mirror of
https://github.com/vcmi/vcmi.git
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1848 lines
52 KiB
C++
1848 lines
52 KiB
C++
/*
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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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#include "StdInc.h"
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#include "CGameState.h"
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#include "EVictoryLossCheckResult.h"
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#include "InfoAboutArmy.h"
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#include "TavernHeroesPool.h"
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#include "CGameStateCampaign.h"
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#include "SThievesGuildInfo.h"
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#include "../ArtifactUtils.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CPlayerState.h"
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#include "../CStopWatch.h"
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#include "../GameSettings.h"
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#include "../StartInfo.h"
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#include "../TerrainHandler.h"
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#include "../VCMIDirs.h"
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#include "../VCMI_Lib.h"
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#include "../battle/BattleInfo.h"
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#include "../campaign/CampaignState.h"
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#include "../constants/StringConstants.h"
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#include "../entities/faction/CTownHandler.h"
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#include "../filesystem/ResourcePath.h"
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#include "../json/JsonBonus.h"
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#include "../json/JsonUtils.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjectConstructors/DwellingInstanceConstructor.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../mapObjects/CQuest.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapping/CMap.h"
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#include "../mapping/CMapEditManager.h"
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#include "../mapping/CMapService.h"
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#include "../modding/IdentifierStorage.h"
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#include "../modding/ModScope.h"
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#include "../networkPacks/NetPacksBase.h"
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#include "../pathfinder/CPathfinder.h"
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#include "../pathfinder/PathfinderOptions.h"
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#include "../rmg/CMapGenerator.h"
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#include "../serializer/CMemorySerializer.h"
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#include "../spells/CSpellHandler.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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boost::shared_mutex CGameState::mutex;
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HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
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{
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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if(ps.hero >= HeroTypeID(0) && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
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{
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return HeroTypeID(ps.hero);
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}
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return pickUnusedHeroTypeRandomly(owner);
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}
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HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const 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;
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std::vector<HeroTypeID> otherHeroes;
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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for(const HeroTypeID & hid : getUnusedAllowedHeroes())
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{
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if(hid.toHeroType()->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, getRandomGenerator());
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}
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logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());
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if(!otherHeroes.empty())
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{
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return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());
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}
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logGlobal->error("No free allowed heroes!");
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auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
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if(!notAllowedHeroesButStillBetterThanCrash.empty())
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return *notAllowedHeroesButStillBetterThanCrash.begin();
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logGlobal->error("No free heroes at all!");
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throw std::runtime_error("Can not allocate hero. All heroes are already used.");
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}
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int CGameState::getDate(int d, Date mode)
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{
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int temp;
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switch (mode)
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{
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case Date::DAY:
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return d;
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case Date::DAY_OF_WEEK: //day of week
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temp = (d)%7; // 1 - Monday, 7 - Sunday
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return temp ? temp : 7;
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case Date::WEEK: //current week
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temp = ((d-1)/7)+1;
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if (!(temp%4))
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return 4;
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else
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return (temp%4);
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case Date::MONTH: //current month
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return ((d-1)/28)+1;
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case Date::DAY_OF_MONTH: //day of month
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temp = (d)%28;
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if (temp)
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return temp;
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else return 28;
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}
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return 0;
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}
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int CGameState::getDate(Date mode) const
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{
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return getDate(day, mode);
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}
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CGameState::CGameState()
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{
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gs = this;
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heroesPool = std::make_unique<TavernHeroesPool>();
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globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
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}
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CGameState::~CGameState()
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{
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// explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState
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currentBattles.clear();
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map.dellNull();
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scenarioOps.dellNull();
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initialOpts.dellNull();
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}
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void CGameState::preInit(Services * newServices, IGameCallback * newCallback)
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{
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services = newServices;
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callback = newCallback;
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}
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void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
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{
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assert(services);
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assert(callback);
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scenarioOps = CMemorySerializer::deepCopy(*si).release();
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initialOpts = CMemorySerializer::deepCopy(*si).release();
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si = nullptr;
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switch(scenarioOps->mode)
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{
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case EStartMode::NEW_GAME:
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initNewGame(mapService, allowSavingRandomMap, progressTracking);
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break;
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case EStartMode::CAMPAIGN:
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initCampaign();
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break;
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default:
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logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
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return;
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}
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logGlobal->info("Map loaded!");
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day = 0;
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logGlobal->debug("Initialization:");
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initGlobalBonuses();
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initPlayerStates();
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if (campaign)
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campaign->placeCampaignHeroes();
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removeHeroPlaceholders();
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initGrailPosition();
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initRandomFactionsForPlayers();
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randomizeMapObjects();
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placeStartingHeroes();
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initDifficulty();
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initHeroes();
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initStartingBonus();
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initTowns();
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initTownNames();
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placeHeroesInTowns();
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initMapObjects();
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buildBonusSystemTree();
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initVisitingAndGarrisonedHeroes();
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initFogOfWar();
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for(auto & elem : teams)
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{
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map->obelisksVisited[elem.first] = 0;
