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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/CGameState.cpp
Ivan Savenko 7f276185bd Moving files:
- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00

3575 lines
97 KiB
C++

#include "StdInc.h"
#include "CGameState.h"
#include "mapping/CCampaignHandler.h"
#include "CObjectClassesHandler.h"
#include "CArtHandler.h"
#include "CBuildingHandler.h"
#include "CGeneralTextHandler.h"
#include "CTownHandler.h"
#include "CSpellHandler.h"
#include "CHeroHandler.h"
#include "CObjectHandler.h"
#include "CCreatureHandler.h"
#include "CModHandler.h"
#include "VCMI_Lib.h"
#include "Connection.h"
#include "mapping/CMap.h"
#include "mapping/CMapService.h"
#include "StartInfo.h"
#include "NetPacks.h"
#include "registerTypes/RegisterTypes.h"
#include "mapping/CMapInfo.h"
#include "BattleState.h"
#include "JsonNode.h"
#include "filesystem/Filesystem.h"
#include "GameConstants.h"
#include "rmg/CMapGenerator.h"
#include "CStopWatch.h"
#include "mapping/CMapEditManager.h"
class CGObjectInstance;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* CGameState.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
template <typename T> class CApplyOnGS;
class CBaseForGSApply
{
public:
virtual void applyOnGS(CGameState *gs, void *pack) const =0;
virtual ~CBaseForGSApply(){};
template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
{
return new CApplyOnGS<U>;
}
};
template <typename T> class CApplyOnGS : public CBaseForGSApply
{
public:
void applyOnGS(CGameState *gs, void *pack) const
{
T *ptr = static_cast<T*>(pack);
boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
ptr->applyGs(gs);
}
};
static CApplier<CBaseForGSApply> *applierGs = nullptr;
// class IObjectCaller
// {
// public:
// virtual ~IObjectCaller(){};
// virtual void preInit()=0;
// virtual void postInit()=0;
// };
//
// template <typename T>
// class CObjectCaller : public IObjectCaller
// {
// public:
// void preInit()
// {
// //T::preInit();
// }
// void postInit()
// {
// //T::postInit();
// }
// };
// class CObjectCallersHandler
// {
// public:
// std::vector<IObjectCaller*> apps;
//
// template<typename T> void registerType(const T * t=nullptr)
// {
// apps.push_back(new CObjectCaller<T>);
// }
//
// CObjectCallersHandler()
// {
// registerTypesMapObjects(*this);
// }
//
// ~CObjectCallersHandler()
// {
// for (auto & elem : apps)
// delete elem;
// }
//
// void preInit()
// {
// // for (size_t i = 0; i < apps.size(); i++)
// // apps[i]->preInit();
// }
//
// void postInit()
// {
// //for (size_t i = 0; i < apps.size(); i++)
// //apps[i]->postInit();
// }
// } *objCaller = nullptr;
void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
{
int type = txt.first, ser = txt.second;
if(type == ART_NAMES)
{
dst = VLC->arth->artifacts[ser]->Name();
}
else if(type == CRE_PL_NAMES)
{
dst = VLC->creh->creatures[ser]->namePl;
}
else if(type == MINE_NAMES)
{
dst = VLC->generaltexth->mines[ser].first;
}
else if(type == MINE_EVNTS)
{
dst = VLC->generaltexth->mines[ser].second;
}
else if(type == SPELL_NAME)
{
dst = SpellID(ser).toSpell()->name;
}
else if(type == CRE_SING_NAMES)
{
dst = VLC->creh->creatures[ser]->nameSing;
}
else if(type == ART_DESCR)
{
dst = VLC->arth->artifacts[ser]->Description();
}
else if (type == ART_EVNTS)
{
dst = VLC->arth->artifacts[ser]->EventText();
}
else if (type == OBJ_NAMES)
{
dst = VLC->objtypeh->getObjectName(ser);
}
else
{
std::vector<std::string> *vec;
switch(type)
{
case GENERAL_TXT:
vec = &VLC->generaltexth->allTexts;
break;
case XTRAINFO_TXT:
vec = &VLC->generaltexth->xtrainfo;
break;
case RES_NAMES:
vec = &VLC->generaltexth->restypes;
break;
case ARRAY_TXT:
vec = &VLC->generaltexth->arraytxt;
break;
case CREGENS:
vec = &VLC->generaltexth->creGens;
break;
case CREGENS4:
vec = &VLC->generaltexth->creGens4;
break;
case ADVOB_TXT:
vec = &VLC->generaltexth->advobtxt;
break;
case SEC_SKILL_NAME:
vec = &VLC->generaltexth->skillName;
break;
case COLOR:
vec = &VLC->generaltexth->capColors;
break;
default:
logGlobal->errorStream() << "Failed string substitution because type is " << type;
dst = "#@#";
return;
}
if(vec->size() <= ser)
{
logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
dst = "#!#";
}
else
dst = (*vec)[ser];
}
}
DLL_LINKAGE void MetaString::toString(std::string &dst) const
{
size_t exSt = 0, loSt = 0, nums = 0;
dst.clear();
for(auto & elem : message)
{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
switch(elem)
{
case TEXACT_STRING:
dst += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
dst += hlp;
}
break;
case TNUMBER:
dst += boost::lexical_cast<std::string>(numbers[nums++]);
break;
case TREPLACE_ESTRING:
boost::replace_first(dst, "%s", exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
boost::replace_first(dst, "%s", hlp);
}
break;
case TREPLACE_NUMBER:
boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
break;
case TREPLACE_PLUSNUMBER:
boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
break;
default:
logGlobal->errorStream() << "MetaString processing error!";
break;
}
}
}
DLL_LINKAGE std::string MetaString::toString() const
{
std::string ret;
toString(ret);
return ret;
}
DLL_LINKAGE std::string MetaString::buildList () const
///used to handle loot from creature bank
{
size_t exSt = 0, loSt = 0, nums = 0;
std::string lista;
for (int i = 0; i < message.size(); ++i)
{
if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
{
if (exSt == exactStrings.size() - 1)
lista += VLC->generaltexth->allTexts[141]; //" and "
else
