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https://github.com/vcmi/vcmi.git
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530b63f7c4
Each kind of teleporter have own function that determine if it's should or shouldn't be used. For now Monolith with bidirectional channels and Subterranean Gate are united.
3602 lines
98 KiB
C++
3602 lines
98 KiB
C++
#include "StdInc.h"
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#include "CGameState.h"
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#include "mapping/CCampaignHandler.h"
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#include "mapObjects/CObjectClassesHandler.h"
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#include "CArtHandler.h"
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#include "CBuildingHandler.h"
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#include "CGeneralTextHandler.h"
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#include "CTownHandler.h"
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#include "CSpellHandler.h"
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#include "CHeroHandler.h"
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#include "mapObjects/CObjectHandler.h"
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#include "CCreatureHandler.h"
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#include "CModHandler.h"
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#include "VCMI_Lib.h"
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#include "Connection.h"
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#include "mapping/CMap.h"
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#include "mapping/CMapService.h"
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#include "StartInfo.h"
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#include "NetPacks.h"
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#include "registerTypes/RegisterTypes.h"
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#include "mapping/CMapInfo.h"
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#include "BattleState.h"
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#include "JsonNode.h"
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#include "filesystem/Filesystem.h"
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#include "GameConstants.h"
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#include "rmg/CMapGenerator.h"
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#include "CStopWatch.h"
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#include "mapping/CMapEditManager.h"
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class CGObjectInstance;
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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/*
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* CGameState.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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template <typename T> class CApplyOnGS;
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class CBaseForGSApply
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{
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public:
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virtual void applyOnGS(CGameState *gs, void *pack) const =0;
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virtual ~CBaseForGSApply(){};
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template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
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{
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return new CApplyOnGS<U>;
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}
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};
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template <typename T> class CApplyOnGS : public CBaseForGSApply
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{
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public:
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void applyOnGS(CGameState *gs, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
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ptr->applyGs(gs);
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}
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};
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static CApplier<CBaseForGSApply> *applierGs = nullptr;
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// class IObjectCaller
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// {
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// public:
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// virtual ~IObjectCaller(){};
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// virtual void preInit()=0;
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// virtual void postInit()=0;
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// };
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//
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// template <typename T>
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// class CObjectCaller : public IObjectCaller
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// {
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// public:
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// void preInit()
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// {
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// //T::preInit();
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// }
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// void postInit()
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// {
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// //T::postInit();
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// }
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// };
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// class CObjectCallersHandler
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// {
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// public:
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// std::vector<IObjectCaller*> apps;
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//
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// template<typename T> void registerType(const T * t=nullptr)
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// {
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// apps.push_back(new CObjectCaller<T>);
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// }
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//
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// CObjectCallersHandler()
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// {
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// registerTypesMapObjects(*this);
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// }
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//
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// ~CObjectCallersHandler()
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// {
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// for (auto & elem : apps)
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// delete elem;
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// }
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//
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// void preInit()
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// {
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// // for (size_t i = 0; i < apps.size(); i++)
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// // apps[i]->preInit();
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// }
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//
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// void postInit()
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// {
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// //for (size_t i = 0; i < apps.size(); i++)
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// //apps[i]->postInit();
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// }
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// } *objCaller = nullptr;
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void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
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{
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int type = txt.first, ser = txt.second;
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if(type == ART_NAMES)
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{
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dst = VLC->arth->artifacts[ser]->Name();
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}
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else if(type == CRE_PL_NAMES)
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{
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dst = VLC->creh->creatures[ser]->namePl;
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}
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else if(type == MINE_NAMES)
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{
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dst = VLC->generaltexth->mines[ser].first;
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}
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else if(type == MINE_EVNTS)
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{
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dst = VLC->generaltexth->mines[ser].second;
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}
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else if(type == SPELL_NAME)
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{
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dst = SpellID(ser).toSpell()->name;
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}
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else if(type == CRE_SING_NAMES)
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{
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dst = VLC->creh->creatures[ser]->nameSing;
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}
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else if(type == ART_DESCR)
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{
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dst = VLC->arth->artifacts[ser]->Description();
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}
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else if (type == ART_EVNTS)
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{
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dst = VLC->arth->artifacts[ser]->EventText();
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}
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else if (type == OBJ_NAMES)
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{
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dst = VLC->objtypeh->getObjectName(ser);
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}
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else
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{
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std::vector<std::string> *vec;
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switch(type)
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{
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case GENERAL_TXT:
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vec = &VLC->generaltexth->allTexts;
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break;
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case XTRAINFO_TXT:
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vec = &VLC->generaltexth->xtrainfo;
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break;
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case RES_NAMES:
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vec = &VLC->generaltexth->restypes;
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break;
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case ARRAY_TXT:
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vec = &VLC->generaltexth->arraytxt;
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break;
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case CREGENS:
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vec = &VLC->generaltexth->creGens;
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break;
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case CREGENS4:
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vec = &VLC->generaltexth->creGens4;
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break;
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case ADVOB_TXT:
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vec = &VLC->generaltexth->advobtxt;
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break;
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case SEC_SKILL_NAME:
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vec = &VLC->generaltexth->skillName;
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break;
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case COLOR:
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vec = &VLC->generaltexth->capColors;
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break;
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default:
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logGlobal->errorStream() << "Failed string substitution because type is " << type;
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dst = "#@#";
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return;
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}
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if(vec->size() <= ser)
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{
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logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
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dst = "#!#";
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}
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else
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dst = (*vec)[ser];
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}
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}
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DLL_LINKAGE void MetaString::toString(std::string &dst) const
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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dst.clear();
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for(auto & elem : message)
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{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
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switch(elem)
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{
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case TEXACT_STRING:
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dst += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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dst += hlp;
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}
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break;
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case TNUMBER:
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dst += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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boost::replace_first(dst, "%s", exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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boost::replace_first(dst, "%s", hlp);
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}
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break;
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case TREPLACE_NUMBER:
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boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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case TREPLACE_PLUSNUMBER:
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boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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logGlobal->errorStream() << "MetaString processing error! Received message of type " << int(elem);
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break;
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}
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}
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}
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DLL_LINKAGE std::string MetaString::toString() const
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{
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std::string ret;
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toString(ret);
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return ret;
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}
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DLL_LINKAGE std::string MetaString::buildList () const
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///used to handle loot from creature bank
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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std::string lista;
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for (int i = 0; i < message.size(); ++i)
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{
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if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
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{
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if (exSt == exactStrings.size() - 1)
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lista += VLC->generaltexth->allTexts[141]; //" and "
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else
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lista += ", ";
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}
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switch (message[i])
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{
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case TEXACT_STRING:
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lista += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista += hlp;
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}
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break;
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case TNUMBER:
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lista += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista.replace (lista.find("%s"), 2, hlp);
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}
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break;
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case TREPLACE_NUMBER:
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lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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logGlobal->errorStream() << "MetaString processing error! Received message of type " << int(message[i]);
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}
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}
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return lista;
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}
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void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
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{
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if (!count)
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addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
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else if (count == 1)
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addReplacement (CRE_SING_NAMES, id);
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else
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addReplacement (CRE_PL_NAMES, id);
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}
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void MetaString::addReplacement(const CStackBasicDescriptor &stack)
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{
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assert(stack.type); //valid type
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addCreReplacement(stack.type->idNumber, stack.count);
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}
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static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
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{
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CGObjectInstance * nobj;
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switch(id)
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{
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case Obj::HERO:
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{
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auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->heroes[subid]->heroClass->id);
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nobj = handler->create(handler->getTemplates().front());
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break;
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}
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case Obj::TOWN:
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nobj = new CGTownInstance;
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break;
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default: //rest of objects
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nobj = new CGObjectInstance;
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break;
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}
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nobj->ID = id;
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nobj->subID = subid;
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nobj->pos = pos;
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nobj->tempOwner = owner;
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if (id != Obj::HERO)
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nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
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return nobj;
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}
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CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
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{
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CGHeroInstance *ret = nullptr;
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if(player>=PlayerColor::PLAYER_LIMIT)
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{
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logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
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return nullptr;
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}
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std::vector<CGHeroInstance *> pool;
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if(native)
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{
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for(auto & elem : available)
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{
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if(pavailable.find(elem.first)->second & 1<<player.getNum()
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&& elem.second->type->heroClass->faction == town->faction->index)
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{
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pool.push_back(elem.second); //get all available heroes
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}
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}
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if(!pool.size())
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{
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logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
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return pickHeroFor(false, player, town, available, rand);
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}
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else
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{
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ret = *RandomGeneratorUtil::nextItem(pool, rand);
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}
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}
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else
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{
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int sum=0, r;
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for(auto & elem : available)
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{
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if (pavailable.find(elem.first)->second & (1<<player.getNum()) && // hero is available
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( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
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{
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pool.push_back(elem.second);
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sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
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}
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}
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if(!pool.size() || sum == 0)
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{
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logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
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return nullptr;
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}
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r = rand.nextInt(sum - 1);
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for (auto & elem : pool)
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{
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r -= elem->type->heroClass->selectionProbability[town->faction->index];
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if(r < 0)
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{
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ret = elem;
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break;
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}
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}
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if(!ret)
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ret = pool.back();
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}
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available.erase(ret->subID);
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return ret;
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}
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void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
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{
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heroesFromPreviousScenario.push_back(hero);
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heroesFromAnyPreviousScenarios.push_back(hero);
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}
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void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
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{
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heroesFromPreviousScenario -= hero;
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heroesFromAnyPreviousScenarios -= hero;
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}
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CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
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{
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}
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int CGameState::pickNextHeroType(PlayerColor owner)
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{
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
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{
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return ps.hero;
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}
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return pickUnusedHeroTypeRandomly(owner);
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}
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int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
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{
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//list of available heroes for this faction and others
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std::vector<HeroTypeID> factionHeroes, otherHeroes;
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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for(HeroTypeID hid : getUnusedAllowedHeroes())
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{
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if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
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factionHeroes.push_back(hid);
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else
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otherHeroes.push_back(hid);
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}
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// select random hero native to "our" faction
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if(!factionHeroes.empty())
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{
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return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
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}
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logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
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if(!otherHeroes.empty())
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{
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return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
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}
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logGlobal->errorStream() << "No free allowed heroes!";
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auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
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if(notAllowedHeroesButStillBetterThanCrash.size())
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return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
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logGlobal->errorStream() << "No free heroes at all!";
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assert(0); //current code can't handle this situation
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return -1; // no available heroes at all
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}
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std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
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{
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switch(obj->ID)
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{
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case Obj::RANDOM_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
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case Obj::RANDOM_TREASURE_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
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case Obj::RANDOM_MINOR_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
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case Obj::RANDOM_MAJOR_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
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case Obj::RANDOM_RELIC_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
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case Obj::RANDOM_HERO:
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return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
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case Obj::RANDOM_MONSTER:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
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case Obj::RANDOM_MONSTER_L1:
|
|
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
|
|
case Obj::RANDOM_MONSTER_L2:
|
|
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
|
|
case Obj::RANDOM_MONSTER_L3:
|
|
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
|
|
case Obj::RANDOM_MONSTER_L4:
|
|
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
|
|
case Obj::RANDOM_RESOURCE:
|
|
return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
|
|
case Obj::RANDOM_TOWN:
|
|
{
|
|
PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
|
|
si32 f; // can be negative (for random)
|
|
if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
|
|
{
|
|
if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
|
|
f = -1; //random
|
|
else
|
|
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
|
|
}
|
|
else
|
|
{
|
|
f = scenarioOps->getIthPlayersSettings(align).castle;
|
|
}
|
|
if(f<0)
|
|
{
|
|
do
|
|
{
|
|
f = rand.nextInt(VLC->townh->factions.size() - 1);
|
|
}
|
|
while (VLC->townh->factions[f]->town == nullptr); // find playable faction
|
|
}
|
|
return std::make_pair(Obj::TOWN,f);
|
|
}
|
|
case Obj::RANDOM_MONSTER_L5:
|
|
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
|
|
case Obj::RANDOM_MONSTER_L6:
|
|
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
|
|
case Obj::RANDOM_MONSTER_L7:
|
|
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7));
|
|
case Obj::RANDOM_DWELLING:
|
|
case Obj::RANDOM_DWELLING_LVL:
|
|
case Obj::RANDOM_DWELLING_FACTION:
|
|
{
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
int faction;
|
|
|
|
//if castle alignment available
|
|
if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
|
|
{
|
|
faction = rand.nextInt(VLC->townh->factions.size() - 1);
|
|
if (info->asCastle)
|
|
{
|
|
for(auto & elem : map->objects)
|
|
{
|
|
if(!elem)
|
|
continue;
|
|
|
|
if(elem->ID==Obj::RANDOM_TOWN
|
|
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
|
|
{
|
|
randomizeObject(elem); //we have to randomize the castle first
|
|
faction = elem->subID;
|
|
break;
|
|
}
|
|
else if(elem->ID==Obj::TOWN
|
|
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
|
|
{
|
|
faction = elem->subID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while(!(info->castles[0]&(1<<faction)))
|
|
{
|
|
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
break;
|
|
faction = rand.nextInt(GameConstants::F_NUMBER - 1);
|
|
}
|
|
}
|
|
}
|
|
else // castle alignment fixed
|
|
faction = obj->subID;
|
|
|
|
int level;
|
|
|
|
//if level set to range
|
|
if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
|
|
{
|
|
level = rand.nextInt(info->minLevel, info->maxLevel);
|
|
}
|
|
else // fixed level
|
|
{
|
|
level = obj->subID;
|
|
}
|
|
|
|
delete dwl->info;
|
|
dwl->info = nullptr;
|
|
|
|
std::pair<Obj, int> result(Obj::NO_OBJ, -1);
|
|
CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
|
|
|
|
//NOTE: this will pick last dwelling with this creature (Mantis #900)
|
|
//check for block map equality is better but more complex solution
|
|
auto testID = [&](Obj primaryID) -> void
|
|
{
|
|
auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
|
|
for (si32 entry : dwellingIDs)
|
|
{
|
|
auto handler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
|
|
|
|
if (handler->producesCreature(VLC->creh->creatures[cid]))
|
|
result = std::make_pair(primaryID, entry);
|
|
}
|
|
};
|
|
|
|
testID(Obj::CREATURE_GENERATOR1);
|
|
if (result.first == Obj::NO_OBJ)
|
|
testID(Obj::CREATURE_GENERATOR4);
|
|
|
|
if (result.first == Obj::NO_OBJ)
|
|
{
|
|
logGlobal->errorStream() << "Error: failed to find dwelling for "<< VLC->townh->factions[faction]->name << " of level " << int(level);
|
|
result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand));
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
return std::make_pair(Obj::NO_OBJ,-1);
|
|
}
|
|
|
|
void CGameState::randomizeObject(CGObjectInstance *cur)
|
|
{
|
|
std::pair<Obj,int> ran = pickObject(cur);
|
|
if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
|
|
{
|
|
if(cur->ID==Obj::TOWN)
|
|
cur->setType(cur->ID, cur->subID); // update def, if necessary
|
|
}
|
|
else if(ran.first==Obj::HERO)//special code for hero
|
|
{
|
|
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
|
|
cur->setType(ran.first, ran.second);
|
|
map->heroesOnMap.push_back(h);
|
|
}
|
|
else if(ran.first==Obj::TOWN)//special code for town
|
|
{
|
|
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
cur->setType(ran.first, ran.second);
|
|
map->towns.push_back(t);
|
|
}
|
|
else
|
|
{
|
|
cur->setType(ran.first, ran.second);
|
|
}
|
|
}
|
|
|
|
int CGameState::getDate(Date::EDateType mode) const
|
|
{
|
|
int temp;
|
|
switch (mode)
|
|
{
|
|
case Date::DAY:
|
|
return day;
|
|
case Date::DAY_OF_WEEK: //day of week
|
|
temp = (day)%7; // 1 - Monday, 7 - Sunday
|
|
return temp ? temp : 7;
|
|
case Date::WEEK: //current week
|
|
temp = ((day-1)/7)+1;
|
|
if (!(temp%4))
|
|
return 4;
|
|
else
|
|
return (temp%4);
|
|
case Date::MONTH: //current month
|
|
return ((day-1)/28)+1;
|
|
case Date::DAY_OF_MONTH: //day of month
|
|
temp = (day)%28;
|
|
if (temp)
|
|
return temp;
|
|
else return 28;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
CGameState::CGameState()
|
|
{
|
|
gs = this;
|
|
mx = new boost::shared_mutex();
|
|
applierGs = new CApplier<CBaseForGSApply>;
|
|
registerTypesClientPacks1(*applierGs);
|
|
registerTypesClientPacks2(*applierGs);
|
|
//objCaller = new CObjectCallersHandler;
|
|
globalEffects.setDescription("Global effects");
|
|
globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
|
|
}
|
|
|
|
CGameState::~CGameState()
|
|
{
|
|
//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
|
|
map.dellNull();
|
|
curB.dellNull();
|
|
//delete scenarioOps; //TODO: fix for loading ind delete
|
|
//delete initialOpts;
|
|
delete applierGs;
|
|
//delete objCaller;
|
|
|
|
for(auto ptr : hpool.heroesPool) // clean hero pool
|
|
ptr.second.dellNull();
|
|
}
|
|
|
|
BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
{
|
|
const TerrainTile &t = map->getTile(tile);
|
|
ETerrainType terrain = t.terType;
|
|
if(t.isCoastal() && !t.isWater())
|
|
terrain = ETerrainType::SAND;
|
|
|
|
BFieldType terType = battleGetBattlefieldType(tile);
|
|
if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
|
|
terType = BFieldType::SHIP_TO_SHIP;
|
|
return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
}
|
|
|
|
void CGameState::init(StartInfo * si)
|
|
{
|
|
logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
|
|
rand.setSeed(si->seedToBeUsed);
|
|
scenarioOps = CMemorySerializer::deepCopy(*si).release();
|
|
initialOpts = CMemorySerializer::deepCopy(*si).release();
|
|
si = nullptr;
|
|
|
|
switch(scenarioOps->mode)
|
|
{
|
|
case StartInfo::NEW_GAME:
|
|
initNewGame();
|
|
break;
|
|
case StartInfo::CAMPAIGN:
|
|
initCampaign();
|
|
break;
|
|
case StartInfo::DUEL:
|
|
initDuel();
|
|
return;
|
|
default:
|
|
logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
|
|
return;
|
|
}
|
|
VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
|
|
logGlobal->infoStream() << "Map loaded!";
|
|
|
|
checkMapChecksum();
|
|
|
|
day = 0;
|
|
|
|
logGlobal->debugStream() << "Initialization:";
|
|
|
|
initPlayerStates();
|
|
placeCampaignHeroes();
|
|
initGrailPosition();
|
|
initRandomFactionsForPlayers();
|
|
randomizeMapObjects();
|
|
placeStartingHeroes();
|
|
initStartingResources();
|
|
initHeroes();
|
|
initStartingBonus();
|
|
initTowns();
|
|
initMapObjects();
|
|
buildBonusSystemTree();
|
|
initVisitingAndGarrisonedHeroes();
|
|
initFogOfWar();
|
|
|
|
logGlobal->debugStream() << "\tChecking objectives";
|
|
map->checkForObjectives(); //needs to be run when all objects are properly placed
|
|
|
|
auto seedAfterInit = rand.nextInt();
|
|
logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
|
|
if(scenarioOps->seedPostInit > 0)
|
|
{
|
|
//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
|
|
assert(scenarioOps->seedPostInit == seedAfterInit);
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
|
|
}
|
|
}
|
|
|
|
void CGameState::initNewGame()
|
|
{
|
|
if(scenarioOps->createRandomMap())
|
|
{
|
|
logGlobal->infoStream() << "Create random map.";
|
|
CStopWatch sw;
|
|
|
|
// Gen map
|
|
CMapGenerator mapGenerator;
|
|
map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
|
|
|
|
// Update starting options
|
|
for(int i = 0; i < map->players.size(); ++i)
|
|
{
|
|
const auto & playerInfo = map->players[i];
|
|
if(playerInfo.canAnyonePlay())
|
|
{
|
|
PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
|
|
playerSettings.compOnly = !playerInfo.canHumanPlay;
|
|
playerSettings.team = playerInfo.team;
|
|
playerSettings.castle = playerInfo.defaultCastle();
|
|
if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
|
|
{
|
|
playerSettings.name = VLC->generaltexth->allTexts[468];
|
|
}
|
|
playerSettings.color = PlayerColor(i);
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->playerInfos.erase(PlayerColor(i));
|
|
}
|
|
}
|
|
|
|
logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
|
|
}
|
|
else
|
|
{
|
|
logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
|
|
map = CMapService::loadMap(scenarioOps->mapname).release();
|
|
}
|
|
}
|
|
|
|
void CGameState::initCampaign()
|
|
{
|
|
logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
|
|
auto campaign = scenarioOps->campState;
|
|
assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
|
|
|
|
std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
|
|
boost::to_lower(scenarioName);
|
|
scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
|
|
|
|
std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
|
|
auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
|
|
map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
|
|
}
|
|
|
|
void CGameState::initDuel()
|
|
{
|
|
DuelParameters dp;
|
|
try //CLoadFile likes throwing
|
|
{
|
|
if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
|
|
{
|
|
logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
|
|
dp = DuelParameters::fromJSON(scenarioOps->mapname);
|
|
logGlobal->infoStream() << "JSON file has been successfully read!";
|
|
}
|
|
else
|
|
{
|
|
CLoadFile lf(scenarioOps->mapname);
|
|
lf.serializer >> dp;
|
|
}
|
|
}
|
|
catch(...)