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}
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logGlobal->debug("\tChecking objectives");
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map->checkForObjectives(); //needs to be run when all objects are properly placed
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}
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void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
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{
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switch(metatype)
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{
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case Metatype::ARTIFACT_INSTANCE:
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logGlobal->error("Artifact instance update is not implemented");
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break;
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case Metatype::CREATURE_INSTANCE:
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logGlobal->error("Creature instance update is not implemented");
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break;
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case Metatype::HERO_INSTANCE:
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//index is hero type
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if(index >= 0 && index < map->allHeroes.size())
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{
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CGHeroInstance * hero = map->allHeroes.at(index);
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hero->updateFrom(data);
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}
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else
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{
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logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
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}
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break;
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case Metatype::MAP_OBJECT_INSTANCE:
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if(index >= 0 && index < map->objects.size())
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{
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CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
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obj->updateFrom(data);
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}
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else
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{
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logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
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}
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break;
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default:
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logGlobal->error("This metatype update is not implemented");
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break;
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}
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}
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void CGameState::updateOnLoad(StartInfo * si)
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{
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assert(services);
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assert(callback);
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scenarioOps->playerInfos = si->playerInfos;
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for(auto & i : si->playerInfos)
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gs->players[i.first].human = i.second.isControlledByHuman();
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scenarioOps->extraOptionsInfo = si->extraOptionsInfo;
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}
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void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
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{
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if(scenarioOps->createRandomMap())
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{
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logGlobal->info("Create random map.");
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CStopWatch sw;
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// Gen map
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CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, callback, getRandomGenerator().nextInt());
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progressTracking.include(mapGenerator);
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std::unique_ptr<CMap> randomMap = mapGenerator.generate();
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progressTracking.exclude(mapGenerator);
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// Update starting options
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for(int i = 0; i < randomMap->players.size(); ++i)
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{
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const auto & playerInfo = randomMap->players[i];
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if(playerInfo.canAnyonePlay())
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{
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PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
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playerSettings.compOnly = !playerInfo.canHumanPlay;
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playerSettings.castle = playerInfo.defaultCastle();
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if(playerSettings.isControlledByAI() && playerSettings.name.empty())
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{
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playerSettings.name = VLC->generaltexth->allTexts[468];
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}
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playerSettings.color = PlayerColor(i);
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}
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else
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{
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scenarioOps->playerInfos.erase(PlayerColor(i));
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}
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}
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if(allowSavingRandomMap)
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{
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try
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{
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auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps";
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boost::filesystem::create_directories(path);
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std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
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const std::string templateName = options->getMapTemplate()->getName();
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const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr));
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const std::string fileName = boost::str(boost::format("%s_%s.vmap") % dt % templateName );
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const auto fullPath = path / fileName;
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randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt));
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mapService->saveMap(randomMap, fullPath);
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logGlobal->info("Random map has been saved to:");
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logGlobal->info(fullPath.string());
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}
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catch(...)
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{
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logGlobal->error("Saving random map failed with exception");
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}
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}
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map = randomMap.release();
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logGlobal->info("Generated random map in %i ms.", sw.getDiff());
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}
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else
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{
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logGlobal->info("Open map file: %s", scenarioOps->mapname);
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const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
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map = mapService->loadMap(mapURI, callback).release();
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}
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}
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void CGameState::initCampaign()
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{
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campaign = std::make_unique<CGameStateCampaign>(this);
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map = campaign->getCurrentMap().release();
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}
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void CGameState::initGlobalBonuses()
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{
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const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
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logGlobal->debug("\tLoading global bonuses");
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for(const auto & b : baseBonuses.Struct())
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{
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auto bonus = JsonUtils::parseBonus(b.second);
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bonus->source = BonusSource::GLOBAL;//for all
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bonus->sid = BonusSourceID(); //there is one global object
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globalEffects.addNewBonus(bonus);
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}
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VLC->creh->loadCrExpBon(globalEffects);
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}
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void CGameState::initDifficulty()
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{
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logGlobal->debug("\tLoading difficulty settings");
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JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
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config.setModScope(ModScope::scopeGame()); // FIXME: should be set to actual mod
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const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
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const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
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auto setDifficulty = [this](PlayerState & state, const JsonNode & json)
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{
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//set starting resources
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state.resources = TResources(json["resources"]);
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//handicap
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(state.color);
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state.resources += ps.handicap.startBonus;
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//set global bonuses
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for(auto & jsonBonus : json["globalBonuses"].Vector())
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if(auto bonus = JsonUtils::parseBonus(jsonBonus))
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state.addNewBonus(bonus);
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//set battle bonuses
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for(auto & jsonBonus : json["battleBonuses"].Vector())
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if(auto bonus = JsonUtils::parseBonus(jsonBonus))
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state.battleBonuses.push_back(*bonus);
