mirror of
https://github.com/vcmi/vcmi.git
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8769f67c5d
* refactoring
3261 lines
90 KiB
C++
3261 lines
90 KiB
C++
#include "StdInc.h"
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#include "CGameState.h"
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#include <boost/random/linear_congruential.hpp>
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#include "Mapping/CCampaignHandler.h"
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#include "CDefObjInfoHandler.h"
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#include "CArtHandler.h"
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#include "CBuildingHandler.h"
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#include "CGeneralTextHandler.h"
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#include "CTownHandler.h"
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#include "CSpellHandler.h"
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#include "CHeroHandler.h"
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#include "CObjectHandler.h"
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#include "CCreatureHandler.h"
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#include "CModHandler.h"
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#include "VCMI_Lib.h"
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#include "Connection.h"
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#include "Mapping/CMap.h"
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#include "Mapping/CMapService.h"
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#include "StartInfo.h"
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#include "NetPacks.h"
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#include "RegisterTypes.h"
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#include "Mapping/CMapInfo.h"
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#include "BattleState.h"
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#include "JsonNode.h"
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#include "Filesystem/CResourceLoader.h"
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#include "GameConstants.h"
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#include "RMG/CMapGenOptions.h"
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#include "RMG/CMapGenerator.h"
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DLL_LINKAGE boost::rand48 ran;
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class CGObjectInstance;
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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/*
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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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void foofoofoo()
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{
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//never called function to force instantation of templates
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int *ccc = NULL;
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registerTypes((CISer<CConnection>&)*ccc);
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registerTypes((COSer<CConnection>&)*ccc);
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registerTypes((CSaveFile&)*ccc);
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registerTypes((CLoadFile&)*ccc);
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registerTypes((CTypeList&)*ccc);
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}
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template <typename T> class CApplyOnGS;
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class CBaseForGSApply
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{
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public:
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virtual void applyOnGS(CGameState *gs, void *pack) const =0;
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virtual ~CBaseForGSApply(){};
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template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)
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{
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return new CApplyOnGS<U>;
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}
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};
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template <typename T> class CApplyOnGS : public CBaseForGSApply
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{
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public:
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void applyOnGS(CGameState *gs, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
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ptr->applyGs(gs);
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}
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};
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static CApplier<CBaseForGSApply> *applierGs = NULL;
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class IObjectCaller
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{
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public:
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virtual ~IObjectCaller(){};
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virtual void preInit()=0;
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virtual void postInit()=0;
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};
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template <typename T>
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class CObjectCaller : public IObjectCaller
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{
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public:
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void preInit()
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{
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//T::preInit();
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}
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void postInit()
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{
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//T::postInit();
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}
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};
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class CObjectCallersHandler
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{
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public:
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std::vector<IObjectCaller*> apps;
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template<typename T> void registerType(const T * t=NULL)
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{
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apps.push_back(new CObjectCaller<T>);
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}
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CObjectCallersHandler()
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{
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registerTypes1(*this);
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}
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~CObjectCallersHandler()
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{
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for (size_t i = 0; i < apps.size(); i++)
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delete apps[i];
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}
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void preInit()
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{
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// for (size_t i = 0; i < apps.size(); i++)
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// apps[i]->preInit();
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}
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void postInit()
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{
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//for (size_t i = 0; i < apps.size(); i++)
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//apps[i]->postInit();
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}
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} *objCaller = NULL;
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void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
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{
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int type = txt.first, ser = txt.second;
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if(type == ART_NAMES)
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{
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dst = VLC->arth->artifacts[ser]->Name();
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}
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else if(type == CRE_PL_NAMES)
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{
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dst = VLC->creh->creatures[ser]->namePl;
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}
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else if(type == MINE_NAMES)
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{
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dst = VLC->generaltexth->mines[ser].first;
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}
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else if(type == MINE_EVNTS)
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{
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dst = VLC->generaltexth->mines[ser].second;
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}
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else if(type == SPELL_NAME)
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{
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dst = VLC->spellh->spells[ser]->name;
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}
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else if(type == CRE_SING_NAMES)
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{
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dst = VLC->creh->creatures[ser]->nameSing;
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}
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else if(type == ART_DESCR)
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{
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dst = VLC->arth->artifacts[ser]->Description();
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}
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else if (type == ART_EVNTS)
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{
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dst = VLC->arth->artifacts[ser]->EventText();
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}
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else
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{
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std::vector<std::string> *vec;
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switch(type)
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{
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case GENERAL_TXT:
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vec = &VLC->generaltexth->allTexts;
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break;
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case XTRAINFO_TXT:
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vec = &VLC->generaltexth->xtrainfo;
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break;
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case OBJ_NAMES:
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vec = &VLC->generaltexth->names;
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break;
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case RES_NAMES:
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vec = &VLC->generaltexth->restypes;
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break;
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case ARRAY_TXT:
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vec = &VLC->generaltexth->arraytxt;
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break;
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case CREGENS:
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vec = &VLC->generaltexth->creGens;
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break;
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case CREGENS4:
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vec = &VLC->generaltexth->creGens4;
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break;
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case ADVOB_TXT:
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vec = &VLC->generaltexth->advobtxt;
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break;
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case SEC_SKILL_NAME:
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vec = &VLC->generaltexth->skillName;
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break;
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case COLOR:
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vec = &VLC->generaltexth->capColors;
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break;
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default:
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tlog1 << "Failed string substitution because type is " << type << std::endl;
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dst = "#@#";
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return;
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}
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if(vec->size() <= ser)
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{
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tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n";
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dst = "#!#";
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}
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else
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dst = (*vec)[ser];
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}
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}
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DLL_LINKAGE void MetaString::toString(std::string &dst) const
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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dst.clear();
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for(size_t i=0;i<message.size();++i)
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{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
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switch(message[i])
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{
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case TEXACT_STRING:
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dst += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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dst += hlp;
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}
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break;
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case TNUMBER:
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dst += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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boost::replace_first(dst, "%s", exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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boost::replace_first(dst, "%s", hlp);
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}
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break;
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case TREPLACE_NUMBER:
