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vcmi/lib/mapping/CMap.cpp
2025-05-05 01:19:29 +08:00

971 lines
25 KiB
C++

/*
* CMap.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 "CMap.h"
#include "CMapEditManager.h"
#include "CMapOperation.h"
#include "../CCreatureHandler.h"
#include "../CSkillHandler.h"
#include "../GameLibrary.h"
#include "../GameSettings.h"
#include "../IGameCallback.h"
#include "../RiverHandler.h"
#include "../RoadHandler.h"
#include "../TerrainHandler.h"
#include "../entities/artifact/CArtHandler.h"
#include "../entities/hero/CHeroHandler.h"
#include "../gameState/CGameState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/CQuest.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../spells/CSpellHandler.h"
#include "../texts/CGeneralTextHandler.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
void Rumor::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("name", name);
handler.serializeStruct("text", text);
}
CMapEvent::CMapEvent()
: humanAffected(false)
, computerAffected(false)
, firstOccurrence(0)
, nextOccurrence(0)
{
}
bool CMapEvent::occursToday(int currentDay) const
{
if (currentDay == firstOccurrence + 1)
return true;
if (nextOccurrence == 0)
return false;
if (currentDay < firstOccurrence)
return false;
return (currentDay - firstOccurrence - 1) % nextOccurrence == 0;
}
bool CMapEvent::affectsPlayer(PlayerColor color, bool isHuman) const
{
if (players.count(color) == 0)
return false;
if (!isHuman && !computerAffected)
return false;
if (isHuman && !humanAffected)
return false;
return true;
}
void CMapEvent::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("name", name);
handler.serializeStruct("message", message);
if (!handler.saving && handler.getCurrent()["players"].isNumber())
{
// compatibility for old maps
int playersMask = 0;
handler.serializeInt("players", playersMask);
for (int i = 0; i < 8; ++i)
if ((playersMask & (1 << i)) != 0)
players.insert(PlayerColor(i));
}
else
{
handler.serializeIdArray("players", players);
}
handler.serializeInt("humanAffected", humanAffected);
handler.serializeInt("computerAffected", computerAffected);
handler.serializeInt("firstOccurrence", firstOccurrence);
handler.serializeInt("nextOccurrence", nextOccurrence);
resources.serializeJson(handler, "resources");
auto deletedObjects = handler.enterArray("deletedObjectsInstances");
deletedObjects.serializeArray(deletedObjectsInstances);
}
void CCastleEvent::serializeJson(JsonSerializeFormat & handler)
{
CMapEvent::serializeJson(handler);
// TODO: handler.serializeIdArray("buildings", buildings);
{
std::vector<BuildingID> temp(buildings.begin(), buildings.end());
auto a = handler.enterArray("buildings");
a.syncSize(temp);
for(int i = 0; i < temp.size(); ++i)
{
int buildingID = temp[i].getNum();
a.serializeInt(i, buildingID);
buildings.insert(buildingID);
}
}
{
auto a = handler.enterArray("creatures");
a.syncSize(creatures);
for(int i = 0; i < creatures.size(); ++i)
a.serializeInt(i, creatures[i]);
}
}
TerrainTile::TerrainTile():
riverType(River::NO_RIVER),
roadType(Road::NO_ROAD),
terView(0),
riverDir(0),
roadDir(0),
extTileFlags(0)
{
}
bool TerrainTile::isClear(const TerrainTile * from) const
{
return entrableTerrain(from) && !blocked();
}
ObjectInstanceID TerrainTile::topVisitableObj(bool excludeTop) const
{
if(visitableObjects.empty() || (excludeTop && visitableObjects.size() == 1))
return {};
if(excludeTop)
return visitableObjects[visitableObjects.size()-2];
return visitableObjects.back();
}
EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
{
if(isWater() || !getTerrain()->isPassable())
return EDiggingStatus::WRONG_TERRAIN;