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};
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for (auto & elem : players)
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{
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PlayerState &p = elem.second;
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setDifficulty(p, p.human ? difficultyHuman : difficultyAI);
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}
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if (campaign)
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campaign->initStartingResources();
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}
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void CGameState::initGrailPosition()
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{
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logGlobal->debug("\tPicking grail position");
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//pick grail location
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if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
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{
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if(!map->grailRadius) //radius not given -> anywhere on map
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map->grailRadius = map->width * 2;
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std::vector<int3> allowedPos;
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static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
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// add all not blocked tiles in range
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for (int z = 0; z < map->levels(); z++)
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{
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for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
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{
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for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
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{
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const TerrainTile &t = map->getTile(int3(x, y, z));
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if(!t.blocked
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&& !t.visitable
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&& t.terType->isLand()
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&& t.terType->isPassable()
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&& (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
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allowedPos.emplace_back(x, y, z);
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}
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}
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}
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//remove tiles with holes
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for(auto & elem : map->objects)
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if(elem && elem->ID == Obj::HOLE)
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allowedPos -= elem->pos;
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if(!allowedPos.empty())
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{
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map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
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}
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else
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{
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logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
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}
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}
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}
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void CGameState::initRandomFactionsForPlayers()
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{
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logGlobal->debug("\tPicking random factions for players");
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for(auto & elem : scenarioOps->playerInfos)
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{
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if(elem.second.castle==FactionID::RANDOM)
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{
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auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
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auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
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std::advance(iter, randomID);
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elem.second.castle = *iter;
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}
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}
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}
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void CGameState::randomizeMapObjects()
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{
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logGlobal->debug("\tRandomizing objects");
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for(CGObjectInstance *object : map->objects)
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{
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if(!object)
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continue;
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object->pickRandomObject(getRandomGenerator());
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//handle Favouring Winds - mark tiles under it
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if(object->ID == Obj::FAVORABLE_WINDS)
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{
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for (int i = 0; i < object->getWidth() ; i++)
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{
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for (int j = 0; j < object->getHeight() ; j++)
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{
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int3 pos = object->pos - int3(i,j,0);
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if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
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}
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}
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}
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}
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}
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void CGameState::initPlayerStates()
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{
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logGlobal->debug("\tCreating player entries in gs");
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for(auto & elem : scenarioOps->playerInfos)
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{
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PlayerState & p = players[elem.first];
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p.color=elem.first;
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p.human = elem.second.isControlledByHuman();
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p.team = map->players[elem.first.getNum()].team;
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teams[p.team].id = p.team;//init team
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teams[p.team].players.insert(elem.first);//add player to team
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}
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}
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void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
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{
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for(auto town : map->towns)
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{
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if(town->getPosition() == townPos)
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{
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townPos = town->visitablePos();
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break;
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}
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}
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auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());
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CGObjectInstance * obj = handler->create(callback, handler->getTemplates().front());
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CGHeroInstance * hero = dynamic_cast<CGHeroInstance *>(obj);
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|
|
hero->ID = Obj::HERO;
|
|
hero->setHeroType(heroTypeId);
|
|
hero->tempOwner = playerColor;
|
|
|
|
hero->pos = townPos;
|
|
hero->pos += hero->getVisitableOffset();
|
|
map->getEditManager()->insertObject(hero);
|
|
}
|
|
|
|
void CGameState::placeStartingHeroes()
|
|
{
|
|
logGlobal->debug("\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 (campaign && campaign->playerHasStartingHero(playerColor))
|
|
continue;
|
|
|
|
HeroTypeID heroTypeId = pickNextHeroType(playerColor);
|
|
if(playerSettingPair.second.hero == HeroTypeID::NONE)
|
|
playerSettingPair.second.hero = heroTypeId;
|
|
|
|
placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::removeHeroPlaceholders()
|
|
{
|
|
// remove any hero placeholders that remain on map after (potential) campaign heroes placement
|
|
for(auto obj : map->objects)
|
|
{
|
|
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
{
|
|
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
map->removeBlockVisTiles(heroPlaceholder, true);
|
|
map->instanceNames.erase(obj->instanceName);
|
|
map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
|
delete heroPlaceholder;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initHeroes()
|
|
{
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
|
|
{
|
|
logGlobal->warn("Hero with uninitialized owner!");
|
|
continue;
|
|
}
|
|
|
|
hero->initHero(getRandomGenerator());
|
|
map->allHeroes[hero->getHeroType().getNum()] = hero;
|
|
}
|
|
|
|
// generate boats for all heroes on water
|
|
for(auto hero : map->heroesOnMap)
|
|
{
|
|
assert(map->isInTheMap(hero->visitablePos()));
|
|
const auto & tile = map->getTile(hero->visitablePos());
|
|
if (tile.terType->isWater())
|
|
{
|
|
auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
|
|
auto boat = dynamic_cast<CGBoat*>(handler->create(callback, nullptr));
|
|
handler->configureObject(boat, gs->getRandomGenerator());
|
|
|
|
boat->pos = hero->pos;
|
|
boat->appearance = handler->getTemplates().front();
|
|
boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
|
|
|
|
map->objects.emplace_back(boat);
|
|
|
|
hero->attachToBoat(boat);
|
|
}
|
|
}
|
|
|
|
for(auto obj : map->objects) //prisons
|
|
{
|
|
if(obj && obj->ID == Obj::PRISON)
|
|
{
|
|
auto * hero = dynamic_cast<CGHeroInstance*>(obj.get());
|
|
hero->initHero(getRandomGenerator());
|
|
map->allHeroes[hero->getHeroType().getNum()] = hero;
|
|
}
|
|
}
|
|
|
|
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, ph->getHeroType()))
|
|
continue;
|
|
ph->initHero(getRandomGenerator());
|
|
heroesPool->addHeroToPool(ph);
|
|
heroesToCreate.erase(ph->type->getId());
|
|
|
|
map->allHeroes[ph->getHeroType().getNum()] = ph;
|
|
}
|
|
|
|
for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
|
|
{
|
|
auto * vhi = new CGHeroInstance(callback);
|
|
vhi->initHero(getRandomGenerator(), htype);
|
|
|
|
int typeID = htype.getNum();
|
|
map->allHeroes[typeID] = vhi;
|
|
heroesPool->addHeroToPool(vhi);
|
|
}
|
|
|
|
for(auto & elem : map->disposedHeroes)
|
|
heroesPool->setAvailability(elem.heroId, elem.players);
|
|
|
|
if (campaign)
|
|
campaign->initHeroes();
|
|
}
|
|
|
|
void CGameState::initFogOfWar()
|
|
{
|
|
logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
|
|
|
|
int layers = map->levels();
|
|
for(auto & elem : teams)
|
|
{
|
|
auto & fow = elem.second.fogOfWarMap;
|
|
fow.resize(boost::extents[layers][map->width][map->height]);
|
|
std::fill(fow.data(), fow.data() + fow.num_elements(), 0);
|
|
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
|
std::unordered_set<int3> tiles;
|
|
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
|
|
for(const int3 & tile : tiles)
|
|
{
|
|
elem.second.fogOfWarMap[tile.z][tile.x][tile.y] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initStartingBonus()
|
|
{
|
|
if (scenarioOps->mode == EStartMode::CAMPAIGN)
|
|
return;
|
|
// These are the single scenario bonuses; predefined
|
|
// campaign bonuses are spread out over other init* functions.