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boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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case TREPLACE_PLUSNUMBER:
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boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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tlog1 << "MetaString processing error!\n";
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break;
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}
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}
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}
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DLL_LINKAGE std::string MetaString::toString() const
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{
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std::string ret;
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toString(ret);
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return ret;
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}
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DLL_LINKAGE std::string MetaString::buildList () const
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///used to handle loot from creature bank
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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std::string lista;
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for (int i = 0; i < message.size(); ++i)
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{
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if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
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{
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if (exSt == exactStrings.size() - 1)
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lista += VLC->generaltexth->allTexts[141]; //" and "
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else
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lista += ", ";
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}
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switch (message[i])
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{
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case TEXACT_STRING:
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lista += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista += hlp;
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}
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break;
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case TNUMBER:
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lista += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista.replace (lista.find("%s"), 2, hlp);
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}
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break;
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case TREPLACE_NUMBER:
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lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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tlog1 << "MetaString processing error!\n";
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}
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}
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return lista;
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}
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void MetaString::addCreReplacement(TCreature id, TQuantity count) //adds sing or plural name;
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{
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if (!count)
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addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
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else if (count == 1)
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addReplacement (CRE_SING_NAMES, id);
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else
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addReplacement (CRE_PL_NAMES, id);
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}
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void MetaString::addReplacement(const CStackBasicDescriptor &stack)
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{
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assert(stack.type); //valid type
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addCreReplacement(stack.type->idNumber, stack.count);
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}
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static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
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{
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CGObjectInstance * nobj;
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switch(id)
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{
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case Obj::HERO:
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{
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CGHeroInstance * nobj = new CGHeroInstance();
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nobj->pos = pos;
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nobj->tempOwner = owner;
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nobj->subID = subid;
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//nobj->initHero(ran);
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return nobj;
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}
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case Obj::TOWN:
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nobj = new CGTownInstance;
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break;
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default: //rest of objects
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nobj = new CGObjectInstance;
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nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
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break;
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}
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nobj->ID = id;
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nobj->subID = subid;
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if(!nobj->defInfo)
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tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
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nobj->pos = pos;
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//nobj->state = NULL;//new CLuaObjectScript();
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nobj->tempOwner = owner;
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nobj->defInfo->id = id;
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nobj->defInfo->subid = subid;
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//assigning defhandler
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if(nobj->ID==Obj::HERO || nobj->ID==Obj::TOWN)
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return nobj;
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nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
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return nobj;
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}
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CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, TPlayerColor player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) const
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{
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CGHeroInstance *ret = NULL;
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if(player>=GameConstants::PLAYER_LIMIT)
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{
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tlog1 << "Cannot pick hero for " << town->typeID << ". Wrong owner!\n";
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return NULL;
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}
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std::vector<CGHeroInstance *> pool;
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if(native)
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{
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for(auto i=available.begin(); i!=available.end(); i++)
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{
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if(pavailable.find(i->first)->second & 1<<player
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&& i->second->type->heroClass->faction == town->typeID)
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{
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pool.push_back(i->second); //get all available heroes
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}
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}
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if(!pool.size())
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{
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tlog1 << "Cannot pick native hero for " << int(player) << ". Picking any...\n";
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return pickHeroFor(false, player, town, available);
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}
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else
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{
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ret = pool[rand()%pool.size()];
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}
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}
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else
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{
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int sum=0, r;
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for(auto i=available.begin(); i!=available.end(); i++)
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{
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if ((!bannedClass && (pavailable.find(i->first)->second & (1<<player))) ||
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i->second->type->heroClass != bannedClass)
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{
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pool.push_back(i->second);
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sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
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}
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}
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if(!pool.size() || sum == 0)
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{
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tlog1 << "There are no heroes available for player " << player<<"!\n";
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return nullptr;
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}
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r = rand()%sum;
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for (ui32 i=0; i<pool.size(); i++)
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{
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r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
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if(r < 0)
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{
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ret = pool[i];
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break;
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}
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}
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if(!ret)
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ret = pool.back();
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}
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available.erase(ret->subID);
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return ret;
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}
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//void CGameState::apply(CPack * pack)
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//{
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// while(!mx->try_lock())
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// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
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// //applyNL(pack);
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// mx->unlock();
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//}
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int CGameState::pickHero(int owner)
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{
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int h=-1;
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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if(!map->getHero(h = ps.hero) && h>=0) //we haven't used selected hero
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return h;
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if(scenarioOps->mode == StartInfo::CAMPAIGN)
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{
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auto bonus = scenarioOps->campState->getBonusForCurrentMap();
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if(bonus.is_initialized() && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == bonus->info1)
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{
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if(bonus->info2 != 0xffff && !map->getHero(bonus->info2)) //not random and not taken
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{
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return bonus->info2;
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}
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}
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}
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//list of heroes for this faction
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std::vector<si32> factionHeroes;
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factionHeroes.reserve(GameConstants::HEROES_PER_TYPE*2);
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size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
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size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size());
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//generate list of heroes
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for (si32 i=firstHero; i<lastHero; i++)
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factionHeroes.push_back(i);
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// we need random order to select hero
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std::random_shuffle(factionHeroes.begin(), factionHeroes.end(), [](size_t range)
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{
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return ran() % range;
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});
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for (size_t i=0; i<factionHeroes.size(); i++)
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{
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if (!map->getHero(factionHeroes[i]))
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return factionHeroes[i];
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}
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tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
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for(int j=0; j<VLC->heroh->heroes.size(); j++)
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if(!map->getHero(j))
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return j;
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assert(0); //currrent code can't handle this situation
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return -1; // no available heroes at all