|
|
{
|
|
logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
|
|
throw;
|
|
}
|
|
|
|
const CArmedInstance *armies[2] = {nullptr};
|
|
const CGHeroInstance *heroes[2] = {nullptr};
|
|
CGTownInstance *town = nullptr;
|
|
|
|
for(int i = 0; i < 2; i++)
|
|
{
|
|
CArmedInstance *obj = nullptr;
|
|
if(dp.sides[i].heroId >= 0)
|
|
{
|
|
const DuelParameters::SideSettings &ss = dp.sides[i];
|
|
auto h = new CGHeroInstance();
|
|
armies[i] = heroes[i] = h;
|
|
obj = h;
|
|
h->subID = ss.heroId;
|
|
for(int i = 0; i < ss.heroPrimSkills.size(); i++)
|
|
h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
|
|
|
|
if(!ss.spells.empty())
|
|
{
|
|
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
|
|
boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
|
|
}
|
|
|
|
for(auto &parka : ss.artifacts)
|
|
{
|
|
h->putArtifact(ArtifactPosition(parka.first), parka.second);
|
|
}
|
|
|
|
typedef const std::pair<si32, si8> &TSecSKill;
|
|
for(TSecSKill secSkill : ss.heroSecSkills)
|
|
h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
|
|
|
|
h->initHero(HeroTypeID(h->subID));
|
|
obj->initObj();
|
|
}
|
|
else
|
|
{
|
|
auto c = new CGCreature();
|
|
armies[i] = obj = c;
|
|
//c->subID = 34;
|
|
}
|
|
|
|
obj->setOwner(PlayerColor(i));
|
|
|
|
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
|
|
{
|
|
CreatureID cre = dp.sides[i].stacks[j].type;
|
|
TQuantity count = dp.sides[i].stacks[j].count;
|
|
if(count || obj->hasStackAtSlot(SlotID(j)))
|
|
obj->setCreature(SlotID(j), cre, count);
|
|
}
|
|
|
|
for(const DuelParameters::CusomCreature &cc : dp.creatures)
|
|
{
|
|
CCreature *c = VLC->creh->creatures[cc.id];
|
|
if(cc.attack >= 0)
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
|
|
if(cc.defense >= 0)
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
|
|
if(cc.speed >= 0)
|
|
c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
|
|
if(cc.HP >= 0)
|
|
c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
|
|
if(cc.dmg >= 0)
|
|
{
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
|
|
}
|
|
if(cc.shoots >= 0)
|
|
c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
|
|
}
|
|
}
|
|
|
|
curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
|
|
curB->obstacles = dp.obstacles;
|
|
curB->localInit();
|
|
}
|
|
|
|
void CGameState::checkMapChecksum()
|
|
{
|
|
logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
|
|
if(scenarioOps->mapfileChecksum)
|
|
{
|
|
logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
|
|
if(map->checksum != scenarioOps->mapfileChecksum)
|
|
{
|
|
logGlobal->errorStream() << "Wrong map checksum!!!";
|
|
throw std::runtime_error("Wrong checksum");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->mapfileChecksum = map->checksum;
|
|
}
|
|
}
|
|
|
|
void CGameState::initGrailPosition()
|
|
{
|
|
logGlobal->debugStream() << "\tPicking grail position";
|
|
//pick grail location
|
|
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
|
|
{
|
|
if(!map->grailRadious) //radius not given -> anywhere on map
|
|
map->grailRadious = map->width * 2;
|
|
|
|
std::vector<int3> allowedPos;
|
|
static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
|
|
|
|
// add all not blocked tiles in range
|
|
for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
|
|
{
|
|
for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
|
|
{
|
|
for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
|
|
{
|
|
const TerrainTile &t = map->getTile(int3(i, j, k));
|
|
if(!t.blocked
|
|
&& !t.visitable
|
|
&& t.terType != ETerrainType::WATER
|
|
&& t.terType != ETerrainType::ROCK
|
|
&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadious * map->grailRadious))
|
|
allowedPos.push_back(int3(i,j,k));
|
|
}
|
|
}
|
|
}
|
|
|
|
//remove tiles with holes
|
|
for(auto & elem : map->objects)
|
|
if(elem && elem->ID == Obj::HOLE)
|
|
allowedPos -= elem->pos;
|
|
|
|
if(!allowedPos.empty())
|
|
{
|
|
map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initRandomFactionsForPlayers()
|
|
{
|
|
logGlobal->debugStream() << "\tPicking random factions for players";
|
|
for(auto & elem : scenarioOps->playerInfos)
|
|
{
|
|
if(elem.second.castle==-1)
|
|
{
|
|
auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1);
|
|
auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
|
|
std::advance(iter, randomID);
|
|
|
|
elem.second.castle = *iter;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::randomizeMapObjects()
|
|
{
|
|
logGlobal->debugStream() << "\tRandomizing objects";
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj) continue;
|
|
|
|
randomizeObject(obj);
|
|
|
|
//handle Favouring Winds - mark tiles under it
|
|
if(obj->ID == Obj::FAVORABLE_WINDS)
|
|
{
|
|
for (int i = 0; i < obj->getWidth() ; i++)
|
|
{
|
|
for (int j = 0; j < obj->getHeight() ; j++)
|
|
{
|
|
int3 pos = obj->pos - int3(i,j,0);
|
|
if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initPlayerStates()
|
|
{
|
|
logGlobal->debugStream() << "\tCreating player entries in gs";
|
|
for(auto & elem : scenarioOps->playerInfos)
|
|
{
|
|
std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
|
|
ins.second.color=ins.first;
|
|
ins.second.human = elem.second.playerID;
|
|
ins.second.team = map->players[ins.first.getNum()].team;
|
|
teams[ins.second.team].id = ins.second.team;//init team
|
|
teams[ins.second.team].players.insert(ins.first);//add player to team
|
|
players.insert(ins);
|
|
}
|
|
}
|
|
|
|
void CGameState::placeCampaignHeroes()
|
|
{
|
|
if (scenarioOps->campState)
|
|
{
|
|
// place bonus hero
|
|
auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
|
|
|
|
if(campaignGiveHero)
|
|
{
|
|
auto playerColor = PlayerColor(campaignBonus->info1);
|
|
auto it = scenarioOps->playerInfos.find(playerColor);
|
|
if(it != scenarioOps->playerInfos.end())
|
|
{
|
|
auto heroTypeId = campaignBonus->info2;
|
|
if(heroTypeId == 0xffff) // random bonus hero
|
|
{
|
|
heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
|
|
}
|
|
|
|
placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
|
|
}
|
|
}
|
|
|
|
// replace heroes placeholders
|
|
auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
|
|
|
|
if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
|
|
{
|
|
logGlobal->debugStream() << "\tGenerate list of hero placeholders";
|
|
auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
|
|
|
|
logGlobal->debugStream() << "\tPrepare crossover heroes";
|
|
prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().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;
|
|
|
|
for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
{
|
|
auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
|
|
if(hero)
|
|
{
|
|
removedHeroes.push_back(hero);
|
|
map->heroesOnMap -= hero;
|
|
map->objects[hero->id.getNum()] = nullptr;
|
|
map->removeBlockVisTiles(hero, true);
|
|
}
|
|
}
|
|
|
|
logGlobal->debugStream() << "\tReplace placeholders with heroes";
|
|
replaceHeroesPlaceholders(campaignHeroReplacements);
|
|
|
|
// remove hero placeholders on map
|
|
for(auto obj : map->objects)
|
|
{
|
|
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
{
|
|
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
map->removeBlockVisTiles(heroPlaceholder, true);
|
|
map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
|
delete heroPlaceholder;
|
|
}
|
|
}
|
|
|
|
// now add removed heroes again with unused type ID
|
|
for(auto hero : removedHeroes)
|
|
{
|
|
si32 heroTypeId = 0;
|
|
if(hero->ID == Obj::HERO)
|
|
{
|
|
heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
|
|
}
|
|
else if(hero->ID == Obj::PRISON)
|
|
{
|
|
auto unusedHeroTypeIds = getUnusedAllowedHeroes();
|
|
if(!unusedHeroTypeIds.empty())
|
|
{
|
|
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
|
|
}
|
|
else
|
|
{
|
|
logGlobal->errorStream() << "No free hero type ID found to replace prison.";
|
|
assert(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(0); // should not happen
|
|
}
|
|
|
|
hero->subID = heroTypeId;
|
|
hero->portrait = hero->subID;
|
|
map->getEditManager()->insertObject(hero, hero->pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
|
|
{
|
|
townPos.x += 1;
|
|
|
|
CGHeroInstance * hero = static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
|
|
map->getEditManager()->insertObject(hero, townPos);
|
|
}
|
|
|
|
CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
|
|
{
|
|
CrossoverHeroesList crossoverHeroes;
|
|
|
|
auto campaignState = scenarioOps->campState;
|
|
auto bonus = campaignState->getBonusForCurrentMap();
|
|
if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
|
|
{
|
|
crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
|
|
}
|
|
else
|
|
{
|
|
if(!campaignState->mapsConquered.empty())
|
|
{
|
|
crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
|
|
|
|
for(auto mapNr : campaignState->mapsConquered)
|
|
{
|
|
// create a list of deleted heroes
|
|
auto & scenario = campaignState->camp->scenarios[mapNr];
|
|
auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
|
|
|
|
// remove heroes which didn't reached the end of the scenario, but were available at the start
|
|
for(auto hero : lostCrossoverHeroes)
|
|
{
|
|
crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
|
|
CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
|
|
}
|
|
|
|
// now add heroes which completed the scenario
|
|
for(auto hero : scenario.crossoverHeroes)
|
|
{
|
|
// add new heroes and replace old heroes with newer ones
|
|
auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
|
|
if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
|
|
{
|
|
// replace old hero with newer one
|
|
crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
|
|
}
|
|
else
|
|
{
|
|
// add new hero
|
|
crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return crossoverHeroes;
|
|
}
|
|
|
|
void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
|
|
{
|
|
// create heroes list for convenience iterating
|
|
std::vector<CGHeroInstance *> crossoverHeroes;
|
|
for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
{
|
|
crossoverHeroes.push_back(campaignHeroReplacement.hero);
|
|
}
|
|
|
|
// TODO replace magic numbers with named constants
|
|
// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
|
|
if(!(travelOptions.whatHeroKeeps & 1))
|
|
{
|
|
//trimming experience
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
cgh->initExp();
|
|
}
|
|
}
|
|
|
|
if(!(travelOptions.whatHeroKeeps & 2))
|
|
{
|
|
//trimming prim skills
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
{
|
|
auto sel = Selector::type(Bonus::PRIMARY_SKILL)
|
|
.And(Selector::subtype(g))
|
|
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
|
|
|
|
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!(travelOptions.whatHeroKeeps & 4))
|
|
{
|
|
//trimming sec skills
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
cgh->secSkills = cgh->type->secSkillsInit;
|
|
cgh->recreateSecondarySkillsBonuses();
|
|
}
|
|
}
|
|
|
|
if(!(travelOptions.whatHeroKeeps & 8))
|
|
{
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
// Trimming spells
|
|
cgh->spells.clear();
|
|
|
|
// Spellbook will also be removed
|
|
if (cgh->hasSpellbook())
|
|
ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
|
|
}
|
|
}
|
|
|
|
if(!(travelOptions.whatHeroKeeps & 16))
|
|
{
|
|
//trimming artifacts
|
|
for(CGHeroInstance * hero : crossoverHeroes)
|
|
{
|
|
size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
|
|
for (size_t i = 0; i < totalArts; i++ )
|
|
{
|
|
auto artifactPosition = ArtifactPosition(i);
|
|
if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
|
|
|
|
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
|
|
if(!info)
|
|
continue;
|
|
|
|
// TODO: why would there be nullptr artifacts?
