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vcmi/lib/gameState/CGameStateCampaign.cpp
Ivan Savenko 716da918f8 Completely remove IGameCallback class
- CClient now inherits directly from CPrivilegedInfoCallback, like
IGameCallback did before. However CClient no longer needs dummy
implementation of IGameEventCallback
- CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for
callback. Actual events can only be emitted in calls that receive
IGameEventCallback pointer, e.g. heroVisit
- CGameHandler now inherits directly from both CPrivilegedInfoCallback
and IGameEventCallback as it did before via IGameCallback
2025-05-14 13:39:41 +03:00

701 lines
21 KiB
C++

/*
* CGameStateCampaign.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 "CGameStateCampaign.h"
#include "CGameState.h"
#include "QuestInfo.h"
#include "../campaign/CampaignState.h"
#include "../entities/artifact/ArtifactUtils.h"
#include "../entities/artifact/CArtifact.h"
#include "../entities/building/CBuilding.h"
#include "../entities/building/CBuildingHandler.h"
#include "../entities/hero/CHeroClass.h"
#include "../entities/hero/CHero.h"
#include "../mapping/CMapEditManager.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../networkPacks/ArtifactLocation.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../StartInfo.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#include <vstd/RNG.h>
#include <vcmi/HeroTypeService.h>
VCMI_LIB_NAMESPACE_BEGIN
CampaignHeroReplacement::CampaignHeroReplacement(std::shared_ptr<CGHeroInstance> hero, const ObjectInstanceID & heroPlaceholderId):
hero(hero),
heroPlaceholderId(heroPlaceholderId)
{
}
CGameStateCampaign::CGameStateCampaign() = default;
CGameStateCampaign::CGameStateCampaign(CGameState * owner):
gameState(owner)
{
assert(gameState->scenarioOps->mode == EStartMode::CAMPAIGN);
assert(gameState->scenarioOps->campState != nullptr);
}
void CGameStateCampaign::setGamestate(CGameState * owner)
{
gameState = owner;
}
std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
{
auto campaignState = gameState->scenarioOps->campState;
return campaignState->getBonus(*campaignState->currentScenario());
}
std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
{
auto campaignState = gameState->scenarioOps->campState;
auto bonus = currentBonus();
if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
return static_cast<CampaignScenarioID>(bonus->info2);
return campaignState->lastScenario();
}
void CGameStateCampaign::trimCrossoverHeroesParameters(vstd::RNG & randomGenerator, const CampaignTravel & travelOptions)
{
// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
if(!travelOptions.whatHeroKeeps.experience)
{
//trimming experience
for(auto & hero : campaignHeroReplacements)
{
hero.hero->initExp(randomGenerator);
}
}
if(!travelOptions.whatHeroKeeps.primarySkills)
{
//trimming prim skills
for(auto & hero : campaignHeroReplacements)
{
for(auto skill : PrimarySkill::ALL_SKILLS())
{
auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
.And(Selector::subtype()(BonusSubtypeID(skill)))
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
hero.hero->getLocalBonus(sel)->val = hero.hero->getHeroClass()->primarySkillInitial[skill.getNum()];
}
}
}
if(!travelOptions.whatHeroKeeps.secondarySkills)
{
//trimming sec skills
for(auto & hero : campaignHeroReplacements)
{
hero.hero->secSkills = hero.hero->getHeroType()->secSkillsInit;
hero.hero->recreateSecondarySkillsBonuses();
}
}
if(!travelOptions.whatHeroKeeps.spells)
{
for(auto & hero : campaignHeroReplacements)
{
hero.hero->removeSpellbook();
}
}
if(!travelOptions.whatHeroKeeps.artifacts)
{
//trimming artifacts
for(auto & hero : campaignHeroReplacements)
{
const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition) -> bool
{
if(artifactPosition == ArtifactPosition::SPELLBOOK)
return false; // do not handle spellbook this way
const ArtSlotInfo *info = hero.hero->getSlot(artifactPosition);
if(!info)
return false;
// FIXME: double-check how H3 handles case of transferring components of a combined artifact if entire combined artifact is not transferrable
// For example, what happens if hero has assembled Angelic Alliance, AA is not marked is transferrable, but Sandals can be transferred? Should artifact be disassembled?
if (info->locked)
return false;
// TODO: why would there be nullptr artifacts?