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}
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std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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{
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switch(obj->ID)
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{
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case Obj::RANDOM_ART:
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return std::pair<int,int>(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
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case Obj::RANDOM_TREASURE_ART:
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return std::pair<int,int>(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
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case Obj::RANDOM_MINOR_ART:
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return std::pair<int,int>(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
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case Obj::RANDOM_MAJOR_ART:
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return std::pair<int,int>(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
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case Obj::RANDOM_RELIC_ART:
|
|
return std::pair<int,int>(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
|
|
case Obj::RANDOM_HERO:
|
|
return std::pair<int,int>(Obj::HERO, pickHero(obj->tempOwner));
|
|
case Obj::RANDOM_MONSTER:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran)));
|
|
case Obj::RANDOM_MONSTER_L1:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 1));
|
|
case Obj::RANDOM_MONSTER_L2:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 2));
|
|
case Obj::RANDOM_MONSTER_L3:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 3));
|
|
case Obj::RANDOM_MONSTER_L4:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 4));
|
|
case Obj::RANDOM_RESOURCE:
|
|
return std::pair<int,int>(Obj::RESOURCE,ran()%7); //now it's OH3 style, use %8 for mithril
|
|
case Obj::RANDOM_TOWN:
|
|
{
|
|
int align = (static_cast<CGTownInstance*>(obj))->alignment,
|
|
f;
|
|
if(align>GameConstants::PLAYER_LIMIT-1)//same as owner / random
|
|
{
|
|
if(obj->tempOwner > GameConstants::PLAYER_LIMIT-1)
|
|
f = -1; //random
|
|
else
|
|
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
|
|
}
|
|
else
|
|
{
|
|
f = scenarioOps->getIthPlayersSettings(align).castle;
|
|
}
|
|
if(f<0)
|
|
{
|
|
auto iter = VLC->townh->towns.begin();
|
|
std::advance(iter, ran()%VLC->townh->towns.size());
|
|
f = iter->first;
|
|
}
|
|
return std::pair<int,int>(Obj::TOWN,f);
|
|
}
|
|
case Obj::RANDOM_MONSTER_L5:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 5));
|
|
case Obj::RANDOM_MONSTER_L6:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
|
|
case Obj::RANDOM_MONSTER_L7:
|
|
return std::pair<int,int>(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
|
|
case Obj::RANDOM_DWELLING:
|
|
case Obj::RANDOM_DWELLING_LVL:
|
|
case Obj::RANDOM_DWELLING_FACTION:
|
|
{
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
int faction;
|
|
|
|
//if castle alignment available
|
|
if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
|
|
{
|
|
faction = ran() % VLC->townh->factions.size();
|
|
if (info->asCastle)
|
|
{
|
|
for(ui32 i=0;i<map->objects.size();i++)
|
|
{
|
|
if(map->objects[i]->ID==Obj::RANDOM_TOWN
|
|
&& dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
|
|
{
|
|
randomizeObject(map->objects[i]); //we have to randomize the castle first
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
else if(map->objects[i]->ID==Obj::TOWN
|
|
&& dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
|
|
{
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while((!(info->castles[0]&(1<<faction))))
|
|
{
|
|
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
break;
|
|
faction = ran()%GameConstants::F_NUMBER;
|
|
}
|
|
}
|
|
}
|
|
else // castle alignment fixed
|
|
faction = obj->subID;
|
|
|
|
int level;
|
|
|
|
//if level set to range
|
|
if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
|
|
level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
|
|
else // fixed level
|
|
level = obj->subID;
|
|
|
|
delete dwl->info;
|
|
dwl->info = nullptr;
|
|
|
|
std::pair<int,int> result(-1, -1);
|
|
int cid = VLC->townh->towns[faction].creatures[level][0];
|
|
|
|
//golem factory is not in list of cregens but can be placed as random object
|
|
static const int factoryCreatures[] = {32, 33, 116, 117};
|
|
std::vector<int> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
|
|
if (vstd::contains(factory, cid))
|
|
result = std::pair<int,int>(20, 1);
|
|
|
|
//NOTE: this will pick last dwelling with this creature (Mantis #900)
|
|
//check for block map equality is better but more complex solution
|
|
BOOST_FOREACH(auto &iter, VLC->objh->cregens)
|
|
if (iter.second == cid)
|
|
result = std::pair<int,int>(17, iter.first);
|
|
|
|
if (result.first == -1)
|
|
{
|
|
tlog0 << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level) << "\n";
|
|
auto iter = VLC->objh->cregens.begin();
|
|
std::advance(iter, ran() % VLC->objh->cregens.size() );
|
|
result = std::pair<int, int>(17, iter->first);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
return std::pair<int,int>(-1,-1);
|
|
}
|
|
|
|
void CGameState::randomizeObject(CGObjectInstance *cur)
|
|
{
|
|
std::pair<int,int> ran = pickObject(cur);
|
|
if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
|
|
{
|
|
if(cur->ID==Obj::TOWN) //town - set def
|
|
{
|
|
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
t->town = &VLC->townh->towns[t->subID];
|
|
if(t->hasCapitol())
|
|
t->defInfo = VLC->dobjinfo->capitols[t->subID];
|
|
else if(t->hasFort())
|
|
t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
|
|
else
|
|
t->defInfo = VLC->dobjinfo->villages[t->subID];
|
|
}
|
|
return;
|
|
}
|
|
else if(ran.first==Obj::HERO)//special code for hero
|
|
{
|
|
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
|
|
if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
|
|
cur->ID = ran.first;
|
|
h->portrait = cur->subID = ran.second;
|
|
h->type = VLC->heroh->heroes[ran.second];
|
|
h->randomizeArmy(h->type->heroClass->faction);
|
|
map->heroes.push_back(h);
|
|
return; //TODO: maybe we should do something with definfo?
|
|
}
|
|
else if(ran.first==Obj::TOWN)//special code for town
|
|
{
|
|
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
|
|
cur->ID = ran.first;
|
|
cur->subID = ran.second;
|
|
//FIXME: copy-pasted from above
|
|
t->town = &VLC->townh->towns[t->subID];
|
|
if(t->hasCapitol())
|
|
t->defInfo = VLC->dobjinfo->capitols[t->subID];
|
|
else if(t->hasFort())
|
|
t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
|
|
else
|
|
t->defInfo = VLC->dobjinfo->villages[t->subID];
|
|
t->randomizeArmy(t->subID);
|
|
map->towns.push_back(t);
|
|
return;
|
|
}
|
|
//we have to replace normal random object
|
|
cur->ID = ran.first;
|
|
cur->subID = ran.second;
|
|
map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
|
|
map->customDefs.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
|
|
if(!cur->defInfo)
|
|
{
|
|
tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
|
|
return;
|
|
}
|
|
|
|
map->addBlockVisTiles(cur);
|
|
}
|
|
|
|
int CGameState::getDate(Date::EDateType mode) const
|
|
{
|
|
int temp;
|
|
switch (mode)
|
|
{
|
|
case Date::DAY:
|
|
return day;
|
|
break;
|
|
case Date::DAY_OF_WEEK: //day of week
|
|
temp = (day)%7; // 1 - Monday, 7 - Sunday
|
|
if (temp)
|
|
return temp;
|
|
else return 7;
|
|
break;
|
|
case Date::WEEK: //current week
|
|
temp = ((day-1)/7)+1;
|
|
if (!(temp%4))
|
|
return 4;
|
|
else
|
|
return (temp%4);
|
|
break;
|
|
case Date::MONTH: //current month
|
|
return ((day-1)/28)+1;
|
|
break;
|
|
case Date::DAY_OF_MONTH: //day of month
|
|
temp = (day)%28;
|
|
if (temp)
|
|
return temp;
|
|
else return 28;
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
CGameState::CGameState()
|
|
{
|
|
gs = this;
|
|
mx = new boost::shared_mutex();
|
|
applierGs = new CApplier<CBaseForGSApply>;
|
|
registerTypes2(*applierGs);
|
|
objCaller = new CObjectCallersHandler;
|
|
globalEffects.setDescription("Global effects");
|
|
}
|
|
CGameState::~CGameState()
|
|
{
|
|
//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
|
|
map.dellNull();
|
|
curB.dellNull();
|
|
//delete scenarioOps; //TODO: fix for loading ind delete
|
|
//delete initialOpts;
|
|
delete applierGs;
|
|
delete objCaller;
|
|
}
|
|
|
|
BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
{
|
|
const TerrainTile &t = map->getTile(tile);
|
|
ETerrainType::ETerrainType terrain = t.terType;
|
|
if(t.isCoastal() && !t.isWater())
|
|
terrain = ETerrainType::SAND;
|
|
|
|
BFieldType::BFieldType terType = battleGetBattlefieldType(tile);
|
|
return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
}
|
|
|
|
void CGameState::init(StartInfo * si)
|
|
{
|
|
auto giveCampaignBonusToHero = [&](CGHeroInstance * hero)
|
|
{
|
|
const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
if(!curBonus)
|
|
return;
|
|
|
|
if(curBonus->isBonusForHero())
|
|
{
|
|
//apply bonus
|
|
switch (curBonus->type)
|
|
{
|
|
case CScenarioTravel::STravelBonus::SPELL:
|
|
hero->spells.insert(curBonus->info2);
|
|
break;
|
|
case CScenarioTravel::STravelBonus::MONSTER:
|
|
{
|
|
for(int i=0; i<GameConstants::ARMY_SIZE; i++)
|
|
{
|
|
if(hero->slotEmpty(i))
|
|
{
|
|
hero->addToSlot(i, curBonus->info2, curBonus->info3);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CScenarioTravel::STravelBonus::ARTIFACT:
|
|
gs->giveHeroArtifact(hero, curBonus->info2);
|
|
break;
|
|
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
|
|
{
|
|
CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus->info2]);
|
|
scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
|
|
}
|
|
break;
|
|
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
|
|
{
|
|
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
|
|
for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
{
|
|
int val = ptr[g];
|
|
if (val == 0)
|
|
{
|
|
continue;
|
|
}
|
|
Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, scenarioOps->campState->currentMap, g);
|
|
hero->addNewBonus(bb);
|
|
}
|
|
}
|
|
break;
|
|
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
|
|
hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus->info2), curBonus->info3, true);
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
|
|
{
|
|
std::vector<const PlayerSettings *> ret;
|
|
for(auto it = scenarioOps->playerInfos.cbegin();
|
|
it != scenarioOps->playerInfos.cend(); ++it)
|
|
{
|
|
if(it->second.playerID != PlayerSettings::PLAYER_AI)
|
|
ret.push_back(&it->second);
|
|
}
|
|
|
|
return ret;
|
|
};
|
|
|
|
auto replaceHero = [&](int objId, CGHeroInstance * ghi)
|
|
{
|
|
ghi->id = objId;
|
|
gs->map->objects[objId] = ghi;
|
|
gs->map->heroes.push_back(ghi);
|
|
};
|
|
|
|
tlog0 << "\tUsing random seed: "<< si->seedToBeUsed << std::endl;
|
|
ran.seed((boost::int32_t)si->seedToBeUsed);
|
|
scenarioOps = new StartInfo(*si);
|
|
initialOpts = new StartInfo(*si);
|
|
si = NULL;
|
|
|
|
switch(scenarioOps->mode)
|
|
{
|
|
case StartInfo::NEW_GAME:
|
|
{
|
|
if(scenarioOps->createRandomMap)
|
|
{
|
|
tlog0 << "Create random map." << std::endl;
|
|
|
|
// Create player settings for RMG
|
|
std::map<TPlayerColor, CMapGenerator::CPlayerSettings> players;
|
|
BOOST_FOREACH(auto pInfo, scenarioOps->playerInfos)
|
|
{
|
|
const PlayerSettings & startSettings = pInfo.second;
|
|
CMapGenerator::CPlayerSettings player;
|
|
player.setColor(startSettings.color);
|
|
player.setStartingTown(startSettings.castle);
|
|
if(startSettings.playerID > 0)
|
|
{
|
|
player.setPlayerType(CMapGenerator::CPlayerSettings::HUMAN);
|
|
}
|
|
else if(startSettings.compOnly)
|
|
{
|
|
player.setPlayerType(CMapGenerator::CPlayerSettings::COMP_ONLY);
|
|
}
|
|
players[player.getColor()] = player;
|
|
}
|
|
|
|
// Gen map
|
|
CMapGenerator mapGen(*scenarioOps->mapGenOptions, players, scenarioOps->seedToBeUsed);
|
|
map = mapGen.generate().release();
|
|
|
|
// Update starting options
|
|
for(int i = 0; i < map->players.size(); ++i)
|
|
{
|
|
const PlayerInfo & pInfo = map->players[i];
|
|
if(pInfo.canComputerPlay || pInfo.canHumanPlay)
|
|
{
|
|
PlayerSettings & pSettings = scenarioOps->playerInfos[i];
|
|
pSettings.compOnly = !pInfo.canHumanPlay;
|
|
pSettings.team = pInfo.team;
|
|
pSettings.castle = pInfo.defaultCastle();
|
|
if(pSettings.playerID == PlayerSettings::PLAYER_AI && pSettings.name.empty())
|
|
{
|
|
pSettings.name = VLC->generaltexth->allTexts[468];
|
|
}
|
|
pSettings.color = i;
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->playerInfos.erase(i);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
tlog0 << "Open map file: " << scenarioOps->mapname << std::endl;
|
|
map = CMapService::loadMap(scenarioOps->mapname).release();
|
|
}
|
|
}
|
|
break;
|
|
case StartInfo::CAMPAIGN:
|
|
{
|
|
tlog0 << "Open campaign map file: " << scenarioOps->campState->currentMap << std::endl;
|
|
auto campaign = scenarioOps->campState;
|
|
assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap));
|
|
|
|
std::string & mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap];
|
|
auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
|
|
map = CMapService::loadMap(buffer, mapContent.size()).release();
|
|
}
|
|
break;
|
|
case StartInfo::DUEL:
|
|
initDuel();
|
|
return;
|
|
default:
|
|
tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;
|
|
return;
|
|
}
|
|
VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
|
|
tlog0 << "Map loaded!" << std::endl;
|
|
|
|
//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
|
|
tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
|
|
if(scenarioOps->mapfileChecksum)
|
|
{
|
|
tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum << std::endl;
|
|
if(map->checksum != scenarioOps->mapfileChecksum)
|
|
{
|
|
tlog1 << "Wrong map checksum!!!" << std::endl;
|
|
throw std::runtime_error("Wrong checksum");
|
|
}
|
|
}
|
|
else
|
|
scenarioOps->mapfileChecksum = map->checksum;
|
|
|
|
day = 0;
|
|
|
|
tlog4 << "Initialization:";
|
|
tlog4 << "\tPicking grail position";
|
|
//pick grail location
|
|
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
|
|
{
|
|
if(!map->grailRadious) //radius not given -> anywhere on map
|
|
map->grailRadious = map->width * 2;
|
|
|
|
|
|
std::vector<int3> allowedPos;
|
|
|
|
// add all not blocked tiles in range
|
|
for (int i = 0; i < map->width ; i++)
|
|
{
|
|
for (int j = 0; j < map->height ; j++)
|
|
{
|
|
for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
|
|
{
|
|
const TerrainTile &t = map->terrain[i][j][k];
|
|
if(!t.blocked
|
|
&& !t.visitable
|
|
&& t.terType != ETerrainType::WATER
|
|
&& t.terType != ETerrainType::ROCK
|
|
&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
|
|
allowedPos.push_back(int3(i,j,k));
|
|
}
|
|
}
|
|
}
|
|
|
|
//remove tiles with holes
|
|
for(ui32 no=0; no<map->objects.size(); ++no)
|
|
if(map->objects[no]->ID == Obj::HOLE)
|
|
allowedPos -= map->objects[no]->pos;
|
|
|
|
if(allowedPos.size())
|
|
map->grailPos = allowedPos[ran() % allowedPos.size()];
|
|
else
|
|
tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
|
|
}
|
|
|
|
//picking random factions for players
|
|
tlog4 << "\tPicking random factions for players";
|
|
for(auto it = scenarioOps->playerInfos.begin();
|
|
it != scenarioOps->playerInfos.end(); ++it)
|
|
{
|
|
if(it->second.castle==-1)
|
|
{
|
|
int randomID = ran() % map->players[it->first].allowedFactions.size();
|
|
auto iter = map->players[it->first].allowedFactions.begin();
|
|
std::advance(iter, randomID);
|
|
|
|
it->second.castle = *iter;
|
|
}
|
|
}
|
|
|
|
//randomizing objects
|
|
tlog4 << "\tRandomizing objects";
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
randomizeObject(obj);
|
|
obj->hoverName = VLC->generaltexth->names[obj->ID];
|
|
|
|
//handle Favouring Winds - mark tiles under it
