	PlayerInfo & getPlayerInfo(PlayerColor color);
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| 	TeamID getPlayerTeamId(const PlayerColor & color);
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| };
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| 
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| 
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| VCMI_LIB_NAMESPACE_END
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