|
|
const CArtifactInstance *art = info->artifact;
|
|
if(!art)
|
|
continue;
|
|
|
|
int id = art->artType->id;
|
|
assert( 8*18 > id );//number of arts that fits into h3m format
|
|
bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
|
|
|
|
ArtifactLocation al(hero, artifactPosition);
|
|
if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
|
|
al.removeArtifact();
|
|
}
|
|
}
|
|
}
|
|
|
|
//trimming creatures
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
|
|
{
|
|
CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
|
|
return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
|
|
};
|
|
|
|
auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
|
|
for(auto &slotPair : stacksCopy)
|
|
if(shouldSlotBeErased(slotPair))
|
|
cgh->eraseStack(slotPair.first);
|
|
}
|
|
|
|
// Removing short-term bonuses
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY));
|
|
cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK));
|
|
cgh->popBonuses(Selector::durationType(Bonus::N_TURNS));
|
|
cgh->popBonuses(Selector::durationType(Bonus::N_DAYS));
|
|
cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE));
|
|
}
|
|
|
|
}
|
|
|
|
void CGameState::placeStartingHeroes()
|
|
{
|
|
logGlobal->debugStream() << "\tGiving starting hero";
|
|
|
|
for(auto & playerSettingPair : scenarioOps->playerInfos)
|
|
{
|
|
auto playerColor = playerSettingPair.first;
|
|
auto & playerInfo = map->players[playerColor.getNum()];
|
|
if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
|
|
{
|
|
// Do not place a starting hero if the hero was already placed due to a campaign bonus
|
|
if(scenarioOps->campState)
|
|
{
|
|
if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
|
|
{
|
|
if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
|
|
}
|
|
}
|
|
|
|
int heroTypeId = pickNextHeroType(playerColor);
|
|
if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
|
|
|
|
placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initStartingResources()
|
|
{
|
|
logGlobal->debugStream() << "\tSetting up resources";
|
|
const JsonNode config(ResourceID("config/startres.json"));
|
|
const JsonVector &vector = config["difficulty"].Vector();
|
|
const JsonNode &level = vector[scenarioOps->difficulty];
|
|
|
|
TResources startresAI(level["ai"]);
|
|
TResources startresHuman(level["human"]);
|
|
|
|
for (auto & elem : players)
|
|
{
|
|
PlayerState &p = elem.second;
|
|
|
|
if (p.human)
|
|
p.resources = startresHuman;
|
|
else
|
|
p.resources = startresAI;
|
|
}
|
|
|
|
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
|
|
{
|
|
std::vector<const PlayerSettings *> ret;
|
|
for(auto it = scenarioOps->playerInfos.cbegin();
|
|
it != scenarioOps->playerInfos.cend(); ++it)
|
|
{
|
|
if(it->second.playerID != PlayerSettings::PLAYER_AI)
|
|
ret.push_back(&it->second);
|
|
}
|
|
|
|
return ret;
|
|
};
|
|
|
|
//give start resource bonus in case of campaign
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
{
|
|
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
|
|
{
|
|
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
|
|
for(const PlayerSettings *ps : people)
|
|
{
|
|
std::vector<int> 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(Res::WOOD); res.push_back(Res::ORE);
|
|
break;
|
|
case 0xFE: //rare
|
|
res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
//increasing resource quantity
|
|
for (auto & re : res)
|
|
{
|
|
players[ps->color].resources[re] += chosenBonus->info2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initHeroes()
|
|
{
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
|
|
{
|
|
logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
|
|
continue;
|
|
}
|
|
|
|
hero->initHero();
|
|
getPlayer(hero->getOwner())->heroes.push_back(hero);
|
|
map->allHeroes[hero->type->ID.getNum()] = hero;
|
|
}
|
|
|
|
for(auto obj : map->objects) //prisons
|
|
{
|
|
if(obj && obj->ID == Obj::PRISON)
|
|
map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
|
|
}
|
|
|
|
std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
|
|
for(auto ph : map->predefinedHeroes)
|
|
{
|
|
if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
|
|
continue;
|
|
ph->initHero();
|
|
hpool.heroesPool[ph->subID] = ph;
|
|
hpool.pavailable[ph->subID] = 0xff;
|
|
heroesToCreate.erase(ph->type->ID);
|
|
|
|
map->allHeroes[ph->subID] = ph;
|
|
}
|
|
|
|
for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
|
|
{
|
|
auto vhi = new CGHeroInstance();
|
|
vhi->initHero(htype);
|
|
|
|
int typeID = htype.getNum();
|
|
map->allHeroes[typeID] = vhi;
|
|
hpool.heroesPool[typeID] = vhi;
|
|
hpool.pavailable[typeID] = 0xff;
|
|
}
|
|
|
|
for(auto & elem : map->disposedHeroes)
|
|
{
|
|
hpool.pavailable[elem.heroId] = elem.players;
|
|
}
|
|
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
|
|
{
|
|
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
|
|
{
|
|
//find human player
|
|
PlayerColor humanPlayer=PlayerColor::NEUTRAL;
|
|
for (auto & elem : players)
|
|
{
|
|
if(elem.second.human)
|
|
{
|
|
humanPlayer = elem.first;
|
|
break;
|
|
}
|
|
}
|
|
assert(humanPlayer != PlayerColor::NEUTRAL);
|
|
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = 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->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
|
|
else
|
|
giveCampaignBonusToHero(heroes[maxB]);
|
|
}
|
|
else //specific hero
|
|
{
|
|
for (auto & heroe : heroes)
|
|
{
|
|
if (heroe->subID == chosenBonus->info1)
|
|
{
|
|
giveCampaignBonusToHero(heroe);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
|
|
{
|
|
const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
if(!curBonus)
|
|
return;
|
|
|
|
if(curBonus->isBonusForHero())
|
|
{
|
|
//apply bonus
|
|
switch (curBonus->type)
|
|
{
|
|
case CScenarioTravel::STravelBonus::SPELL:
|
|
hero->spells.insert(SpellID(curBonus->info2));
|
|
break;
|
|
case CScenarioTravel::STravelBonus::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 CScenarioTravel::STravelBonus::ARTIFACT:
|
|
gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
|
|
break;
|
|
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
|
|
{
|
|
CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
|
|
scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
|
|
}
|
|
break;
|
|
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
|
|
{
|
|
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
|
|
for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
{
|
|
int val = ptr[g];
|
|
if (val == 0)
|
|
{
|
|
continue;
|
|
}
|
|
auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
|
|
hero->addNewBonus(bb);
|
|
}
|
|
}
|
|
break;
|
|
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
|
|
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initFogOfWar()
|
|
{
|
|
logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
|
|
for(auto & elem : teams)
|
|
{
|
|
elem.second.fogOfWarMap.resize(map->width);
|
|
for(int g=0; g<map->width; ++g)
|
|
elem.second.fogOfWarMap[g].resize(map->height);
|
|
|
|
for(int g=-0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
|
|
|
|
for(int g=0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
|
|
elem.second.fogOfWarMap[g][h][v] = 0;
|
|
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
|
std::unordered_set<int3, ShashInt3> tiles;
|
|
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadious(), obj->tempOwner, 1);
|
|
for(int3 tile : tiles)
|
|
{
|
|
elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initStartingBonus()
|
|
{
|
|
logGlobal->debugStream() << "\tStarting bonuses";
|
|
for(auto & elem : players)
|
|
{
|
|
//starting bonus
|
|
if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
|
|
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
|
|
switch(scenarioOps->playerInfos[elem.first].bonus)
|
|
{
|
|
case PlayerSettings::GOLD:
|
|
elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
|
|
break;
|
|
case PlayerSettings::RESOURCE:
|
|
{
|
|
int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
|
|
if(res == Res::WOOD_AND_ORE)
|
|
{
|
|
elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
|
|
elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
|
|
}
|
|
else
|
|
{
|
|
elem.second.resources[res] += rand.nextInt(3, 6);
|
|
}
|
|
break;
|
|
}
|
|
case PlayerSettings::ARTIFACT:
|
|
{
|
|
if(!elem.second.heroes.size())
|
|
{
|
|
logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
|
|
break;
|
|
}
|
|
CArtifact *toGive;
|
|
toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
|
|
|
|
CGHeroInstance *hero = elem.second.heroes[0];
|
|
giveHeroArtifact(hero, toGive->id);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initTowns()
|
|
{
|
|
logGlobal->debugStream() << "\tTowns";
|
|
|
|
//campaign bonuses for towns
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
{
|
|
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
|
if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
|
|
{
|
|
for (int g=0; g<map->towns.size(); ++g)
|
|
{
|
|
PlayerState * owner = getPlayer(map->towns[g]->getOwner());
|
|
if (owner)
|
|
{
|
|
PlayerInfo & pi = map->players[owner->color.getNum()];
|
|
|
|
if (owner->human && //human-owned
|
|
map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
|
|
{
|
|
map->towns[g]->builtBuildings.insert(
|
|
CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CGTownInstance::universitySkills.clear();
|
|
for ( int i=0; i<4; i++)
|
|
CGTownInstance::universitySkills.push_back(14+i);//skills for university
|
|
|
|
for (auto & elem : map->towns)
|
|
{
|
|
CGTownInstance * vti =(elem);
|
|
if(!vti->town)
|
|
{
|
|
vti->town = VLC->townh->factions[vti->subID]->town;
|
|
}
|
|
if(vti->name.empty())
|
|
{
|
|
vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
|
|
}
|
|
|
|
//init buildings
|
|
if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
|
|
{
|
|
vti->builtBuildings.erase(BuildingID::DEFAULT);
|
|
vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
|
|
vti->builtBuildings.insert(BuildingID::TAVERN);
|
|
vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
|
|
if(rand.nextInt(1) == 1)
|
|
{
|
|
vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
|
|
}
|
|
}
|
|
|
|
//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
|
|
vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
|
|
return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); });
|
|
|
|
if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
|
|
vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
|
|
|
|
//init hordes
|
|
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
|
|
{
|
|
vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
|
|
if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
|
|
{
|
|
vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
|
|
if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
|
|
vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
|
|
}
|
|
if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
|
|
{
|
|
vti->builtBuildings.insert(BuildingID::HORDE_2);
|
|
if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
|
|
vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
|
|
}
|
|
}
|
|
|
|
//Early check for #1444-like problems
|
|
for(auto building : vti->builtBuildings)
|
|
{
|
|
assert(vti->town->buildings.at(building) != nullptr);
|
|
UNUSED(building);
|
|
}
|
|
|
|
//town events
|
|
for(CCastleEvent &ev : vti->events)
|
|
{
|
|
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
|
|
{
|
|
ev.buildings.erase(BuildingID(-31-i));
|
|
if (vti->town->hordeLvl.at(0) == i)
|
|
ev.buildings.insert(BuildingID::HORDE_1);
|
|
if (vti->town->hordeLvl.at(1) == i)
|
|
ev.buildings.insert(BuildingID::HORDE_2);
|
|
}
|
|
}
|
|
//init spells
|
|
vti->spells.resize(GameConstants::SPELL_LEVELS);
|
|
|
|
for(ui32 z=0; z<vti->obligatorySpells.size();z++)
|
|
{
|
|
CSpell *s = vti->obligatorySpells[z].toSpell();
|
|
vti->spells[s->level-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
while(vti->possibleSpells.size())
|
|
{
|
|
ui32 total=0;
|
|
int sel = -1;
|
|
|
|
for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
