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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
999 lines
29 KiB
C++
999 lines
29 KiB
C++
/*
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* CGameInfoCallback.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 "CGameInfoCallback.h"
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#include "CGameState.h" // PlayerState
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#include "CGeneralTextHandler.h"
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#include "mapObjects/CObjectHandler.h" // for CGObjectInstance
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#include "StartInfo.h" // for StartInfo
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#include "battle/BattleInfo.h" // for BattleInfo
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#include "NetPacks.h" // for InfoWindow
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#include "CModHandler.h"
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#include "spells/CSpellHandler.h"
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#include "mapping/CMap.h"
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#include "CPlayerState.h"
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//TODO make clean
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#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)
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#define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return;}} while(0)
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#define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
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PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const
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{
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const CGObjectInstance *obj = getObj(heroID);
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ERROR_RET_VAL_IF(!obj, "No such object!", PlayerColor::CANNOT_DETERMINE);
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return obj->tempOwner;
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}
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int CGameInfoCallback::getResource(PlayerColor Player, Res::ERes which) const
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{
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const PlayerState *p = getPlayerState(Player);
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ERROR_RET_VAL_IF(!p, "No player info!", -1);
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ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1);
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return p->resources[which];
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}
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const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
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{
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return &gs->scenarioOps->getIthPlayersSettings(color);
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}
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bool CGameInfoCallback::isAllowed(int32_t type, int32_t id) const
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{
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switch(type)
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{
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case 0:
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return gs->map->allowedSpell[id];
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case 1:
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return gs->map->allowedArtifact[id];
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case 2:
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return gs->map->allowedAbilities[id];
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default:
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ERROR_RET_VAL_IF(1, "Wrong type!", false);
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}
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}
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const Player * CGameInfoCallback::getPlayer(PlayerColor color) const
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{
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return getPlayerState(color, false);
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}
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const PlayerState * CGameInfoCallback::getPlayerState(PlayerColor color, bool verbose) const
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{
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//funtion written from scratch since it's accessed A LOT by AI
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if(!color.isValidPlayer())
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{
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return nullptr;
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}
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auto player = gs->players.find(color);
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if (player != gs->players.end())
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{
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if (hasAccess(color))
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return &player->second;
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else
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{
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if (verbose)
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logGlobal->error("Cannot access player %d info!", color);
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return nullptr;
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}
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}
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else
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{
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if (verbose)
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logGlobal->error("Cannot find player %d info!", color);
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return nullptr;
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}
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}
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const CTown * CGameInfoCallback::getNativeTown(PlayerColor color) const
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{
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const PlayerSettings *ps = getPlayerSettings(color);
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ERROR_RET_VAL_IF(!ps, "There is no such player!", nullptr);
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return (*VLC->townh)[ps->castle]->town;
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}
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const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const
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{
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if(gs->map->questIdentifierToId.empty())
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{
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//assume that it is VCMI map and quest identifier equals instance identifier
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return getObj(ObjectInstanceID(identifier), true);
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}
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else
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{
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ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", nullptr);
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return getObj(gs->map->questIdentifierToId[identifier]);
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}
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}
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/************************************************************************/
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/* */
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/************************************************************************/
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const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
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{
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si32 oid = objid.num;
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if(oid < 0 || oid >= gs->map->objects.size())
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{
