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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-12 10:03:53 +02:00
vcmi/lib/CGameInfoCallback.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

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

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

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

1022 lines
29 KiB
C++

/*
* CGameInfoCallback.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGameInfoCallback.h"
#include "entities/building/CBuilding.h"
#include "gameState/CGameState.h"
#include "gameState/InfoAboutArmy.h"
#include "gameState/SThievesGuildInfo.h"
#include "gameState/TavernHeroesPool.h"
#include "gameState/QuestInfo.h"
#include "mapObjects/CGHeroInstance.h"
#include "mapObjects/CGTownInstance.h"
#include "mapObjects/MiscObjects.h"
#include "networkPacks/ArtifactLocation.h"
#include "texts/CGeneralTextHandler.h"
#include "StartInfo.h" // for StartInfo
#include "battle/BattleInfo.h" // for BattleInfo
#include "IGameSettings.h"
#include "TerrainHandler.h"
#include "spells/CSpellHandler.h"
#include "mapping/CMap.h"
#include "CPlayerState.h"
VCMI_LIB_NAMESPACE_BEGIN
//TODO make clean
#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->error("%s: %s",BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
#define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return;}} while(0)
#define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const
{
const CGObjectInstance *obj = getObj(heroID);
ERROR_RET_VAL_IF(!obj, "No such object!", PlayerColor::CANNOT_DETERMINE);
return obj->tempOwner;
}
int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const
{
const PlayerState *p = getPlayerState(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
ERROR_RET_VAL_IF(p->resources.size() <= which.getNum() || which.getNum() < 0, "No such resource!", -1);
return p->resources[which];
}
const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
{
return &gs->scenarioOps->getIthPlayersSettings(color);
}
bool CGameInfoCallback::isAllowed(SpellID id) const
{
return gs->map->allowedSpells.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(ArtifactID id) const
{
return gs->map->allowedArtifact.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(SecondarySkill id) const
{
return gs->map->allowedAbilities.count(id) != 0;
}
std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
{
return std::nullopt;
}
const Player * CGameInfoCallback::getPlayer(PlayerColor color) const
{
return getPlayerState(color, false);
}
const PlayerState * CGameInfoCallback::getPlayerState(PlayerColor color, bool verbose) const
{
//function written from scratch since it's accessed A LOT by AI
if(!color.isValidPlayer())
{
return nullptr;
}
auto player = gs->players.find(color);
if (player != gs->players.end())
{
if (hasAccess(color))
return &player->second;
else
{
if (verbose)
logGlobal->error("Cannot access player %d info!", color);
return nullptr;
}
}
else
{
if (verbose)
logGlobal->error("Cannot find player %d info!", color);
return nullptr;
}
}
TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const
{
if(!color.isValidPlayer())
{
return TurnTimerInfo{};
}
auto player = gs->players.find(color);
if(player != gs->players.end())
{
return player->second.turnTimer;
}
return TurnTimerInfo{};
}
/************************************************************************/
/* */
/************************************************************************/
const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
{
si32 oid = objid.num;
if(oid < 0 || oid >= gs->map->objects.size())
{
if(verbose)
logGlobal->error("Cannot get object with id %d", oid);
return nullptr;
}
const CGObjectInstance *ret = gs->map->objects[oid];
if(!ret)
{
if(verbose)
logGlobal->error("Cannot get object with id %d. Object was removed", oid);
return nullptr;
}
if(!isVisible(ret, getPlayerID()) && ret->tempOwner != getPlayerID())
{
if(verbose)
logGlobal->error("Cannot get object with id %d. Object is not visible.", oid);
return nullptr;
}
return ret;
}
const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGHeroInstance*>(obj);
else
return nullptr;
}
const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGTownInstance*>(obj);
else
return nullptr;
}
const IMarket * CGameInfoCallback::getMarket(ObjectInstanceID objid) const
{
const CGObjectInstance * obj = getObj(objid, false);
if(obj)
return dynamic_cast<const IMarket*>(obj);
else
return nullptr;
}
void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