lista += ", ";
}
switch (message[i])
{
case TEXACT_STRING:
lista += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista += hlp;
}
break;
case TNUMBER:
lista += boost::lexical_cast<std::string>(numbers[nums++]);
break;
case TREPLACE_ESTRING:
lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista.replace (lista.find("%s"), 2, hlp);
}
break;
case TREPLACE_NUMBER:
lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
break;
default:
logGlobal->errorStream() << "MetaString processing error!";
}
}
return lista;
}
void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
{
if (!count)
addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
else if (count == 1)
addReplacement (CRE_SING_NAMES, id);
else
addReplacement (CRE_PL_NAMES, id);
}
void MetaString::addReplacement(const CStackBasicDescriptor &stack)
{
assert(stack.type); //valid type
addCreReplacement(stack.type->idNumber, stack.count);
}
static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
{
CGObjectInstance * nobj;
switch(id)
{
case Obj::HERO:
{
auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->heroes[subid]->heroClass->id);
nobj = handler->create(handler->getTemplates().front());
break;
}
case Obj::TOWN:
nobj = new CGTownInstance;
break;
default: //rest of objects
nobj = new CGObjectInstance;
break;
}
nobj->ID = id;
nobj->subID = subid;
nobj->pos = pos;
nobj->tempOwner = owner;
if (id != Obj::HERO)
nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
return nobj;
}
CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
{
CGHeroInstance *ret = nullptr;
if(player>=PlayerColor::PLAYER_LIMIT)
{
logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
return nullptr;
}
std::vector<CGHeroInstance *> pool;
if(native)
{
for(auto & elem : available)
{
if(pavailable.find(elem.first)->second & 1<<player.getNum()
&& elem.second->type->heroClass->faction == town->faction->index)
{
pool.push_back(elem.second); //get all available heroes
}
}
if(!pool.size())
{
logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
return pickHeroFor(false, player, town, available, rand);
}
else
{
ret = *RandomGeneratorUtil::nextItem(pool, rand);
}
}
else
{
int sum=0, r;
for(auto & elem : available)
{
if (pavailable.find(elem.first)->second & (1<<player.getNum()) && // hero is available
( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
{
pool.push_back(elem.second);
sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
}
}
if(!pool.size() || sum == 0)
{
logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
return nullptr;
}
r = rand.nextInt(sum - 1);
for (auto & elem : pool)
{
r -= elem->type->heroClass->selectionProbability[town->faction->index];
if(r < 0)
{
ret = elem;
break;
}
}
if(!ret)
ret = pool.back();
}
available.erase(ret->subID);
return ret;
}
void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
{
heroesFromPreviousScenario.push_back(hero);
heroesFromAnyPreviousScenarios.push_back(hero);
}
void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
{
heroesFromPreviousScenario -= hero;
heroesFromAnyPreviousScenarios -= hero;
}
CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
{
}
int CGameState::pickNextHeroType(PlayerColor owner)
{
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
{
return ps.hero;
}
return pickUnusedHeroTypeRandomly(owner);
}
int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
{
//list of available heroes for this faction and others
std::vector<HeroTypeID> factionHeroes, otherHeroes;
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
for(HeroTypeID hid : getUnusedAllowedHeroes())
{
if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
factionHeroes.push_back(hid);
else
otherHeroes.push_back(hid);
}
// select random hero native to "our" faction
if(!factionHeroes.empty())
{
return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
}
logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
if(!otherHeroes.empty())
{
return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
}
logGlobal->errorStream() << "No free allowed heroes!";
auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
if(notAllowedHeroesButStillBetterThanCrash.size())
return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
logGlobal->errorStream() << "No free heroes at all!";
assert(0); //current code can't handle this situation
return -1; // no available heroes at all
}
std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
{
switch(obj->ID)
{
case Obj::RANDOM_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
case Obj::RANDOM_TREASURE_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
case Obj::RANDOM_MINOR_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
case Obj::RANDOM_MAJOR_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
case Obj::RANDOM_RELIC_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
case Obj::RANDOM_HERO:
return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
case Obj::RANDOM_MONSTER:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
case Obj::RANDOM_MONSTER_L1:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
case Obj::RANDOM_MONSTER_L2:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
case Obj::RANDOM_MONSTER_L3:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
case Obj::RANDOM_MONSTER_L4:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
case Obj::RANDOM_RESOURCE:
return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
case Obj::RANDOM_TOWN:
{
PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
si32 f; // can be negative (for random)