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if(verbose)
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logGlobal->error("Cannot get object with id %d", oid);
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return nullptr;
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}
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const CGObjectInstance *ret = gs->map->objects[oid];
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if(!ret)
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{
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if(verbose)
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logGlobal->error("Cannot get object with id %d. Object was removed", oid);
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return nullptr;
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}
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if(!isVisible(ret, player) && ret->tempOwner != player)
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{
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if(verbose)
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logGlobal->error("Cannot get object with id %d. Object is not visible.", oid);
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return nullptr;
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}
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return ret;
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}
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const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const
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{
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const CGObjectInstance *obj = getObj(objid, false);
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if(obj)
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return dynamic_cast<const CGHeroInstance*>(obj);
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else
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return nullptr;
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}
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const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
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{
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const CGObjectInstance *obj = getObj(objid, false);
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if(obj)
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return dynamic_cast<const CGTownInstance*>(obj);
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else
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return nullptr;
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}
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void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
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ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
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out = gs->getUpgradeInfo(obj->getStack(stackPos));
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//return gs->getUpgradeInfo(obj->getStack(stackPos));
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}
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const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if(beforeRandomization)
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return gs->initialOpts;
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else
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return gs->scenarioOps;
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}
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int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
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//if there is a battle
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if(gs->curB)
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return gs->curB->battleGetSpellCost(sp, caster);
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//if there is no battle
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return caster->getSpellCost(sp);
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}
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int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1);
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if(hero) //we see hero's spellbook
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return sp->calculateDamage(hero);
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else
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return 0; //mage guild
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}
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void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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ERROR_RET_IF(!obj, "No guild object!");
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ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!");
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//TODO: advmap object -> check if they're visited by our hero
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if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
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{
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int taverns = 0;
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for(auto town : gs->players[*player].towns)
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{
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if(town->hasBuilt(BuildingID::TAVERN))
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taverns++;
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}
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gs->obtainPlayersStats(thi, taverns);
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}
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else if(obj->ID == Obj::DEN_OF_THIEVES)
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{
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gs->obtainPlayersStats(thi, 20);
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}
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}
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int CGameInfoCallback::howManyTowns(PlayerColor Player) const
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{
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ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
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return static_cast<int>(gs->players[Player].towns.size());
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}
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bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
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{
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ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer
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bool detailed = hasAccess(town->tempOwner);
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if(town->ID == Obj::TOWN)
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{
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if(!detailed && nullptr != selectedObject)
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{
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const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
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if(nullptr != selectedHero)
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detailed = selectedHero->hasVisions(town, 1);
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}
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dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
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}
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else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
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dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);
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else
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return false;
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return true;
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}
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int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant?
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{
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ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
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return gs->guardingCreaturePosition(pos);
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}