const CArtifactInstance *art = info->getArt();
if(!art)
return false;
ArtifactLocation al(hero.hero->id, artifactPosition);
bool takeable = travelOptions.artifactsKeptByHero.count(art->getTypeId());
bool locked = hero.hero->getSlot(al.slot)->locked;
if (!locked && takeable)
{
logGlobal->debug("Artifact %s from slot %d of hero %s will be transferred to next scenario", art->getType()->getJsonKey(), al.slot.getNum(), hero.hero->getHeroTypeName());
hero.transferrableArtifacts.push_back(artifactPosition);
}
if (!locked && !takeable)
{
logGlobal->debug("Removing artifact %s from slot %d of hero %s", art->getType()->getJsonKey(), al.slot.getNum(), hero.hero->getHeroTypeName());
gameState->map->removeArtifactInstance(*hero.hero, al.slot);
return true;
}
return false;
};
// process on copy - removal of artifact will invalidate container
auto artifactsWorn = hero.hero->artifactsWorn;
for(const auto & art : artifactsWorn)
checkAndRemoveArtifact(art.first);
for (int slotNumber = 0; slotNumber < hero.hero->artifactsInBackpack.size();)
{
if (checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber))
continue; // artifact was removed and backpack slots were shifted -> test this slot again
else
slotNumber++; // artifact was kept for transfer -> test next slot
};
}
}
//trimming creatures
for(auto & hero : campaignHeroReplacements)
{
auto shouldSlotBeErased = [&](CStackInstance & j) -> bool
{
CreatureID crid = j.getCreatureID();
return !travelOptions.monstersKeptByHero.count(crid);
};
//generate list of slots without removing anything first to avoid iterator invalidation
std::vector<SlotID> slotsToErase;
for(auto &slotPair : hero.hero->Slots())
if(shouldSlotBeErased(*slotPair.second))
slotsToErase.push_back(slotPair.first);
for (const auto slotID : slotsToErase)
hero.hero->eraseStack(slotID);
}
// Removing short-term bonuses
for(auto & hero : campaignHeroReplacements)
{
hero.hero->removeBonusesRecursive(CSelector(Bonus::OneDay)
.Or(CSelector(Bonus::OneWeek))
.Or(CSelector(Bonus::NTurns))
.Or(CSelector(Bonus::NDays))
.Or(CSelector(Bonus::OneBattle)));
}
}
void CGameStateCampaign::placeCampaignHeroes(vstd::RNG & randomGenerator)
{
// place bonus hero
auto campaignState = gameState->scenarioOps->campState;
auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
if(campaignGiveHero)
{
auto playerColor = PlayerColor(campaignBonus->info1);
auto it = gameState->scenarioOps->playerInfos.find(playerColor);
if(it != gameState->scenarioOps->playerInfos.end())
{
HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
if(heroTypeId == HeroTypeID::CAMP_RANDOM) // random bonus hero
{
heroTypeId = gameState->pickUnusedHeroTypeRandomly(randomGenerator, playerColor);
}
gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
}
}
logGlobal->debug("\tGenerate list of hero placeholders");
generateCampaignHeroesToReplace();
logGlobal->debug("\tPrepare crossover heroes");
trimCrossoverHeroesParameters(randomGenerator, campaignState->scenario(*campaignState->currentScenario()).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<std::shared_ptr<CGObjectInstance>> removedHeroes;
std::set<HeroTypeID> reservedHeroes = campaignState->getReservedHeroes();
std::set<HeroTypeID> heroesToRemove;
for (auto const & heroID : reservedHeroes )
{
// Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear
if (!campaignState->getHeroByType(heroID).isNull())
heroesToRemove.insert(heroID);
}
for(auto & replacement : campaignHeroReplacements)
if (replacement.heroPlaceholderId.hasValue())
heroesToRemove.insert(replacement.hero->getHeroTypeID());
for(auto & heroID : heroesToRemove)
{
auto * hero = gameState->getUsedHero(heroID);
if(hero)
{
removedHeroes.push_back(gameState->map->eraseObject(hero->id));
}
}
logGlobal->debug("\tReplace placeholders with heroes");
replaceHeroesPlaceholders();
// now add removed heroes again with unused type ID
for(auto object : removedHeroes)
{
auto hero = dynamic_cast<CGHeroInstance*>(object.get());
HeroTypeID heroTypeId;
if(hero->ID == Obj::HERO)
{
heroTypeId = gameState->pickUnusedHeroTypeRandomly(randomGenerator, hero->tempOwner);
}
else if(hero->ID == Obj::PRISON)
{
auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
if(!unusedHeroTypeIds.empty())
{
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, randomGenerator));
}
else
{
logGlobal->error("No free hero type ID found to replace prison.");
assert(0);
}
}
else
{
assert(0); // should not happen
}
hero->setHeroType(heroTypeId);
gameState->map->getEditManager()->insertObject(object);
}
}
void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
{
auto curBonus = currentBonus();
if(!curBonus)
return;
assert(curBonus->isBonusForHero());
//apply bonus
switch(curBonus->type)
{
case CampaignBonusType::SPELL:
{
hero->addSpellToSpellbook(SpellID(curBonus->info2));
break;
}
case CampaignBonusType::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 CampaignBonusType::ARTIFACT:
{
if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
logGlobal->error("Cannot give starting artifact - no free slots!");
break;
}
case CampaignBonusType::SPELL_SCROLL:
{
const auto scroll = gameState->createScroll(SpellID(curBonus->info2));
const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
gameState->map->putArtifactInstance(*hero, scroll->getId(), slot);
else
logGlobal->error("Cannot give starting scroll - no free slots!");
break;
}
case CampaignBonusType::PRIMARY_SKILL:
{
const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
for(auto skill : PrimarySkill::ALL_SKILLS())
{
int val = ptr[skill.getNum()];
if(val == 0)
continue;
auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(skill) );
hero->addNewBonus(bb);
}
break;
}
case CampaignBonusType::SECONDARY_SKILL:
{
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
break;
}
}
}
void CGameStateCampaign::replaceHeroesPlaceholders()
{
for(const auto & campaignHeroReplacement : campaignHeroReplacements)
{
if (!campaignHeroReplacement.heroPlaceholderId.hasValue())
continue;
auto heroPlaceholder = gameState->map->getObject(campaignHeroReplacement.heroPlaceholderId);
auto heroToPlace = campaignHeroReplacement.hero;
if(heroPlaceholder->tempOwner.isValidPlayer())
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
heroToPlace->setAnchorPos(heroPlaceholder->anchorPos());
heroToPlace->setHeroType(heroToPlace->getHeroTypeID());
heroToPlace->appearance = heroToPlace->getObjectHandler()->getTemplates().front();
gameState->map->replaceObject(campaignHeroReplacement.heroPlaceholderId, heroToPlace);
}
}
void CGameStateCampaign::transferMissingArtifacts(const CampaignTravel & travelOptions)
{
CGHeroInstance * receiver = nullptr;
for(auto hero : gameState->map->getObjects<CGHeroInstance>())
{
if (!hero->getOwner().isValidPlayer())
continue; // prisons
if (gameState->getPlayerState(hero->getOwner())->isHuman())
{
receiver = hero;
break;
}
}
assert(receiver);
for(const auto & campaignHeroReplacement : campaignHeroReplacements)
{
if (campaignHeroReplacement.heroPlaceholderId.hasValue())
continue;
auto donorHero = campaignHeroReplacement.hero;
if (!donorHero)
throw std::runtime_error("Failed to find hero to take artifacts from! Scenario: " + gameState->map->name.toString());
// process in reverse - 2nd artifact from a backpack must be processed before 1st one to avoid invalidation of artifact positions
for (auto const & artLocation : boost::adaptors::reverse(campaignHeroReplacement.transferrableArtifacts))
{
auto * artifact = donorHero->getArt(artLocation);
logGlobal->debug("Removing artifact %s from slot %d of hero %s for transfer", artifact->getType()->getJsonKey(), artLocation.getNum(), donorHero->getHeroTypeName());
gameState->map->removeArtifactInstance(*donorHero, artLocation);
if (receiver)
{
logGlobal->debug("Granting artifact %s to hero %s for transfer", artifact->getType()->getJsonKey(), receiver->getHeroTypeName());
const auto slot = ArtifactUtils::getArtAnyPosition(receiver, artifact->getTypeId());
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
gameState->map->putArtifactInstance(*receiver, artifact->getId(), slot);
else
logGlobal->error("Cannot transfer artifact - no free slots!");
}
else
logGlobal->error("Cannot transfer artifact - no receiver hero!");
}
}
}
void CGameStateCampaign::generateCampaignHeroesToReplace()
{
auto campaignState = gameState->scenarioOps->campState;
std::vector<CGHeroPlaceholder *> placeholdersByPower;
std::vector<CGHeroPlaceholder *> placeholdersByType;
campaignHeroReplacements.clear();
// find all placeholders on map
for(auto heroPlaceholder : gameState->map->getObjects<CGHeroPlaceholder>())
{
// only 1 field must be set
assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());
if(heroPlaceholder->powerRank)
placeholdersByPower.push_back(heroPlaceholder);
if(heroPlaceholder->heroType)
placeholdersByType.push_back(heroPlaceholder);
}
//selecting heroes by type
for(const auto * placeholder : placeholdersByType)
{
const auto & node = campaignState->getHeroByType(*placeholder->heroType);
if (node.isNull())
{
logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), LIBRARY->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
continue;
}
auto hero = campaignState->crossoverDeserialize(node, gameState->map.get());
logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
campaignHeroReplacements.emplace_back(hero, placeholder->id);
}
auto lastScenario = getHeroesSourceScenario();
if (lastScenario)
{
// sort hero placeholders descending power
boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
{
return *a->powerRank > *b->powerRank;
});
const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
auto nodeListIter = nodeList.begin();
for(const auto * placeholder : placeholdersByPower)
{
if (nodeListIter == nodeList.end())
break;
if (!gameState->players.count(placeholder->getOwner()))
continue; // illegal?