|
|
if(obj->ID == Obj::FAVORABLE_WINDS)
|
|
for (int i = 0; i < obj->getWidth() ; i++)
|
|
for (int j = 0; j < obj->getHeight() ; j++)
|
|
{
|
|
int3 pos = obj->pos - int3(i,j,0);
|
|
if(map->isInTheMap(pos))
|
|
map->getTile(pos).extTileFlags |= 128;
|
|
}
|
|
}
|
|
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
|
|
|
|
/*********creating players entries in gs****************************************/
|
|
tlog4 << "\tCreating player entries in gs";
|
|
for(auto it = scenarioOps->playerInfos.begin();
|
|
it != scenarioOps->playerInfos.end(); ++it)
|
|
{
|
|
std::pair<TPlayerColor,PlayerState> ins(it->first,PlayerState());
|
|
ins.second.color=ins.first;
|
|
ins.second.human = it->second.playerID;
|
|
ins.second.team = map->players[ins.first].team;
|
|
teams[ins.second.team].id = ins.second.team;//init team
|
|
teams[ins.second.team].players.insert(ins.first);//add player to team
|
|
players.insert(ins);
|
|
}
|
|
|
|
/*********give starting hero****************************************/
|
|
tlog4 << "\tGiving starting hero";
|
|
{
|
|
bool campaignGiveHero = false;
|
|
if(scenarioOps->campState)
|
|
{
|
|
auto bonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
if(bonus.is_initialized())
|
|
{
|
|
campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN &&
|
|
bonus.get().type == CScenarioTravel::STravelBonus::HERO;
|
|
}
|
|
}
|
|
|
|
|
|
for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
|
|
{
|
|
const PlayerInfo &p = map->players[it->first];
|
|
bool generateHero = (p.generateHeroAtMainTown ||
|
|
(it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown;
|
|
if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first))
|
|
{
|
|
int3 hpos = p.posOfMainTown;
|
|
hpos.x+=1;
|
|
|
|
int h = pickHero(it->first);
|
|
if(it->second.hero == -1)
|
|
it->second.hero = h;
|
|
|
|
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));
|
|
nnn->id = map->objects.size();
|
|
nnn->initHero();
|
|
map->heroes.push_back(nnn);
|
|
map->objects.push_back(nnn);
|
|
map->addBlockVisTiles(nnn);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*************************replace hero placeholders*****************************/
|
|
tlog4 << "\tReplacing hero placeholders";
|
|
if (scenarioOps->campState)
|
|
{
|
|
auto campaign = scenarioOps->campState;
|
|
auto bonus = campaign->getBonusForCurrentMap();
|
|
|
|
if(bonus.is_initialized())
|
|
{
|
|
std::vector<CGHeroInstance *> Xheroes;
|
|
if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
|
|
{
|
|
Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
|
|
}
|
|
|
|
//selecting heroes by type
|
|
for(int g=0; g<map->objects.size(); ++g)
|
|
{
|
|
CGObjectInstance * obj = map->objects[g];
|
|
if (obj->ID != Obj::HERO_PLACEHOLDER)
|
|
{
|
|
continue;
|
|
}
|
|
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
|
|
|
|
if(hp->subID != 0xFF) //select by type
|
|
{
|
|
bool found = false;
|
|
BOOST_FOREACH(CGHeroInstance * ghi, Xheroes)
|
|
{
|
|
if (ghi->subID == hp->subID)
|
|
{
|
|
found = true;
|
|
replaceHero(g, ghi);
|
|
Xheroes -= ghi;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
//TODO: create new hero of this type
|
|
}
|
|
}
|
|
}
|
|
|
|
//selecting heroes by power
|
|
|
|
std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
|
|
{
|
|
return a->getHeroStrength() > b->getHeroStrength();
|
|
}); //sort, descending strength
|
|
for(int g=0; g<map->objects.size(); ++g)
|
|
{
|
|
CGObjectInstance * obj = map->objects[g];
|
|
if (obj->ID != Obj::HERO_PLACEHOLDER)
|
|
{
|
|
continue;
|
|
}
|
|
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
|
|
|
|
if (hp->subID == 0xFF) //select by power
|
|
{
|
|
if(Xheroes.size() > hp->power - 1)
|
|
replaceHero(g, Xheroes[hp->power - 1]);
|
|
else
|
|
tlog2 << "Warning, to hero to replace!\n";
|
|
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/******************RESOURCES****************************************************/
|
|
tlog4 << "\tSetting up resources";
|
|
const JsonNode config(ResourceID("config/startres.json"));
|
|
const JsonVector &vector = config["difficulty"].Vector();
|
|
const JsonNode &level = vector[scenarioOps->difficulty];
|
|
|
|
TResources startresAI(level["ai"]);
|
|
TResources startresHuman(level["human"]);
|
|
|
|
for (auto i = players.begin(); i!=players.end(); i++)
|
|
{
|
|
PlayerState &p = i->second;
|
|
|
|
if (p.human)
|
|
p.resources = startresHuman;
|
|
else
|
|
p.resources = startresAI;
|
|
}
|
|
|
|
//give start resource bonus in case of campaign
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
{
|
|
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
if(chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
|
|
{
|
|
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
|
|
BOOST_FOREACH(const PlayerSettings *ps, people)
|
|
{
|
|
std::vector<int> res; //resources we will give
|
|
switch (chosenBonus->info1)
|
|
{
|
|
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
|
|
res.push_back(chosenBonus->info1);
|
|
break;
|
|
case 0xFD: //wood+ore
|
|
res.push_back(Res::WOOD); res.push_back(Res::ORE);
|
|
break;
|
|
case 0xFE: //rare
|
|
res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
//increasing resource quantity
|
|
for (int n=0; n<res.size(); ++n)
|
|
{
|
|
players[ps->color].resources[res[n]] += chosenBonus->info2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*************************HEROES************************************************/
|
|
tlog4 << "\tSetting up heroes";
|
|
std::set<int> hids; //hero ids to create pool
|
|
|
|
for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
|
|
if(map->allowedHeroes[i])
|
|
hids.insert(i);
|
|
|
|
for (ui32 i=0; i<map->heroes.size();i++) //heroes instances initialization
|
|
{
|
|
if (map->heroes[i]->getOwner()<0)
|
|
{
|
|
tlog2 << "Warning - hero with uninitialized owner!\n";
|
|
continue;
|
|
}
|
|
CGHeroInstance * vhi = (map->heroes[i]);
|
|
vhi->initHero();
|
|
players.find(vhi->getOwner())->second.heroes.push_back(vhi);
|
|
hids.erase(vhi->subID);
|
|
}
|
|
|
|
for (ui32 i=0; i<map->objects.size();i++) //prisons
|
|
{
|
|
if (map->objects[i]->ID == Obj::PRISON)
|
|
hids.erase(map->objects[i]->subID);
|
|
}
|
|
|
|
for(ui32 i=0; i<map->predefinedHeroes.size(); i++)
|
|
{
|
|
if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
|
|
continue;
|
|
map->predefinedHeroes[i]->initHero();
|
|
hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
|
|
hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
|
|
hids.erase(map->predefinedHeroes[i]->subID);
|
|
}
|
|
|
|
BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
|
|
{
|
|
CGHeroInstance * vhi = new CGHeroInstance();
|
|
vhi->initHero(hid);
|
|
hpool.heroesPool[hid] = vhi;
|
|
hpool.pavailable[hid] = 0xff;
|
|
}
|
|
|
|
for(ui32 i=0; i<map->disposedHeroes.size(); i++)
|
|
{
|
|
hpool.pavailable[map->disposedHeroes[i].heroId] = map->disposedHeroes[i].players;
|
|
}
|
|
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
|
|
{
|
|
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
if (chosenBonus.is_initialized() && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
|
|
{
|
|
//find human player
|
|
int humanPlayer=GameConstants::NEUTRAL_PLAYER;
|
|
for (auto it=players.begin(); it != players.end(); ++it)
|
|
{
|
|
if(it->second.human)
|
|
{
|
|
humanPlayer = it->first;
|
|
break;
|
|
}
|
|
}
|
|
assert(humanPlayer != GameConstants::NEUTRAL_PLAYER);
|
|
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
|
|
|
|
if (chosenBonus->info1 == 0xFFFD) //most powerful
|
|
{
|
|
int maxB = -1;
|
|
for (int b=0; b<heroes.size(); ++b)
|
|
{
|
|
if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
|
|
{
|
|
maxB = b;
|
|
}
|
|
}
|
|
if(maxB < 0)
|
|
tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";
|
|
else
|
|
giveCampaignBonusToHero(heroes[maxB]);
|
|
}
|
|
else //specific hero
|
|
{
|
|
for (int b=0; b<heroes.size(); ++b)
|
|
{
|
|
if (heroes[b]->subID == chosenBonus->info1)
|
|
{
|
|
giveCampaignBonusToHero(heroes[b]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*************************FOG**OF**WAR******************************************/
|
|
tlog4 << "\tFog of war";
|
|
for(auto k=teams.begin(); k!=teams.end(); ++k)
|
|
{
|
|
k->second.fogOfWarMap.resize(map->width);
|
|
for(int g=0; g<map->width; ++g)
|
|
k->second.fogOfWarMap[g].resize(map->height);
|
|
|
|
for(int g=-0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
k->second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
|
|
|
|
for(int g=0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
|
|
k->second.fogOfWarMap[g][h][v] = 0;
|
|
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
|
boost::unordered_set<int3, ShashInt3> tiles;
|
|
obj->getSightTiles(tiles);
|
|
BOOST_FOREACH(int3 tile, tiles)
|
|
{
|
|
k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
tlog4 << "\tStarting bonuses";
|
|
for(auto k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
//starting bonus
|
|
if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::RANDOM)
|
|
scenarioOps->playerInfos[k->first].bonus = static_cast<PlayerSettings::Ebonus>(ran()%3);
|
|
switch(scenarioOps->playerInfos[k->first].bonus)
|
|
{
|
|
case PlayerSettings::GOLD:
|
|
k->second.resources[Res::GOLD] += 500 + (ran()%6)*100;
|
|
break;
|
|
case PlayerSettings::RESOURCE:
|
|
{
|
|
int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].castle].primaryRes;
|
|
if(res == 127)
|
|
{
|
|
k->second.resources[Res::WOOD] += 5 + ran()%6;
|
|
k->second.resources[Res::ORE] += 5 + ran()%6;
|
|
}
|
|
else
|
|
{
|
|
k->second.resources[res] += 3 + ran()%4;
|
|
}
|
|
break;
|
|
}
|
|
case PlayerSettings::ARTIFACT:
|
|
{
|
|
if(!k->second.heroes.size())
|
|
{
|
|
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
|
|
break;
|
|
}
|
|
CArtifact *toGive;
|
|
toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
|
|
|
|
CGHeroInstance *hero = k->second.heroes[0];
|
|
giveHeroArtifact(hero, toGive->id);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
/****************************TOWNS************************************************/
|
|
tlog4 << "\tTowns";
|
|
CGTownInstance::universitySkills.clear();
|
|
for ( int i=0; i<4; i++)
|
|
CGTownInstance::universitySkills.push_back(14+i);//skills for university
|
|
|
|
for (ui32 i=0;i<map->towns.size();i++)
|
|
{
|
|
CGTownInstance * vti =(map->towns[i]);
|
|
if(!vti->town)
|
|
vti->town = &VLC->townh->towns[vti->subID];
|
|
if (vti->name.length()==0) // if town hasn't name we draw it
|
|
vti->name = vti->town->names[ran()%vti->town->names.size()];
|
|
|
|
//init buildings
|
|
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
|
|
{
|
|
vti->builtBuildings.erase(-50);
|
|
vti->builtBuildings.insert(EBuilding::VILLAGE_HALL);
|
|
vti->builtBuildings.insert(EBuilding::TAVERN);
|
|
vti->builtBuildings.insert(EBuilding::DWELL_FIRST);
|
|
if(ran()%2)
|
|
vti->builtBuildings.insert(EBuilding::DWELL_FIRST+1);
|
|
}
|
|
|
|
if (vstd::contains(vti->builtBuildings, EBuilding::SHIPYARD) && vti->state()==IBoatGenerator::TILE_BLOCKED)
|
|
vti->builtBuildings.erase(EBuilding::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
|
|
|
|
//init hordes
|
|
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
|
|
{
|
|
vti->builtBuildings.erase(-31-i);//remove old ID
|
|
if (vti->town->hordeLvl[0] == i)//if town first horde is this one
|
|
{
|
|
vti->builtBuildings.insert(EBuilding::HORDE_1);//add it
|
|
if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
|
|
vti->builtBuildings.insert(EBuilding::HORDE_1_UPGR);//add it as well
|
|
}
|
|
if (vti->town->hordeLvl[1] == i)//if town second horde is this one
|
|
{
|
|
vti->builtBuildings.insert(EBuilding::HORDE_2);
|
|
if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))
|
|
vti->builtBuildings.insert(EBuilding::HORDE_2_UPGR);
|
|
}
|
|
}
|
|
|
|
//town events
|
|
BOOST_FOREACH(CCastleEvent *ev, vti->events)
|
|
{
|
|
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level
|
|
{
|
|
ev->buildings.erase(-31-i);
|
|
if (vti->town->hordeLvl[0] == i)
|
|
ev->buildings.insert(EBuilding::HORDE_1);
|
|
if (vti->town->hordeLvl[1] == i)
|
|
ev->buildings.insert(EBuilding::HORDE_2);
|
|
}
|
|
}
|
|
//init spells
|
|
vti->spells.resize(GameConstants::SPELL_LEVELS);
|
|
CSpell *s;
|
|
for(ui32 z=0; z<vti->obligatorySpells.size();z++)
|
|
{
|
|
s = VLC->spellh->spells[vti->obligatorySpells[z]];
|
|
vti->spells[s->level-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
while(vti->possibleSpells.size())
|
|
{
|
|
ui32 total=0;
|
|
int sel = -1;
|
|
|
|
for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
|
|
total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
|
|
|
|
if (total == 0) // remaining spells have 0 probability
|
|
break;
|
|
|
|
int r = ran()%total;
|
|
for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
|
|
{
|
|
r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
|
|
if(r<0)
|
|
{
|
|
sel = ps;
|
|
break;
|
|
}
|
|
}
|
|
if(sel<0)
|
|
sel=0;
|
|
|
|
CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];
|
|
vti->spells[s->level-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
vti->possibleSpells.clear();
|
|
if(vti->getOwner() != 255)
|
|
getPlayer(vti->getOwner())->towns.push_back(vti);
|
|
}
|
|
|
|
//campaign bonuses for towns
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
{
|
|
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
|
if (chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
|
|
{
|
|
for (int g=0; g<map->towns.size(); ++g)
|
|
{
|
|
PlayerState * owner = getPlayer(map->towns[g]->getOwner());
|
|
if (owner)
|
|
{
|
|
PlayerInfo & pi = map->players[owner->color];
|
|
|
|
if (owner->human && //human-owned
|
|
map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
|
|
{
|
|
map->towns[g]->builtBuildings.insert(
|
|
CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
tlog4 << "\tObject initialization";
|
|
objCaller->preInit();
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
obj->initObj();
|
|
if(obj->ID == Obj::PRISON) //prison also needs to initialize hero
|
|
static_cast<CGHeroInstance*>(obj)->initHero();
|
|
}
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
switch (obj->ID)
|
|
{
|
|
case Obj::QUEST_GUARD:
|
|
case Obj::SEER_HUT:
|
|
{
|
|
auto q = static_cast<CGSeerHut*>(obj);
|
|
assert (q);
|
|
q->setObjToKill();
|
|
}
|
|
}
|
|
}
|
|
CGTeleport::postInit(); //pairing subterranean gates
|
|
|
|
buildBonusSystemTree();
|
|
|
|
for(auto k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
if(k->first==255)
|
|
continue;
|
|
|
|
//init visiting and garrisoned heroes
|
|
BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
|
|
{
|
|
BOOST_FOREACH(CGTownInstance *t, k->second.towns)
|
|
{
|
|
int3 vistile = t->pos; vistile.x--; //tile next to the entrance
|
|
if(vistile == h->pos || h->pos==t->pos)
|
|
{
|
|
t->setVisitingHero(h);
|
|
if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
|
|
{
|
|
map->removeBlockVisTiles(h);
|
|
h->pos.x -= 1;
|
|
map->addBlockVisTiles(h);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
tlog4 << "\tChecking objectives";
|
|
map->checkForObjectives(); //needs to be run when all objects are properly placed
|
|
|
|
int seedAfterInit = ran();
|
|
tlog0 << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")" << std::endl;
|
|
if(scenarioOps->seedPostInit > 0)
|
|
{
|
|
//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
|
|
assert(scenarioOps->seedPostInit == seedAfterInit);
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
|
|
}
|
|
}
|
|
|
|
void CGameState::initDuel()
|
|
{
|
|
DuelParameters dp;
|
|
try //CLoadFile likes throwing
|
|
{
|
|
if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
|
|
{
|
|
tlog0 << "Loading duel settings from JSON file: " << scenarioOps->mapname << std::endl;
|
|
dp = DuelParameters::fromJSON(scenarioOps->mapname);
|
|
tlog0 << "JSON file has been successfully read!\n";
|
|
}
|
|
else
|
|
{
|
|
CLoadFile lf(scenarioOps->mapname);
|
|
lf >> dp;
|
|
}
|
|
}
|
|
catch(...)