if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
{
if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
f = -1; //random
else
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0)
{
do
{
f = rand.nextInt(VLC->townh->factions.size() - 1);
}
while (VLC->townh->factions[f]->town == nullptr); // find playable faction
}
return std::make_pair(Obj::TOWN,f);
}
case Obj::RANDOM_MONSTER_L5:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
case Obj::RANDOM_MONSTER_L6:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
case Obj::RANDOM_MONSTER_L7:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 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 = rand.nextInt(VLC->townh->factions.size() - 1);
if (info->asCastle)
{
for(auto & elem : map->objects)
{
if(!elem)
continue;
if(elem->ID==Obj::RANDOM_TOWN
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
{
randomizeObject(elem); //we have to randomize the castle first
faction = elem->subID;
break;
}
else if(elem->ID==Obj::TOWN
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
{
faction = elem->subID;
break;
}
}
}
else
{
while(!(info->castles[0]&(1<<faction)))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = rand.nextInt(GameConstants::F_NUMBER - 1);
}
}
}
else // castle alignment fixed
faction = obj->subID;
int level;
//if level set to range
if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
{
level = rand.nextInt(info->minLevel, info->maxLevel);
}
else // fixed level
{
level = obj->subID;
}
delete dwl->info;
dwl->info = nullptr;
std::pair<Obj, int> result(Obj::NO_OBJ, -1);
CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
//golem factory is not in list of cregens but can be placed as random object
static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
if (vstd::contains(factory, cid))
result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
//NOTE: this will pick last dwelling with this creature (Mantis #900)
//check for block map equality is better but more complex solution
for(auto &iter : VLC->objh->cregens)
if (iter.second == cid)
result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
if (result.first == Obj::NO_OBJ)
{
logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);
result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first);
}
return result;
}
}
return std::make_pair(Obj::NO_OBJ,-1);
}
void CGameState::randomizeObject(CGObjectInstance *cur)
{
std::pair<Obj,int> ran = pickObject(cur);
if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(cur->ID==Obj::TOWN)
cur->setType(cur->ID, cur->subID); // update def, if necessary
return;
}
else if(ran.first==Obj::HERO)//special code for hero
{
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
cur->setType(ran.first, ran.second);
map->heroesOnMap.push_back(h);
return;
}
else if(ran.first==Obj::TOWN)//special code for town
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
cur->setType(ran.first, ran.second);
map->towns.push_back(t);
return;
}
cur->setType(ran.first, ran.second);
}
int CGameState::getDate(Date::EDateType mode) const
{
int temp;
switch (mode)
{
case Date::DAY:
return day;
case Date::DAY_OF_WEEK: //day of week
temp = (day)%7; // 1 - Monday, 7 - Sunday
return temp ? temp : 7;
case Date::WEEK: //current week
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
case Date::MONTH: //current month
return ((day-1)/28)+1;
case Date::DAY_OF_MONTH: //day of month
temp = (day)%28;
if (temp)
return temp;
else return 28;
}
return 0;
}
CGameState::CGameState()
{
gs = this;
mx = new boost::shared_mutex();
applierGs = new CApplier<CBaseForGSApply>;
registerTypesClientPacks1(*applierGs);
registerTypesClientPacks2(*applierGs);
//objCaller = new CObjectCallersHandler;
globalEffects.setDescription("Global effects");
globalEffects.setNodeType(CBonusSystemNode::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;
for(auto ptr : hpool.heroesPool) // clean hero pool
ptr.second.dellNull();
}
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 terrain = t.terType;
if(t.isCoastal() && !t.isWater())
terrain = ETerrainType::SAND;
BFieldType terType = battleGetBattlefieldType(tile);
return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
}
void CGameState::init(StartInfo * si)
{
logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
rand.setSeed(si->seedToBeUsed);
scenarioOps = CMemorySerializer::deepCopy(*si).release();
initialOpts = CMemorySerializer::deepCopy(*si).release();
si = nullptr;
switch(scenarioOps->mode)
{
case StartInfo::NEW_GAME:
initNewGame();
break;
case StartInfo::CAMPAIGN:
initCampaign();
break;
case StartInfo::DUEL:
initDuel();
return;
default:
logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
return;
}
VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
logGlobal->infoStream() << "Map loaded!";
checkMapChecksum();
day = 0;
logGlobal->debugStream() << "Initialization:";
initPlayerStates();
placeCampaignHeroes();
initGrailPosition();
initRandomFactionsForPlayers();
randomizeMapObjects();
placeStartingHeroes();
initStartingResources();
initHeroes();
initStartingBonus();
initTowns();
initMapObjects();
buildBonusSystemTree();
initVisitingAndGarrisonedHeroes();
initFogOfWar();
logGlobal->debugStream() << "\tChecking objectives";
map->checkForObjectives(); //needs to be run when all objects are properly placed
auto seedAfterInit = rand.nextInt();
logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
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::initNewGame()
{
if(scenarioOps->createRandomMap())
{
logGlobal->infoStream() << "Create random map.";