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std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
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{
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ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
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std::vector<const CGObjectInstance*> ret;
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for(auto cr : gs->guardingCreatures(pos))
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{
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ret.push_back(cr);
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}
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return ret;
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}
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bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const
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{
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const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);
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ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
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InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC;
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if(hasAccess(h->tempOwner))
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infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
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if (infoLevel == InfoAboutHero::EInfoLevel::BASIC)
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{
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if(gs->curB && gs->curB->playerHasAccessToHeroInfo(*player, h)) //if it's battle we can get enemy hero full data
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infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
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else
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ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
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}
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if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)
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{
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const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
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if(nullptr != selectedHero)
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if(selectedHero->hasVisions(hero, 1))
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infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
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}
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dest.initFromHero(h, infoLevel);
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//DISGUISED bonus implementation
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if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
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{
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//todo: bonus cashing
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int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));
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auto doBasicDisguise = [](InfoAboutHero & info)
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{
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int maxAIValue = 0;
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const CCreature * mostStrong = nullptr;
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for(auto & elem : info.army)
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{
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if((int)elem.second.type->AIValue > maxAIValue)
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{
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maxAIValue = elem.second.type->AIValue;
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mostStrong = elem.second.type;
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}
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}
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if(nullptr == mostStrong)//just in case
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logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack");
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else
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for(auto & elem : info.army)
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{
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elem.second.type = mostStrong;
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}
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};
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auto doAdvancedDisguise = [&doBasicDisguise](InfoAboutHero & info)
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{
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doBasicDisguise(info);
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for(auto & elem : info.army)
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elem.second.count = 0;
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};
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auto doExpertDisguise = [this,h](InfoAboutHero & info)
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{
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for(auto & elem : info.army)
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elem.second.count = 0;
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const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle;
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int maxAIValue = 0;
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const CCreature * mostStrong = nullptr;
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for(auto creature : VLC->creh->objects)
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{
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if((si16)creature->faction == factionIndex && (int)creature->AIValue > maxAIValue)
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{
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maxAIValue = creature->AIValue;
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mostStrong = creature;
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}
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}
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if(nullptr != mostStrong) //possible, faction may have no creatures at all
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for(auto & elem : info.army)
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elem.second.type = mostStrong;
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};
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switch (disguiseLevel)
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{
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case 0:
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//no bonus at all - do nothing
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break;
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case 1:
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doBasicDisguise(dest);
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break;
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case 2:
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doAdvancedDisguise(dest);
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break;
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case 3:
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doExpertDisguise(dest);
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break;
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default:
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//invalid value
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logGlobal->error("CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value %d", disguiseLevel);
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break;
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}
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}
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return true;
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}
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int CGameInfoCallback::getDate(Date::EDateType mode) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->getDate(mode);
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}
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bool CGameInfoCallback::isVisible(int3 pos, boost::optional<PlayerColor> Player) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->map->isInTheMap(pos) && (!Player || gs->isVisible(pos, *Player));