int allowedBlocked = excludeTop ? 1 : 0;
if(blockingObjects.size() > allowedBlocked || topVisitableObj(excludeTop).hasValue())
return EDiggingStatus::TILE_OCCUPIED;
else
return EDiggingStatus::CAN_DIG;
}
CMap::CMap(IGameCallback * cb)
: GameCallbackHolder(cb)
, grailPos(-1, -1, -1)
, grailRadius(0)
, waterMap(false)
, uidCounter(0)
{
heroesPool.resize(LIBRARY->heroh->size());
allowedAbilities = LIBRARY->skillh->getDefaultAllowed();
allowedArtifact = LIBRARY->arth->getDefaultAllowed();
allowedSpells = LIBRARY->spellh->getDefaultAllowed();
gameSettings = std::make_unique<GameSettings>();
gameSettings->loadBase(LIBRARY->settingsHandler->getFullConfig());
}
CMap::~CMap() = default;
void CMap::hideObject(CGObjectInstance * obj)
{
const int zVal = obj->anchorPos().z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
int xVal = obj->anchorPos().x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int yVal = obj->anchorPos().y - fy;
if(xVal>=0 && xVal < width && yVal>=0 && yVal < height)
{
TerrainTile & curt = terrain[zVal][xVal][yVal];
curt.visitableObjects -= obj->id;
curt.blockingObjects -= obj->id;
}
}
}
}
void CMap::showObject(CGObjectInstance * obj)
{
const int zVal = obj->anchorPos().z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
int xVal = obj->anchorPos().x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int yVal = obj->anchorPos().y - fy;
if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height)
{
TerrainTile & curt = terrain[zVal][xVal][yVal];
if(obj->visitableAt(int3(xVal, yVal, zVal)))
{
assert(!vstd::contains(curt.visitableObjects, obj->id));
curt.visitableObjects.push_back(obj->id);
}
if(obj->blockingAt(int3(xVal, yVal, zVal)))
{
assert(!vstd::contains(curt.blockingObjects, obj->id));
curt.blockingObjects.push_back(obj->id);
}
}
}
}
}
void CMap::calculateGuardingGreaturePositions()
{
int levels = twoLevel ? 2 : 1;
for(int z = 0; z < levels; z++)
{
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
guardingCreaturePositions[z][x][y] = guardingCreaturePosition(int3(x, y, z));
}
}
}
}
CGHeroInstance * CMap::getHero(HeroTypeID heroID)
{
for (const auto & objectID : heroesOnMap)
{
const auto hero = std::dynamic_pointer_cast<CGHeroInstance>(objects.at(objectID.getNum()));
if (hero->getHeroTypeID() == heroID)
return hero.get();
}
return nullptr;
}
bool CMap::isCoastalTile(const int3 & pos) const
{
//todo: refactoring: extract neighbour tile iterator and use it in GameState
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) };
if(!isInTheMap(pos))
{
logGlobal->error("Coastal check outside of map: %s", pos.toString());
return false;
}
if(getTile(pos).isWater())
return false;
for(const auto & dir : dirs)
{
const int3 hlp = pos + dir;
if(!isInTheMap(hlp))
continue;
const TerrainTile &hlpt = getTile(hlp);
if(hlpt.isWater())
return true;
}
return false;
}
bool CMap::canMoveBetween(const int3 &src, const int3 &dst) const
{
const TerrainTile * dstTile = &getTile(dst);
const TerrainTile * srcTile = &getTile(src);
return checkForVisitableDir(src, dstTile, dst) && checkForVisitableDir(dst, srcTile, src);
}
bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const
{
if (!pom->entrableTerrain()) //rock is never accessible
return false;
for(const auto & objID : pom->visitableObjects) //checking destination tile
{
if(!vstd::contains(pom->blockingObjects, objID)) //this visitable object is not blocking, ignore
continue;
if (!getObject(objID)->appearance->isVisitableFrom(src.x - dst.x, src.y - dst.y))
return false;
}
return true;
}
int3 CMap::guardingCreaturePosition (int3 pos) const
{
const int3 originalPos = pos;
// Give monster at position priority.