CStopWatch sw;
// Gen map
CMapGenerator mapGenerator;
map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
// Update starting options
for(int i = 0; i < map->players.size(); ++i)
{
const auto & playerInfo = map->players[i];
if(playerInfo.canAnyonePlay())
{
PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
playerSettings.compOnly = !playerInfo.canHumanPlay;
playerSettings.team = playerInfo.team;
playerSettings.castle = playerInfo.defaultCastle();
if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
{
playerSettings.name = VLC->generaltexth->allTexts[468];
}
playerSettings.color = PlayerColor(i);
}
else
{
scenarioOps->playerInfos.erase(PlayerColor(i));
}
}
logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
}
else
{
logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
map = CMapService::loadMap(scenarioOps->mapname).release();
}
}
void CGameState::initCampaign()
{
logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
auto campaign = scenarioOps->campState;
assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
boost::to_lower(scenarioName);
scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
}
void CGameState::initDuel()
{
DuelParameters dp;
try //CLoadFile likes throwing
{
if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
{
logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
dp = DuelParameters::fromJSON(scenarioOps->mapname);
logGlobal->infoStream() << "JSON file has been successfully read!";
}
else
{
CLoadFile lf(scenarioOps->mapname);
lf >> dp;
}
}
catch(...)
{
logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
throw;
}
const CArmedInstance *armies[2] = {nullptr};
const CGHeroInstance *heroes[2] = {nullptr};
CGTownInstance *town = nullptr;
for(int i = 0; i < 2; i++)
{
CArmedInstance *obj = nullptr;
if(dp.sides[i].heroId >= 0)
{
const DuelParameters::SideSettings &ss = dp.sides[i];
auto 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(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
if(!ss.spells.empty())
{
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
}
for(auto &parka : ss.artifacts)
{
h->putArtifact(ArtifactPosition(parka.first), parka.second);
}
typedef const std::pair<si32, si8> &TSecSKill;
for(TSecSKill secSkill : ss.heroSecSkills)
h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
h->initHero(HeroTypeID(h->subID));
obj->initObj();
}
else
{
auto c = new CGCreature();
armies[i] = obj = c;
//c->subID = 34;
}
obj->setOwner(PlayerColor(i));
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
{
CreatureID cre = dp.sides[i].stacks[j].type;
TQuantity count = dp.sides[i].stacks[j].count;
if(count || obj->hasStackAtSlot(SlotID(j)))
obj->setCreature(SlotID(j), cre, count);
}
for(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();
}
void CGameState::checkMapChecksum()
{
logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
if(scenarioOps->mapfileChecksum)
{
logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
if(map->checksum != scenarioOps->mapfileChecksum)
{
logGlobal->errorStream() << "Wrong map checksum!!!";
throw std::runtime_error("Wrong checksum");
}
}
else
{
scenarioOps->mapfileChecksum = map->checksum;
}
}
void CGameState::initGrailPosition()
{
logGlobal->debugStream() << "\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;
static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
// add all not blocked tiles in range
for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
{
for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
{
for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
{
const TerrainTile &t = map->getTile(int3(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(auto & elem : map->objects)
if(elem && elem->ID == Obj::HOLE)
allowedPos -= elem->pos;
if(!allowedPos.empty())
{
map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand);
}
else
{
logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
}
}
}
void CGameState::initRandomFactionsForPlayers()
{
logGlobal->debugStream() << "\tPicking random factions for players";
for(auto & elem : scenarioOps->playerInfos)
{
if(elem.second.castle==-1)
{
auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1);
auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
std::advance(iter, randomID);
elem.second.castle = *iter;
}
}
}
void CGameState::randomizeMapObjects()
{
logGlobal->debugStream() << "\tRandomizing objects";
for(CGObjectInstance *obj : map->objects)
{
if(!obj) continue;
randomizeObject(obj);
obj->hoverName = VLC->objtypeh->getObjectName(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;
}
}
}
}
}
void CGameState::initPlayerStates()
{
logGlobal->debugStream() << "\tCreating player entries in gs";
for(auto & elem : scenarioOps->playerInfos)
{
std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
ins.second.color=ins.first;
ins.second.human = elem.second.playerID;
ins.second.team = map->players[ins.first.getNum()].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);
}
}
void CGameState::placeCampaignHeroes()
{
if (scenarioOps->campState)
{
// place bonus hero
auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
if(campaignGiveHero)
{
auto playerColor = PlayerColor(campaignBonus->info1);
auto it = scenarioOps->playerInfos.find(playerColor);
if(it != scenarioOps->playerInfos.end())
{
auto heroTypeId = campaignBonus->info2;
if(heroTypeId == 0xffff) // random bonus hero
{
heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
}
placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
}
}