gs->fillUpgradeInfo(obj, stackPos, out);
//return gs->fillUpgradeInfo(obj->getStack(stackPos));
}
const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(beforeRandomization)
return gs->initialOpts;
else
return gs->scenarioOps;
}
int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
//if there is a battle
auto casterBattle = gs->getBattle(caster->getOwner());
if(casterBattle)
return casterBattle->battleGetSpellCost(sp, caster);
//if there is no battle
return caster->getSpellCost(sp);
}
int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1);
if(hero) //we see hero's spellbook
return sp->calculateDamage(hero);
else
return 0; //mage guild
}
void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_IF(!obj, "No guild object!");
ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!");
//TODO: advmap object -> check if they're visited by our hero
if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
{
int taverns = gs->players[*getPlayerID()].valOfBonuses(BonusType::THIEVES_GUILD_ACCESS);
gs->obtainPlayersStats(thi, taverns);
}
else if(obj->ID == Obj::DEN_OF_THIEVES)
{
gs->obtainPlayersStats(thi, 20);
}
}
int CGameInfoCallback::howManyTowns(PlayerColor Player) const
{
ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
return static_cast<int>(gs->players[Player].getTowns().size());
}
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
{
ERROR_RET_VAL_IF(!isVisible(town, getPlayerID()), "Town is not visible!", false); //it's not a town or it's not visible for layer
bool detailed = hasAccess(town->tempOwner);
if(town->ID == Obj::TOWN)
{
if(!detailed && nullptr != selectedObject)
{
const auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
detailed = selectedHero->hasVisions(town, BonusCustomSubtype::visionsTowns);
}
dest.initFromTown(dynamic_cast<const CGTownInstance *>(town), detailed);
}
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
dest.initFromArmy(dynamic_cast<const CArmedInstance *>(town), detailed);
else
return false;
return true;
}
const IGameSettings & CGameInfoCallback::getSettings() const
{
return gs->getSettings();
}
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant?
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
return gs->guardingCreaturePosition(pos);
}
std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
std::vector<const CGObjectInstance*> ret;
for(auto * cr : gs->guardingCreatures(pos))
{
ret.push_back(cr);
}
return ret;
}
bool CGameInfoCallback::isTileGuardedUnchecked(int3 tile) const
{
return !gs->guardingCreatures(tile).empty();
}
bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const
{
const auto * h = dynamic_cast<const CGHeroInstance *>(hero);
ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC;
if(hasAccess(h->tempOwner))
infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
if (infoLevel == InfoAboutHero::EInfoLevel::BASIC)
{
auto ourBattle = gs->getBattle(*getPlayerID());
if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data
infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
else
ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false);
}
if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)
{
const auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
if(selectedHero->hasVisions(hero, BonusCustomSubtype::visionsHeroes))
infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
}
dest.initFromHero(h, infoLevel);
//DISGUISED bonus implementation
if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES)
{
//todo: bonus cashing
int disguiseLevel = h->valOfBonuses(BonusType::DISGUISED);
auto doBasicDisguise = [](InfoAboutHero & info)
{
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(auto & elem : info.army)
{
if(static_cast<int>(elem.second.type->getAIValue()) > maxAIValue)
{
maxAIValue = elem.second.type->getAIValue();
mostStrong = elem.second.type;
}
}
if(nullptr == mostStrong)//just in case
logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack");
else
for(auto & elem : info.army)
{
elem.second.type = mostStrong;
}
};
auto doAdvancedDisguise = [&doBasicDisguise](InfoAboutHero & info)
{
doBasicDisguise(info);
for(auto & elem : info.army)
elem.second.count = 0;
};
auto doExpertDisguise = [this,h](InfoAboutHero & info)
{
for(auto & elem : info.army)
elem.second.count = 0;
const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle;
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(const auto & creature : VLC->creh->objects)
{
if(creature->getFactionID() == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