|
|
total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
|
|
|
|
if (total == 0) // remaining spells have 0 probability
|
|
break;
|
|
|
|
auto r = rand.nextInt(total - 1);
|
|
for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
|
|
{
|
|
r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
|
|
if(r<0)
|
|
{
|
|
sel = ps;
|
|
break;
|
|
}
|
|
}
|
|
if(sel<0)
|
|
sel=0;
|
|
|
|
CSpell *s = vti->possibleSpells[sel].toSpell();
|
|
vti->spells[s->level-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
vti->possibleSpells.clear();
|
|
if(vti->getOwner() != PlayerColor::NEUTRAL)
|
|
getPlayer(vti->getOwner())->towns.push_back(vti);
|
|
|
|
}
|
|
}
|
|
|
|
void CGameState::initMapObjects()
|
|
{
|
|
logGlobal->debugStream() << "\tObject initialization";
|
|
// objCaller->preInit();
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(obj)
|
|
{
|
|
//logGlobal->traceStream() << boost::format ("Calling Init for object %d, %d") % obj->ID % obj->subID;
|
|
obj->initObj();
|
|
}
|
|
}
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj)
|
|
continue;
|
|
|
|
switch (obj->ID)
|
|
{
|
|
case Obj::QUEST_GUARD:
|
|
case Obj::SEER_HUT:
|
|
{
|
|
auto q = static_cast<CGSeerHut*>(obj);
|
|
assert (q);
|
|
q->setObjToKill();
|
|
}
|
|
}
|
|
}
|
|
CGSubterraneanGate::postInit(gs); //pairing subterranean gates
|
|
|
|
map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
|
|
}
|
|
|
|
void CGameState::initVisitingAndGarrisonedHeroes()
|
|
{
|
|
for(auto k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
if(k->first==PlayerColor::NEUTRAL)
|
|
continue;
|
|
|
|
//init visiting and garrisoned heroes
|
|
for(CGHeroInstance *h : k->second.heroes)
|
|
{
|
|
for(CGTownInstance *t : k->second.towns)
|
|
{
|
|
int3 vistile = t->pos; vistile.x--; //tile next to the entrance
|
|
if(vistile == h->pos || h->pos==t->pos)
|
|
{
|
|
t->setVisitingHero(h);
|
|
if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
|
|
{
|
|
map->removeBlockVisTiles(h);
|
|
h->pos.x -= 1;
|
|
map->addBlockVisTiles(h);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto hero : map->heroesOnMap)
|
|
{
|
|
if (hero->visitedTown)
|
|
{
|
|
assert (hero->visitedTown->visitingHero == hero);
|
|
}
|
|
}
|
|
}
|
|
|
|
BFieldType CGameState::battleGetBattlefieldType(int3 tile)
|
|
{
|
|
if(tile==int3() && curB)
|
|
tile = curB->tile;
|
|
else if(tile==int3() && !curB)
|
|
return BFieldType::NONE;
|
|
|
|
const TerrainTile &t = map->getTile(tile);
|
|
//fight in mine -> subterranean
|
|
if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
|
|
return BFieldType::SUBTERRANEAN;
|
|
|
|
for(auto &obj : map->objects)
|
|
{
|
|
//look only for objects covering given tile
|
|
if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
|
|
continue;
|
|
|
|
switch(obj->ID)
|
|
{
|
|
case Obj::CLOVER_FIELD:
|
|
return BFieldType::CLOVER_FIELD;
|
|
case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
|
|
return BFieldType::CURSED_GROUND;
|
|
case Obj::EVIL_FOG:
|
|
return BFieldType::EVIL_FOG;
|
|
case Obj::FAVORABLE_WINDS:
|
|
return BFieldType::FAVOURABLE_WINDS;
|
|
case Obj::FIERY_FIELDS:
|
|
return BFieldType::FIERY_FIELDS;
|
|
case Obj::HOLY_GROUNDS:
|
|
return BFieldType::HOLY_GROUND;
|
|
case Obj::LUCID_POOLS:
|
|
return BFieldType::LUCID_POOLS;
|
|
case Obj::MAGIC_CLOUDS:
|
|
return BFieldType::MAGIC_CLOUDS;
|
|
case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
|
|
return BFieldType::MAGIC_PLAINS;
|
|
case Obj::ROCKLANDS:
|
|
return BFieldType::ROCKLANDS;
|
|
}
|
|
}
|
|
|
|
if(!t.isWater() && t.isCoastal())
|
|
return BFieldType::SAND_SHORE;
|
|
|
|
switch(t.terType)
|
|
{
|
|
case ETerrainType::DIRT:
|
|
return BFieldType(rand.nextInt(3, 5));
|
|
case ETerrainType::SAND:
|
|
return BFieldType::SAND_MESAS; //TODO: coast support
|
|
case ETerrainType::GRASS:
|
|
return BFieldType(rand.nextInt(6, 7));
|
|
case ETerrainType::SNOW:
|
|
return BFieldType(rand.nextInt(10, 11));
|
|
case ETerrainType::SWAMP:
|
|
return BFieldType::SWAMP_TREES;
|
|
case ETerrainType::ROUGH:
|
|
return BFieldType::ROUGH;
|
|
case ETerrainType::SUBTERRANEAN:
|
|
return BFieldType::SUBTERRANEAN;
|
|
case ETerrainType::LAVA:
|
|
return BFieldType::LAVA;
|
|
case ETerrainType::WATER:
|
|
return BFieldType::SHIP;
|
|
case ETerrainType::ROCK:
|
|
return BFieldType::ROCKLANDS;
|
|
default:
|
|
return BFieldType::NONE;
|
|
}
|
|
}
|
|
|
|
UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
|
|
{
|
|
UpgradeInfo ret;
|
|
const CCreature *base = stack.type;
|
|
|
|
const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
|
|
const CGTownInstance *t = nullptr;
|
|
|
|
if(stack.armyObj->ID == Obj::TOWN)
|
|
t = static_cast<const CGTownInstance *>(stack.armyObj);
|
|
else if(h)
|
|
{ //hero specialty
|
|
TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
|
|
for(const Bonus *it : *lista)
|
|
{
|
|
auto nid = CreatureID(it->additionalInfo);
|
|
if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
|
|
}
|
|
}
|
|
t = h->visitedTown;
|
|
}
|
|
if(t)
|
|
{
|
|
for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
|
|
{
|
|
if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
|
|
{
|
|
for(auto upgrID : dwelling.second)
|
|
{
|
|
if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
|
|
{
|
|
ret.newID.push_back(upgrID);
|
|
ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//hero is visiting Hill Fort
|
|
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
|
|
{
|
|
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
|
|
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
|
|
|
|
for(auto nid : base->upgrades)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
|
|
}
|
|
}
|
|
|
|
if(ret.newID.size())
|
|
ret.oldID = base->idNumber;
|
|
|
|
for (Res::ResourceSet &cost : ret.cost)
|
|
cost.positive(); //upgrade cost can't be negative, ignore missing resources
|
|
|
|
return ret;
|
|
}
|
|
|
|
PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
|
|
{
|
|
if ( color1 == color2 )
|
|
return PlayerRelations::SAME_PLAYER;
|
|
if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
|
|
return PlayerRelations::ENEMIES;
|
|
|
|
const TeamState * ts = getPlayerTeam(color1);
|
|
if (ts && vstd::contains(ts->players, color2))
|
|
return PlayerRelations::ALLIES;
|
|
return PlayerRelations::ENEMIES;
|
|
}
|
|
|
|
void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
|
|
{
|
|
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
|
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
|
|
|
//vec.reserve(8); //optimization
|
|
for (auto & dir : dirs)
|
|
{
|
|
const int3 hlp = tile + dir;
|
|
if(!map->isInTheMap(hlp))
|
|
continue;
|
|
|
|
const TerrainTile &hlpt = map->getTile(hlp);
|
|
|
|
// //we cannot visit things from blocked tiles
|
|
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
|
|
// {
|
|
// continue;
|
|
// }
|
|
|
|
if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
|
|
{
|
|
int3 hlp1 = tile,
|
|
hlp2 = tile;
|
|
hlp1.x += dir.x;
|
|
hlp2.y += dir.y;
|
|
|
|
if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
|
|
continue;
|
|
}
|
|
|
|
if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
|
|
&& hlpt.terType != ETerrainType::ROCK)
|
|
{
|
|
vec.push_back(hlp);
|
|
}
|
|
}
|
|
}
|
|
|
|
int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast)
|
|
{
|
|
if(src == dest) //same tile
|
|
return 0;
|
|
|
|
TerrainTile &s = map->getTile(src),
|
|
&d = map->getTile(dest);
|
|
|
|
//get basic cost
|
|
int ret = h->getTileCost(d,s);
|
|
|
|
if(d.blocked && flying)
|
|
{
|
|
bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
|
|
|
|
if(!freeFlying)
|
|
{
|
|
ret *= 1.4; //40% penalty for movement over blocked tile
|
|
}
|
|
}
|
|
else if (d.terType == ETerrainType::WATER)
|
|
{
|
|
if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
|
|
ret *= 0.666;
|
|
else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
|
|
ret *= 1.4; //40% penalty for water walking
|
|
}
|
|
|
|
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
|
|
{
|
|
int old = ret;
|
|
ret *= 1.414213;
|
|
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
if(ret > remainingMovePoints && remainingMovePoints >= old)
|
|
{
|
|
return remainingMovePoints;
|
|
}
|
|
}
|
|
|
|
|
|
int left = remainingMovePoints-ret;
|
|
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
|
|
{
|
|
std::vector<int3> vec;
|
|
vec.reserve(8); //optimization
|
|
getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
|
|
for(auto & elem : vec)
|
|
{
|
|
int fcost = getMovementCost(h,dest, elem, flying, left, false);
|
|
if(fcost <= left)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
ret = remainingMovePoints;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CGameState::apply(CPack *pack)
|
|
{
|
|
ui16 typ = typeList.getTypeID(pack);
|
|
applierGs->apps[typ]->applyOnGS(this,pack);
|
|
}
|
|
|
|
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
|
|
{
|
|
CPathfinder pathfinder(out, this, hero);
|
|
pathfinder.calculatePaths();
|
|
}
|
|
|
|
/**
|
|
* Tells if the tile is guarded by a monster as well as the position
|
|
* of the monster that will attack on it.
|
|
*
|
|
* @return int3(-1, -1, -1) if the tile is unguarded, or the position of
|
|
* the monster guarding the tile.
|
|
*/
|
|
std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
|
|
{
|
|
std::vector<CGObjectInstance*> guards;
|
|
const int3 originalPos = pos;
|
|
if (!map->isInTheMap(pos))
|
|
return guards;
|
|
|
|
const TerrainTile &posTile = map->getTile(pos);
|
|
if (posTile.visitable)
|
|
{
|
|
for (CGObjectInstance* obj : posTile.visitableObjects)
|
|
{
|
|
if(obj->blockVisit)
|
|
{
|
|
if (obj->ID == Obj::MONSTER) // Monster
|
|
guards.push_back(obj);
|
|
}
|
|
}
|
|
}
|
|
pos -= int3(1, 1, 0); // Start with top left.
|
|
for (int dx = 0; dx < 3; dx++)
|
|
{
|
|
for (int dy = 0; dy < 3; dy++)
|
|
{
|
|
if (map->isInTheMap(pos))
|
|
{
|
|
const auto & tile = map->getTile(pos);
|
|
if (tile.visitable && (tile.isWater() == posTile.isWater()))
|
|
{
|
|
for (CGObjectInstance* obj : tile.visitableObjects)
|
|
{
|
|
if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
|
|
{
|
|
guards.push_back(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pos.y++;
|
|
}
|
|
pos.y -= 3;
|
|
pos.x++;
|
|
}
|
|
return guards;
|
|
|
|
}
|
|
|
|
int3 CGameState::guardingCreaturePosition (int3 pos) const
|
|
{
|
|
return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
|
|
}
|
|
|
|
bool CGameState::isVisible(int3 pos, PlayerColor player)
|
|
{
|
|
if(player == PlayerColor::NEUTRAL)
|
|
return false;
|
|
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
|
|
}
|
|
|
|
bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
|
|
{
|
|
if(!player)
|
|
return true;
|
|
|
|
//we should always see our own heroes - but sometimes not visible heroes cause crash :?
|
|
if (player == obj->tempOwner)
|
|
return true;
|
|
|
|
if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
|
|
return false;
|
|
//object is visible when at least one blocked tile is visible
|
|
for(int fy=0; fy < obj->getHeight(); ++fy)
|
|
{
|
|
for(int fx=0; fx < obj->getWidth(); ++fx)
|
|
{
|
|
int3 pos = obj->pos + int3(-fx, -fy, 0);
|
|
|
|
if ( map->isInTheMap(pos) &&
|
|
obj->coveringAt(pos.x, pos.y) &&
|
|
isVisible(pos, *player))
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
|
|
{
|
|
const TerrainTile * pom = &map->getTile(dst);
|
|
return map->checkForVisitableDir(src, pom, dst);
|
|
}
|
|
|
|
EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const
|
|
{
|
|
const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
|
|
const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
|
|
const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
|
|
const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
|
|
|
|
auto evaluateEvent = [=](const EventCondition & condition)
|
|
{
|
|
return this->checkForVictory(player, condition);
|
|
};
|
|
|
|
const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
|
|
//cheater or tester, but has entered the code...
