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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00
Files
vcmi/lib/callback/CGameInfoCallback.cpp
Ivan Savenko 24def2ed16 Icons for heroes on minimap
VCMI will now show icons for all heroes on visible part of minimap to
help with readability on large maps

Old behavior can be enable via toggle in game settings menu
2025-05-27 18:38:44 +03:00

995 lines
28 KiB
C++

/*
* CGameInfoCallback.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGameInfoCallback.h"
#include "../entities/building/CBuilding.h"
#include "../gameState/CGameState.h"
#include "../gameState/UpgradeInfo.h"
#include "../gameState/InfoAboutArmy.h"
#include "../gameState/TavernHeroesPool.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/MiscObjects.h"
#include "../StartInfo.h"
#include "../battle/BattleInfo.h"
#include "../IGameSettings.h"
#include "../spells/CSpellHandler.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
VCMI_LIB_NAMESPACE_BEGIN
//TODO make clean
#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->error("%s: %s",BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
#define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return;}} while(0)
#define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const
{
const CGObjectInstance *obj = getObj(heroID);
ERROR_RET_VAL_IF(!obj, "No such object!", PlayerColor::CANNOT_DETERMINE);
return obj->tempOwner;
}
int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const
{
const PlayerState *p = getPlayerState(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
ERROR_RET_VAL_IF(p->resources.size() <= which.getNum() || which.getNum() < 0, "No such resource!", -1);
return p->resources[which];
}
const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
{
return &gameState().getStartInfo()->getIthPlayersSettings(color);
}
bool CGameInfoCallback::isAllowed(SpellID id) const
{
return gameState().getMap().allowedSpells.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(ArtifactID id) const
{
return gameState().getMap().allowedArtifact.count(id) != 0;
}
bool CGameInfoCallback::isAllowed(SecondarySkill id) const
{
return gameState().getMap().allowedAbilities.count(id) != 0;
}
std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
{
return std::nullopt;
}
const Player * CGameInfoCallback::getPlayer(PlayerColor color) const
{
return getPlayerState(color, false);
}
const PlayerState * CGameInfoCallback::getPlayerState(PlayerColor color, bool verbose) const
{
//function written from scratch since it's accessed A LOT by AI
if(!color.isValidPlayer())
{
return nullptr;
}
auto player = gameState().players.find(color);
if (player != gameState().players.end())
{
if (hasAccess(color))
return &player->second;
else
{
if (verbose)
logGlobal->error("Cannot access player %d info!", color);
return nullptr;
}
}
else
{
if (verbose)
logGlobal->error("Cannot find player %d info!", color);
return nullptr;
}
}
TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const
{
if(!color.isValidPlayer())
{
return TurnTimerInfo{};
}
auto player = gameState().players.find(color);
if(player != gameState().players.end())
{
return player->second.turnTimer;
}
return TurnTimerInfo{};
}
/************************************************************************/
/* */
/************************************************************************/
const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
{
if (!objid.hasValue())
{
if(verbose)
logGlobal->error("Cannot get object with id %d. No such object", objid.getNum());
return nullptr;
}
const CGObjectInstance *ret = gameState().getMap().getObject(objid);
if(!ret)
{
if(verbose)
logGlobal->error("Cannot get object with id %d. Object was removed", objid.getNum());
return nullptr;
}
if(getPlayerID().has_value() && !isVisibleFor(ret, *getPlayerID()) && ret->tempOwner != getPlayerID())
{
if(verbose)
logGlobal->error("Cannot get object with id %d. Object is not visible.", objid.getNum());
return nullptr;
}
return ret;
}
const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGHeroInstance*>(obj);
else
return nullptr;
}
const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGTownInstance*>(obj);
else
return nullptr;
}
const IMarket * CGameInfoCallback::getMarket(ObjectInstanceID objid) const
{
const CGObjectInstance * obj = getObj(objid, false);
if(obj)
return dynamic_cast<const IMarket*>(obj);
else
return nullptr;
}
void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo & out) const
{
ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
const auto & stack = obj->getStack(stackPos);
const CCreature *base = stack.getCreature();
UpgradeInfo ret(base->getId());
