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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/server/CQuery.cpp
Ivan Savenko 8d178fbcf5 Minor fixes:
- fog of war will be initialized after bonuses are set (needed if heroes
have scouting or arts with sight bonus)
- victory condition "control all dwellings" also requires golem factory/
- it is possible to dismiss troops during exchange between heroes
2014-02-09 19:47:23 +00:00

402 lines
10 KiB
C++

#include "StdInc.h"
#include "CQuery.h"
#include "CGameHandler.h"
#include "../lib/BattleState.h"
boost::mutex Queries::mx;
template <typename Container>
std::string formatContainer(const Container &c, std::string delimeter=", ", std::string opener="(", std::string closer=")")
{
std::string ret = opener;
auto itr = std::begin(c);
if(itr != std::end(c))
{
ret += boost::lexical_cast<std::string>(*itr);
while(++itr != std::end(c))
{
ret += delimeter;
ret += boost::lexical_cast<std::string>(*itr);
}
}
ret += closer;
return ret;
}
std::ostream & operator<<(std::ostream &out, const CQuery &query)
{
return out << query.toString();
}
std::ostream & operator<<(std::ostream &out, QueryPtr query)
{
return out << "[" << query.get() << "] " << query->toString();
}
CQuery::CQuery(void)
{
boost::unique_lock<boost::mutex> l(Queries::mx);
static QueryID QID = QueryID(0);
queryID = ++QID;
logGlobal->traceStream() << "Created a new query with id " << queryID;
}
CQuery::~CQuery(void)
{
logGlobal->traceStream() << "Destructed the query with id " << queryID;
}
void CQuery::addPlayer(PlayerColor color)
{
if(color.isValidPlayer())
{
players.push_back(color);
}
}
std::string CQuery::toString() const
{
std::string ret = boost::str(boost::format("A query of type %s and qid=%d affecting players %s") % typeid(*this).name() % queryID % formatContainer(players));
return ret;
}
bool CQuery::endsByPlayerAnswer() const
{
return false;
}
void CQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
}
bool CQuery::blocksPack(const CPack *pack) const
{
return false;
}
void CQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
}
void CQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
{
gh->queries.popQuery(*this);
}
void CQuery::onAdding(CGameHandler *gh, PlayerColor color)
{
}
CObjectVisitQuery::CObjectVisitQuery(const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile)
: visitedObject(Obj), visitingHero(Hero), tile(Tile), removeObjectAfterVisit(false)
{
addPlayer(Hero->tempOwner);
}
bool CObjectVisitQuery::blocksPack(const CPack *pack) const
{
//During the visit itself ALL actions are blocked.
//(However, the visit may trigger a query above that'll pass some.)
return true;
}
void CObjectVisitQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
gh->objectVisitEnded(*this);
//TODO or should it be destructor?
//Can object visit affect 2 players and what would be desired behavior?
if(removeObjectAfterVisit)
gh->removeObject(visitedObject);
}
void CObjectVisitQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
{
//Object may have been removed and deleted.
if(gh->isValidObject(visitedObject))
topQuery->notifyObjectAboutRemoval(*this);
gh->queries.popQuery(*this);
}
void Queries::popQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
if(topQuery(player) != query)
{
logGlobal->traceStream() << "Cannot remove, not a top!";
return;
}
queries[player] -= query;
auto nextQuery = topQuery(player);
query->onRemoval(gh, player);
//Exposure on query below happens only if removal didnt trigger any new query
if(nextQuery && nextQuery == topQuery(player))
{
nextQuery->onExposure(gh, query);
}
}
void Queries::popQuery(const CQuery &query)
{
LOG_TRACE_PARAMS(logGlobal, "query='%s'", query);
assert(query.players.size());
for(auto player : query.players)
{
auto top = topQuery(player);
if(top.get() == &query)
popQuery(top);
else
logGlobal->traceStream() << "Cannot remove query " << query;
}
}
void Queries::popQuery(QueryPtr query)
{
for(auto player : query->players)
popQuery(player, query);
}
void Queries::addQuery(QueryPtr query)
{
for(auto player : query->players)
addQuery(player, query);
}
void Queries::addQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
query->onAdding(gh, player);
queries[player].push_back(query);
}
QueryPtr Queries::topQuery(PlayerColor player)
{
return vstd::backOrNull(queries[player]);
}
void Queries::popIfTop(QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "query='%d'", query);
if(!query)
logGlobal->errorStream() << "The query is nullptr! Ignoring.";
popIfTop(*query);
}
void Queries::popIfTop(const CQuery &query)
{
for(PlayerColor color : query.players)
if(topQuery(color).get() == &query)
popQuery(color, topQuery(color));