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}
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bool CGameInfoCallback::isVisible(int3 pos) const
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{
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return isVisible(pos, player);
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}
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bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> Player ) const
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{
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return gs->isVisible(obj, Player);
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}
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bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
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{
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return isVisible(obj, player);
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}
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// const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const
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// {
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// //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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// if()
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// const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
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// if(!armi)
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// return nullptr;
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// else
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// return armi;
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// }
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std::vector < const CGObjectInstance * > CGameInfoCallback::getBlockingObjs( int3 pos ) const
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{
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std::vector<const CGObjectInstance *> ret;
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const TerrainTile *t = getTile(pos);
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ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
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for(const CGObjectInstance * obj : t->blockingObjects)
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ret.push_back(obj);
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return ret;
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}
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std::vector <const CGObjectInstance * > CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose) const
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{
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std::vector<const CGObjectInstance *> ret;
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const TerrainTile *t = getTile(pos, verbose);
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ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos.toString() + " is not visible!", ret);
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for(const CGObjectInstance * obj : t->visitableObjects)
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{
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if(player || obj->ID != Obj::EVENT) //hide events from players
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ret.push_back(obj);
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}
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return ret;
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}
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const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const
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{
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return vstd::backOrNull(getVisitableObjs(pos));
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}
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std::vector < const CGObjectInstance * > CGameInfoCallback::getFlaggableObjects(int3 pos) const
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{
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std::vector<const CGObjectInstance *> ret;
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const TerrainTile *t = getTile(pos);
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ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
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for(const CGObjectInstance *obj : t->blockingObjects)
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if(obj->tempOwner != PlayerColor::UNFLAGGABLE)
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ret.push_back(obj);
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return ret;
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}
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int3 CGameInfoCallback::getMapSize() const
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{
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return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1);
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}
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std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
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{
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ASSERT_IF_CALLED_WITH_PLAYER
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std::vector<const CGHeroInstance *> ret;
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//ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret);
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//TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done
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const CGTownInstance * town = getTown(townOrTavern->id);
|
|
if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))
|
|
{
|
|
range::copy(gs->players[*player].availableHeroes, std::back_inserter(ret));
|
|
vstd::erase_if(ret, [](const CGHeroInstance * h) {
|
|
return h == nullptr;
|
|
});
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const
|
|
{
|
|
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!isVisible(tile), verbose, tile.toString() + " is not visible!", nullptr);
|
|
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
return &gs->map->getTile(tile);
|
|
}
|
|
|
|
//TODO: typedef?
|
|
std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
|
|
{
|
|
assert(player.is_initialized());
|
|
auto team = getPlayerTeam(player.get());
|
|
|
|
size_t width = gs->map->width;
|
|
size_t height = gs->map->height;
|
|
size_t levels = (gs->map->twoLevel ? 2 : 1);
|
|
|
|
|
|
boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);
|
|
|
|
for (size_t x = 0; x < width; x++)
|
|
for (size_t y = 0; y < height; y++)
|
|
for (size_t z = 0; z < levels; z++)
|
|
{
|
|
if (team->fogOfWarMap[x][y][z])
|
|
tileArray[x][y][z] = &gs->map->getTile(int3((si32)x, (si32)y, (si32)z));
|
|
else
|
|
tileArray[x][y][z] = nullptr;
|
|
}
|
|
return std::make_shared<boost::multi_array<TerrainTile*, 3>>(tileArray);
|
|
}
|
|
|
|
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
|
|
{
|
|
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
|
|
|
|
if(!t->town->buildings.count(ID))
|
|
return EBuildingState::BUILDING_ERROR;
|
|
|
|
const CBuilding * building = t->town->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 = [&](BuildingID id) -> bool
|
|
{
|
|
return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id));
|
|
};
|
|
|
|
std::function<bool(BuildingID id)> allowedTest = [&](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->towns)
|
|
{
|
|
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->terType != ETerrainType::WATER)
|
|
return EBuildingState::NO_WATER; //lack of water
|
|
}
|
|
|
|
auto buildTest = [&](BuildingID id) -> bool
|
|
{
|
|
return t->hasBuilt(id);
|
|
};
|
|
|
|
if (!t->genBuildingRequirements(ID).test(buildTest))
|
|
return EBuildingState::PREREQUIRES;
|
|
|
|
if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN)
|
|
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 gs->map;
|
|
}
|
|
|
|
bool CGameInfoCallback::hasAccess(boost::optional<PlayerColor> playerId) const
|
|
{
|
|
return !player || player.get().isSpectator() || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES;
|
|
}
|
|
|
|
EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
|
|
{
|
|
const PlayerState *ps = gs->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
|
|
{
|
|
std::string text = "", extraText = "";