if (stack.getArmy()->ID == Obj::HERO)
{
auto hero = dynamic_cast<const CGHeroInstance *>(stack.getArmy());
hero->fillUpgradeInfo(ret, stack);
if (hero->getVisitedTown())
{
hero->getVisitedTown()->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.getArmy()->ID == Obj::TOWN)
{
auto town = dynamic_cast<const CGTownInstance *>(stack.getArmy());
town->fillUpgradeInfo(ret, stack);
}
out = ret;
}
const StartInfo * CGameInfoCallback::getStartInfo() const
{
return gameState().getStartInfo();
}
const StartInfo * CGameInfoCallback::getInitialStartInfo() const
{
return gameState().getInitialStartInfo();
}
int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
{
ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
//if there is a battle
auto casterBattle = gameState().getBattle(caster->getOwner());
if(casterBattle)
return casterBattle->battleGetSpellCost(sp, caster);
//if there is no battle
return caster->getSpellCost(sp);
}
int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
{
ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1);
if(hero) //we see hero's spellbook
return sp->calculateDamage(hero);
else
return 0; //mage guild
}
void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
{
ERROR_RET_IF(!obj, "No guild object!");
ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!");
//TODO: advmap object -> check if they're visited by our hero
if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
{
int taverns = gameState().players.at(*getPlayerID()).valOfBonuses(BonusType::THIEVES_GUILD_ACCESS);
gameState().obtainPlayersStats(thi, taverns);
}
else if(obj->ID == Obj::DEN_OF_THIEVES)
{
gameState().obtainPlayersStats(thi, 20);
}
}
int CGameInfoCallback::howManyTowns(PlayerColor Player) const
{
ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
return static_cast<int>(gameState().players.at(Player).getTowns().size());
}
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
{
ERROR_RET_VAL_IF(getPlayerID().has_value() && !isVisibleFor(town, *getPlayerID()), "Town is not visible!", false); //it's not a town or it's not visible for layer
bool detailed = hasAccess(town->tempOwner);
if(town->ID == Obj::TOWN)
{
if(!detailed && nullptr != selectedObject)
{
const auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
detailed = selectedHero->hasVisions(town, BonusCustomSubtype::visionsTowns);
}
dest.initFromTown(dynamic_cast<const CGTownInstance *>(town), detailed);
}
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
dest.initFromArmy(dynamic_cast<const CArmedInstance *>(town), detailed);
else
return false;
return true;
}
const IGameSettings & CGameInfoCallback::getSettings() const
{
return gameState().getSettings();
}
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
return gameState().getMap().guardingCreaturePositions[pos.z][pos.x][pos.y];
}
std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
std::vector<const CGObjectInstance*> ret;
for(auto * cr : gameState().guardingCreatures(pos))
{
ret.push_back(cr);
}
return ret;
}
bool CGameInfoCallback::isTileGuardedUnchecked(int3 tile) const
{
return !gameState().guardingCreatures(tile).empty();
}
bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const
{
const auto * h = dynamic_cast<const CGHeroInstance *>(hero);
ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC;
if(hasAccess(h->tempOwner))
infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
if (infoLevel == InfoAboutHero::EInfoLevel::BASIC)
{
auto ourBattle = gameState().getBattle(*getPlayerID());
if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data
infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
else
ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false);
}
if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)
{
const auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
if(selectedHero->hasVisions(hero, BonusCustomSubtype::visionsHeroes))
infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
}
dest.initFromHero(h, infoLevel);
//DISGUISED bonus implementation
if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES)
{
//todo: bonus cashing
int disguiseLevel = h->valOfBonuses(BonusType::DISGUISED);
auto doBasicDisguise = [](InfoAboutHero & info)
{
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(auto & elem : info.army)
{
if(static_cast<int>(elem.second.getCreature()->getAIValue()) > maxAIValue)
{
maxAIValue = elem.second.getCreature()->getAIValue();
mostStrong = elem.second.getCreature();
}
}
if(nullptr == mostStrong)//just in case
logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack");
else
for(auto & elem : info.army)
{
elem.second.setType(mostStrong);
}
};
auto doAdvancedDisguise = [&doBasicDisguise](InfoAboutHero & info)