}
std::vector<shared_ptr<const CQuery>> Queries::allQueries() const
{
std::vector<shared_ptr<const CQuery>> ret;
for(auto &playerQueries : queries)
for(auto &query : playerQueries.second)
ret.push_back(query);
return ret;
}
std::vector<shared_ptr<CQuery>> Queries::allQueries()
{
//TODO code duplication with const function :(
std::vector<shared_ptr<CQuery>> ret;
for(auto &playerQueries : queries)
for(auto &query : playerQueries.second)
ret.push_back(query);
return ret;
}
void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
assert(result);
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
}
CBattleQuery::CBattleQuery(const BattleInfo *Bi)
{
belligerents[0] = Bi->sides[0].armyObject;
belligerents[1] = Bi->sides[1].armyObject;
bi = Bi;
for(auto &side : bi->sides)
addPlayer(side.color);
}
CBattleQuery::CBattleQuery()
{
}
bool CBattleQuery::blocksPack(const CPack *pack) const
{
return !dynamic_cast<const MakeAction*>(pack) && !dynamic_cast<const MakeCustomAction*>(pack);
}
void CBattleQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
gh->battleAfterLevelUp(*result);
}
void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero);
}
CGarrisonDialogQuery::CGarrisonDialogQuery(const CArmedInstance *up, const CArmedInstance *down)
{
exchangingArmies[0] = up;
exchangingArmies[1] = down;
addPlayer(up->tempOwner);
addPlayer(down->tempOwner);
}
bool CGarrisonDialogQuery::blocksPack(const CPack *pack) const
{
std::set<ObjectInstanceID> ourIds;
ourIds.insert(this->exchangingArmies[0]->id);
ourIds.insert(this->exchangingArmies[1]->id);
if (auto stacks = dynamic_cast<const ArrangeStacks*>(pack))
{
return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);
}
if (auto arts = dynamic_cast<const ExchangeArtifacts*>(pack))
{
if(auto id1 = boost::apply_visitor(GetEngagedHeroIds(), arts->src.artHolder))
if(!vstd::contains(ourIds, *id1))
return true;
if(auto id2 = boost::apply_visitor(GetEngagedHeroIds(), arts->dst.artHolder))
if(!vstd::contains(ourIds, *id2))
return true;
return false;
}
if (auto dismiss = dynamic_cast<const DisbandCreature*>(pack))
{
return !vstd::contains(ourIds, dismiss->id);
}
return CDialogQuery::blocksPack(pack);
}
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
assert(answer);
objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer);
}
CBlockingDialogQuery::CBlockingDialogQuery(const BlockingDialog &bd)
{
this->bd = bd;
addPlayer(bd.player);
}
CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(const HeroLevelUp &Hlu)
{
hlu = Hlu;
addPlayer(hlu.hero->tempOwner);
}
void CHeroLevelUpDialogQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
assert(answer);
logGlobal->traceStream() << "Completing hero level-up query. " << hlu.hero->getHoverText() << " gains skill " << *answer;
gh->levelUpHero(hlu.hero, hlu.skills[*answer]);
}
void CHeroLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
}
CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(const CommanderLevelUp &Clu)
{
clu = Clu;
addPlayer(clu.hero->tempOwner);
}
void CCommanderLevelUpDialogQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
assert(answer);
logGlobal->traceStream() << "Completing commander level-up query. Commander of hero " << clu.hero->getHoverText() << " gains skill " << *answer;
gh->levelUpCommander(clu.hero->commander, clu.skills[*answer]);
}
void CCommanderLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
}
bool CDialogQuery::endsByPlayerAnswer() const
{
return true;
}
bool CDialogQuery::blocksPack(const CPack *pack) const
{
//We accept only query replies from correct player
if(auto reply = dynamic_cast<const QueryReply *>(pack))
{
return !vstd::contains(players, reply->player);
}
return true;
}
CHeroMovementQuery::CHeroMovementQuery(const TryMoveHero &Tmh, const CGHeroInstance *Hero, bool VisitDestAfterVictory)
: tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero)
{
players.push_back(hero->tempOwner);
}
void CHeroMovementQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
{
assert(players.size() == 1);
if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard
//TODO what if there were H4-like escape? we should also check pos
{
logGlobal->traceStream() << "Hero " << hero->name << " after victory over guard finishes visit to " << tmh.end;
//finish movement
visitDestAfterVictory = false;
gh->visitObjectOnTile(*gh->getTile(CGHeroInstance::convertPosition(tmh.end, false)), hero);
}
gh->queries.popIfTop(*this);
}
void CHeroMovementQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED;
gh->sendAndApply(&pb);
}
void CHeroMovementQuery::onAdding(CGameHandler *gh, PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
gh->sendAndApply(&pb);
}