|
|
{
|
|
tlog1 << "Cannot load duel settings from " << scenarioOps->mapname << std::endl;
|
|
throw;
|
|
}
|
|
|
|
const CArmedInstance *armies[2] = {0};
|
|
const CGHeroInstance *heroes[2] = {0};
|
|
CGTownInstance *town = NULL;
|
|
|
|
for(int i = 0; i < 2; i++)
|
|
{
|
|
CArmedInstance *obj = NULL;
|
|
if(dp.sides[i].heroId >= 0)
|
|
{
|
|
const DuelParameters::SideSettings &ss = dp.sides[i];
|
|
CGHeroInstance *h = new CGHeroInstance();
|
|
armies[i] = heroes[i] = h;
|
|
obj = h;
|
|
h->subID = ss.heroId;
|
|
for(int i = 0; i < ss.heroPrimSkills.size(); i++)
|
|
h->pushPrimSkill(i, ss.heroPrimSkills[i]);
|
|
|
|
if(ss.spells.size())
|
|
{
|
|
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
|
|
boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
|
|
}
|
|
|
|
BOOST_FOREACH(auto &parka, ss.artifacts)
|
|
{
|
|
h->putArtifact(parka.first, parka.second);
|
|
}
|
|
|
|
typedef const std::pair<si32, si8> &TSecSKill;
|
|
BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills)
|
|
h->setSecSkillLevel((CGHeroInstance::SecondarySkill)secSkill.first, secSkill.second, 1);
|
|
|
|
h->initHero(h->subID);
|
|
obj->initObj();
|
|
}
|
|
else
|
|
{
|
|
CGCreature *c = new CGCreature();
|
|
armies[i] = obj = c;
|
|
//c->subID = 34;
|
|
}
|
|
|
|
obj->setOwner(i);
|
|
|
|
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
|
|
{
|
|
TCreature cre = dp.sides[i].stacks[j].type;
|
|
TQuantity count = dp.sides[i].stacks[j].count;
|
|
if(count || obj->hasStackAtSlot(j))
|
|
obj->setCreature(j, cre, count);
|
|
}
|
|
|
|
BOOST_FOREACH(const DuelParameters::CusomCreature &cc, dp.creatures)
|
|
{
|
|
CCreature *c = VLC->creh->creatures[cc.id];
|
|
if(cc.attack >= 0)
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
|
|
if(cc.defense >= 0)
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
|
|
if(cc.speed >= 0)
|
|
c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
|
|
if(cc.HP >= 0)
|
|
c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
|
|
if(cc.dmg >= 0)
|
|
{
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
|
|
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
|
|
}
|
|
if(cc.shoots >= 0)
|
|
c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
|
|
}
|
|
}
|
|
|
|
curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
|
|
curB->obstacles = dp.obstacles;
|
|
curB->localInit();
|
|
return;
|
|
}
|
|
|
|
BFieldType::BFieldType CGameState::battleGetBattlefieldType(int3 tile) const
|
|
{
|
|
if(tile==int3() && curB)
|
|
tile = curB->tile;
|
|
else if(tile==int3() && !curB)
|
|
return BFieldType::NONE;
|
|
|
|
const TerrainTile &t = map->getTile(tile);
|
|
//fight in mine -> subterranean
|
|
if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
|
|
return BFieldType::SUBTERRANEAN;
|
|
|
|
BOOST_FOREACH(auto &obj, map->objects)
|
|
{
|
|
//look only for objects covering given tile
|
|
if( !obj || obj->pos.z != tile.z
|
|
|| !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
|
|
continue;
|
|
|
|
switch(obj->ID)
|
|
{
|
|
case Obj::CLOVER_FIELD:
|
|
return BFieldType::CLOVER_FIELD;
|
|
case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
|
|
return BFieldType::CURSED_GROUND;
|
|
case Obj::EVIL_FOG:
|
|
return BFieldType::EVIL_FOG;
|
|
case Obj::FAVORABLE_WINDS:
|
|
return BFieldType::FAVOURABLE_WINDS;
|
|
case Obj::FIERY_FIELDS:
|
|
return BFieldType::FIERY_FIELDS;
|
|
case Obj::HOLY_GROUNDS:
|
|
return BFieldType::HOLY_GROUND;
|
|
case Obj::LUCID_POOLS:
|
|
return BFieldType::LUCID_POOLS;
|
|
case Obj::MAGIC_CLOUDS:
|
|
return BFieldType::MAGIC_CLOUDS;
|
|
case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
|
|
return BFieldType::MAGIC_PLAINS;
|
|
case Obj::ROCKLANDS:
|
|
return BFieldType::ROCKLANDS;
|
|
}
|
|
}
|
|
|
|
if(!t.isWater() && t.isCoastal())
|
|
return BFieldType::SAND_SHORE;
|
|
|
|
switch(t.terType)
|
|
{
|
|
case ETerrainType::DIRT:
|
|
return static_cast<BFieldType::BFieldType>(rand()%3+3);
|
|
case ETerrainType::SAND:
|
|
return BFieldType::SAND_MESAS; //TODO: coast support
|
|
case ETerrainType::GRASS:
|
|
return static_cast<BFieldType::BFieldType>(rand()%2+6);
|
|
case ETerrainType::SNOW:
|
|
return static_cast<BFieldType::BFieldType>(rand()%2+10);
|
|
case ETerrainType::SWAMP:
|
|
return BFieldType::SWAMP_TREES;
|
|
case ETerrainType::ROUGH:
|
|
return BFieldType::ROUGH;
|
|
case ETerrainType::SUBTERRANEAN:
|
|
return BFieldType::SUBTERRANEAN;
|
|
case ETerrainType::LAVA:
|
|
return BFieldType::LAVA;
|
|
case ETerrainType::WATER:
|
|
return BFieldType::SHIP;
|
|
case ETerrainType::ROCK:
|
|
return BFieldType::ROCKLANDS;
|
|
default:
|
|
return BFieldType::NONE;
|
|
}
|
|
}
|
|
|
|
UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
|
|
{
|
|
UpgradeInfo ret;
|
|
const CCreature *base = stack.type;
|
|
|
|
const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
|
|
const CGTownInstance *t = NULL;
|
|
|
|
if(stack.armyObj->ID == Obj::TOWN)
|
|
t = static_cast<const CGTownInstance *>(stack.armyObj);
|
|
else if(h)
|
|
{ //hero specialty
|
|
TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
|
|
BOOST_FOREACH(const Bonus *it, *lista)
|
|
{
|
|
ui16 nid = it->additionalInfo;
|
|
if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
|
|
}
|
|
}
|
|
t = h->visitedTown;
|
|
}
|
|
if(t)
|
|
{
|
|
BOOST_FOREACH(const CGTownInstance::TCreaturesSet::value_type & dwelling, t->creatures)
|
|
{
|
|
if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
|
|
{
|
|
BOOST_FOREACH(ui32 upgrID, dwelling.second)
|
|
{
|
|
if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
|
|
{
|
|
ret.newID.push_back(upgrID);
|
|
ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//hero is visiting Hill Fort
|
|
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)
|
|
{
|
|
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
|
|
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
|
|
|
|
BOOST_FOREACH(si32 nid, base->upgrades)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
|
|
}
|
|
}
|
|
|
|
if(ret.newID.size())
|
|
ret.oldID = base->idNumber;
|
|
|
|
return ret;
|
|
}
|
|
|
|
PlayerRelations::PlayerRelations CGameState::getPlayerRelations( TPlayerColor color1, TPlayerColor color2 )
|
|
{
|
|
if ( color1 == color2 )
|
|
return PlayerRelations::SAME_PLAYER;
|
|
if(color1 == GameConstants::NEUTRAL_PLAYER || color2 == GameConstants::NEUTRAL_PLAYER) //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::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
|
|
{
|
|
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
|
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
|
|
|
for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
|
|
{
|
|
const int3 hlp = tile + dirs[i];
|
|
if(!map->isInTheMap(hlp))
|
|
continue;
|
|
|
|
const TerrainTile &hlpt = map->getTile(hlp);
|
|
|
|
// //we cannot visit things from blocked tiles
|
|
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
|
|
// {
|
|
// continue;
|
|
// }
|
|
|
|
if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dirs[i].x && dirs[i].y) //diagonal move through water
|
|
{
|
|
int3 hlp1 = tile,
|
|
hlp2 = tile;
|
|
hlp1.x += dirs[i].x;
|
|
hlp2.y += dirs[i].y;
|
|
|
|
if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
|
|
continue;
|
|
}
|
|
|
|
if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
|
|
&& hlpt.terType != ETerrainType::ROCK)
|
|
{
|
|
vec.push_back(hlp);
|
|
}
|
|
}
|
|
}
|
|
|
|
int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
|
|
{
|
|
if(src == dest) //same tile
|
|
return 0;
|
|
|
|
TerrainTile &s = map->terrain[src.x][src.y][src.z],
|
|
&d = map->terrain[dest.x][dest.y][dest.z];
|
|
|
|
//get basic cost
|
|
int ret = h->getTileCost(d,s);
|
|
|
|
if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
|
|
{
|
|
bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
|
|
|
|
if(!freeFlying)
|
|
{
|
|
ret *= 1.4; //40% penalty for movement over blocked tile
|
|
}
|
|
}
|
|
else if (d.terType == ETerrainType::WATER)
|
|
{
|
|
if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
|
|
ret *= 0.666;
|
|
else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
|
|
ret *= 1.4; //40% penalty for water walking
|
|
}
|
|
|
|
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
|
|
{
|
|
int old = ret;
|
|
ret *= 1.414213;
|
|
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
if(ret > remainingMovePoints && remainingMovePoints >= old)
|
|
{
|
|
return remainingMovePoints;
|
|
}
|
|
}
|
|
|
|
|
|
int left = remainingMovePoints-ret;
|
|
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
|
|
{
|
|
std::vector<int3> vec;
|
|
getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
|
|
for(size_t i=0; i < vec.size(); i++)
|
|
{
|
|
int fcost = getMovementCost(h,dest,vec[i],left,false);
|
|
if(fcost <= left)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
ret = remainingMovePoints;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CGameState::apply(CPack *pack)
|
|
{
|
|
ui16 typ = typeList.getTypeID(pack);
|
|
applierGs->apps[typ]->applyOnGS(this,pack);
|
|
}
|
|
|
|
bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
|
|
{
|
|
//the old pathfinder is not supported anymore!