|
|
|
|
logGlobal->debug("\tStarting bonuses");
|
|
for(auto & elem : players)
|
|
{
|
|
//starting bonus
|
|
if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
|
|
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));
|
|
|
|
switch(scenarioOps->playerInfos[elem.first].bonus)
|
|
{
|
|
case PlayerStartingBonus::GOLD:
|
|
elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
|
|
break;
|
|
case PlayerStartingBonus::RESOURCE:
|
|
{
|
|
auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
|
|
if(res == EGameResID::WOOD_AND_ORE)
|
|
{
|
|
int amount = getRandomGenerator().nextInt(5, 10);
|
|
elem.second.resources[EGameResID::WOOD] += amount;
|
|
elem.second.resources[EGameResID::ORE] += amount;
|
|
}
|
|
else
|
|
{
|
|
elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
|
|
}
|
|
break;
|
|
}
|
|
case PlayerStartingBonus::ARTIFACT:
|
|
{
|
|
if(elem.second.getHeroes().empty())
|
|
{
|
|
logGlobal->error("Cannot give starting artifact - no heroes!");
|
|
break;
|
|
}
|
|
const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(VLC);
|
|
|
|
CGHeroInstance *hero = elem.second.getHeroes()[0];
|
|
if(!giveHeroArtifact(hero, toGive->getId()))
|
|
logGlobal->error("Cannot give starting artifact - no free slots!");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initTownNames()
|
|
{
|
|
std::map<FactionID, std::vector<int>> availableNames;
|
|
for(const auto & faction : VLC->townh->getDefaultAllowed())
|
|
{
|
|
std::vector<int> potentialNames;
|
|
if(faction.toFaction()->town->getRandomNamesCount() > 0)
|
|
{
|
|
for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i)
|
|
potentialNames.push_back(i);
|
|
|
|
availableNames[faction] = potentialNames;
|
|
}
|
|
}
|
|
|
|
for(auto & vti : map->towns)
|
|
{
|
|
assert(vti->town);
|
|
|
|
if(!vti->getNameTextID().empty())
|
|
continue;
|
|
|
|
FactionID faction = vti->getFaction();
|
|
|
|
if(availableNames.empty())
|
|
{
|
|
logGlobal->warn("Failed to find available name for a random town!");
|
|
vti->setNameTextId("core.genrltxt.508"); // Unnamed
|
|
continue;
|
|
}
|
|
|
|
// If town has no available names (for example - all were picked) - pick names from some other faction that still has names available
|
|
if(!availableNames.count(faction))
|
|
faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;
|
|
|
|
auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());
|
|
vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));
|
|
|
|
availableNames[faction].erase(nameIt);
|
|
if(availableNames[faction].empty())
|
|
availableNames.erase(faction);
|
|
}
|
|
}
|
|
|
|
void CGameState::initTowns()
|
|
{
|
|
logGlobal->debug("\tTowns");
|
|
|
|
if (campaign)
|
|
campaign->initTowns();
|
|
|
|
map->townUniversitySkills.clear();
|
|
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::FIRE_MAGIC));
|
|
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::AIR_MAGIC));
|
|
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC));
|
|
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC));
|
|
|
|
for (auto & vti : map->towns)
|
|
{
|
|
assert(vti->town);
|
|
assert(vti->town->creatures.size() <= GameConstants::CREATURES_PER_TOWN);
|
|
|
|
constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
|
|
constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
|
|
constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7, BuildingID::HORDE_PLACEHOLDER8 };
|
|
|
|
//init buildings
|
|
if(vti->hasBuilt(BuildingID::DEFAULT)) //give standard set of buildings
|
|
{
|
|
vti->removeBuilding(BuildingID::DEFAULT);
|
|
vti->addBuilding(BuildingID::VILLAGE_HALL);
|
|
if(vti->tempOwner != PlayerColor::NEUTRAL)
|
|
vti->addBuilding(BuildingID::TAVERN);
|
|
|
|
auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
|
|
|
|
for(int i = 0; i < definesBuildingsChances.size(); i++)
|
|
{
|
|
if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
|
|
{
|
|
vti->addBuilding(basicDwellings[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// village hall must always exist
|
|
vti->addBuilding(BuildingID::VILLAGE_HALL);
|
|
|
|
//init hordes
|
|
for (int i = 0; i < vti->town->creatures.size(); i++)
|
|
{
|
|
if(vti->hasBuilt(hordes[i])) //if we have horde for this level
|
|
{
|
|
vti->removeBuilding(hordes[i]);//remove old ID
|
|
if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
|
|
{
|
|
vti->addBuilding(BuildingID::HORDE_1);//add it
|
|
//if we have upgraded dwelling as well
|
|
if(vti->hasBuilt(upgradedDwellings[i]))
|
|
vti->addBuilding(BuildingID::HORDE_1_UPGR);//add it as well
|
|
}
|
|
if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
|
|
{
|
|
vti->addBuilding(BuildingID::HORDE_2);
|
|
if(vti->hasBuilt(upgradedDwellings[i]))
|
|
vti->addBuilding(BuildingID::HORDE_2_UPGR);
|
|
}
|
|
}
|
|
}
|
|
|
|
//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
|
|
//But DO NOT remove horde placeholders before they are replaced
|
|
for(const auto & building : vti->getBuildings())
|
|
{
|
|
if(!vti->getTown()->buildings.count(building) || !vti->getTown()->buildings.at(building))
|
|
vti->removeBuilding(building);
|
|
}
|
|
|
|
if(vti->hasBuilt(BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
|
|
vti->removeBuilding(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
|
|
|
|
//Early check for #1444-like problems
|
|
for([[maybe_unused]] const auto & building : vti->getBuildings())
|
|
{
|
|
assert(vti->getTown()->buildings.at(building) != nullptr);
|
|
}
|
|
|
|
//town events
|
|
for(CCastleEvent &ev : vti->events)
|
|
{
|
|
for (int i = 0; i<vti->getTown()->creatures.size(); i++)
|
|
if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
|
|
{
|
|
ev.buildings.erase(hordes[i]);
|
|
if (vti->getTown()->hordeLvl.at(0) == i)
|
|
ev.buildings.insert(BuildingID::HORDE_1);
|
|
if (vti->getTown()->hordeLvl.at(1) == i)
|
|
ev.buildings.insert(BuildingID::HORDE_2);
|
|
}
|
|
}
|
|
//init spells
|
|
vti->spells.resize(GameConstants::SPELL_LEVELS);
|
|
vti->possibleSpells -= SpellID::PRESET;
|
|
for(ui32 z=0; z<vti->obligatorySpells.size();z++)
|
|
{
|
|
const auto * s = vti->obligatorySpells[z].toSpell();
|
|
vti->spells[s->getLevel()-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
while(!vti->possibleSpells.empty())
|
|
{
|
|
ui32 total=0;
|
|
int sel = -1;
|
|
|
|
for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
|
|