{
doBasicDisguise(info);
for(auto & elem : info.army)
elem.second.setCount(0);
};
auto doExpertDisguise = [this,h](InfoAboutHero & info)
{
for(auto & elem : info.army)
elem.second.setCount(0);
const auto factionIndex = getStartInfo()->playerInfos.at(h->tempOwner).castle;
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(const auto & creature : LIBRARY->creh->objects)
{
if(creature->getFactionID() == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
{
maxAIValue = creature->getAIValue();
mostStrong = creature.get();
}
}
if(nullptr != mostStrong) //possible, faction may have no creatures at all
for(auto & elem : info.army)
elem.second.setType(mostStrong);
};
switch (disguiseLevel)
{
case 0:
//no bonus at all - do nothing
break;
case 1:
doBasicDisguise(dest);
break;
case 2:
doAdvancedDisguise(dest);
break;
case 3:
doExpertDisguise(dest);
break;
default:
//invalid value
logGlobal->error("CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value %d", disguiseLevel);
break;
}
}
return true;
}
int CGameInfoCallback::getDate(Date mode) const
{
return gameState().getDate(mode);
}
bool CGameInfoCallback::isVisibleFor(int3 pos, PlayerColor player) const
{
return gameState().isVisibleFor(pos, player);
}
bool CGameInfoCallback::isVisible(int3 pos) const
{
if (!getPlayerID().has_value())
return true; // weird, but we do have such calls
return gameState().isVisibleFor(pos, *getPlayerID());
}
bool CGameInfoCallback::isVisibleFor(const CGObjectInstance * obj, PlayerColor player) const
{
return gameState().isVisibleFor(obj, player);
}
bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
{
if (!getPlayerID().has_value())
return true; // weird, but we do have such calls
return gameState().isVisibleFor(obj, *getPlayerID());
}
std::vector <const CGObjectInstance *> CGameInfoCallback::getBlockingObjs( int3 pos ) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
for(const auto & objID : t->blockingObjects)
ret.push_back(getObj(objID));
return ret;
}
std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos.toString() + " is not visible!", ret);
for(const auto & objID : t->visitableObjects)
{
const auto & object = getObj(objID, false);
if (!object)
continue; // event - visitable, but not visible
if(!getPlayerID().has_value() || object->ID != Obj::EVENT) //hide events from players
ret.push_back(object);
}
return ret;
}
std::vector<const CGObjectInstance *> CGameInfoCallback::getAllVisitableObjs() const
{
std::vector<const CGObjectInstance *> ret;
for(auto & obj : gameState().getMap().getObjects())
if(obj->isVisitable() && obj->ID != Obj::EVENT && isVisible(obj))
ret.push_back(obj);
return ret;
}
const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const
{
return vstd::backOrNull(getVisitableObjs(pos));
}
std::vector <const CGObjectInstance *> CGameInfoCallback::getFlaggableObjects(int3 pos) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
for(const auto & objectID : t->blockingObjects)
{
const auto * obj = getObj(objectID);
if(obj->tempOwner != PlayerColor::UNFLAGGABLE)
ret.push_back(obj);
}
return ret;
}
int3 CGameInfoCallback::getMapSize() const
{
return int3(gameState().getMap().width, gameState().getMap().height, gameState().getMap().twoLevel ? 2 : 1);
}
std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
{
ASSERT_IF_CALLED_WITH_PLAYER
std::vector<const CGHeroInstance *> ret;
//TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done
const CGTownInstance * town = getTown(townOrTavern->id);
if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))
return gameState().heroesPool->getHeroesFor(*getPlayerID());
return ret;
}
const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
{
if(isVisible(tile))
return &gameState().getMap().getTile(tile);
if(verbose)
logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!");
return nullptr;
}
const TerrainTile * CGameInfoCallback::getTileUnchecked(int3 tile) const
{
if (isInTheMap(tile))
return &gameState().getMap().getTile(tile);
return nullptr;
}
EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) const
{
if(!isVisible(tile))
return EDiggingStatus::UNKNOWN;
for(const auto & object : gameState().getMap().getObjects())
{
if(object->ID == Obj::HOLE && object->anchorPos() == tile)
return EDiggingStatus::TILE_OCCUPIED;
}
return getTile(tile)->getDiggingStatus();
}
EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ) const
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
if(!t->getTown()->buildings.count(ID))
return EBuildingState::BUILDING_ERROR;
const auto & building = t->getTown()->buildings.at(ID);
if(t->hasBuilt(ID)) //already built
return EBuildingState::ALREADY_PRESENT;
//can we build it?