{
maxAIValue = creature->getAIValue();
mostStrong = creature.get();
}
}
if(nullptr != mostStrong) //possible, faction may have no creatures at all
for(auto & elem : info.army)
elem.second.type = mostStrong;
};
switch (disguiseLevel)
{
case 0:
//no bonus at all - do nothing
break;
case 1:
doBasicDisguise(dest);
break;
case 2:
doAdvancedDisguise(dest);
break;
case 3:
doExpertDisguise(dest);
break;
default:
//invalid value
logGlobal->error("CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value %d", disguiseLevel);
break;
}
}
return true;
}
int CGameInfoCallback::getDate(Date mode) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getDate(mode);
}
bool CGameInfoCallback::isVisible(int3 pos, const std::optional<PlayerColor> & Player) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->isVisible(pos, Player);
}
bool CGameInfoCallback::isVisible(int3 pos) const
{
return isVisible(pos, getPlayerID());
}
bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & Player) const
{
return gs->isVisible(obj, Player);
}
bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
{
return isVisible(obj, getPlayerID());
}
// const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const
// {
// //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
// if()
// const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
// if(!armi)
// return nullptr;
// else
// return armi;
// }
std::vector <const CGObjectInstance *> CGameInfoCallback::getBlockingObjs( int3 pos ) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
for(const CGObjectInstance * obj : t->blockingObjects)
ret.push_back(obj);
return ret;
}
std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos.toString() + " is not visible!", ret);
for(const CGObjectInstance * obj : t->visitableObjects)
{
if(getPlayerID() || obj->ID != Obj::EVENT) //hide events from players
ret.push_back(obj);
}
return ret;
}
const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const
{
return vstd::backOrNull(getVisitableObjs(pos));
}
std::vector <const CGObjectInstance *> CGameInfoCallback::getFlaggableObjects(int3 pos) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
for(const CGObjectInstance *obj : t->blockingObjects)
if(obj->tempOwner != PlayerColor::UNFLAGGABLE)
ret.push_back(obj);
return ret;
}
int3 CGameInfoCallback::getMapSize() const
{
return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1);
}
std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
{
ASSERT_IF_CALLED_WITH_PLAYER
std::vector<const CGHeroInstance *> ret;
//ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret);
//TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done
const CGTownInstance * town = getTown(townOrTavern->id);
if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))
return gs->heroesPool->getHeroesFor(*getPlayerID());
return ret;
}
const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
{
if(isVisible(tile))
return &gs->map->getTile(tile);
if(verbose)
logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!");
return nullptr;
}
const TerrainTile * CGameInfoCallback::getTileUnchecked(int3 tile) const
{
if (isInTheMap(tile))
return &gs->map->getTile(tile);
return nullptr;
}
EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) const
{
if(!isVisible(tile))
return EDiggingStatus::UNKNOWN;
for(const auto & object : gs->map->objects)
{
if(object && object->ID == Obj::HOLE && object->anchorPos() == tile)
return EDiggingStatus::TILE_OCCUPIED;
}
return getTile(tile)->getDiggingStatus();
}
//TODO: typedef?
std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
{
assert(getPlayerID().has_value());
const auto * team = getPlayerTeam(getPlayerID().value());
size_t width = gs->map->width;
size_t height = gs->map->height;
size_t levels = gs->map->levels();
auto * ptr = new boost::multi_array<TerrainTile *, 3>(boost::extents[levels][width][height]);
int3 tile;
for(tile.z = 0; tile.z < levels; tile.z++)
for(tile.x = 0; tile.x < width; tile.x++)
for(tile.y = 0; tile.y < height; tile.y++)
{
if (team->fogOfWarMap[tile.z][tile.x][tile.y])
(*ptr)[tile.z][tile.x][tile.y] = &gs->map->getTile(tile);
else
(*ptr)[tile.z][tile.x][tile.y] = nullptr;
}
return std::shared_ptr<const boost::multi_array<TerrainTile*, 3>>(ptr);
}
EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
if(!t->getTown()->buildings.count(ID))
return EBuildingState::BUILDING_ERROR;
const CBuilding * building = t->getTown()->buildings.at(ID);
if(t->hasBuilt(ID)) //already built
return EBuildingState::ALREADY_PRESENT;
//can we build it?