|
|
if (p->enteredWinningCheatCode)
|
|
return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
|
|
|
|
if (p->enteredLosingCheatCode)
|
|
return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
|
|
|
|
for (const TriggeredEvent & event : map->triggeredEvents)
|
|
{
|
|
if ((event.trigger.test(evaluateEvent)))
|
|
{
|
|
if (event.effect.type == EventEffect::VICTORY)
|
|
return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
|
|
|
|
if (event.effect.type == EventEffect::DEFEAT)
|
|
return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
|
|
}
|
|
}
|
|
|
|
if (checkForStandardLoss(player))
|
|
{
|
|
return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
|
|
}
|
|
return EVictoryLossCheckResult();
|
|
}
|
|
|
|
bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const
|
|
{
|
|
const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
switch (condition.condition)
|
|
{
|
|
case EventCondition::STANDARD_WIN:
|
|
{
|
|
return player == checkForStandardWin();
|
|
}
|
|
case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
|
|
{
|
|
for(auto & elem : p->heroes)
|
|
if(elem->hasArt(condition.objectType))
|
|
return true;
|
|
return false;
|
|
}
|
|
case EventCondition::HAVE_CREATURES:
|
|
{
|
|
//check if in players armies there is enough creatures
|
|
int total = 0; //creature counter
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
const CArmedInstance *ai = nullptr;
|
|
if(map->objects[i]
|
|
&& map->objects[i]->tempOwner == player //object controlled by player
|
|
&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
|
|
{
|
|
for(auto & elem : ai->Slots()) //iterate through army
|
|
if(elem.second->type->idNumber == condition.objectType) //it's searched creature
|
|
total += elem.second->count;
|
|
}
|
|
}
|
|
return total >= condition.value;
|
|
}
|
|
case EventCondition::HAVE_RESOURCES:
|
|
{
|
|
return p->resources[condition.objectType] >= condition.value;
|
|
}
|
|
case EventCondition::HAVE_BUILDING:
|
|
{
|
|
if (condition.object) // specific town
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
|
|
return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
|
|
}
|
|
else // any town
|
|
{
|
|
for (const CGTownInstance * t : p->towns)
|
|
{
|
|
if (t->hasBuilt(BuildingID(condition.objectType)))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
case EventCondition::DESTROY:
|
|
{
|
|
if (condition.object) // mode A - destroy specific object of this type
|
|
{
|
|
if (auto hero = dynamic_cast<const CGHeroInstance*>(condition.object))
|
|
return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
|
|
else
|
|
return getObj(condition.object->id) == nullptr;
|
|
}
|
|
else
|
|
{
|
|
for(auto & elem : map->objects) // mode B - destroy all objects of this type
|
|
{
|
|
if(elem && elem->ID == condition.objectType)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
case EventCondition::CONTROL:
|
|
{
|
|
// list of players that need to control object to fulfull condition
|
|
// NOTE: cgameinfocallback specified explicitly in order to get const version
|
|
auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
|
|
|
|
if (condition.object) // mode A - flag one specific object, like town
|
|
{
|
|
return team.count(condition.object->tempOwner) != 0;
|
|
}
|
|
else
|
|
{
|
|
for(auto & elem : map->objects) // mode B - flag all objects of this type
|
|
{
|
|
//check not flagged objs
|
|
if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
case EventCondition::TRANSPORT:
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
|
|
if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
|
|
|| (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
case EventCondition::DAYS_PASSED:
|
|
{
|
|
return gs->day > condition.value;
|
|
}
|
|
case EventCondition::IS_HUMAN:
|
|
{
|
|
return p->human ? condition.value == 1 : condition.value == 0;
|
|
}
|
|
case EventCondition::DAYS_WITHOUT_TOWN:
|
|
{
|
|
if (p->daysWithoutCastle)
|
|
return p->daysWithoutCastle.get() >= condition.value;
|
|
else
|
|
return false;
|
|
}
|
|
case EventCondition::CONST_VALUE:
|
|
{
|
|
return condition.value; // just convert to bool
|
|
}
|
|
}
|
|
assert(0);
|
|
return false;
|
|
}
|
|
|
|
PlayerColor CGameState::checkForStandardWin() const
|
|
{
|
|
//std victory condition is:
|
|
//all enemies lost
|
|
PlayerColor supposedWinner = PlayerColor::NEUTRAL;
|
|
TeamID winnerTeam = TeamID::NO_TEAM;
|
|
for(auto & elem : players)
|
|
{
|
|
if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
|
|
{
|
|
if(supposedWinner == PlayerColor::NEUTRAL)
|
|
{
|
|
//first player remaining ingame - candidate for victory
|
|
supposedWinner = elem.second.color;
|
|
winnerTeam = elem.second.team;
|
|
}
|
|
else if(winnerTeam != elem.second.team)
|
|
{
|
|
//current candidate has enemy remaining in game -> no vicotry
|
|
return PlayerColor::NEUTRAL;
|
|
}
|
|
}
|
|
}
|
|
|
|
return supposedWinner;
|
|
}
|
|
|
|
bool CGameState::checkForStandardLoss( PlayerColor player ) const
|
|
{
|
|
//std loss condition is: player lost all towns and heroes
|
|
const PlayerState &p = *CGameInfoCallback::getPlayer(player);
|
|
return !p.heroes.size() && !p.towns.size();
|
|
}
|
|
|
|
struct statsHLP
|
|
{
|
|
typedef std::pair< PlayerColor, si64 > TStat;
|
|
//converts [<player's color, value>] to vec[place] -> platers
|
|
static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
|
|
{
|
|
std::sort(stats.begin(), stats.end(), statsHLP());
|
|
|
|
//put first element
|
|
std::vector< std::vector<PlayerColor> > ret;
|
|
std::vector<PlayerColor> tmp;
|
|
tmp.push_back( stats[0].first );
|
|
ret.push_back( tmp );
|
|
|
|
//the rest of elements
|
|
for(int g=1; g<stats.size(); ++g)
|
|
{
|
|
if(stats[g].second == stats[g-1].second)
|
|
{
|
|
(ret.end()-1)->push_back( stats[g].first );
|
|
}
|
|
else
|
|
{
|
|
//create next occupied rank
|
|
std::vector<PlayerColor> tmp;
|
|
tmp.push_back(stats[g].first);
|
|
ret.push_back(tmp);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool operator()(const TStat & a, const TStat & b) const
|
|
{
|
|
return a.second > b.second;
|
|
}
|
|
|
|
static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color)
|
|
{
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
|
|
if(!h.size())
|
|
return nullptr;
|
|
//best hero will be that with highest exp
|
|
int best = 0;
|
|
for(int b=1; b<h.size(); ++b)
|
|
{
|
|
if(h[b]->exp > h[best]->exp)
|
|
{
|
|
best = b;
|
|
}
|
|
}
|
|
return h[best];
|
|
}
|
|
|
|
//calculates total number of artifacts that belong to given player
|
|
static int getNumberOfArts(const PlayerState * ps)
|
|
{
|
|
int ret = 0;
|
|
for(auto h : ps->heroes)
|
|
{
|
|
ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// get total strength of player army
|
|
static si64 getArmyStrength(const PlayerState * ps)
|
|
{
|
|
si64 str = 0;
|
|
|
|
for(auto h : ps->heroes)
|
|
{
|
|
if(!h->inTownGarrison) //original h3 behavior
|
|
str += h->getArmyStrength();
|
|
}
|
|
return str;
|
|
}
|
|
};
|
|
|
|
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
{
|
|
auto playerInactive = [&](PlayerColor color)
|
|
{
|
|
return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
|
|
};
|
|
|
|
#define FILL_FIELD(FIELD, VAL_GETTER) \
|
|
{ \
|
|
std::vector< std::pair< PlayerColor, si64 > > stats; \
|
|
for(auto g = players.begin(); g != players.end(); ++g) \
|
|
{ \
|
|
if(playerInactive(g->second.color)) \
|
|
continue; \
|
|
std::pair< PlayerColor, si64 > stat; \
|
|
stat.first = g->second.color; \
|
|
stat.second = VAL_GETTER; \
|
|
stats.push_back(stat); \
|
|
} \
|
|
tgi.FIELD = statsHLP::getRank(stats); \
|
|
}
|
|
|
|
for(auto & elem : players)
|
|
{
|
|
if(!playerInactive(elem.second.color))
|
|
tgi.playerColors.push_back(elem.second.color);
|
|
}
|
|
|
|
if(level >= 1) //num of towns & num of heroes
|
|
{
|
|
//num of towns
|
|
FILL_FIELD(numOfTowns, g->second.towns.size())
|
|
//num of heroes
|
|
FILL_FIELD(numOfHeroes, g->second.heroes.size())
|
|
//best hero's portrait
|
|
for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
{
|
|
if(playerInactive(g->second.color))
|
|
continue;
|
|
const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
|
|
InfoAboutHero iah;
|
|
iah.initFromHero(best, level >= 8);
|
|
iah.army.clear();
|
|
tgi.colorToBestHero[g->second.color] = iah;
|
|
}
|
|
}
|
|
if(level >= 2) //gold
|
|
{
|
|
FILL_FIELD(gold, g->second.resources[Res::GOLD])
|
|
}
|
|
if(level >= 2) //wood & ore
|
|
{
|
|
FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
|
|
}
|
|
if(level >= 3) //mercury, sulfur, crystal, gems
|
|
{
|
|
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
|
|
}
|
|
if(level >= 4) //obelisks found
|
|
{
|
|
FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
|
|
}
|
|
if(level >= 5) //artifacts
|
|
{
|
|
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
|
|
}
|
|
if(level >= 6) //army strength
|
|
{
|
|
FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
|
|
}
|
|
if(level >= 7) //income
|
|
{
|
|
//TODO:obtainPlayersStats - income
|
|
}
|
|
if(level >= 8) //best hero's stats
|
|
{
|
|
//already set in lvl 1 handling
|
|
}
|
|
if(level >= 9) //personality
|
|
{
|
|
for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
{
|
|
if(playerInactive(g->second.color)) //do nothing for neutral player
|
|
continue;
|
|
if(g->second.human)
|
|
{
|
|
tgi.personality[g->second.color] = EAiTactic::NONE;
|
|
}
|
|
else //AI
|
|
{
|
|
tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
|
|
}
|
|
|
|
}
|
|
}
|
|
if(level >= 10) //best creature
|
|
{
|
|
//best creatures belonging to player (highest AI value)
|
|
for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
{
|
|
if(playerInactive(g->second.color)) //do nothing for neutral player
|
|
continue;
|
|
int bestCre = -1; //best creature's ID
|
|
for(auto & elem : g->second.heroes)
|
|
{
|
|
for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
|
|
{
|
|
int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
|
|
if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
|
|
{
|
|
bestCre = toCmp;
|
|
}
|
|
}
|
|
}
|
|
tgi.bestCreature[g->second.color] = bestCre;
|
|
}
|
|
}
|
|
|
|
#undef FILL_FIELD
|
|
}
|
|
|
|
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
|
|
{
|
|
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
|
|
for ( auto i = players.cbegin() ; i != players.cend();i++)
|
|
for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
|
|
if(*j)
|
|
pool.erase((**j).subID);
|
|
|
|
return pool;
|
|
}
|
|
|
|
void CGameState::buildBonusSystemTree()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
|
|
for(CGTownInstance *t : map->towns)
|
|
{
|
|
t->deserializationFix();
|
|
}
|
|
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
|
|
// are provided on initializing / deserializing
|
|
}
|
|
|
|
void CGameState::deserializationFix()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
}
|
|
|
|
void CGameState::buildGlobalTeamPlayerTree()
|
|
{
|
|
for(auto k=teams.begin(); k!=teams.end(); ++k)
|
|
{
|
|
TeamState *t = &k->second;
|
|
t->attachTo(&globalEffects);
|
|
|
|
for(PlayerColor teamMember : k->second.players)
|
|
{
|
|
PlayerState *p = getPlayer(teamMember);
|
|
assert(p);
|
|