|
|
assert(0);
|
|
return false;
|
|
}
|
|
|
|
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
|
|
{
|
|
CPathfinder pathfinder(out, this, hero);
|
|
pathfinder.calculatePaths(src, movement);
|
|
}
|
|
|
|
/**
|
|
* 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->terrain[pos.x][pos.y][pos.z];
|
|
if (posTile.visitable)
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
|
|
{
|
|
if(obj->blockVisit)
|
|
{
|
|
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))
|
|
{
|
|
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
|
|
if (tile.visitable && (tile.isWater() == posTile.isWater()))
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
|
|
{
|
|
if (obj->ID == Obj::MONSTER && 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
|
|
{
|
|
const int3 originalPos = pos;
|
|
// Give monster at position priority.
|
|
if (!map->isInTheMap(pos))
|
|
return int3(-1, -1, -1);
|
|
const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
|
|
if (posTile.visitable)
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
|
|
{
|
|
if(obj->blockVisit)
|
|
{
|
|
if (obj->ID == Obj::MONSTER) // Monster
|
|
return pos;
|
|
else
|
|
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
|
|
}
|
|
}
|
|
}
|
|
|
|
// See if there are any monsters adjacent.
|
|
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))
|
|
{
|
|
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
|
|
if (tile.visitable && (tile.isWater() == posTile.isWater()))
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
|
|
{
|
|
if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
|
|
{
|
|
return pos;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pos.y++;
|
|
}
|
|
pos.y -= 3;
|
|
pos.x++;
|
|
}
|
|
|
|
return int3(-1, -1, -1);
|
|
}
|
|
|
|
bool CGameState::isVisible(int3 pos, int player)
|
|
{
|
|
if(player == 255) //neutral player
|
|
return false;
|
|
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
|
|
}
|
|
|
|
bool CGameState::isVisible( const CGObjectInstance *obj, int player )
|
|
{
|
|
if(player == -1)
|
|
return true;
|
|
|
|
if(player == 255) //neutral player -> TODO ??? needed?
|
|
return false;
|
|
//object is visible when at least one blocked tile is visible
|
|
for(int fx=0; fx<8; ++fx)
|
|
{
|
|
for(int fy=0; fy<6; ++fy)
|
|
{
|
|
int3 pos = obj->pos + int3(fx-7,fy-5,0);
|
|
if(map->isInTheMap(pos)
|
|
&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
|
|
&& isVisible(pos, player) )
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
|
|
{
|
|
const TerrainTile * pom = &map->getTile(dst);
|
|
return checkForVisitableDir(src, pom, dst);
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
|
|
{
|
|
for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
|
|
{
|
|
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
|
|
continue;
|
|
|
|
CGDefInfo * di = pom->visitableObjects[b]->defInfo;
|
|
if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
int CGameState::victoryCheck( ui8 player ) const
|
|
{
|
|
const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD || map->victoryCondition.allowNormalVictory
|
|
|| (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard)
|
|
{
|
|
if(player == checkForStandardWin())
|
|
return -1;
|
|
}
|
|
|
|
if (p->enteredWinningCheatCode)
|
|
{ //cheater or tester, but has entered the code...
|
|
if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
|
|
return -1;
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
if(p->human || map->victoryCondition.appliesToAI)
|
|
{
|
|
switch(map->victoryCondition.condition)
|
|
{
|
|
case EVictoryConditionType::ARTIFACT:
|
|
//check if any hero has winning artifact
|
|
for(size_t i = 0; i < p->heroes.size(); i++)
|
|
if(p->heroes[i]->hasArt(map->victoryCondition.objectId))
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case EVictoryConditionType::GATHERTROOP:
|
|
{
|
|
//check if in players armies there is enough creatures
|
|
int total = 0; //creature counter
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
const CArmedInstance *ai = NULL;
|
|
if(map->objects[i]
|
|
&& map->objects[i]->tempOwner == player //object controlled by player
|
|
&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
|
|
{
|
|
for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
|
|
if(i->second->type->idNumber == map->victoryCondition.objectId) //it's searched creature
|
|
total += i->second->count;
|
|
}
|
|
}
|
|
|
|
if(total >= map->victoryCondition.count)
|
|
return 1;
|
|
}
|
|
break;
|
|
|
|
case EVictoryConditionType::GATHERRESOURCE:
|
|
if(p->resources[map->victoryCondition.objectId] >= map->victoryCondition.count)
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case EVictoryConditionType::BUILDCITY:
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
|
|
if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.objectId && t->hallLevel()-1 >= map->victoryCondition.count)
|
|
return 1;
|
|
}
|
|
break;
|
|
|
|
case EVictoryConditionType::BUILDGRAIL:
|
|
BOOST_FOREACH(const CGTownInstance *t, map->towns)
|
|
if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
|
|
&& t->tempOwner == player
|
|
&& t->hasBuilt(EBuilding::GRAIL))
|
|
return 1;
|
|
break;
|
|
|
|
case EVictoryConditionType::BEATHERO:
|
|
if(map->victoryCondition.obj->tempOwner >= GameConstants::PLAYER_LIMIT) //target hero not present on map
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::CAPTURECITY:
|
|
{
|
|
if(map->victoryCondition.obj->tempOwner == player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case EVictoryConditionType::BEATMONSTER:
|
|
if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::TAKEDWELLINGS:
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
|
|
{
|
|
switch(map->objects[i]->ID)
|
|
{
|
|
case 17: case 18: case 19: case 20: //dwellings
|
|
case 216: case 217: case 218:
|
|
return 0; //found not flagged dwelling - player not won
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::TAKEMINES:
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
|
|
{
|
|
switch(map->objects[i]->ID)
|
|
{
|
|
case 53: case 220:
|
|
return 0; //found not flagged mine - player not won
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::TRANSPORTITEM:
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
|
|
if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.objectId))
|
|
|| (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.objectId)))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
ui8 CGameState::checkForStandardWin() const
|
|
{
|
|
//std victory condition is:
|
|
//all enemies lost
|
|
TPlayerColor supposedWinner = 255, winnerTeam = 255;
|
|
for(auto i = players.begin(); i != players.end(); i++)
|
|
{
|
|
if(i->second.status == PlayerState::INGAME && i->first < GameConstants::PLAYER_LIMIT)
|
|
{
|
|
if(supposedWinner == 255)
|
|
{
|
|
//first player remaining ingame - candidate for victory
|
|
supposedWinner = i->second.color;
|
|
winnerTeam = i->second.team;
|
|
}
|
|
else if(winnerTeam != i->second.team)
|
|
{
|
|
//current candidate has enemy remaining in game -> no vicotry
|
|
return 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
return supposedWinner;
|
|
}
|
|
|
|
bool CGameState::checkForStandardLoss( TPlayerColor player ) const
|
|
{
|
|
//std loss condition is: player lost all towns and heroes
|
|
const PlayerState &p = *CGameInfoCallback::getPlayer(player);
|
|
return !p.heroes.size() && !p.towns.size();
|
|
}
|
|
|
|
struct statsHLP
|
|
{
|
|
typedef std::pair< TPlayerColor, si64 > TStat;
|
|
//converts [<player's color, value>] to vec[place] -> platers
|
|
static std::vector< std::vector< TPlayerColor > > getRank( std::vector<TStat> stats )
|
|
{
|
|
std::sort(stats.begin(), stats.end(), statsHLP());
|
|
|
|
//put first element
|
|
std::vector< std::vector<TPlayerColor> > ret;
|
|
std::vector<TPlayerColor> tmp;
|
|
tmp.push_back( stats[0].first );
|
|
ret.push_back( tmp );
|
|
|
|
//the rest of elements
|
|
for(int g=1; g<stats.size(); ++g)
|
|
{
|
|
if(stats[g].second == stats[g-1].second)
|
|
{
|
|
(ret.end()-1)->push_back( stats[g].first );
|
|
}
|
|
else
|
|
{
|
|
//create next occupied rank
|
|
std::vector<TPlayerColor> tmp;
|
|
tmp.push_back(stats[g].first);
|
|
ret.push_back(tmp);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool operator()(const TStat & a, const TStat & b) const
|
|
{
|
|
return a.second > b.second;
|
|
}
|
|
|
|
static const CGHeroInstance * findBestHero(CGameState * gs, int color)
|
|
{
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
|
|
if(!h.size())
|
|
return NULL;
|
|
//best hero will be that with highest exp
|
|
int best = 0;
|
|
for(int b=1; b<h.size(); ++b)
|
|
{
|
|
if(h[b]->exp > h[best]->exp)
|
|
{
|
|
best = b;
|
|
}
|
|
}
|
|
return h[best];
|
|
}
|
|
|
|
//calculates total number of artifacts that belong to given player
|
|
static int getNumberOfArts(const PlayerState * ps)
|
|
{
|
|
int ret = 0;
|
|
BOOST_FOREACH(auto h, ps->heroes)
|
|
{
|
|
ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// get total strength of player army
|
|
static si64 getArmyStrength(const PlayerState * ps)
|
|
{
|
|
si64 str = 0;
|
|
|
|
BOOST_FOREACH(auto h, ps->heroes)
|
|
{
|
|
if(!h->inTownGarrison) //original h3 behavior
|
|
str += h->getArmyStrength();
|
|
}
|
|
return str;
|
|
}
|
|
};
|
|
|
|
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
{
|
|
#define FILL_FIELD(FIELD, VAL_GETTER) \
|
|
{ \
|
|
std::vector< std::pair< TPlayerColor, si64 > > stats; \
|
|
for(auto g = players.begin(); g != players.end(); ++g) \
|
|
{ \
|
|
if(g->second.color == 255) \
|
|
continue; \
|
|
std::pair< ui8, si64 > stat; \
|
|
stat.first = g->second.color; \
|
|
stat.second = VAL_GETTER; \
|
|
stats.push_back(stat); \
|
|
} \
|
|
tgi.FIELD = statsHLP::getRank(stats); \
|
|
}
|
|
|
|
for(auto g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color != 255)
|
|
tgi.playerColors.push_back(g->second.color);
|
|
}
|
|
|
|
if(level >= 1) //num of towns & num of heroes
|
|
{
|
|
//num of towns
|
|
FILL_FIELD(numOfTowns, g->second.towns.size())
|
|
//num of heroes
|
|
FILL_FIELD(numOfHeroes, g->second.heroes.size())
|
|
//best hero's portrait
|
|
for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
{
|
|
if(g->second.color == 255)
|
|
continue;
|
|
const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
|
|
InfoAboutHero iah;
|
|
iah.initFromHero(best, level >= 8);
|
|
iah.army.clear();
|
|
tgi.colorToBestHero[g->second.color] = iah;
|
|
}
|
|
}
|
|
if(level >= 2) //gold
|
|
{
|
|
FILL_FIELD(gold, g->second.resources[Res::GOLD])
|
|
}
|
|
if(level >= 2) //wood & ore
|
|
{
|
|
FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
|
|
}
|
|
if(level >= 3) //mercury, sulfur, crystal, gems
|
|
{
|
|
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
|
|
}
|
|
if(level >= 4) //obelisks found
|
|
{
|
|
//TODO: obtainPlayersStats - obelisks found
|
|
}
|
|
if(level >= 5) //artifacts
|
|
{
|
|
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
|
|
}
|
|
if(level >= 6) //army strength
|
|
{
|
|
FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
|
|
}
|
|
if(level >= 7) //income
|
|
{
|
|
//TODO:obtainPlayersStats - income
|
|
}
|
|
if(level >= 8) //best hero's stats
|
|
{
|
|
//already set in lvl 1 handling
|
|
}
|
|
if(level >= 9) //personality
|
|
{
|
|
for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
{
|
|
if(g->second.color == 255) //do nothing for neutral player
|
|
continue;
|
|
if(g->second.human)
|
|
{
|
|
tgi.personality[g->second.color] = EAiTactic::NONE;
|
|
}
|
|
else //AI
|
|
{
|
|
tgi.personality[g->second.color] = map->players[g->second.color].aiTactic;
|
|
}
|
|
|
|
}
|
|
}
|
|
if(level >= 10) //best creature
|
|
{
|
|
//best creatures belonging to player (highest AI value)
|
|
for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
{
|
|
if(g->second.color == 255) //do nothing for neutral player
|
|
continue;
|
|
int bestCre = -1; //best creature's ID
|
|
for(int b=0; b<g->second.heroes.size(); ++b)
|
|
{
|
|
for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
|
|
{
|
|
int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
|
|
if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
|
|
{
|
|
bestCre = toCmp;
|
|
}
|
|
}
|
|
}
|
|
tgi.bestCreature[g->second.color] = bestCre;
|
|
}
|
|
}
|
|
|
|
#undef FILL_FIELD
|
|
}
|
|
|
|
int CGameState::lossCheck( TPlayerColor player ) const
|
|
{
|
|
const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
//if(map->lossCondition.typeOfLossCon == lossStandard)
|
|
if(checkForStandardLoss(player))
|
|
return -1;
|
|
|
|
if (p->enteredLosingCheatCode)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
if(p->human) //special loss condition applies only to human player
|
|
{
|
|
switch(map->lossCondition.typeOfLossCon)
|
|
{
|
|
case ELossConditionType::LOSSCASTLE:
|
|
case ELossConditionType::LOSSHERO:
|
|
{
|
|
const CGObjectInstance *obj = map->lossCondition.obj;
|
|
assert(obj);
|
|
if(obj->tempOwner != player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case ELossConditionType::TIMEEXPIRES:
|
|