total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
|
|
|
|
if (total == 0) // remaining spells have 0 probability
|
|
break;
|
|
|
|
auto r = getRandomGenerator().nextInt(total - 1);
|
|
for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
|
|
{
|
|
r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
|
|
if(r<0)
|
|
{
|
|
sel = ps;
|
|
break;
|
|
}
|
|
}
|
|
if(sel<0)
|
|
sel=0;
|
|
|
|
const auto * s = vti->possibleSpells[sel].toSpell();
|
|
vti->spells[s->getLevel()-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
vti->possibleSpells.clear();
|
|
}
|
|
}
|
|
|
|
void CGameState::initMapObjects()
|
|
{
|
|
logGlobal->debug("\tObject initialization");
|
|
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if (obj && obj->getOwner().isValidPlayer())
|
|
getPlayerState(obj->getOwner())->addOwnedObject(obj);
|
|
}
|
|
|
|
// objCaller->preInit();
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(obj)
|
|
obj->initObj(getRandomGenerator());
|
|
}
|
|
logGlobal->debug("\tObject initialization done");
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj)
|
|
continue;
|
|
|
|
switch(obj->ID.toEnum())
|
|
{
|
|
case Obj::QUEST_GUARD:
|
|
case Obj::SEER_HUT:
|
|
{
|
|
auto * q = dynamic_cast<CGSeerHut *>(obj);
|
|
assert (q);
|
|
q->setObjToKill();
|
|
}
|
|
}
|
|
}
|
|
CGSubterraneanGate::postInit(callback); //pairing subterranean gates
|
|
|
|
map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
|
|
}
|
|
|
|
void CGameState::placeHeroesInTowns()
|
|
{
|
|
for(auto & player : players)
|
|
{
|
|
if(player.first == PlayerColor::NEUTRAL)
|
|
continue;
|
|
|
|
for(CGHeroInstance * h : player.second.getHeroes())
|
|
{
|
|
for(CGTownInstance * t : player.second.getTowns())
|
|
{
|
|
if(h->visitablePos().z != t->visitablePos().z)
|
|
continue;
|
|
|
|
bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
|
|
|
|
// current hero position is at one of blocking tiles of current town
|
|
// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
|
|
if (heroOnTownBlockableTile)
|
|
{
|
|
int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
|
|
|
|
map->removeBlockVisTiles(h);
|
|
h->pos = correctedPos;
|
|
map->addBlockVisTiles(h);
|
|
|
|
assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initVisitingAndGarrisonedHeroes()
|
|
{
|
|
for(auto & player : players)
|
|
{
|
|
if(player.first == PlayerColor::NEUTRAL)
|
|
continue;
|
|
|
|
//init visiting and garrisoned heroes
|
|
for(CGHeroInstance * h : player.second.getHeroes())
|
|
{
|
|
for(CGTownInstance * t : player.second.getTowns())
|
|
{
|
|
if(h->visitablePos().z != t->visitablePos().z)
|
|
continue;
|
|
|
|
if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
|
|
{
|
|
assert(t->visitingHero == nullptr);
|
|
t->setVisitingHero(h);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto hero : map->heroesOnMap)
|
|
{
|
|
if (hero->visitedTown)
|
|
{
|
|
assert (hero->visitedTown->visitingHero == hero);
|
|
}
|
|
}
|
|
}
|
|
|
|
const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
|
|
{
|
|
if (!player.isValidPlayer())
|
|
return nullptr;
|
|
|
|
for (const auto & battlePtr : currentBattles)
|
|
if (battlePtr->getSide(BattleSide::ATTACKER).color == player || battlePtr->getSide(BattleSide::DEFENDER).color == player)
|
|
return battlePtr.get();
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const BattleInfo * CGameState::getBattle(const BattleID & battle) const
|
|
{
|
|
for (const auto & battlePtr : currentBattles)
|
|
if (battlePtr->battleID == battle)
|
|
return battlePtr.get();
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
BattleInfo * CGameState::getBattle(const BattleID & battle)
|
|
{
|
|
for (const auto & battlePtr : currentBattles)
|
|
if (battlePtr->battleID == battle)
|
|
return battlePtr.get();
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand)
|
|
{
|
|
assert(tile.valid());
|
|
|
|
if(!tile.valid())
|
|
return BattleField::NONE;
|
|
|
|
const TerrainTile &t = map->getTile(tile);
|
|
|
|
auto * topObject = t.visitableObjects.front();
|
|
if(topObject && topObject->getBattlefield() != BattleField::NONE)
|
|
{
|
|
return topObject->getBattlefield();
|
|
}
|
|
|
|
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;
|
|
|
|
auto customBattlefield = obj->getBattlefield();
|
|
|
|
if(customBattlefield != BattleField::NONE)
|
|
return customBattlefield;
|
|
}
|
|
|
|
if(map->isCoastalTile(tile)) //coastal tile is always ground
|
|
return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
|
|
|
|
if (t.terType->battleFields.empty())
|
|
throw std::runtime_error("Failed to find battlefield for terrain " + t.terType->getJsonKey());
|
|
|
|
return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
|
|
}
|
|
|
|
void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
|
|
{
|
|
assert(obj);
|
|
assert(obj->hasStackAtSlot(stackPos));
|
|
|
|
out = fillUpgradeInfo(obj->getStack(stackPos));
|
|
}
|
|
|
|
UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
|
|
{
|
|
UpgradeInfo ret;
|
|
const CCreature *base = stack.type;
|
|
|
|
if (stack.armyObj->ID == Obj::HERO)
|
|
{
|
|
auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
|
|
hero->fillUpgradeInfo(ret, stack);
|
|
|
|
if (hero->visitedTown)
|
|
{
|
|
hero->visitedTown->fillUpgradeInfo(ret, stack);
|
|
}
|
|
else
|
|
{
|
|
auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
|
|
auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
|
|
if (object != hero && upgradeSource != nullptr)
|
|
upgradeSource->fillUpgradeInfo(ret, stack);
|
|
}
|
|
}
|
|
|
|
if (stack.armyObj->ID == Obj::TOWN)
|
|
{
|
|
auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
|
|
town->fillUpgradeInfo(ret, stack);
|
|
}
|
|
|
|
if(!ret.newID.empty())
|
|
ret.oldID = base->getId();
|
|
|
|
for (ResourceSet &cost : ret.cost)
|
|
cost.positive(); //upgrade cost can't be negative, ignore missing resources
|
|
|
|
return ret;
|
|
}
|
|
|
|
PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
|
|
{
|
|
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::apply(CPackForClient *pack)
|
|
{
|
|
pack->applyGs(this);
|
|
}
|
|
|
|
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
|
|
{
|
|
calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
|
|
}
|
|
|
|
void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
|
|
{
|
|
//FIXME: creating pathfinder is costly, maybe reset / clear is enough?