if(vstd::contains(t->forbiddenBuildings, ID))
return EBuildingState::FORBIDDEN; //forbidden
auto possiblyNotBuiltTest = [&](const BuildingID & id) -> bool
{
return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id));
};
std::function<bool(BuildingID id)> allowedTest = [&](const BuildingID & id) -> bool
{
return !vstd::contains(t->forbiddenBuildings, id);
};
if (!t->genBuildingRequirements(ID, true).satisfiable(allowedTest, possiblyNotBuiltTest))
return EBuildingState::FORBIDDEN;
if(ID == BuildingID::CAPITOL)
{
const PlayerState *ps = getPlayerState(t->tempOwner, false);
if(ps)
{
for(const CGTownInstance *town : ps->getTowns())
{
if(town->hasBuilt(BuildingID::CAPITOL))
{
return EBuildingState::HAVE_CAPITAL; //no more than one capitol
}
}
}
}
else if(ID == BuildingID::SHIPYARD)
{
const TerrainTile *tile = getTile(t->bestLocation(), false);
if(!tile || !tile->isWater())
return EBuildingState::NO_WATER; //lack of water
}
auto buildTest = [&](const BuildingID & id) -> bool
{
return t->hasBuilt(id);
};
if (!t->genBuildingRequirements(ID).test(buildTest))
return EBuildingState::PREREQUIRES;
if(t->built >= getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
return EBuildingState::CANT_BUILD_TODAY; //building limit
//checking resources
if(!building->resources.canBeAfforded(getPlayerState(t->tempOwner)->resources))
return EBuildingState::NO_RESOURCES; //lack of res
return EBuildingState::ALLOWED;
}
const CMapHeader * CGameInfoCallback::getMapHeader() const
{
return &gameState().getMap();
}
bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
{
return !getPlayerID() || getPlayerID()->isSpectator() || getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
}
EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
{
const PlayerState *ps = gameState().getPlayerState(player, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG);
return ps->status;
}
std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
{
MetaString text;
text.appendLocalString(EMetaText::GENERAL_TXT, 216);
std::string extraText;
if(gameState().currentRumor.type == RumorState::TYPE_NONE)
return text.toString();
auto rumor = gameState().currentRumor.last.at(gameState().currentRumor.type);
switch(gameState().currentRumor.type)
{
case RumorState::TYPE_SPECIAL:
text.replaceLocalString(EMetaText::GENERAL_TXT, rumor.first);
if(rumor.first == RumorState::RUMOR_GRAIL)
text.replaceTextID(TextIdentifier("core", "arraytxt", 158 + rumor.second).get());
else
text.replaceTextID(TextIdentifier("core", "plcolors", rumor.second).get());
break;
case RumorState::TYPE_MAP:
text.replaceRawString(gameState().getMap().rumors[rumor.first].text.toString());
break;
case RumorState::TYPE_RAND:
text.replaceTextID(TextIdentifier("core", "randtvrn", rumor.first).get());
break;
}
return text.toString();
}
PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
{
return gameState().getPlayerRelations(color1, color2);
}
bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
{
return !obj || hasAccess(obj->tempOwner);
}
int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const
{
int ret = 0;
const PlayerState *p = gameState().getPlayerState(player);
ERROR_RET_VAL_IF(!p, "No such player!", -1);
if(includeGarrisoned)
return static_cast<int>(p->getHeroes().size());
else
for(const auto & elem : p->getHeroes())
if(!elem->isGarrisoned())
ret++;
return ret;
}
std::vector<const CGHeroInstance*> CGameInfoCallback::getHeroes(PlayerColor player) const
{
std::vector<const CGHeroInstance*> ret;
const PlayerState *p = gameState().getPlayerState(player);
ERROR_RET_VAL_IF(!p, "No such player!", ret);
for(const auto & hero : p->getHeroes())
{
if(!getPlayerID().has_value() || isVisibleFor(hero, *getPlayerID()) || hero->getOwner() == getPlayerID())
ret.push_back(hero);
}
return ret;
}
bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const
{
return gameState().actingPlayers.count(player);
}
const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
{
//rewritten by hand, AI calls this function a lot
auto team = gameState().teams.find(teamID);
if (team != gameState().teams.end())
{
const TeamState *ret = &team->second;
if(!getPlayerID().has_value()) //neutral (or invalid) player
return ret;
else
{
if (vstd::contains(ret->players, *getPlayerID())) //specific player
return ret;
else
{
logGlobal->error("Illegal attempt to access team data!");
return nullptr;
}
}
}
else
{
logGlobal->error("Cannot find info for team %d", teamID);
return nullptr;
}
}
const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const
{
auto player = gameState().players.find(color);
if (player != gameState().players.end())
{
return getTeam (player->second.team);
}
else
{
return nullptr;
}
}
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
{
return gameState().getMap().isInTheMap(pos);
}
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
{
gameState().getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
}
void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const
{
gameState().calculatePaths(config);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gameState().getMap().getArtifactInstance(aid);
}
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