p->attachTo(t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::attachArmedObjects()
|
|
{
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
|
|
armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
|
|
}
|
|
}
|
|
|
|
void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
|
|
{
|
|
CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
|
|
CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
|
|
map->addNewArtifactInstance(ai);
|
|
ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
|
|
}
|
|
|
|
std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
|
|
{
|
|
std::set<HeroTypeID> ret;
|
|
for(int i = 0; i < map->allowedHeroes.size(); i++)
|
|
if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
|
|
ret.insert(HeroTypeID(i));
|
|
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if(hero->type)
|
|
ret -= hero->type->ID;
|
|
else
|
|
ret -= HeroTypeID(hero->subID);
|
|
}
|
|
|
|
for(auto obj : map->objects) //prisons
|
|
if(obj && obj->ID == Obj::PRISON)
|
|
ret -= HeroTypeID(obj->subID);
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
|
|
{
|
|
std::vector<CampaignHeroReplacement> campaignHeroReplacements;
|
|
|
|
//selecting heroes by type
|
|
for(auto obj : map->objects)
|
|
{
|
|
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
{
|
|
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
if(heroPlaceholder->subID != 0xFF) //select by type
|
|
{
|
|
auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
|
|
{
|
|
return hero->subID == heroPlaceholder->subID;
|
|
});
|
|
|
|
if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
|
|
{
|
|
auto hero = *it;
|
|
crossoverHeroes.removeHeroFromBothLists(hero);
|
|
campaignHeroReplacements.push_back(CampaignHeroReplacement(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//selecting heroes by power
|
|
range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
|
|
{
|
|
return a->getHeroStrength() > b->getHeroStrength();
|
|
}); //sort, descending strength
|
|
|
|
// sort hero placeholders descending power
|
|
std::vector<CGHeroPlaceholder *> heroPlaceholders;
|
|
for(auto obj : map->objects)
|
|
{
|
|
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
{
|
|
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
if(heroPlaceholder->subID == 0xFF) //select by power
|
|
{
|
|
heroPlaceholders.push_back(heroPlaceholder);
|
|
}
|
|
}
|
|
}
|
|
range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
|
|
{
|
|
return a->power > b->power;
|
|
});
|
|
|
|
for(int i = 0; i < heroPlaceholders.size(); ++i)
|
|
{
|
|
auto heroPlaceholder = heroPlaceholders[i];
|
|
if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
|
|
{
|
|
auto hero = crossoverHeroes.heroesFromPreviousScenario[i];
|
|
campaignHeroReplacements.push_back(CampaignHeroReplacement(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id));
|
|
}
|
|
}
|
|
|
|
return campaignHeroReplacements;
|
|
}
|
|
|
|
void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
|
|
{
|
|
for(auto campaignHeroReplacement : campaignHeroReplacements)
|
|
{
|
|
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
|
|
|
|
CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
|
|
heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
|
|
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
|
|
heroToPlace->pos = heroPlaceholder->pos;
|
|
heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
|
|
|
|
for(auto &&i : heroToPlace->stacks)
|
|
i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
|
|
|
|
auto fixArtifact = [&](CArtifactInstance * art)
|
|
{
|
|
art->artType = VLC->arth->artifacts[art->artType->id];
|
|
gs->map->artInstances.push_back(art);
|
|
art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
|
|
};
|
|
|
|
for(auto &&i : heroToPlace->artifactsWorn)
|
|
fixArtifact(i.second.artifact);
|
|
for(auto &&i : heroToPlace->artifactsInBackpack)
|
|
fixArtifact(i.artifact);
|
|
|
|
map->heroesOnMap.push_back(heroToPlace);
|
|
map->objects[heroToPlace->id.getNum()] = heroToPlace;
|
|
map->addBlockVisTiles(heroToPlace);
|
|
|
|
scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
|
|
}
|
|
}
|
|
|
|
bool CGameState::isUsedHero(HeroTypeID hid) const
|
|
{
|
|
return getUsedHero(hid);
|
|
}
|
|
|
|
CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
|
|
{
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if(hero->subID == hid.getNum())
|
|
{
|
|
return hero;
|
|
}
|
|
}
|
|
|
|
for(auto obj : map->objects) //prisons
|
|
{
|
|
if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
|
|
{
|
|
return dynamic_cast<CGHeroInstance *>(obj.get());
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
CGPathNode::CGPathNode()
|
|
:coord(-1,-1,-1)
|
|
{
|
|
accessible = NOT_SET;
|
|
land = 0;
|
|
moveRemains = 0;
|
|
turns = 255;
|
|
theNodeBefore = nullptr;
|
|
}
|
|
|
|
bool CGPathNode::reachable() const
|
|
{
|
|
return turns < 255;
|
|
}
|
|
|
|
const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
|
|
{
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
if (tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z)
|
|
return nullptr;
|
|
return &nodes[tile.x][tile.y][tile.z];
|
|
}
|
|
|
|
int CPathsInfo::getDistance( int3 tile ) const
|
|
{
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
CGPath ret;
|
|
if (getPath(tile, ret))
|
|
return ret.nodes.size();
|
|
else
|
|
return 255;
|
|
}
|
|
|
|
bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) const
|
|
{
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
out.nodes.clear();
|
|
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
|
if(!curnode->theNodeBefore)
|
|
return false;
|
|
|
|
|
|
while(curnode)
|
|
{
|
|
CGPathNode cpn = *curnode;
|
|
curnode = curnode->theNodeBefore;
|
|
out.nodes.push_back(cpn);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
CPathsInfo::CPathsInfo( const int3 &Sizes )
|
|
:sizes(Sizes)
|
|
{
|
|
hero = nullptr;
|
|
nodes = new CGPathNode**[sizes.x];
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
nodes[i] = new CGPathNode*[sizes.y];
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
nodes[i][j] = new CGPathNode[sizes.z];
|
|
}
|
|
}
|
|
}
|
|
|
|
CPathsInfo::~CPathsInfo()
|
|
{
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
delete [] nodes[i][j];
|
|
}
|
|
delete [] nodes[i];
|
|
}
|
|
delete [] nodes;
|
|
}
|
|
|
|
int3 CGPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
|
|
int3 CGPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
void CGPath::convert( ui8 mode )
|
|
{
|
|
if(mode==0)
|
|
{
|
|
for(auto & elem : nodes)
|
|
{
|
|
elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
PlayerState::PlayerState()
|
|
: color(-1), enteredWinningCheatCode(0),
|
|
enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
|
|
{
|
|
setNodeType(PLAYER);
|
|
}
|
|
|
|
std::string PlayerState::nodeName() const
|
|
{
|
|
return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
|
|
}
|
|
|
|
InfoAboutArmy::InfoAboutArmy():
|
|
owner(PlayerColor::NEUTRAL)
|
|
{}
|
|
|
|
InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
|
|
{
|
|
initFromArmy(Army, detailed);
|
|
}
|
|
|
|
void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
|
|
{
|
|
army = ArmyDescriptor(Army, detailed);
|
|
owner = Army->tempOwner;
|
|
name = Army->getObjectName();
|
|
}
|
|
|
|
void InfoAboutHero::assign(const InfoAboutHero & iah)
|
|
{
|
|
InfoAboutArmy::operator = (iah);
|
|
|
|
details = (iah.details ? new Details(*iah.details) : nullptr);
|
|
hclass = iah.hclass;
|
|
portrait = iah.portrait;
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero():
|
|
details(nullptr),
|
|
hclass(nullptr),
|
|
portrait(-1)
|
|
{}
|
|
|
|
InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
|
|
InfoAboutArmy()
|
|
{
|
|
assign(iah);
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
|
|
: details(nullptr),
|
|
hclass(nullptr),
|
|
portrait(-1)
|
|
{
|
|
initFromHero(h, detailed);
|
|
}
|
|
|
|
InfoAboutHero::~InfoAboutHero()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
|
|
{
|
|
assign(iah);
|
|
return *this;
|
|
}
|
|
|
|
void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
|
|
{
|
|
if(!h)
|
|
return;
|
|
|
|
initFromArmy(h, detailed);
|
|
|
|
hclass = h->type->heroClass;
|
|
name = h->name;
|
|
portrait = h->portrait;
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
details->luck = h->LuckVal();
|
|
details->morale = h->MoraleVal();
|
|
details->mana = h->mana;
|
|
details->primskills.resize(GameConstants::PRIMARY_SKILLS);
|
|
|
|
for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
|
|
{
|
|
details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
|
|
}
|
|
}
|
|
}
|
|
|
|
InfoAboutTown::InfoAboutTown():
|
|
details(nullptr),
|
|
tType(nullptr),
|
|
built(0),
|
|
fortLevel(0)
|
|
{
|
|
|
|
}
|
|
|
|
InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
|
|
{
|
|
initFromTown(t, detailed);
|
|
}
|
|
|
|
InfoAboutTown::~InfoAboutTown()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
|
|
{
|
|
initFromArmy(t, detailed);
|
|
army = ArmyDescriptor(t->getUpperArmy(), detailed);
|
|
built = t->builded;
|
|
fortLevel = t->fortLevel();
|
|
name = t->name;
|
|
tType = t->town;
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
TResources income = t->dailyIncome();
|
|
details->goldIncome = income[Res::GOLD];
|
|
details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
|
|
details->hallLevel = t->hallLevel();
|
|
details->garrisonedHero = t->garrisonHero;
|
|
}
|
|
}
|
|
|
|
ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
|
|
: isDetailed(detailed)
|
|
{
|
|
for(auto & elem : army->Slots())
|
|
{
|
|
if(detailed)
|
|
(*this)[elem.first] = *elem.second;
|
|
else
|
|
(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
|
|
}
|
|
}
|
|
|
|
ArmyDescriptor::ArmyDescriptor()
|
|
: isDetailed(false)
|
|
{
|
|
|
|
}
|
|
|
|
int ArmyDescriptor::getStrength() const
|
|
{
|
|
ui64 ret = 0;
|
|
if(isDetailed)
|
|
{
|
|
for(auto & elem : *this)
|
|
ret += elem.second.type->AIValue * elem.second.count;
|
|
}
|
|
else
|
|
{
|
|
for(auto & elem : *this)
|
|
ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
DuelParameters::SideSettings::StackSettings::StackSettings()
|
|
: type(CreatureID::NONE), count(0)
|
|
{
|
|
}
|
|
|
|
DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
|
|
: type(Type), count(Count)
|
|
{
|
|
}
|
|
|
|
DuelParameters::SideSettings::SideSettings()
|
|
{
|
|
heroId = -1;
|
|
}
|
|
|
|
DuelParameters::DuelParameters():
|
|
terType(ETerrainType::DIRT),
|
|
bfieldType(BFieldType::ROCKLANDS)
|
|
{
|
|
}
|
|
|
|
DuelParameters DuelParameters::fromJSON(const std::string &fname)
|
|
{
|
|
DuelParameters ret;
|
|
|
|
const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
|
|
ret.terType = ETerrainType((int)duelData["terType"].Float());
|
|
ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
|
|
for(const JsonNode &n : duelData["sides"].Vector())
|
|
{
|
|
SideSettings &ss = ret.sides[(int)n["side"].Float()];
|
|
int i = 0;
|
|
for(const JsonNode &stackNode : n["army"].Vector())
|
|
{
|
|
ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
|
|
ss.stacks[i].count = stackNode.Vector()[1].Float();
|
|
i++;
|
|
}
|
|
|
|
if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
|
|