if (!isInTheMap(pos))
return int3(-1, -1, -1);
const TerrainTile &posTile = getTile(pos);
if (posTile.visitable())
{
for (const auto & objID : posTile.visitableObjects)
{
const auto * object = getObject(objID);
if (object->ID == Obj::MONSTER)
return pos;
}
}
// See if there are any monsters adjacent.
bool water = posTile.isWater();
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (isInTheMap(pos))
{
const auto & tile = getTile(pos);
if (tile.visitable() && (tile.isWater() == water))
{
for (const auto & objID : tile.visitableObjects)
{
const auto * object = getObject(objID);
if (object->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
return pos;
}
}
}
pos.y++;
}
pos.y -= 3;
pos.x++;
}
return int3(-1, -1, -1);
}
const CGObjectInstance * CMap::getObjectiveObjectFrom(const int3 & pos, Obj type)
{
for(const auto & objID : getTile(pos).visitableObjects)
{
const auto * object = getObject(objID);
if (object->ID == type)
return object;
}
// There is weird bug because of which sometimes heroes will not be found properly despite having correct position
// Try to workaround that and find closest object that we can use
logGlobal->error("Failed to find object of type %d at %s", type.getNum(), pos.toString());
logGlobal->error("Will try to find closest matching object");
CGObjectInstance * bestMatch = nullptr;
for (const auto & object : objects)
{
if (object && object->ID == type)
{
if (bestMatch == nullptr)
bestMatch = object.get();
else
{
if (object->anchorPos().dist2dSQ(pos) < bestMatch->anchorPos().dist2dSQ(pos))
bestMatch = object.get();// closer than one we already found
}
}
}
assert(bestMatch != nullptr); // if this happens - victory conditions or map itself is very, very broken
logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->anchorPos().toString());
return bestMatch;
}
void CMap::checkForObjectives()
{
// NOTE: probably should be moved to MapFormatH3M.cpp
for (TriggeredEvent & event : triggeredEvents)
{
auto patcher = [&](EventCondition cond) -> EventExpression::Variant
{
switch (cond.condition)
{
case EventCondition::HAVE_ARTIFACT:
event.onFulfill.replaceTextID(cond.objectType.as<ArtifactID>().toEntity(LIBRARY)->getNameTextID());
break;
case EventCondition::HAVE_CREATURES:
event.onFulfill.replaceTextID(cond.objectType.as<CreatureID>().toEntity(LIBRARY)->getNameSingularTextID());
event.onFulfill.replaceNumber(cond.value);
break;
case EventCondition::HAVE_RESOURCES:
event.onFulfill.replaceName(cond.objectType.as<GameResID>());
event.onFulfill.replaceNumber(cond.value);
break;
case EventCondition::HAVE_BUILDING:
if (isInTheMap(cond.position))
cond.objectID = getObjectiveObjectFrom(cond.position, Obj::TOWN)->id;
break;
case EventCondition::CONTROL:
if (isInTheMap(cond.position))
cond.objectID = getObjectiveObjectFrom(cond.position, cond.objectType.as<MapObjectID>())->id;
if (cond.objectID != ObjectInstanceID::NONE)
{
const auto * town = dynamic_cast<const CGTownInstance *>(objects[cond.objectID].get());
if (town)
event.onFulfill.replaceRawString(town->getNameTranslated());