|
|
CPathfinder pathfinder(this, config);
|
|
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->isBlockedVisitable())
|
|
{
|
|
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.z][pos.x][pos.y];
|
|
}
|
|
|
|
RumorState CGameState::pickNewRumor()
|
|
{
|
|
RumorState newRumor;
|
|
|
|
static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
|
|
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
|
|
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
|
|
if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
|
|
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
|
|
|
|
int rumorId = -1;
|
|
int rumorExtra = -1;
|
|
auto & rand = getRandomGenerator();
|
|
newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
|
|
|
|
do
|
|
{
|
|
switch(newRumor.type)
|
|
{
|
|
case RumorState::TYPE_SPECIAL:
|
|
{
|
|
SThievesGuildInfo tgi;
|
|
obtainPlayersStats(tgi, 20);
|
|
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
|
|
if(rumorId == RumorState::RUMOR_GRAIL)
|
|
{
|
|
rumorExtra = getTile(map->grailPos)->terType->getIndex();
|
|
break;
|
|
}
|
|
|
|
std::vector<PlayerColor> players = {};
|
|
switch(rumorId)
|
|
{
|
|
case RumorState::RUMOR_OBELISKS:
|
|
players = tgi.obelisks[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_ARTIFACTS:
|
|
players = tgi.artifacts[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_ARMY:
|
|
players = tgi.army[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_INCOME:
|
|
players = tgi.income[0];
|
|
break;
|
|
}
|
|
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
|
|
|
|
break;
|
|
}
|
|
case RumorState::TYPE_MAP:
|
|
// Makes sure that map rumors only used if there enough rumors too choose from
|
|
if(!map->rumors.empty() && (map->rumors.size() > 1 || !currentRumor.last.count(RumorState::TYPE_MAP)))
|
|
{
|
|
rumorId = rand.nextInt((int)map->rumors.size() - 1);
|
|
break;
|
|
}
|
|
else
|
|
newRumor.type = RumorState::TYPE_RAND;
|
|
[[fallthrough]];
|
|
|
|
case RumorState::TYPE_RAND:
|
|
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
|
|
rumorId = rand.nextInt((int)vector.size() - 1);
|
|
|
|
break;
|
|
}
|
|
}
|
|
while(!newRumor.update(rumorId, rumorExtra));
|
|
|
|
return newRumor;
|
|
}
|
|
|
|
bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
|
|
{
|
|
if (!map->isInTheMap(pos))
|
|
return false;
|
|
if (!player)
|
|
return true;
|
|
if(player == PlayerColor::NEUTRAL)
|
|
return false;
|
|
if(player->isSpectator())
|
|
return true;
|
|
|
|
return getPlayerTeam(*player)->fogOfWarMap[pos.z][pos.x][pos.y];
|
|
}
|
|
|
|
bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
|
|
{
|
|
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(const PlayerColor & player) const
|
|
{
|
|
const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
|
|
const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
|
|
const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
|
|
const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
|
|
|
|
auto evaluateEvent = [=](const EventCondition & condition)
|
|
{
|
|
return this->checkForVictory(player, condition);
|
|
};
|
|
|
|
const PlayerState *p = CGameInfoCallback::getPlayerState(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(const PlayerColor & player, const EventCondition & condition) const
|
|
{
|
|
const PlayerState *p = CGameInfoCallback::getPlayerState(player);
|
|
switch (condition.condition)
|
|
{
|
|
case EventCondition::STANDARD_WIN:
|
|
{
|
|
return player == checkForStandardWin();
|
|
}
|
|
case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
|
|
{
|
|
for(const auto & elem : p->getHeroes())
|
|
if(elem->hasArt(condition.objectType.as<ArtifactID>()))
|
|
return true;
|
|
return false;
|
|
}
|
|
case EventCondition::HAVE_CREATURES:
|
|
{
|
|
//check if in players armies there is enough creatures
|
|
int total = 0; //creature counter
|
|
for(auto object : map->objects)
|
|
{
|
|
const auto * ai = dynamic_cast<const CArmedInstance *>(object.get());
|
|
if(ai && ai->getOwner() == player)
|
|
{
|
|
for(const auto & elem : ai->Slots()) //iterate through army
|
|
if(elem.second->getId() == condition.objectType.as<CreatureID>()) //it's searched creature
|
|
total += elem.second->count;
|
|
}
|
|
}
|
|
return total >= condition.value;
|
|
}
|
|
case EventCondition::HAVE_RESOURCES:
|
|
{
|
|
return p->resources[condition.objectType.as<GameResID>()] >= condition.value;
|
|
}
|
|
case EventCondition::HAVE_BUILDING:
|
|
{
|
|
if (condition.objectID != ObjectInstanceID::NONE) // specific town
|
|
{
|
|
const auto * t = getTown(condition.objectID);
|
|
return (t->tempOwner == player && t->hasBuilt(condition.objectType.as<BuildingID>()));
|
|
}
|
|
else // any town
|
|
{
|
|
for (const CGTownInstance * t : p->getTowns())
|
|
{
|
|
if (t->hasBuilt(condition.objectType.as<BuildingID>()))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
case EventCondition::DESTROY:
|
|
{
|
|
if (condition.objectID != ObjectInstanceID::NONE) // mode A - destroy specific object of this type
|
|
{
|
|
return p->destroyedObjects.count(condition.objectID);