// replace heroes placeholders
auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
{
logGlobal->debugStream() << "\tGenerate list of hero placeholders";
auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
logGlobal->debugStream() << "\tPrepare crossover heroes";
prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
// remove same heroes on the map which will be added through crossover heroes
// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
// with the same hero type id
std::vector<CGHeroInstance *> removedHeroes;
for(auto & campaignHeroReplacement : campaignHeroReplacements)
{
auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
if(hero)
{
removedHeroes.push_back(hero);
map->heroesOnMap -= hero;
map->objects[hero->id.getNum()] = nullptr;
map->removeBlockVisTiles(hero, true);
}
}
logGlobal->debugStream() << "\tReplace placeholders with heroes";
replaceHeroesPlaceholders(campaignHeroReplacements);
// remove hero placeholders on map
for(auto obj : map->objects)
{
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
{
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
map->removeBlockVisTiles(heroPlaceholder, true);
map->objects[heroPlaceholder->id.getNum()] = nullptr;
delete heroPlaceholder;
}
}
// now add removed heroes again with unused type ID
for(auto hero : removedHeroes)
{
si32 heroTypeId = 0;
if(hero->ID == Obj::HERO)
{
heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
}
else if(hero->ID == Obj::PRISON)
{
auto unusedHeroTypeIds = getUnusedAllowedHeroes();
if(!unusedHeroTypeIds.empty())
{
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
}
else
{
logGlobal->errorStream() << "No free hero type ID found to replace prison.";
assert(0);
}
}
else
{
assert(0); // should not happen
}
hero->subID = heroTypeId;
hero->portrait = hero->subID;
map->getEditManager()->insertObject(hero, hero->pos);
}
}
}
}
void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
{
townPos.x += 1;
CGHeroInstance * hero = static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
map->getEditManager()->insertObject(hero, townPos);
}
CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
{
CrossoverHeroesList crossoverHeroes;
auto campaignState = scenarioOps->campState;
auto bonus = campaignState->getBonusForCurrentMap();
if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
{
crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
}
else
{
if(!campaignState->mapsConquered.empty())
{
crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
for(auto mapNr : campaignState->mapsConquered)
{
// create a list of deleted heroes
auto & scenario = campaignState->camp->scenarios[mapNr];
auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
// remove heroes which didn't reached the end of the scenario, but were available at the start
for(auto hero : lostCrossoverHeroes)
{
crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
}
// now add heroes which completed the scenario
for(auto hero : scenario.crossoverHeroes)
{
// add new heroes and replace old heroes with newer ones
auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
{
// replace old hero with newer one
crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
}
else
{
// add new hero
crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
}
}
}
}
}
// Now we need to perform deep copies of all heroes
// The lambda below replaces pointer to a hero with a pointer to its deep copy.
auto replaceWithDeepCopy = [](CGHeroInstance *&hero)
{
// We cache map original hero => copy.
// We may be called multiple times with the same hero and should return a single copy.
static std::map<CGHeroInstance*, CGHeroInstance*> oldToCopy;
if(!oldToCopy[hero])
oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release();
hero = oldToCopy[hero];
};
range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy);
range::for_each(crossoverHeroes.heroesFromPreviousScenario, replaceWithDeepCopy);
return crossoverHeroes;
}
void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
{
// create heroes list for convenience iterating
std::vector<CGHeroInstance *> crossoverHeroes;
for(auto & campaignHeroReplacement : campaignHeroReplacements)
{
crossoverHeroes.push_back(campaignHeroReplacement.hero);
}
// TODO replace magic numbers with named constants
// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
if(!(travelOptions.whatHeroKeeps & 1))
{
//trimming experience
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->initExp();
}
}
if(!(travelOptions.whatHeroKeeps & 2))
{
//trimming prim skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
auto sel = Selector::type(Bonus::PRIMARY_SKILL)
.And(Selector::subtype(g))
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
}
}
}
if(!(travelOptions.whatHeroKeeps & 4))
{
//trimming sec skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->secSkills = cgh->type->secSkillsInit;
cgh->recreateSecondarySkillsBonuses();
}
}
if(!(travelOptions.whatHeroKeeps & 8))
{
for(CGHeroInstance * cgh : crossoverHeroes)
{
// Trimming spells
cgh->spells.clear();
// Spellbook will also be removed
if (cgh->hasSpellbook())
ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
}
}
if(!(travelOptions.whatHeroKeeps & 16))
{
//trimming artifacts
for(CGHeroInstance * hero : crossoverHeroes)
{
size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
for (size_t i = 0; i < totalArts; i++ )
{
auto artifactPosition = ArtifactPosition(i);
if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
if(!info)
continue;
// TODO: why would there be nullptr artifacts?