const auto * hero = dynamic_cast<const CGHeroInstance *>(objects[cond.objectID].get());
if (hero)
event.onFulfill.replaceRawString(hero->getNameTranslated());
}
break;
case EventCondition::DESTROY:
if (isInTheMap(cond.position))
cond.objectID = getObjectiveObjectFrom(cond.position, cond.objectType.as<MapObjectID>())->id;
if (cond.objectID != ObjectInstanceID::NONE)
{
const auto * hero = dynamic_cast<const CGHeroInstance *>(objects[cond.objectID].get());
if (hero)
event.onFulfill.replaceRawString(hero->getNameTranslated());
}
break;
case EventCondition::TRANSPORT:
cond.objectID = getObjectiveObjectFrom(cond.position, Obj::TOWN)->id;
break;
//break; case EventCondition::DAYS_PASSED:
//break; case EventCondition::IS_HUMAN:
//break; case EventCondition::DAYS_WITHOUT_TOWN:
//break; case EventCondition::STANDARD_WIN:
}
return cond;
};
event.trigger = event.trigger.morph(patcher);
}
}
void CMap::eraseArtifactInstance(ArtifactInstanceID art)
{
//TODO: handle for artifacts removed in map editor
artInstances[art.getNum()] = nullptr;
}
void CMap::moveArtifactInstance(
CArtifactSet & srcSet, const ArtifactPosition & srcSlot,
CArtifactSet & dstSet, const ArtifactPosition & dstSlot)
{
auto art = srcSet.getArt(srcSlot);
removeArtifactInstance(srcSet, srcSlot);
putArtifactInstance(dstSet, art->getId(), dstSlot);
}
void CMap::putArtifactInstance(CArtifactSet & set, ArtifactInstanceID artID, const ArtifactPosition & slot)
{
auto artifact = artInstances.at(artID.getNum());
artifact->addPlacementMap(set.putArtifact(slot, artifact.get()));
}
void CMap::removeArtifactInstance(CArtifactSet & set, const ArtifactPosition & slot)
{
ArtifactInstanceID artID = set.getArtID(slot);
auto artifact = artInstances.at(artID.getNum());
assert(artifact);
set.removeArtifact(slot);
CArtifactSet::ArtPlacementMap partsMap;
for(auto & part : artifact->getPartsInfo())
{
if(part.slot != ArtifactPosition::PRE_FIRST)
partsMap.try_emplace(part.getArtifact(), ArtifactPosition::PRE_FIRST);
}
artifact->addPlacementMap(partsMap);
}
void CMap::generateUniqueInstanceName(CGObjectInstance * target)
{
//this gives object unique name even if objects are removed later
auto uid = uidCounter++;
boost::format fmt("%s_%d");
fmt % target->getTypeName() % uid;
target->instanceName = fmt.str();
}
void CMap::addNewObject(std::shared_ptr<CGObjectInstance> obj)
{
if (!obj->id.hasValue())
obj->id = ObjectInstanceID(objects.size());
if(obj->id != ObjectInstanceID(objects.size()) && objects.at(obj->id.getNum()) != nullptr)
throw std::runtime_error("Invalid object instance id");
if(obj->instanceName.empty())
throw std::runtime_error("Object instance name missing");
if (vstd::contains(instanceNames, obj->instanceName))
throw std::runtime_error("Object instance name duplicated: "+obj->instanceName);
if (obj->id == ObjectInstanceID(objects.size()))
objects.emplace_back(obj);
else
objects[obj->id.getNum()] = obj;
instanceNames[obj->instanceName] = obj;
showObject(obj.get());
//TODO: how about defeated heroes recruited again?