if(map->lossCondition.timeLimit < day)
|
|
return 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!p->towns.size() && p->daysWithoutCastle >= 7)
|
|
return 2;
|
|
|
|
return false;
|
|
}
|
|
|
|
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
|
|
{
|
|
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
|
|
for ( auto i = players.cbegin() ; i != players.cend();i++)
|
|
for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
|
|
if(*j)
|
|
pool.erase((**j).subID);
|
|
|
|
return pool;
|
|
}
|
|
|
|
void CGameState::buildBonusSystemTree()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
|
|
BOOST_FOREACH(CGTownInstance *t, map->towns)
|
|
{
|
|
t->deserializationFix();
|
|
}
|
|
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
|
|
// are provided on initializing / deserializing
|
|
}
|
|
|
|
void CGameState::deserializationFix()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
}
|
|
|
|
void CGameState::buildGlobalTeamPlayerTree()
|
|
{
|
|
for(auto k=teams.begin(); k!=teams.end(); ++k)
|
|
{
|
|
TeamState *t = &k->second;
|
|
t->attachTo(&globalEffects);
|
|
|
|
BOOST_FOREACH(ui8 teamMember, k->second.players)
|
|
{
|
|
PlayerState *p = getPlayer(teamMember);
|
|
assert(p);
|
|
p->attachTo(t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::attachArmedObjects()
|
|
{
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
|
|
armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
|
|
}
|
|
}
|
|
|
|
void CGameState::giveHeroArtifact(CGHeroInstance *h, int aid)
|
|
{
|
|
CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
|
|
CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
|
|
map->addNewArtifactInstance(ai);
|
|
ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
|
|
}
|
|
|
|
int3 CPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
|
|
{
|
|
if (mode==0)
|
|
{
|
|
for (ui32 i=0;i<nodes.size();i++)
|
|
{
|
|
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
int3 CPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
CGPathNode::CGPathNode()
|
|
:coord(-1,-1,-1)
|
|
{
|
|
accessible = 0;
|
|
land = 0;
|
|
moveRemains = 0;
|
|
turns = 255;
|
|
theNodeBefore = NULL;
|
|
}
|
|
|
|
bool CGPathNode::reachable() const
|
|
{
|
|
return turns < 255;
|
|
}
|
|
|
|
bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
|
|
{
|
|
assert(isValid);
|
|
|
|
out.nodes.clear();
|
|
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
|
if(!curnode->theNodeBefore)
|
|
return false;
|
|
|
|
|
|
while(curnode)
|
|
{
|
|
CGPathNode cpn = *curnode;
|
|
curnode = curnode->theNodeBefore;
|
|
out.nodes.push_back(cpn);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
CPathsInfo::CPathsInfo( const int3 &Sizes )
|
|
:sizes(Sizes)
|
|
{
|
|
hero = NULL;
|
|
nodes = new CGPathNode**[sizes.x];
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
nodes[i] = new CGPathNode*[sizes.y];
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
nodes[i][j] = new CGPathNode[sizes.z];
|
|
}
|
|
}
|
|
}
|
|
|
|
CPathsInfo::~CPathsInfo()
|
|
{
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
delete [] nodes[i][j];
|
|
}
|
|
delete [] nodes[i];
|
|
}
|
|
delete [] nodes;
|
|
}
|
|
|
|
int3 CGPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
|
|
int3 CGPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
void CGPath::convert( ui8 mode )
|
|
{
|
|
if(mode==0)
|
|
{
|
|
for(ui32 i=0;i<nodes.size();i++)
|
|
{
|
|
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
PlayerState::PlayerState()
|
|
: color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
|
|
enteredLosingCheatCode(0), status(INGAME), daysWithoutCastle(0)
|
|
{
|
|
setNodeType(PLAYER);
|
|
}
|
|
|
|
std::string PlayerState::nodeName() const
|
|
{
|
|
return "Player " + (color < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast<std::string>(color));
|
|
}
|
|
|
|
// void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
|
|
// {
|
|
// return; //no loops possible
|
|
// }
|
|
//
|
|
// void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
|
|
// {
|
|
// for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)
|
|
// {
|
|
// if (*it != root)
|
|
// (*it)->getBonuses(out, selector, this);
|
|
// }
|
|
// }
|
|
|
|
InfoAboutArmy::InfoAboutArmy():
|
|
owner(GameConstants::NEUTRAL_PLAYER)
|
|
{}
|
|
|
|
InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
|
|
{
|
|
initFromArmy(Army, detailed);
|
|
}
|
|
|
|
void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
|
|
{
|
|
army = ArmyDescriptor(Army, detailed);
|
|
owner = Army->tempOwner;
|
|
name = Army->getHoverText();
|
|
}
|
|
|
|
void InfoAboutHero::assign(const InfoAboutHero & iah)
|
|
{
|
|
InfoAboutArmy::operator = (iah);
|
|
|
|
details = (iah.details ? new Details(*iah.details) : NULL);
|
|
hclass = iah.hclass;
|
|
portrait = iah.portrait;
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero():
|
|
details(nullptr),
|
|
hclass(nullptr),
|
|
portrait(-1)
|
|
{}
|
|
|
|
InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
|
|
InfoAboutArmy()
|
|
{
|
|
assign(iah);
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
|
|
: details(nullptr),
|
|
hclass(nullptr),
|
|
portrait(-1)
|
|
{
|
|
initFromHero(h, detailed);
|
|
}
|
|
|
|
InfoAboutHero::~InfoAboutHero()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
|
|
{
|
|
assign(iah);
|
|
return *this;
|
|
}
|
|
|
|
void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
|
|
{
|
|
if(!h)
|
|
return;
|
|
|
|
initFromArmy(h, detailed);
|
|
|
|
hclass = h->type->heroClass;
|
|
name = h->name;
|
|
portrait = h->portrait;
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
details->luck = h->LuckVal();
|
|
details->morale = h->MoraleVal();
|
|
details->mana = h->mana;
|
|
details->primskills.resize(GameConstants::PRIMARY_SKILLS);
|
|
|
|
for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
|
|
{
|
|
details->primskills[i] = h->getPrimSkillLevel(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
InfoAboutTown::InfoAboutTown():
|
|
details(nullptr),
|
|
tType(nullptr),
|
|
built(0),
|
|
fortLevel(0)
|
|
{
|
|
|
|
}
|
|
|
|
InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
|
|
{
|
|
initFromTown(t, detailed);
|
|
}
|
|
|
|
InfoAboutTown::~InfoAboutTown()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
|
|
{
|
|
initFromArmy(t, detailed);
|
|
army = ArmyDescriptor(t->getUpperArmy(), detailed);
|
|
built = t->builded;
|
|
fortLevel = t->fortLevel();
|
|
name = t->name;
|
|
tType = t->town;
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
details->goldIncome = t->dailyIncome();
|
|
details->customRes = t->hasBuilt(EBuilding::RESOURCE_SILO);
|
|
details->hallLevel = t->hallLevel();
|
|
details->garrisonedHero = t->garrisonHero;
|
|
}
|
|
}
|
|
|
|
ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
|
|
: isDetailed(detailed)
|
|
{
|
|
for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++)
|
|
{
|
|
if(detailed)
|
|
(*this)[i->first] = *i->second;
|
|
else
|
|
(*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID());
|
|
}
|
|
}
|
|
|
|
ArmyDescriptor::ArmyDescriptor()
|
|
: isDetailed(false)
|
|
{
|
|
|
|
}
|
|
|
|
int ArmyDescriptor::getStrength() const
|
|
{
|
|
ui64 ret = 0;
|
|
if(isDetailed)
|
|
{
|
|
for(const_iterator i = begin(); i != end(); i++)
|
|
ret += i->second.type->AIValue * i->second.count;
|
|
}
|
|
else
|
|
{
|
|
for(const_iterator i = begin(); i != end(); i++)
|
|
ret += i->second.type->AIValue * CCreature::estimateCreatureCount(i->second.count);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
DuelParameters::SideSettings::StackSettings::StackSettings()
|
|
: type(-1), count(0)
|
|
{
|
|
}
|
|
|
|
DuelParameters::SideSettings::StackSettings::StackSettings(si32 Type, si32 Count)
|
|
: type(Type), count(Count)
|
|
{
|
|
}
|
|
|
|
DuelParameters::SideSettings::SideSettings()
|
|
{
|
|
heroId = -1;
|
|
}
|
|
|
|
DuelParameters::DuelParameters()
|
|
{
|
|
terType = ETerrainType::DIRT;
|
|
bfieldType = BFieldType::ROCKLANDS;
|
|
}
|
|
|
|
DuelParameters DuelParameters::fromJSON(const std::string &fname)
|
|
{
|
|
DuelParameters ret;
|
|
|
|
const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
|
|
ret.terType = static_cast<ETerrainType::ETerrainType>((int)duelData["terType"].Float());
|
|
ret.bfieldType = static_cast<BFieldType::BFieldType>((int)duelData["bfieldType"].Float());
|
|
BOOST_FOREACH(const JsonNode &n, duelData["sides"].Vector())
|
|
{
|
|
SideSettings &ss = ret.sides[(int)n["side"].Float()];
|
|
int i = 0;
|
|
BOOST_FOREACH(const JsonNode &stackNode, n["army"].Vector())
|
|
{
|
|
ss.stacks[i].type = stackNode.Vector()[0].Float();
|
|
ss.stacks[i].count = stackNode.Vector()[1].Float();
|
|
i++;
|
|
}
|
|
|
|
if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
|
|
ss.heroId = n["heroid"].Float();
|
|
else
|
|
ss.heroId = -1;
|
|
|
|
BOOST_FOREACH(const JsonNode &n, n["heroPrimSkills"].Vector())
|
|
ss.heroPrimSkills.push_back(n.Float());
|
|
|
|
BOOST_FOREACH(const JsonNode &skillNode, n["heroSecSkills"].Vector())
|
|
{
|
|
std::pair<si32, si8> secSkill;
|
|
secSkill.first = skillNode.Vector()[0].Float();
|
|
secSkill.second = skillNode.Vector()[1].Float();
|
|
ss.heroSecSkills.push_back(secSkill);
|
|
}
|
|
|
|
assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
|
|
|
|
if(ss.heroId != -1)
|
|
{
|
|
const JsonNode & spells = n["spells"];
|
|
if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
|
|
{
|
|
BOOST_FOREACH(auto spell, VLC->spellh->spells)
|
|
if(spell->id <= Spells::SUMMON_AIR_ELEMENTAL)
|
|
ss.spells.insert(spell->id);
|
|
}
|
|
else
|
|
BOOST_FOREACH(const JsonNode &spell, n["spells"].Vector())
|
|
ss.spells.insert(spell.Float());
|
|
}
|
|
}
|
|
|
|
BOOST_FOREACH(const JsonNode &n, duelData["obstacles"].Vector())
|
|
{
|
|
auto oi = make_shared<CObstacleInstance>();
|
|
if(n.getType() == JsonNode::DATA_VECTOR)
|
|
{
|
|
oi->ID = n.Vector()[0].Float();
|
|
oi->pos = n.Vector()[1].Float();
|
|
}
|
|
else
|
|
{
|
|
assert(n.getType() == JsonNode::DATA_FLOAT);
|
|
oi->ID = 21;
|
|
oi->pos = n.Float();
|
|
}
|
|
oi->uniqueID = ret.obstacles.size();
|
|
ret.obstacles.push_back(oi);
|
|
}
|
|
|
|
BOOST_FOREACH(const JsonNode &n, duelData["creatures"].Vector())
|
|
{
|
|
CusomCreature cc;
|
|
cc.id = n["id"].Float();
|
|
|
|
#define retreive(name) \
|
|
if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
|
|
cc.name = n[ #name ].Float(); \
|
|
else \
|
|
cc.name = -1;
|
|
|
|
retreive(attack);
|
|
retreive(defense);
|
|
retreive(HP);
|
|
retreive(dmg);
|
|
retreive(shoots);
|
|
retreive(speed);
|
|
ret.creatures.push_back(cc);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
TeamState::TeamState()
|
|
{
|
|
setNodeType(TEAM);
|
|
}
|
|
|
|
void CPathfinder::initializeGraph()
|
|
{
|
|
CGPathNode ***graph = out.nodes;
|
|
for(size_t i=0; i < out.sizes.x; ++i)
|
|
{
|
|
for(size_t j=0; j < out.sizes.y; ++j)
|
|
{
|
|
for(size_t k=0; k < out.sizes.z; ++k)
|
|
{
|
|
curPos = int3(i,j,k);
|
|
const TerrainTile *tinfo = &gs->map->terrain[i][j][k];
|
|
CGPathNode &node = graph[i][j][k];
|
|
node.accessible = evaluateAccessibility(tinfo);
|
|
node.turns = 0xff;
|
|
node.moveRemains = 0;
|
|
node.coord.x = i;
|
|
node.coord.y = j;
|
|
node.coord.z = k;
|
|
node.land = tinfo->terType != ETerrainType::WATER;
|
|
node.theNodeBefore = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
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{
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assert(hero);
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assert(hero == getHero(hero->id));
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if(src.x < 0)
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src = hero->getPosition(false);
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if(movement < 0)
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movement = hero->movement;
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out.hero = hero;
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out.hpos = src;
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if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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tlog1 << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...\n";
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return;
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}
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initializeGraph();
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//initial tile - set cost on 0 and add to the queue
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CGPathNode &initialNode = *getNode(src);
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initialNode.turns = 0;
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initialNode.moveRemains = movement;
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mq.push_back(&initialNode);
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std::vector<int3> neighbours;
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neighbours.reserve(16);
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while(!mq.empty())