|
|
}
|
|
else
|
|
{
|
|
for(const auto & elem : map->objects) // mode B - destroy all objects of this type
|
|
{
|
|
if(elem && elem->ID == condition.objectType.as<MapObjectID>())
|
|
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
|
|
const auto * team = CGameInfoCallback::getPlayerTeam(player);
|
|
|
|
if (condition.objectID != ObjectInstanceID::NONE) // mode A - flag one specific object, like town
|
|
{
|
|
const auto * object = getObjInstance(condition.objectID);
|
|
|
|
if (!object)
|
|
return false;
|
|
return team->players.count(object->getOwner()) != 0;
|
|
}
|
|
else
|
|
{
|
|
for(const auto & elem : map->objects) // mode B - flag all objects of this type
|
|
{
|
|
//check not flagged objs
|
|
if ( elem && elem->ID == condition.objectType.as<MapObjectID>() && team->players.count(elem->getOwner()) == 0 )
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
case EventCondition::TRANSPORT:
|
|
{
|
|
const auto * t = getTown(condition.objectID);
|
|
return (t->visitingHero && t->visitingHero->getOwner() == player && t->visitingHero->hasArt(condition.objectType.as<ArtifactID>())) ||
|
|
(t->garrisonHero && t->garrisonHero->getOwner() == player && t->garrisonHero->hasArt(condition.objectType.as<ArtifactID>()));
|
|
}
|
|
case EventCondition::DAYS_PASSED:
|
|
{
|
|
return (si32)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 >= condition.value;
|
|
else
|
|
return false;
|
|
}
|
|
case EventCondition::CONST_VALUE:
|
|
{
|
|
return condition.value; // just convert to bool
|
|
}
|
|
default:
|
|
logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
PlayerColor CGameState::checkForStandardWin() const
|
|
{
|
|
//std victory condition is:
|
|
//all enemies lost
|
|
PlayerColor supposedWinner = PlayerColor::NEUTRAL;
|
|
TeamID winnerTeam = TeamID::NO_TEAM;
|
|
for(const auto & elem : players)
|
|
{
|
|
if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
|
|
{
|
|
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(const PlayerColor & player) const
|
|
{
|
|
//std loss condition is: player lost all towns and heroes
|
|
const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
|
|
return pState.checkVanquished();
|
|
}
|
|
|
|
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
{
|
|
auto playerInactive = [&](const 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 = Statistic::getRank(stats); \
|
|
}
|
|
|
|
for(auto & elem : players)
|
|
{
|
|
if(!playerInactive(elem.second.color))
|
|
tgi.playerColors.push_back(elem.second.color);
|
|
}
|
|
|
|
if(level >= 0) //num of towns & num of heroes
|
|
{
|
|
//num of towns
|
|
FILL_FIELD(numOfTowns, g->second.getTowns().size())
|
|
//num of heroes
|
|
FILL_FIELD(numOfHeroes, g->second.getHeroes().size())
|
|
}
|
|
if(level >= 1) //best hero's portrait
|
|
{
|
|
for(const auto & player : players)
|
|
{
|
|
if(playerInactive(player.second.color))
|
|
continue;
|
|
const CGHeroInstance * best = Statistic::findBestHero(this, player.second.color);
|
|
InfoAboutHero iah;
|
|
iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
|
|
iah.army.clear();
|
|
tgi.colorToBestHero[player.second.color] = iah;
|
|
}
|
|
}
|
|
if(level >= 2) //gold
|
|
{
|
|
FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
|
|
}
|
|
if(level >= 2) //wood & ore
|
|
{
|
|
FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
|
|
}
|
|
if(level >= 3) //mercury, sulfur, crystal, gems
|
|
{
|
|
FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
|
|
}
|
|
if(level >= 3) //obelisks found
|
|
{
|
|
FILL_FIELD(obelisks, Statistic::getObeliskVisited(gs, gs->getPlayerTeam(g->second.color)->id))
|
|
}
|
|
if(level >= 4) //artifacts
|
|
{
|
|
FILL_FIELD(artifacts, Statistic::getNumberOfArts(&g->second))
|
|
}
|
|
if(level >= 4) //army strength
|
|
{
|
|
FILL_FIELD(army, Statistic::getArmyStrength(&g->second))
|
|
}
|
|
if(level >= 5) //income
|
|
{
|
|
FILL_FIELD(income, Statistic::getIncome(gs, &g->second))
|
|
}
|
|
if(level >= 2) //best hero's stats
|
|
{
|
|
//already set in lvl 1 handling
|
|
}
|
|
if(level >= 3) //personality
|
|
{
|
|
for(const auto & player : players)
|
|
{
|
|
if(playerInactive(player.second.color)) //do nothing for neutral player
|
|
continue;
|
|
if(player.second.human)
|
|
{
|
|
tgi.personality[player.second.color] = EAiTactic::NONE;
|
|
}
|
|
else //AI
|
|
{
|
|
tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
|
|
}
|
|
|
|
}
|
|
}
|
|
if(level >= 4) //best creature
|
|
{
|
|
//best creatures belonging to player (highest AI value)
|
|
for(const auto & player : players)
|
|
{
|
|
if(playerInactive(player.second.color)) //do nothing for neutral player
|
|
continue;
|
|
CreatureID bestCre; //best creature's ID
|
|
for(const auto & elem : player.second.getHeroes())
|
|
{
|
|
for(const auto & it : elem->Slots())
|
|
{
|
|
CreatureID toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
|
|
if(bestCre == CreatureID::NONE || bestCre.toEntity(VLC)->getAIValue() < toCmp.toEntity(VLC)->getAIValue())
|
|
{
|
|
bestCre = toCmp;
|
|
}
|
|
}
|
|
}
|
|