obj->afterAddToMap(this);
}
void CMap::moveObject(ObjectInstanceID target, const int3 & dst)
{
auto obj = objects.at(target).get();
hideObject(obj);
obj->setAnchorPos(dst);
showObject(obj);
}
std::shared_ptr<CGObjectInstance> CMap::removeObject(ObjectInstanceID oldObject)
{
auto obj = objects.at(oldObject);
hideObject(obj.get());
instanceNames.erase(obj->instanceName);
obj->afterRemoveFromMap(this);
//update indices
auto iter = std::next(objects.begin(), obj->id.getNum());
iter = objects.erase(iter);
for(int i = obj->id.getNum(); iter != objects.end(); ++i, ++iter)
(*iter)->id = ObjectInstanceID(i);
for (auto & town : towns)
if (town.getNum() >= obj->id)
town = ObjectInstanceID(town.getNum()-1);
for (auto & hero : heroesOnMap)
if (hero.getNum() >= obj->id)
hero = ObjectInstanceID(hero.getNum()-1);
for(auto tile = terrain.origin(); tile < (terrain.origin() + terrain.num_elements()); ++tile)
{
for (auto & objectID : tile->blockingObjects)
if (objectID.getNum() >= obj->id)
objectID = ObjectInstanceID(objectID.getNum()-1);
for (auto & objectID : tile->visitableObjects)
if (objectID.getNum() >= obj->id)
objectID = ObjectInstanceID(objectID.getNum()-1);
}
//TODO: Clean artifact instances (mostly worn by hero?) and quests related to this object
//This causes crash with undo/redo in editor
return obj;
}
std::shared_ptr<CGObjectInstance> CMap::replaceObject(ObjectInstanceID oldObjectID, const std::shared_ptr<CGObjectInstance> & newObject)
{
auto oldObject = objects.at(oldObjectID.getNum());
newObject->id = oldObjectID;
hideObject(oldObject.get());
instanceNames.erase(oldObject->instanceName);
objects.at(oldObjectID.getNum()) = newObject;
showObject(newObject.get());
instanceNames[newObject->instanceName] = newObject;
oldObject->afterRemoveFromMap(this);
newObject->afterAddToMap(this);
return oldObject;
}
std::shared_ptr<CGObjectInstance> CMap::eraseObject(ObjectInstanceID oldObjectID)
{
auto oldObject = objects.at(oldObjectID.getNum());
instanceNames.erase(oldObject->instanceName);
objects.at(oldObjectID) = nullptr;
hideObject(oldObject.get());
oldObject->afterRemoveFromMap(this);
return oldObject;
}
void CMap::heroAddedToMap(const CGHeroInstance * hero)
{
assert(!vstd::contains(heroesOnMap, hero->id));
heroesOnMap.push_back(hero->id);
}
void CMap::heroRemovedFromMap(const CGHeroInstance * hero)
{
assert(vstd::contains(heroesOnMap, hero->id));
vstd::erase(heroesOnMap, hero->id);
}
void CMap::townAddedToMap(const CGTownInstance * town)
{
assert(!vstd::contains(towns, town->id));
towns.push_back(town->id);
}
void CMap::townRemovedFromMap(const CGTownInstance * town)
{
assert(vstd::contains(towns, town->id));
vstd::erase(towns, town->id);
}
bool CMap::isWaterMap() const
{
return waterMap;
}
bool CMap::calculateWaterContent()
{
size_t totalTiles = height * width * levels();
size_t waterTiles = 0;
for(auto tile = terrain.origin(); tile < (terrain.origin() + terrain.num_elements()); ++tile)
{
if (tile->isWater())
{
waterTiles++;
}
}
if (waterTiles >= totalTiles / 100) //At least 1% of area is water
{
waterMap = true;
}
else
{
waterMap = false;
}
return waterMap;
}
void CMap::banWaterContent()
{
banWaterHeroes();
banWaterArtifacts();
banWaterSpells();
banWaterSkills();
}
void CMap::banWaterSpells()