|
|
if(gs->rumor.type == RumorState::TYPE_NONE)
|
|
return text;
|
|
|
|
auto rumor = gs->rumor.last[gs->rumor.type];
|
|
switch(gs->rumor.type)
|
|
{
|
|
case RumorState::TYPE_SPECIAL:
|
|
if(rumor.first == RumorState::RUMOR_GRAIL)
|
|
extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
|
|
else
|
|
extraText = VLC->generaltexth->capColors[rumor.second];
|
|
|
|
text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
|
|
|
|
break;
|
|
case RumorState::TYPE_MAP:
|
|
text = gs->map->rumors[rumor.first].text;
|
|
break;
|
|
|
|
case RumorState::TYPE_RAND:
|
|
text = VLC->generaltexth->tavernRumors[rumor.first];
|
|
break;
|
|
}
|
|
|
|
return text;
|
|
}
|
|
|
|
PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
|
|
{
|
|
return gs->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 = gs->getPlayerState(player);
|
|
ERROR_RET_VAL_IF(!p, "No such player!", -1);
|
|
|
|
if(includeGarrisoned)
|
|
return static_cast<int>(p->heroes.size());
|
|
else
|
|
for(auto & elem : p->heroes)
|
|
if(!elem->inTownGarrison)
|
|
ret++;
|
|
return ret;
|
|
}
|
|
|
|
bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const
|
|
{
|
|
if(canGetFullInfo(obj))
|
|
return true;
|
|
|
|
const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile
|
|
const CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the obejct itself at last
|
|
return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor
|
|
}
|
|
|
|
PlayerColor CGameInfoCallback::getCurrentPlayer() const
|
|
{
|
|
return gs->currentPlayer;
|
|
}
|
|
|
|
CGameInfoCallback::CGameInfoCallback()
|
|
{
|
|
}
|
|
|
|
CGameInfoCallback::CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player)
|
|
{
|
|
gs = GS;
|
|
player = Player;
|
|
}
|
|
|
|
const std::vector< std::vector< std::vector<ui8> > > & CPlayerSpecificInfoCallback::getVisibilityMap() const
|
|
{
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
return gs->getPlayerTeam(*player)->fogOfWarMap;
|
|
}
|
|
|
|
int CPlayerSpecificInfoCallback::howManyTowns() const
|
|
{
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
|
|
return CGameInfoCallback::howManyTowns(*player);
|
|
}
|
|
|
|
std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
|
|
{
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
|
|
for(const auto & i : gs->players)
|
|
{
|
|
for(const auto & town : i.second.towns)
|
|
{
|
|
if(i.first == player || (!onlyOur && isVisible(town, player)))
|
|
{
|
|
ret.push_back(town);
|
|
}
|
|
}
|
|
} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
|
|
return ret;
|
|
}
|
|
std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const
|
|
{
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
std::vector < const CGHeroInstance *> ret;
|
|
for(auto hero : gs->map->heroesOnMap)
|
|
{
|
|
// !player || // - why would we even get access to hero not owned by any player?
|
|
if((hero->tempOwner == *player) ||
|
|
(isVisible(hero->getPosition(false), player) && !onlyOur) )
|
|
{
|
|
ret.push_back(hero);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
boost::optional<PlayerColor> CPlayerSpecificInfoCallback::getMyColor() const
|
|
{
|
|
return player;
|
|
}
|
|
|
|
int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const
|
|
{
|
|
if (hero->inTownGarrison && !includeGarrisoned)
|
|
return -1;
|
|
|
|
size_t index = 0;
|
|
auto & heroes = gs->players[*player].heroes;
|
|
|
|
for (auto & heroe : heroes)
|
|
{
|
|
if (includeGarrisoned || !(heroe)->inTownGarrison)
|
|
index++;
|
|
|
|
if (heroe == hero)
|
|
return static_cast<int>(index);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
|
|
{
|
|
if (!player || CGObelisk::obeliskCount == 0)
|
|
{
|
|
*outKnownRatio = 0.0;
|
|
}
|
|
else
|
|
{
|
|
TeamID t = gs->getPlayerTeam(*player)->id;
|
|
double visited = 0.0;
|
|
if(CGObelisk::visited.count(t))
|
|
visited = static_cast<double>(CGObelisk::visited[t]);
|
|
|
|
*outKnownRatio = visited / CGObelisk::obeliskCount;
|
|
}
|
|
return gs->map->grailPos;
|
|
}
|
|
|
|
std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const
|
|
{
|
|
std::vector < const CGObjectInstance * > ret;
|
|
for(const CGObjectInstance * obj : gs->map->objects)
|
|
{
|
|
if(obj && obj->tempOwner == player)
|
|
ret.push_back(obj);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const
|
|
{
|
|
ASSERT_IF_CALLED_WITH_PLAYER
|
|
std::vector < const CGDwelling * > ret;
|
|
for(CGDwelling * dw : gs->getPlayerState(*player)->dwellings)
|
|
{
|
|
ret.push_back(dw);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
|
|
{
|
|
std::vector <QuestInfo> ret;
|
|
for (auto quest : gs->getPlayerState(*player)->quests)
|
|
{
|
|
ret.push_back (quest);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
|
|
{
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
|
|
return getHeroCount(*player,includeGarrisoned);
|
|
}
|
|
|
|
const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
|
|
{
|
|
ASSERT_IF_CALLED_WITH_PLAYER
|
|
const PlayerState *p = getPlayerState(*player);
|
|
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
|
|
|
|
if (!includeGarrisoned)
|
|
{
|
|
for(ui32 i = 0; i < p->heroes.size() && (int)i<=serialId; i++)
|
|
if(p->heroes[i]->inTownGarrison)
|
|
serialId++;
|
|
}
|
|
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", nullptr);
|
|
return p->heroes[serialId];
|
|
}
|
|
|
|
const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const
|
|
{
|
|
ASSERT_IF_CALLED_WITH_PLAYER
|
|
const PlayerState *p = getPlayerState(*player);
|
|
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
|
|
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr);
|
|
return p->towns[serialId];
|
|
}
|
|
|
|
int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const
|
|
{
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
|
|
return getResource(*player, type);
|
|
}
|
|
|
|
TResources CPlayerSpecificInfoCallback::getResourceAmount() const
|
|
{
|
|
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources());
|
|
return gs->players[*player].resources;
|
|
}
|
|
|
|
const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
|
|
{
|
|
//rewritten by hand, AI calls this function a lot
|
|
|
|
auto team = gs->teams.find(teamID);
|
|
if (team != gs->teams.end())
|
|
{
|
|
const TeamState *ret = &team->second;
|
|
if (!player.is_initialized()) //neutral (or invalid) player
|
|
return ret;
|
|
else
|
|
{
|
|
if (vstd::contains(ret->players, *player)) //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 = gs->players.find(color);
|
|
if (player != gs->players.end())
|
|
{
|
|
return getTeam (player->second.team);
|
|
}
|
|
else
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
const CGHeroInstance * CGameInfoCallback::getHeroWithSubid( int subid ) const
|
|
{
|
|
if(subid<0)
|
|
return nullptr;
|
|
if(subid>= gs->map->allHeroes.size())
|
|
return nullptr;
|
|
|
|
return gs->map->allHeroes.at(subid).get();
|
|
}
|
|
|
|
PlayerColor CGameInfoCallback::getLocalPlayer() const
|
|
{
|
|
return getCurrentPlayer();
|
|
}
|
|
|
|
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
|
|
{
|
|
return gs->map->isInTheMap(pos);
|
|
}
|
|
|
|
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
|
|
{
|
|
gs->getTilesInRange(tiles, pos, radious, getLocalPlayer(), -1, distanceFormula);
|
|
}
|
|
|
|
void CGameInfoCallback::calculatePaths(std::shared_ptr<PathfinderConfig> config, const CGHeroInstance * hero)
|
|
{
|
|
gs->calculatePaths(config, hero);
|
|
}
|
|
|
|
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
|
|
{
|
|
return gs->map->artInstances[aid.num];
|
|
}
|
|
|
|
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
|
|
{
|
|
return gs->map->objects[oid.num];
|
|
}
|
|
|
|
std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
|
|
{
|
|
vstd::erase_if(ids, [&](ObjectInstanceID id) -> bool
|
|
{
|
|
auto obj = getObj(id, false);
|
|
return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->pos, player));
|
|
});
|
|
return ids;
|
|
}
|
|
|
|
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntraces(TeleportChannelID id, PlayerColor player) const
|
|
{
|
|
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player);
|
|
}
|
|
|
|
std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
|
|
{
|
|
return getVisibleTeleportObjects(gs->map->teleportChannels[id]->exits, player);
|
|
}
|
|
|
|
ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const
|
|
{
|
|
std::vector<ObjectInstanceID> entrances = getTeleportChannelEntraces(id, player);
|
|
std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);
|
|
if((!entrances.size() || !exits.size()) // 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.size())
|
|
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);
|
|
}
|