const CArtifactInstance *art = info->artifact;
if(!art)
continue;
int id = art->artType->id;
assert( 8*18 > id );//number of arts that fits into h3m format
bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
ArtifactLocation al(hero, artifactPosition);
if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
al.removeArtifact();
}
}
}
//trimming creatures
for(CGHeroInstance * cgh : crossoverHeroes)
{
auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
{
CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
};
auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
for(auto &slotPair : stacksCopy)
if(shouldSlotBeErased(slotPair))
cgh->eraseStack(slotPair.first);
}
// Removing short-term bonuses
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY));
cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK));
cgh->popBonuses(Selector::durationType(Bonus::N_TURNS));
cgh->popBonuses(Selector::durationType(Bonus::N_DAYS));
cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE));
}
}
void CGameState::placeStartingHeroes()
{
logGlobal->debugStream() << "\tGiving starting hero";
for(auto & playerSettingPair : scenarioOps->playerInfos)
{
auto playerColor = playerSettingPair.first;
auto & playerInfo = map->players[playerColor.getNum()];
if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
{
// Do not place a starting hero if the hero was already placed due to a campaign bonus
if(scenarioOps->campState)
{
if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
{
if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
}
}
int heroTypeId = pickNextHeroType(playerColor);
if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
}
}
}
void CGameState::initStartingResources()
{
logGlobal->debugStream() << "\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 & elem : players)
{
PlayerState &p = elem.second;
if (p.human)
p.resources = startresHuman;
else
p.resources = startresAI;
}
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;
};
//give start resource bonus in case of campaign
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
{
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
for(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 (auto & re : res)
{
players[ps->color].resources[re] += chosenBonus->info2;
}
}
}
}
}
void CGameState::initHeroes()
{
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
{
logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
continue;
}
hero->initHero();
getPlayer(hero->getOwner())->heroes.push_back(hero);
map->allHeroes[hero->type->ID.getNum()] = hero;
}
for(auto obj : map->objects) //prisons
{
if(obj && obj->ID == Obj::PRISON)
map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
}
std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
for(auto ph : map->predefinedHeroes)
{
if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
continue;
ph->initHero();
hpool.heroesPool[ph->subID] = ph;
hpool.pavailable[ph->subID] = 0xff;
heroesToCreate.erase(ph->type->ID);
map->allHeroes[ph->subID] = ph;
}
for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
{
auto vhi = new CGHeroInstance();
vhi->initHero(htype);
int typeID = htype.getNum();
map->allHeroes[typeID] = vhi;
hpool.heroesPool[typeID] = vhi;
hpool.pavailable[typeID] = 0xff;
}
for(auto & elem : map->disposedHeroes)
{
hpool.pavailable[elem.heroId] = elem.players;
}
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
{
//find human player
PlayerColor humanPlayer=PlayerColor::NEUTRAL;
for (auto & elem : players)
{
if(elem.second.human)
{
humanPlayer = elem.first;
break;
}
}
assert(humanPlayer != PlayerColor::NEUTRAL);
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)
logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
else
giveCampaignBonusToHero(heroes[maxB]);
}
else //specific hero
{
for (auto & heroe : heroes)
{
if (heroe->subID == chosenBonus->info1)
{
giveCampaignBonusToHero(heroe);
break;
}
}
}
}
}
}
void CGameState::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(SpellID(curBonus->info2));
break;
case CScenarioTravel::STravelBonus::MONSTER:
{
for(int i=0; i<GameConstants::ARMY_SIZE; i++)
{
if(hero->slotEmpty(SlotID(i)))
{
hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
break;
}
}
}
break;
case CScenarioTravel::STravelBonus::ARTIFACT:
gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
break;
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
{
CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
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;
}
auto 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(SecondarySkill(curBonus->info2), curBonus->info3, true);
break;
}
}
}
void CGameState::initFogOfWar()
{
logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
for(auto & elem : teams)
{
elem.second.fogOfWarMap.resize(map->width);
for(int g=0; g<map->width; ++g)
elem.second.fogOfWarMap[g].resize(map->height);
for(int g=-0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
elem.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)
elem.second.fogOfWarMap[g][h][v] = 0;
for(CGObjectInstance *obj : map->objects)
{
if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
std::unordered_set<int3, ShashInt3> tiles;
obj->getSightTiles(tiles);
for(int3 tile : tiles)
{
elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
}
}
}
}
void CGameState::initStartingBonus()
{
logGlobal->debugStream() << "\tStarting bonuses";
for(auto & elem : players)
{
//starting bonus
if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
switch(scenarioOps->playerInfos[elem.first].bonus)
{
case PlayerSettings::GOLD:
elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
break;
case PlayerSettings::RESOURCE:
{
int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == Res::WOOD_AND_ORE)
{
elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