if(vstd::contains(t->forbiddenBuildings, ID))
return EBuildingState::FORBIDDEN; //forbidden
auto possiblyNotBuiltTest = [&](const BuildingID & id) -> bool
{
return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id));
};
std::function<bool(BuildingID id)> allowedTest = [&](const BuildingID & id) -> bool
{
return !vstd::contains(t->forbiddenBuildings, id);
};
if (!t->genBuildingRequirements(ID, true).satisfiable(allowedTest, possiblyNotBuiltTest))
return EBuildingState::FORBIDDEN;
if(ID == BuildingID::CAPITOL)
{
const PlayerState *ps = getPlayerState(t->tempOwner, false);
if(ps)
{
for(const CGTownInstance *town : ps->getTowns())
{
if(town->hasBuilt(BuildingID::CAPITOL))
{
return EBuildingState::HAVE_CAPITAL; //no more than one capitol
}
}
}
}
else if(ID == BuildingID::SHIPYARD)
{
const TerrainTile *tile = getTile(t->bestLocation(), false);
if(!tile || !tile->terType->isWater())
return EBuildingState::NO_WATER; //lack of water
}
auto buildTest = [&](const BuildingID & id) -> bool
{
return t->hasBuilt(id);
};
if (!t->genBuildingRequirements(ID).test(buildTest))
return EBuildingState::PREREQUIRES;
if(t->built >= getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
return EBuildingState::CANT_BUILD_TODAY; //building limit
//checking resources
if(!building->resources.canBeAfforded(getPlayerState(t->tempOwner)->resources))
return EBuildingState::NO_RESOURCES; //lack of res
return EBuildingState::ALLOWED;
}
const CMapHeader * CGameInfoCallback::getMapHeader() const
{
return gs->map;
}
bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
{
return !getPlayerID() || getPlayerID()->isSpectator() || gs->getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
}
EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
{
const PlayerState *ps = gs->getPlayerState(player, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG);
return ps->status;
}
std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
{
MetaString text;
text.appendLocalString(EMetaText::GENERAL_TXT, 216);
std::string extraText;
if(gs->currentRumor.type == RumorState::TYPE_NONE)
return text.toString();
auto rumor = gs->currentRumor.last[gs->currentRumor.type];
switch(gs->currentRumor.type)
{
case RumorState::TYPE_SPECIAL:
text.replaceLocalString(EMetaText::GENERAL_TXT, rumor.first);
if(rumor.first == RumorState::RUMOR_GRAIL)
text.replaceTextID(TextIdentifier("core", "arraytxt", 158 + rumor.second).get());
else
text.replaceTextID(TextIdentifier("core", "plcolors", rumor.second).get());
break;
case RumorState::TYPE_MAP:
text.replaceRawString(gs->map->rumors[rumor.first].text.toString());
break;
case RumorState::TYPE_RAND:
text.replaceTextID(TextIdentifier("core", "randtvrn", rumor.first).get());
break;
}
return text.toString();
}
PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
{
return gs->getPlayerRelations(color1, color2);
}
bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
{
return !obj || hasAccess(obj->tempOwner);
}
int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const
{
int ret = 0;
const PlayerState *p = gs->getPlayerState(player);
ERROR_RET_VAL_IF(!p, "No such player!", -1);
if(includeGarrisoned)
return static_cast<int>(p->getHeroes().size());
else
for(const auto & elem : p->getHeroes())
if(!elem->inTownGarrison)
ret++;
return ret;
}
bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const
{
if(canGetFullInfo(obj))
return true;
const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile
const CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the object itself at last
return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor
}
bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const
{
return gs->actingPlayers.count(player);
}
CGameInfoCallback::CGameInfoCallback():
gs(nullptr)
{
}
CGameInfoCallback::CGameInfoCallback(CGameState * GS):
gs(GS)
{
}
int CPlayerSpecificInfoCallback::howManyTowns() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
return CGameInfoCallback::howManyTowns(*getPlayerID());
}
std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
auto ret = std::vector < const CGTownInstance *>();
for(const auto & i : gs->players)
{
for(const auto & town : i.second.getTowns())
{
if(i.first == getPlayerID() || (!onlyOur && isVisible(town, getPlayerID())))
{
ret.push_back(town);
}
}
} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
return ret;
}
std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGHeroInstance *> ret;
for(auto hero : gs->map->heroesOnMap)
{
// !player || // - why would we even get access to hero not owned by any player?