// It looks like heroes placeholder by power can only be replaced for human player
// Example where this is important: Spoils of War -> Greed
// Meanwhile, placeholders by hero ID can be replaced for AI as well
// Example: Armageddon's Blade -> To Kill A Hero
if (!gameState->players.at(placeholder->getOwner()).isHuman())
continue;
auto hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map.get());
nodeListIter++;
logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
campaignHeroReplacements.emplace_back(hero, placeholder->id);
}
// Add remaining heroes without placeholders - to transfer their artifacts to placed heroes
for (;nodeListIter != nodeList.end(); ++nodeListIter)
{
auto hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map.get());
campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE);
}
}
}
void CGameStateCampaign::initHeroes()
{
auto chosenBonus = currentBonus();
if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != HeroTypeID::CAMP_GENERATED.getNum()) //exclude generated heroes
{
//find human player
PlayerColor humanPlayer=PlayerColor::NEUTRAL;
for (auto & elem : gameState->players)
{
if(elem.second.human)
{
humanPlayer = elem.first;
break;
}
}
assert(humanPlayer != PlayerColor::NEUTRAL);
const auto & heroes = gameState->players.at(humanPlayer).getHeroes();
if (chosenBonus->info1 == HeroTypeID::CAMP_STRONGEST.getNum()) //most powerful
{
int maxB = -1;
for (int b=0; b<heroes.size(); ++b)
{
if (maxB == -1 || heroes[b]->getValueForCampaign() > heroes[maxB]->getValueForCampaign())
{
maxB = b;
}
}
if(maxB < 0)
logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
else
giveCampaignBonusToHero(heroes[maxB]);
}
else //specific hero
{
for (auto & hero : heroes)
{
if (hero->getHeroTypeID().getNum() == chosenBonus->info1)
{
giveCampaignBonusToHero(hero);
break;
}
}
}
}
auto campaignState = gameState->scenarioOps->campState;
auto * yog = gameState->getUsedHero(HeroTypeID::SOLMYR);
if (yog && boost::starts_with(campaignState->getFilename(), "DATA/YOG") && campaignState->currentScenario()->getNum() == 2)
{
assert(yog->isCampaignYog());
gameState->giveHeroArtifact(yog, ArtifactID::ANGELIC_ALLIANCE);
}
transferMissingArtifacts(campaignState->scenario(*campaignState->currentScenario()).travelOptions);
}
void CGameStateCampaign::initStartingResources()
{
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
{
std::vector<const PlayerSettings *> ret;
for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
{
if(playerInfo.second.isControlledByHuman())
ret.push_back(&playerInfo.second);
}
return ret;
};
auto chosenBonus = currentBonus();
if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
{
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
for(const PlayerSettings *ps : people)
{
std::vector<GameResID> res; //resources we will give
switch (chosenBonus->info1)
{
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
res.push_back(chosenBonus->info1);
break;
case EGameResID::COMMON: //wood+ore
res.push_back(GameResID(EGameResID::WOOD));
res.push_back(GameResID(EGameResID::ORE));
break;
case EGameResID::RARE: //rare
res.push_back(GameResID(EGameResID::MERCURY));
res.push_back(GameResID(EGameResID::SULFUR));
res.push_back(GameResID(EGameResID::CRYSTAL));
res.push_back(GameResID(EGameResID::GEMS));
break;
default:
assert(0);
break;
}
//increasing resource quantity
for (auto & re : res)
{
gameState->players.at(ps->color).resources[re] += chosenBonus->info2;
}
}
}
}
void CGameStateCampaign::initTowns()
{
auto chosenBonus = currentBonus();
if (!chosenBonus)
return;
if (chosenBonus->type != CampaignBonusType::BUILDING)
return;
for (const auto & townID : gameState->map->getAllTowns())
{
auto town = gameState->getTown(townID);
PlayerState * owner = gameState->getPlayerState(town->getOwner());
if (!owner)
continue;
PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
if (!owner->human)
continue;
if (town->anchorPos() != pi.posOfMainTown)
continue;
BuildingID newBuilding;
if(gameState->scenarioOps->campState->formatVCMI())
newBuilding = BuildingID(chosenBonus->info1);
else
newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFactionID(), town->getBuildings());
// Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
while(true)
{
if (newBuilding == BuildingID::NONE)
break;
if(town->hasBuilt(newBuilding))
break;
town->addBuilding(newBuilding);
const auto & building = town->getTown()->buildings.at(newBuilding);
newBuilding = building->upgrade;
}
break;
}
}
bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
{
auto campaignBonus = currentBonus();
if (!campaignBonus)
return false;
if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
return true;
return false;
}
std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap()
{
return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState->cb);
}
VCMI_LIB_NAMESPACE_END