ss.heroId = n["heroid"].Float();
|
|
else
|
|
ss.heroId = -1;
|
|
|
|
for(const JsonNode &entry : n["heroPrimSkills"].Vector())
|
|
ss.heroPrimSkills.push_back(entry.Float());
|
|
|
|
for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
|
|
{
|
|
std::pair<si32, si8> secSkill;
|
|
secSkill.first = skillNode.Vector()[0].Float();
|
|
secSkill.second = skillNode.Vector()[1].Float();
|
|
ss.heroSecSkills.push_back(secSkill);
|
|
}
|
|
|
|
assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
|
|
|
|
if(ss.heroId != -1)
|
|
{
|
|
const JsonNode & spells = n["spells"];
|
|
if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
|
|
{
|
|
for(auto spell : VLC->spellh->objects)
|
|
if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
|
|
ss.spells.insert(spell->id);
|
|
}
|
|
else
|
|
for(const JsonNode &spell : n["spells"].Vector())
|
|
ss.spells.insert(SpellID(spell.Float()));
|
|
}
|
|
}
|
|
|
|
for(const JsonNode &n : duelData["obstacles"].Vector())
|
|
{
|
|
auto oi = make_shared<CObstacleInstance>();
|
|
if(n.getType() == JsonNode::DATA_VECTOR)
|
|
{
|
|
oi->ID = n.Vector()[0].Float();
|
|
oi->pos = n.Vector()[1].Float();
|
|
}
|
|
else
|
|
{
|
|
assert(n.getType() == JsonNode::DATA_FLOAT);
|
|
oi->ID = 21;
|
|
oi->pos = n.Float();
|
|
}
|
|
oi->uniqueID = ret.obstacles.size();
|
|
ret.obstacles.push_back(oi);
|
|
}
|
|
|
|
for(const JsonNode &n : duelData["creatures"].Vector())
|
|
{
|
|
CusomCreature cc;
|
|
cc.id = n["id"].Float();
|
|
|
|
#define retrieve(name) \
|
|
if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
|
|
cc.name = n[ #name ].Float(); \
|
|
else \
|
|
cc.name = -1;
|
|
|
|
retrieve(attack);
|
|
retrieve(defense);
|
|
retrieve(HP);
|
|
retrieve(dmg);
|
|
retrieve(shoots);
|
|
retrieve(speed);
|
|
ret.creatures.push_back(cc);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
TeamState::TeamState()
|
|
{
|
|
setNodeType(TEAM);
|
|
}
|
|
|
|
void CPathfinder::initializeGraph()
|
|
{
|
|
CGPathNode ***graph = out.nodes;
|
|
for(size_t i=0; i < out.sizes.x; ++i)
|
|
{
|
|
for(size_t j=0; j < out.sizes.y; ++j)
|
|
{
|
|
for(size_t k=0; k < out.sizes.z; ++k)
|
|
{
|
|
curPos = int3(i,j,k);
|
|
const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
|
|
CGPathNode &node = graph[i][j][k];
|
|
|
|
node.accessible = evaluateAccessibility(tinfo);
|
|
node.turns = 0xff;
|
|
node.moveRemains = 0;
|
|
node.coord.x = i;
|
|
node.coord.y = j;
|
|
node.coord.z = k;
|
|
node.land = tinfo->terType != ETerrainType::WATER;
|
|
node.theNodeBefore = nullptr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPathfinder::calculatePaths()
|
|
{
|
|
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
|
|
int maxMovePointsLand = hero->maxMovePoints(true);
|
|
int maxMovePointsWater = hero->maxMovePoints(false);
|
|
int3 src = hero->getPosition(false);
|
|
|
|
auto maxMovePoints = [&](CGPathNode *cp) -> int
|
|
{
|
|
return cp->land ? maxMovePointsLand : maxMovePointsWater;
|
|
};
|
|
|
|
out.hero = hero;
|
|
out.hpos = hero->getPosition(false);
|
|
|
|
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
|
|
{
|
|
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
|
|
return;
|
|
}
|
|
|
|
//logGlobal->infoStream() << boost::format("Calculating paths for hero %s (adress %d) of player %d") % hero->name % hero % hero->tempOwner;
|
|
initializeGraph();
|
|
|
|
//initial tile - set cost on 0 and add to the queue
|
|
CGPathNode &initialNode = *getNode(out.hpos);
|
|
initialNode.turns = 0;
|
|
initialNode.moveRemains = hero->movement;
|
|
mq.push_back(&initialNode);
|
|
|
|
std::vector<int3> neighbours;
|
|
neighbours.reserve(16);
|
|
while(!mq.empty())
|
|
{
|
|
cp = mq.front();
|
|
mq.pop_front();
|
|
|
|
const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
|
|
bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
|
|
ct = &gs->map->getTile(cp->coord);
|
|
|
|
int movement = cp->moveRemains, turn = cp->turns;
|
|
if(!movement)
|
|
{
|
|
movement = maxMovePoints(cp);
|
|
turn++;
|
|
}
|
|
|
|
//add accessible neighbouring nodes to the queue
|
|
neighbours.clear();
|
|
|
|
auto sObj = ct->topVisitableObj(cp->coord == CGHeroInstance::convertPosition(hero->pos, false));
|
|
auto cObj = dynamic_cast<const CGTeleport *>(sObj);
|
|
if(gs->isTeleportEntrancePassable(cObj, hero->tempOwner)
|
|
&& (addTeleportWhirlpool(dynamic_cast<const CGWhirlpool *>(cObj))
|
|
|| addTeleportTwoWay(cObj)
|
|
|| addTeleportOneWay(cObj)
|
|
|| addTeleportOneWayRandom(cObj)))
|
|
{
|
|
for(auto objId : gs->getTeleportChannelExits(cObj->channel, ObjectInstanceID(), hero->tempOwner))
|
|
{
|
|
auto obj = getObj(objId);
|
|
if(CGTeleport::isExitPassable(gs, hero, obj))
|
|
neighbours.push_back(obj->visitablePos());
|
|
}
|
|
}
|
|
|
|
std::vector<int3> neighbour_tiles;
|
|
gs->getNeighbours(*ct, cp->coord, neighbour_tiles, boost::logic::indeterminate, !cp->land);
|
|
if(sObj)
|
|
{
|
|
for(int3 neighbour_tile: neighbour_tiles)
|
|
{
|
|
if(canMoveBetween(neighbour_tile, sObj->visitablePos()))
|
|
neighbours.push_back(neighbour_tile);
|
|
}
|
|
}
|
|
else
|
|
vstd::concatenate(neighbours, neighbour_tiles);
|
|
|
|
for(auto & neighbour : neighbours)
|
|
{
|
|
const int3 &n = neighbour; //current neighbor
|
|
dp = getNode(n);
|
|
dt = &gs->map->getTile(n);
|
|
destTopVisObjID = dt->topVisitableId();
|
|
|
|
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
|
|
const bool destIsGuardian = sourceGuardPosition == n;
|
|
|
|
auto dObj = dynamic_cast<const CGTeleport*>(dt->topVisitableObj());
|
|
if(!goodForLandSeaTransition()
|
|
|| (!canMoveBetween(cp->coord, dp->coord) && !CGTeleport::isConnected(cObj, dObj))
|
|
|| dp->accessible == CGPathNode::BLOCKED)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
|
if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
|
|
guardedSource = false;
|
|
|
|
int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
|
|
//special case -> moving from src Subterranean gate to dest gate -> it's free
|
|
if(CGTeleport::isConnected(cObj, dObj))
|
|
cost = 0;
|
|
|
|
int remains = movement - cost;
|
|
if(useEmbarkCost)
|
|
{
|
|
remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
|
|
cost = movement - remains;
|
|
}
|
|
|
|
int turnAtNextTile = turn;
|
|
if(remains < 0)
|
|
{
|
|
//occurs rarely, when hero with low movepoints tries to leave the road
|
|
turnAtNextTile++;
|
|
int moveAtNextTile = maxMovePoints(cp);
|
|
cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
|
|
remains = moveAtNextTile - cost;
|
|
}
|
|
|
|
if((dp->turns==0xff //we haven't been here before
|
|
|| dp->turns > turnAtNextTile
|
|
|| (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
|
|
&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
|
|
{
|
|
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
|
|
dp->moveRemains = remains;
|
|
dp->turns = turnAtNextTile;
|
|
dp->theNodeBefore = cp;
|
|
|
|
const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
|
|
&& dp->accessible == CGPathNode::BLOCKVIS;
|
|
|
|
if(dp->accessible == CGPathNode::ACCESSIBLE
|
|
|| dp->coord == CGHeroInstance::convertPosition(hero->pos, false) // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation.
|
|
|| (dp->accessible == CGPathNode::VISITABLE
|
|
&& CGTeleport::isTeleport(dt->topVisitableObj())) // For now we'll walways allos transit for teleports
|
|
|| (useEmbarkCost && allowEmbarkAndDisembark)
|
|
|| gs->isTeleportEntrancePassable(dObj, hero->tempOwner) // Always add entry teleport with non-dummy channel
|
|
|| CGTeleport::isConnected(cObj, dObj) // Always add exit points of teleport
|
|
|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.
|
|
{
|
|
mq.push_back(dp);
|
|
}
|
|
}
|
|
} //neighbours loop
|
|
} //queue loop
|
|
}
|
|
|
|
CGPathNode *CPathfinder::getNode(const int3 &coord)
|
|
{
|
|
return &out.nodes[coord.x][coord.y][coord.z];
|
|
}
|
|
|
|
bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
|
|
{
|
|
return gs->checkForVisitableDir(a, b);
|
|
}
|
|
|
|
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
|
|
{
|
|
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
|
|
|
|
|
|
if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
|
|
return CGPathNode::BLOCKED;
|
|
|
|
if(tinfo->visitable)
|
|
{
|
|
if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
|
|
{
|
|
return CGPathNode::BLOCKED;
|
|
}
|
|
else
|
|
{
|
|
for(const CGObjectInstance *obj : tinfo->visitableObjects)
|
|
{
|
|
if (obj->passableFor(hero->tempOwner))
|
|
{
|
|
ret = CGPathNode::ACCESSIBLE;
|
|
}
|
|
else if(obj->blockVisit)
|
|
{
|
|
return CGPathNode::BLOCKVIS;
|
|
}
|
|
else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
|
|
{
|
|
ret = CGPathNode::VISITABLE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid()
|
|
&& !tinfo->blocked)
|
|
{
|
|
// Monster close by; blocked visit for battle.
|
|
return CGPathNode::BLOCKVIS;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CPathfinder::goodForLandSeaTransition()
|
|
{
|
|
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
|
|
{
|
|
if(cp->land) //from land to sea -> embark or assault hero on boat
|
|
{
|
|
if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
|
|
return false;
|
|
if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
|
|
return false;
|
|
if(destTopVisObjID == Obj::BOAT)
|
|
useEmbarkCost = 1;
|
|
}
|
|
else //disembark
|
|
{
|
|
//can disembark only on coastal tiles
|
|
if(!dt->isCoastal())
|
|
return false;
|
|
|
|
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
|
if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
|
|
|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
|
return false;;
|
|
|
|
useEmbarkCost = 2;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
|
|
{
|
|
assert(hero);
|
|
assert(hero == getHero(hero->id));
|
|
|
|
allowEmbarkAndDisembark = true;
|
|
allowTeleportTwoWay = true;
|
|
allowTeleportOneWay = true;
|
|
allowTeleportOneWayRandom = false;
|
|
allowTeleportWhirlpool = false;
|
|
if (CGWhirlpool::isProtected(hero))
|
|
allowTeleportWhirlpool = true;
|
|
}
|
|
|
|
CRandomGenerator & CGameState::getRandomGenerator()
|
|
{
|
|
//logGlobal->traceStream() << "Fetching CGameState::rand with seed " << rand.nextInt();
|
|
return rand;
|
|
}
|
|
|
|
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
|
|
{
|
|
if(allowTeleportTwoWay)
|
|
{
|
|
if(ETeleportChannelType::BIDIRECTIONAL == gs->getTeleportChannelType(obj->channel, hero->tempOwner))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
|
|
{
|
|
if(allowTeleportOneWay)
|
|
{
|
|
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, ObjectInstanceID(), hero->tempOwner));
|
|
if(passableExits.size() == 1)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
|
|
{
|
|
if(allowTeleportOneWayRandom)
|
|
{
|
|
if(ETeleportChannelType::UNIDIRECTIONAL == gs->getTeleportChannelType(obj->channel, hero->tempOwner))
|
|
{
|
|
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, ObjectInstanceID(), hero->tempOwner));
|
|
if(passableExits.size() > 1)
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
|
|
{
|
|
if(allowTeleportWhirlpool && obj)
|
|
{
|
|
if(ETeleportChannelType::IMPASSABLE != gs->getTeleportChannelType(obj->channel, hero->tempOwner))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|