if((hero->tempOwner == *getPlayerID()) ||
(isVisible(hero->visitablePos(), getPlayerID()) && !onlyOur) )
{
ret.push_back(hero);
}
}
return ret;
}
int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const
{
if (hero->inTownGarrison && !includeGarrisoned)
return -1;
size_t index = 0;
const auto & heroes = gs->players[*getPlayerID()].getHeroes();
for (auto & possibleHero : heroes)
{
if (includeGarrisoned || !(possibleHero)->inTownGarrison)
index++;
if (possibleHero == hero)
return static_cast<int>(index);
}
return -1;
}
int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
{
if (!getPlayerID() || gs->map->obeliskCount == 0)
{
*outKnownRatio = 0.0;
}
else
{
TeamID t = gs->getPlayerTeam(*getPlayerID())->id;
double visited = 0.0;
if(gs->map->obelisksVisited.count(t))
visited = static_cast<double>(gs->map->obelisksVisited[t]);
*outKnownRatio = visited / gs->map->obeliskCount;
}
return gs->map->grailPos;
}
std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const
{
return gs->getPlayerState(*getPlayerID())->getOwnedObjects();
}
std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
{
return gs->getPlayerState(*getPlayerID())->quests;
}
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
return getHeroCount(*getPlayerID(), includeGarrisoned);
}
const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
{
ASSERT_IF_CALLED_WITH_PLAYER
const PlayerState *p = getPlayerState(*getPlayerID());
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
if (!includeGarrisoned)
{
for(ui32 i = 0; i < p->getHeroes().size() && static_cast<int>(i) <= serialId; i++)
if(p->getHeroes()[i]->inTownGarrison)
serialId++;
}
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->getHeroes().size(), "No player info", nullptr);
return p->getHeroes()[serialId];
}
const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const
{
ASSERT_IF_CALLED_WITH_PLAYER
const PlayerState *p = getPlayerState(*getPlayerID());
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->getTowns().size(), "No player info", nullptr);
return p->getTowns()[serialId];
}
int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
return getResource(*getPlayerID(), type);
}
TResources CPlayerSpecificInfoCallback::getResourceAmount() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", TResources());
return gs->players[*getPlayerID()].resources;
}
const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
{
//rewritten by hand, AI calls this function a lot
auto team = gs->teams.find(teamID);
if (team != gs->teams.end())
{
const TeamState *ret = &team->second;
if(!getPlayerID().has_value()) //neutral (or invalid) player
return ret;
else
{
if (vstd::contains(ret->players, *getPlayerID())) //specific player
return ret;
else
{
logGlobal->error("Illegal attempt to access team data!");
return nullptr;
}
}
}
else
{
logGlobal->error("Cannot find info for team %d", teamID);
return nullptr;
}
}
const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const
{
auto player = gs->players.find(color);
if (player != gs->players.end())
{
return getTeam (player->second.team);
}
else
{
return nullptr;
}
}
const CGHeroInstance * CGameInfoCallback::getHeroWithSubid( int subid ) const
{
if(subid<0)
return nullptr;
if(subid>= gs->map->allHeroes.size())
return nullptr;
return gs->map->allHeroes.at(subid).get();
}
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
{
return gs->map->isInTheMap(pos);
}
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
{
gs->getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
}
void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
{
gs->calculatePaths(config);
}
void CGameInfoCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
{
gs->calculatePaths(hero, out);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gs->map->artInstances[aid.num];
}
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
{
return gs->map->objects[oid.num];
}
const CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const
{
return gs->getArtSet(loc);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
{
vstd::erase_if(ids, [&](const ObjectInstanceID & id) -> bool
{
const auto * obj = getObj(id, false);
return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->visitablePos(), player));
});
return ids;
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntrances(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->exits, player);
}
ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const
{
std::vector<ObjectInstanceID> entrances = getTeleportChannelEntrances(id, player);
std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);
if((entrances.empty() || exits.empty()) // impassable if exits or entrances list are empty
|| (entrances.size() == 1 && entrances == exits)) // impassable if only entrance and only exit is same object. e.g bidirectional monolith
{
return ETeleportChannelType::IMPASSABLE;
}
auto intersection = vstd::intersection(entrances, exits);
if(intersection.size() == entrances.size() && intersection.size() == exits.size())
return ETeleportChannelType::BIDIRECTIONAL;
else if(intersection.empty())
return ETeleportChannelType::UNIDIRECTIONAL;
else
return ETeleportChannelType::MIXED;
}
bool CGameInfoCallback::isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player) const
{
return ETeleportChannelType::IMPASSABLE == getTeleportChannelType(id, player);
}
bool CGameInfoCallback::isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player) const
{
return ETeleportChannelType::BIDIRECTIONAL == getTeleportChannelType(id, player);
}
bool CGameInfoCallback::isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player) const
{
return ETeleportChannelType::UNIDIRECTIONAL == getTeleportChannelType(id, player);
}
bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const
{
return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player);
}
VCMI_LIB_NAMESPACE_END