}
else
{
elem.second.resources[res] += rand.nextInt(3, 6);
}
break;
}
case PlayerSettings::ARTIFACT:
{
if(!elem.second.heroes.size())
{
logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
break;
}
CArtifact *toGive;
toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
CGHeroInstance *hero = elem.second.heroes[0];
giveHeroArtifact(hero, toGive->id);
}
break;
}
}
}
void CGameState::initTowns()
{
logGlobal->debugStream() << "\tTowns";
//campaign bonuses for towns
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus && 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.getNum()];
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]->subID, map->towns[g]->builtBuildings));
break;
}
}
}
}
}
CGTownInstance::universitySkills.clear();
for ( int i=0; i<4; i++)
CGTownInstance::universitySkills.push_back(14+i);//skills for university
for (auto & elem : map->towns)
{
CGTownInstance * vti =(elem);
if(!vti->town)
{
vti->town = VLC->townh->factions[vti->subID]->town;
}
if(vti->name.empty())
{
vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
}
//init buildings
if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
{
vti->builtBuildings.erase(BuildingID::DEFAULT);
vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
vti->builtBuildings.insert(BuildingID::TAVERN);
vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
if(rand.nextInt(1) == 1)
{
vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
}
}
//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); });
if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
vti->builtBuildings.erase(BuildingID::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(BuildingID(-31-i));//remove old ID
if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
{
vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
}
if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
{
vti->builtBuildings.insert(BuildingID::HORDE_2);
if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
}
}
//Early check for #1444-like problems
for(auto building : vti->builtBuildings)
{
assert(vti->town->buildings.at(building) != nullptr);
UNUSED(building);
}
//town events
for(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(BuildingID(-31-i));
if (vti->town->hordeLvl.at(0) == i)
ev.buildings.insert(BuildingID::HORDE_1);
if (vti->town->hordeLvl.at(1) == i)
ev.buildings.insert(BuildingID::HORDE_2);
}
}
//init spells
logGlobal->debugStream() << "\t\tTown init spells";
vti->spells.resize(GameConstants::SPELL_LEVELS);
for(ui32 z=0; z<vti->obligatorySpells.size();z++)
{
CSpell *s = vti->obligatorySpells[z].toSpell();
vti->spells[s->level-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
logGlobal->debugStream() << "\t\tTown init spells2";
while(vti->possibleSpells.size())
{
ui32 total=0;
int sel = -1;
for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
if (total == 0) // remaining spells have 0 probability
break;
auto r = rand.nextInt(total - 1);
for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
{
r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
if(r<0)
{
sel = ps;
break;
}
}
if(sel<0)
sel=0;
CSpell *s = vti->possibleSpells[sel].toSpell();
vti->spells[s->level-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
vti->possibleSpells.clear();
if(vti->getOwner() != PlayerColor::NEUTRAL)
getPlayer(vti->getOwner())->towns.push_back(vti);
logGlobal->debugStream() << "\t\tTown init spells3";
}
}
void CGameState::initMapObjects()
{
logGlobal->debugStream() << "\tObject initialization";
// objCaller->preInit();
for(CGObjectInstance *obj : map->objects)
{
if(obj)
obj->initObj();
}
for(CGObjectInstance *obj : map->objects)
{
if(!obj)
continue;
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
}
void CGameState::initVisitingAndGarrisonedHeroes()
{
for(auto k=players.begin(); k!=players.end(); ++k)
{
if(k->first==PlayerColor::NEUTRAL)
continue;
//init visiting and garrisoned heroes
for(CGHeroInstance *h : k->second.heroes)
{
for(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;
}
}
}
}
}
BFieldType CGameState::battleGetBattlefieldType(int3 tile)
{
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;
for(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 BFieldType(rand.nextInt(3, 5));
case ETerrainType::SAND:
return BFieldType::SAND_MESAS; //TODO: coast support
case ETerrainType::GRASS:
return BFieldType(rand.nextInt(6, 7));
case ETerrainType::SNOW:
return BFieldType(rand.nextInt(10, 11));
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) : nullptr;
const CGTownInstance *t = nullptr;
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));
for(const Bonus *it : *lista)
{
auto nid = CreatureID(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)
{
for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
{
if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
{
for(auto 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 == Obj::HILL_FORT)
{
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)];
for(auto 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;
for (Res::ResourceSet &cost : ret.cost)
cost.positive(); //upgrade cost can't be negative, ignore missing resources
return ret;
}
PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
{
if ( color1 == color2 )
return PlayerRelations::SAME_PLAYER;
if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
return PlayerRelations::ENEMIES;
const TeamState * ts = getPlayerTeam(color1);
if (ts && vstd::contains(ts->players, color2))
return PlayerRelations::ALLIES;
return PlayerRelations::ENEMIES;
}
void CGameState::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) };
//vec.reserve(8); //optimization
for (auto & dir : dirs)
{
const int3 hlp = tile + dir;
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 && dir.x && dir.y) //diagonal move through water