{
vstd::erase_if(allowedSpells, [&](SpellID spell)
{
return spell.toSpell()->onlyOnWaterMap && !isWaterMap();
});
}
void CMap::banWaterArtifacts()
{
vstd::erase_if(allowedArtifact, [&](ArtifactID artifact)
{
return artifact.toArtifact()->onlyOnWaterMap && !isWaterMap();
});
}
void CMap::banWaterSkills()
{
vstd::erase_if(allowedAbilities, [&](SecondarySkill skill)
{
return skill.toSkill()->onlyOnWaterMap && !isWaterMap();
});
}
void CMap::banWaterHeroes()
{
vstd::erase_if(allowedHeroes, [&](HeroTypeID hero)
{
return hero.toHeroType()->onlyOnWaterMap && !isWaterMap();
});
vstd::erase_if(allowedHeroes, [&](HeroTypeID hero)
{
return hero.toHeroType()->onlyOnMapWithoutWater && isWaterMap();
});
}
void CMap::banHero(const HeroTypeID & id)
{
if (!vstd::contains(allowedHeroes, id))
logGlobal->warn("Attempt to ban hero %s, who is already not allowed", id.encode(id));
allowedHeroes.erase(id);
}
void CMap::unbanHero(const HeroTypeID & id)
{
if (vstd::contains(allowedHeroes, id))
logGlobal->warn("Attempt to unban hero %s, who is already allowed", id.encode(id));
allowedHeroes.insert(id);
}
void CMap::initTerrain()
{
terrain.resize(boost::extents[levels()][width][height]);
guardingCreaturePositions.resize(boost::extents[levels()][width][height]);
}
CMapEditManager * CMap::getEditManager()
{
if(!editManager) editManager = std::make_unique<CMapEditManager>(this);
return editManager.get();
}
void CMap::reindexObjects()
{
// Only reindex at editor / RMG operations
auto oldIndex = objects;
std::sort(objects.begin(), objects.end(), [](const auto & lhs, const auto & rhs)
{
// Obstacles first, then visitable, at the end - removable
if (!lhs->isVisitable() && rhs->isVisitable())
return true;
if (lhs->isVisitable() && !rhs->isVisitable())
return false;
// Special case for Windomill - draw on top of other objects
if (lhs->ID != Obj::WINDMILL && rhs->ID == Obj::WINDMILL)
return true;
if (lhs->ID == Obj::WINDMILL && rhs->ID != Obj::WINDMILL)
return false;
if (!lhs->isRemovable() && rhs->isRemovable())
return true;
if (lhs->isRemovable() && !rhs->isRemovable())
return false;
return lhs->anchorPos().y < rhs->anchorPos().y;
});
// instanceNames don't change
for (size_t i = 0; i < objects.size(); ++i)
objects[i]->id = ObjectInstanceID(i);
for (auto & town : towns)
town = oldIndex.at(town.getNum())->id;
for (auto & hero : heroesOnMap)
hero = oldIndex.at(hero.getNum())->id;
for(auto tile = terrain.origin(); tile < (terrain.origin() + terrain.num_elements()); ++tile)
{
for (auto & objectID : tile->blockingObjects)
objectID = oldIndex.at(objectID.getNum())->id;
for (auto & objectID : tile->visitableObjects)
objectID = oldIndex.at(objectID.getNum())->id;
}
}
const IGameSettings & CMap::getSettings() const
{
return *gameSettings;
}
void CMap::overrideGameSetting(EGameSettings option, const JsonNode & input)
{
return gameSettings->addOverride(option, input);
}
void CMap::overrideGameSettings(const JsonNode & input)
{
return gameSettings->loadOverrides(input);
}
CArtifactInstance * CMap::createScroll(const SpellID & spellId)
{
return createArtifact(ArtifactID::SPELL_SCROLL, spellId);
}
CArtifactInstance * CMap::createArtifactComponent(const ArtifactID & artId)
{
auto newArtifact = artId.hasValue() ?