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{
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cp = mq.front();
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mq.pop_front();
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const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);
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bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
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ct = &gs->map->getTile(cp->coord);
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int movement = cp->moveRemains, turn = cp->turns;
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if(!movement)
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{
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movement = hero->maxMovePoints(cp->land);
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turn++;
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}
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//add accessible neighbouring nodes to the queue
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neighbours.clear();
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//handling subterranean gate => it's exit is the only neighbour
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bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
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if(subterraneanEntry)
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{
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//try finding the exit gate
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if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
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{
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const int3 outPos = outGate->visitablePos();
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//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
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neighbours.push_back(outPos);
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}
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else
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{
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//gate with no exit (blocked) -> do nothing with this node
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continue;
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}
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}
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gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
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for(ui32 i=0; i < neighbours.size(); i++)
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{
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const int3 &n = neighbours[i]; //current neighbor
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dp = getNode(n);
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dt = &gs->map->getTile(n);
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destTopVisObjID = dt->topVisitableId();
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useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
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int turnAtNextTile = turn;
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const bool destIsGuardian = sourceGuardPosition == n;
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if(!goodForLandSeaTransition())
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continue;
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
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continue;
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//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
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guardedSource = false;
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int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
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//special case -> moving from src Subterranean gate to dest gate -> it's free
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if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
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cost = 0;
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int remains = movement - cost;
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if(useEmbarkCost)
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{
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remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
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cost = movement - remains;
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}
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if(remains < 0)
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{
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//occurs rarely, when hero with low movepoints tries to leave the road
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turnAtNextTile++;
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int moveAtNextTile = hero->maxMovePoints(cp->land);
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cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if((dp->turns==0xff //we haven't been here before
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|| dp->turns > turnAtNextTile
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|| (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
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&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
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{
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assert(dp != cp->theNodeBefore); //two tiles can't point to each other
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dp->moveRemains = remains;
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dp->turns = turnAtNextTile;
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dp->theNodeBefore = cp;
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const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)
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&& dp->accessible == CGPathNode::BLOCKVIS;
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if (dp->accessible == CGPathNode::ACCESSIBLE
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|| (useEmbarkCost && allowEmbarkAndDisembark)
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|| destTopVisObjID == Obj::SUBTERRANEAN_GATE
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|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.
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{
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mq.push_back(dp);
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}
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}
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} //neighbours loop
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} //queue loop
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out.isValid = true;
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}
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CGPathNode *CPathfinder::getNode(const int3 &coord)
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{
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return &out.nodes[coord.x][coord.y][coord.z];
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}
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bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
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{
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return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
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}
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CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
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{
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CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
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if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
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return CGPathNode::BLOCKED;
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if(tinfo->visitable)
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{
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if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
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{
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return CGPathNode::BLOCKED;
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}
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else
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{
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BOOST_FOREACH(const CGObjectInstance *obj, tinfo->visitableObjects)
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{
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if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
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{
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ret = CGPathNode::ACCESSIBLE;
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}
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else if(obj->blockVisit)
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{
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return CGPathNode::BLOCKVIS;
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}
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else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
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{
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ret = CGPathNode::VISITABLE;
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}
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}
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}
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}
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else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))
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&& !tinfo->blocked)
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{
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// Monster close by; blocked visit for battle.
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return CGPathNode::BLOCKVIS;
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}
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return ret;
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}
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bool CPathfinder::goodForLandSeaTransition()
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{
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if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
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{
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if(cp->land) //from land to sea -> embark or assault hero on boat
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{
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if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
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return false;
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if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
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return false;
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if(destTopVisObjID == Obj::BOAT)
|
|
useEmbarkCost = 1;
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}
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else //disembark
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|
{
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//can disembark only on coastal tiles
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if(!dt->isCoastal())
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return false;
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//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
|
if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
|
|
|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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return false;;
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|
useEmbarkCost = 2;
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}
|
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}
|
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return true;
|
|
}
|
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CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, -1), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
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{
|
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useSubterraneanGates = true;
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|
allowEmbarkAndDisembark = true;
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}
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