tgi.bestCreature[player.second.color] = bestCre;
|
|
}
|
|
}
|
|
|
|
#undef FILL_FIELD
|
|
}
|
|
|
|
void CGameState::buildBonusSystemTree()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
|
|
for(CGTownInstance *t : map->towns)
|
|
{
|
|
t->deserializationFix();
|
|
}
|
|
}
|
|
|
|
void CGameState::deserializationFix()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
}
|
|
|
|
void CGameState::buildGlobalTeamPlayerTree()
|
|
{
|
|
for(auto & team : teams)
|
|
{
|
|
TeamState * t = &team.second;
|
|
t->attachTo(globalEffects);
|
|
|
|
for(const PlayerColor & teamMember : team.second.players)
|
|
{
|
|
PlayerState *p = getPlayerState(teamMember);
|
|
assert(p);
|
|
p->attachTo(*t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::attachArmedObjects()
|
|
{
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
|
|
{
|
|
armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
|
|
{
|
|
CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(aid);
|
|
map->addNewArtifactInstance(ai);
|
|
auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
|
|
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
|
|
{
|
|
ai->putAt(*h, slot);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
|
|
{
|
|
std::set<HeroTypeID> ret = map->allowedHeroes;
|
|
|
|
for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
|
|
{
|
|
if(playerSettingPair.second.hero != HeroTypeID::RANDOM)
|
|
ret -= HeroTypeID(playerSettingPair.second.hero);
|
|
}
|
|
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if(hero->type)
|
|
ret -= hero->type->getId();
|
|
else
|
|
ret -= hero->getHeroType();
|
|
}
|
|
|
|
for(auto obj : map->objects) //prisons
|
|
{
|
|
auto * hero = dynamic_cast<const CGHeroInstance *>(obj.get());
|
|
if(hero && hero->ID == Obj::PRISON)
|
|
ret -= hero->getHeroType();
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameState::isUsedHero(const HeroTypeID & hid) const
|
|
{
|
|
return getUsedHero(hid);
|
|
}
|
|
|
|
CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
|
|
{
|
|
for(auto obj : map->objects) //prisons
|
|
{
|
|
if (!obj)
|
|
continue;
|
|
|
|
if ( obj->ID !=Obj::PRISON && obj->ID != Obj::HERO)
|
|
continue;
|
|
|
|
auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
|
|
assert(hero);
|
|
|
|
if (hero->getHeroType() == hid)
|
|
return hero;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
|
|
|
|
TeamState::TeamState()
|
|
{
|
|
setNodeType(TEAM);
|
|
}
|
|
|
|
vstd::RNG & CGameState::getRandomGenerator()
|
|
{
|
|
return callback->getRandomGenerator();
|
|
}
|
|
|
|
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts)
|
|
{
|
|
std::set<ArtifactID> potentialPicks;
|
|
|
|
// Select artifacts that satisfy provided criteria
|
|
for (auto const & artifactID : map->allowedArtifact)
|
|
{
|
|
if (!VLC->arth->legalArtifact(artifactID))
|
|
continue;
|
|
|
|
auto const * artifact = artifactID.toArtifact();
|
|
|
|
assert(artifact->aClass != CArtifact::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized
|
|
|
|
if ((flags & CArtifact::ART_TREASURE) == 0 && artifact->aClass == CArtifact::ART_TREASURE)
|
|
continue;
|
|
|
|
if ((flags & CArtifact::ART_MINOR) == 0 && artifact->aClass == CArtifact::ART_MINOR)
|
|
continue;
|
|
|
|
if ((flags & CArtifact::ART_MAJOR) == 0 && artifact->aClass == CArtifact::ART_MAJOR)
|
|
continue;
|
|
|
|
if ((flags & CArtifact::ART_RELIC) == 0 && artifact->aClass == CArtifact::ART_RELIC)
|
|
continue;
|
|
|
|
if (!accepts(artifact->getId()))
|
|
continue;
|
|
|
|
potentialPicks.insert(artifact->getId());
|
|
}
|
|
|
|
return pickRandomArtifact(rand, potentialPicks);
|
|
}
|
|
|
|
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> potentialPicks)
|
|
{
|
|
// No allowed artifacts at all - give Grail - this can't be banned (hopefully)
|
|
// FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior
|
|
if (potentialPicks.empty())
|
|
{
|
|
logGlobal->warn("Failed to find artifact that matches requested parameters!");
|
|
return ArtifactID::GRAIL;
|
|
}
|
|
|
|
// Find how many times least used artifacts were picked by randomizer
|
|
int leastUsedTimes = std::numeric_limits<int>::max();
|
|
for (auto const & artifact : potentialPicks)
|
|
if (allocatedArtifacts[artifact] < leastUsedTimes)
|
|
leastUsedTimes = allocatedArtifacts[artifact];
|
|
|
|
// Pick all artifacts that were used least number of times
|
|
std::set<ArtifactID> preferredPicks;
|
|
for (auto const & artifact : potentialPicks)
|
|
if (allocatedArtifacts[artifact] == leastUsedTimes)
|
|
preferredPicks.insert(artifact);
|
|
|
|
assert(!preferredPicks.empty());
|
|
|
|
ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, rand);
|
|
allocatedArtifacts[artID] += 1; // record +1 more usage
|
|
return artID;
|
|
}
|
|
|
|
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts)
|
|
{
|
|
return pickRandomArtifact(rand, 0xff, std::move(accepts));
|
|
}
|
|
|
|
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags)
|
|
{
|
|
return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; });
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|