std::make_shared<CArtifactInstance>(cb, artId.toArtifact()):
std::make_shared<CArtifactInstance>(cb);
newArtifact->setId(ArtifactInstanceID(artInstances.size()));
artInstances.push_back(newArtifact);
return newArtifact.get();
}
CArtifactInstance * CMap::createArtifact(const ArtifactID & artID, const SpellID & spellId)
{
if(!artID.hasValue())
throw std::runtime_error("Can't create empty artifact!");
auto art = artID.toArtifact();
auto artInst = createArtifactComponent(artID);
if(art->isCombined() && !art->isFused())
{
for(const auto & part : art->getConstituents())
artInst->addPart(createArtifact(part->getId(), spellId), ArtifactPosition::PRE_FIRST);
}
if(art->isGrowing())
{
auto bonus = std::make_shared<Bonus>();
bonus->type = BonusType::LEVEL_COUNTER;
bonus->val = 0;
artInst->addNewBonus(bonus);
}
if(art->isScroll())
{
artInst->addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL,
BonusSource::ARTIFACT_INSTANCE, -1, BonusSourceID(ArtifactID(ArtifactID::SPELL_SCROLL)), BonusSubtypeID(spellId)));
}
return artInst;
}
CArtifactInstance * CMap::getArtifactInstance(const ArtifactInstanceID & artifactID)
{
return artInstances.at(artifactID.getNum()).get();
}
const CArtifactInstance * CMap::getArtifactInstance(const ArtifactInstanceID & artifactID) const
{
return artInstances.at(artifactID.getNum()).get();
}
const std::vector<ObjectInstanceID> & CMap::getAllTowns()
{
return towns;
}
const std::vector<ObjectInstanceID> & CMap::getHeroesOnMap()
{
return heroesOnMap;
}
void CMap::addToHeroPool(std::shared_ptr<CGHeroInstance> hero)
{
assert(hero->getHeroTypeID().isValid());
assert(!vstd::contains(heroesOnMap, hero->getHeroTypeID()));
assert(heroesPool.at(hero->getHeroTypeID().getNum()) == nullptr);
heroesPool.at(hero->getHeroTypeID().getNum()) = hero;
if (!hero->id.hasValue())
{
// reserve ID for this new hero, if needed (but don't actually add it since hero is not present on map)
hero->id = ObjectInstanceID(objects.size());
objects.push_back(nullptr);
}
}
CGHeroInstance * CMap::tryGetFromHeroPool(HeroTypeID hero)
{
return heroesPool.at(hero.getNum()).get();
}
std::shared_ptr<CGHeroInstance> CMap::tryTakeFromHeroPool(HeroTypeID hero)
{
auto result = heroesPool.at(hero.getNum());
heroesPool.at(hero.getNum()) = nullptr;
return result;
}
std::vector<HeroTypeID> CMap::getHeroesInPool() const
{
std::vector<HeroTypeID> result;
for (const auto & hero : heroesPool)
if (hero)
result.push_back(hero->getHeroTypeID());
return result;
}
CGObjectInstance * CMap::getObject(ObjectInstanceID obj)
{
return objects.at(obj).get();
}
const CGObjectInstance * CMap::getObject(ObjectInstanceID obj) const
{
return objects.at(obj).get();
}
void CMap::saveCompatibilityStoreAllocatedArtifactID()
{
if (!artInstances.empty())
cb->gameState().saveCompatibilityLastAllocatedArtifactID = artInstances.back()->getId();
}
void CMap::saveCompatibilityAddMissingArtifact(std::shared_ptr<CArtifactInstance> artifact)
{
assert(artifact->getId().getNum() == artInstances.size());
artInstances.push_back(artifact);
}
ObjectInstanceID CMap::allocateUniqueInstanceID()
{
objects.push_back(nullptr);
return ObjectInstanceID(objects.size() - 1);
}
void CMap::parseUidCounter()
{
int max_index = -1;
for (const auto& entry : instanceNames) {
const std::string& key = entry.first;
const size_t pos = key.find_last_of('_');
// Validate underscore position
if (pos == std::string::npos || pos + 1 >= key.size()) {
logGlobal->error("Instance name '%s' is not valid.", key);
continue;
}
const std::string index_part = key.substr(pos + 1);
try {
const int current_index = std::stoi(index_part);
max_index = std::max(max_index, current_index);
}
catch (const std::invalid_argument& e) {
logGlobal->error("Instance name %s contains non-numeric index part: %s", key, index_part);
}
catch (const std::out_of_range&) {
logGlobal->error("Instance name %s index part is overflow.", key);
}
}
// Directly set uidCounter using simplified logic
uidCounter = max_index + 1; // Automatically 0 when max_index = -1
}
VCMI_LIB_NAMESPACE_END