{
return gameState().getMap().getObject((oid));
}
const CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const
{
auto & gs = const_cast<CGameState&>(gameState());
return gs.getArtSet(loc);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
{
vstd::erase_if(ids, [&](const ObjectInstanceID & id) -> bool
{
const auto * obj = getObj(id, false);
return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisibleFor(obj->visitablePos(), player));
});
return ids;
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntrances(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->entrances, player);
}
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
{
return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->exits, player);
}
ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const
{
std::vector<ObjectInstanceID> entrances = getTeleportChannelEntrances(id, player);
std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);
if((entrances.empty() || exits.empty()) // impassable if exits or entrances list are empty
|| (entrances.size() == 1 && entrances == exits)) // impassable if only entrance and only exit is same object. e.g bidirectional monolith
{
return ETeleportChannelType::IMPASSABLE;
}
auto intersection = vstd::intersection(entrances, exits);
if(intersection.size() == entrances.size() && intersection.size() == exits.size())
return ETeleportChannelType::BIDIRECTIONAL;
else if(intersection.empty())
return ETeleportChannelType::UNIDIRECTIONAL;
else
return ETeleportChannelType::MIXED;
}
bool CGameInfoCallback::isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player) const
{
return ETeleportChannelType::IMPASSABLE == getTeleportChannelType(id, player);
}
bool CGameInfoCallback::isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player) const
{
return ETeleportChannelType::BIDIRECTIONAL == getTeleportChannelType(id, player);
}
bool CGameInfoCallback::isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player) const
{
return ETeleportChannelType::UNIDIRECTIONAL == getTeleportChannelType(id, player);
}
bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const
{
return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player);
}
void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
{
std::vector<int> floors;
floors.reserve(gameState().getMap().levels());
for(int b = 0; b < gameState().getMap().levels(); ++b)
{
floors.push_back(b);
}
const TerrainTile * tinfo = nullptr;
for (auto zd : floors)
{
for (int xd = 0; xd < gameState().getMap().width; xd++)
{
for (int yd = 0; yd < gameState().getMap().height; yd++)
{
tinfo = getTile(int3 (xd,yd,zd));
if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
tiles.emplace_back(xd, yd, zd);
}
}
}
}
void CGameInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
const int3 & pos,
int radious,
ETileVisibility mode,
std::optional<PlayerColor> player,
int3::EDistanceFormula distanceFormula) const
{
if(player.has_value() && !player->isValidPlayer())
{
logGlobal->error("Illegal call to getTilesInRange!");
return;
}
if(radious == CBuilding::HEIGHT_SKYSHIP) //reveal entire map
getAllTiles (tiles, player, -1, [](auto * tile){return true;});
else
{
const TeamState * team = !player ? nullptr : gameState().getPlayerTeam(*player);
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gameState().getMap().width - 1); xd++)
{
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gameState().getMap().height - 1); yd++)
{
int3 tilePos(xd,yd,pos.z);
int distance = pos.dist(tilePos, distanceFormula);
if(distance <= radious)
{
if(!player
|| (mode == ETileVisibility::HIDDEN && team->fogOfWarMap[pos.z][xd][yd] == 0)
|| (mode == ETileVisibility::REVEALED && team->fogOfWarMap[pos.z][xd][yd] == 1)
)
tiles.insert(int3(xd,yd,pos.z));
}
}
}
}
}
void CGameInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optional<PlayerColor> Player, int level, std::function<bool(const TerrainTile *)> filter) const
{
if(Player.has_value() && !Player->isValidPlayer())
{
logGlobal->error("Illegal call to getAllTiles !");
return;
}
std::vector<int> floors;
if(level == -1)
{
for(int b = 0; b < gameState().getMap().levels(); ++b)
{
floors.push_back(b);
}
}
else
floors.push_back(level);
for(auto zd: floors)
{
for(int xd = 0; xd < gameState().getMap().width; xd++)
{
for(int yd = 0; yd < gameState().getMap().height; yd++)
{
int3 coordinates(xd, yd, zd);
if (filter(getTile(coordinates)))
tiles.insert(coordinates);
}
}
}
}
void CGameInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level) const
{
for (auto const & spellID : gameState().getMap().allowedSpells)
{
const auto * spell = spellID.toEntity(LIBRARY);
if (!isAllowed(spellID))
continue;
if (level.has_value() && spell->getLevel() != level)
continue;
out.push_back(spellID);
}
}
bool CGameInfoCallback::checkForVisitableDir(const int3 & src, const int3 & dst) const
{
const CMap & map = gameState().getMap();
const TerrainTile * pom = &map.getTile(dst);
return map.checkForVisitableDir(src, pom, dst);
}
#if SCRIPTING_ENABLED
scripting::Pool * CGameInfoCallback::getGlobalContextPool() const
{
return nullptr; // TODO
}
#endif
VCMI_LIB_NAMESPACE_END