{
int3 hlp1 = tile,
hlp2 = tile;
hlp1.x += dir.x;
hlp2.y += dir.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, bool flying, int remainingMovePoints, bool checkLast)
{
if(src == dest) //same tile
return 0;
TerrainTile &s = map->getTile(src),
&d = map->getTile(dest);
//get basic cost
int ret = h->getTileCost(d,s);
if(d.blocked && flying)
{
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;
vec.reserve(8); //optimization
getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
for(auto & elem : vec)
{
int fcost = getMovementCost(h,dest, elem, flying, 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);
}
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->getTile(pos);
if (posTile.visitable)
{
for (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))
{
const auto & tile = map->getTile(pos);
if (tile.visitable && (tile.isWater() == posTile.isWater()))
{
for (CGObjectInstance* obj : tile.visitableObjects)
{
if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
{
guards.push_back(obj);
}
}
}
}
pos.y++;
}
pos.y -= 3;
pos.x++;
}
return guards;
}
int3 CGameState::guardingCreaturePosition (int3 pos) const
{
return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
}
bool CGameState::isVisible(int3 pos, PlayerColor player)
{
if(player == PlayerColor::NEUTRAL)
return false;
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
}
bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
{
if(!player)
return true;
if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
return false;
//object is visible when at least one blocked tile is visible
for(int fy=0; fy < obj->getHeight(); ++fy)
{
for(int fx=0; fx < obj->getWidth(); ++fx)
{
int3 pos = obj->pos + int3(-fx, -fy, 0);
if ( map->isInTheMap(pos) &&
obj->coveringAt(pos.x, pos.y) &&
isVisible(pos, *player))
return true;
}
}
return false;
}
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
{
const TerrainTile * pom = &map->getTile(dst);
return map->checkForVisitableDir(src, pom, dst);
}
EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const
{
const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
auto evaluateEvent = [=](const EventCondition & condition)
{
return this->checkForVictory(player, condition);
};
const PlayerState *p = CGameInfoCallback::getPlayer(player);
//cheater or tester, but has entered the code...
if (p->enteredWinningCheatCode)
return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
if (p->enteredLosingCheatCode)
return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
for (const TriggeredEvent & event : map->triggeredEvents)
{
if ((event.trigger.test(evaluateEvent)))
{
if (event.effect.type == EventEffect::VICTORY)
return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
if (event.effect.type == EventEffect::DEFEAT)
return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
}
}
if (checkForStandardLoss(player))
{
return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
}
return EVictoryLossCheckResult();
}
bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const
{
const PlayerState *p = CGameInfoCallback::getPlayer(player);
switch (condition.condition)
{
case EventCondition::STANDARD_WIN:
{
return player == checkForStandardWin();
}
case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
{
for(auto & elem : p->heroes)
if(elem->hasArt(condition.objectType))
return true;
return false;
}
case EventCondition::HAVE_CREATURES:
{
//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 = nullptr;
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(auto & elem : ai->Slots()) //iterate through army
if(elem.second->type->idNumber == condition.objectType) //it's searched creature
total += elem.second->count;
}
}
return total >= condition.value;
}
case EventCondition::HAVE_RESOURCES:
{
return p->resources[condition.objectType] >= condition.value;
}
case EventCondition::HAVE_BUILDING:
{
if (condition.object) // specific town
{
const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
}
else // any town
{
for (const CGTownInstance * t : p->towns)
{
if (t->hasBuilt(BuildingID(condition.objectType)))
return true;
}
return false;
}
}
case EventCondition::DESTROY:
{
if (condition.object) // mode A - destroy specific object of this type
{
if (auto hero = dynamic_cast<const CGHeroInstance*>(condition.object))
return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
else
return getObj(condition.object->id) == nullptr;
}
else
{
for(auto & elem : map->objects) // mode B - destroy all objects of this type
{
if(elem && elem->ID == condition.objectType)
return false;
}
return true;
}
}
case EventCondition::CONTROL:
{
// list of players that need to control object to fulfull condition
// NOTE: cgameinfocallback specified explicitly in order to get const version
auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
if (condition.object) // mode A - flag one specific object, like town
{
return team.count(condition.object->tempOwner) != 0;
}
else
{
for(auto & elem : map->objects) // mode B - flag all objects of this type
{
//check not flagged objs
if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
return false;
}
return true;
}
}
case EventCondition::TRANSPORT:
{
const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
|| (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
{
return true;
}
return false;
}
case EventCondition::DAYS_PASSED:
{
return gs->day > condition.value;
}
case EventCondition::IS_HUMAN:
{
return p->human ? condition.value == 1 : condition.value == 0;
}
case EventCondition::DAYS_WITHOUT_TOWN:
{
if (p->daysWithoutCastle)
return p->daysWithoutCastle.get() >= condition.value;
else
return false;
}
case EventCondition::CONST_VALUE:
{
return condition.value; // just convert to bool
}
}
assert(0);
return false;
}
PlayerColor CGameState::checkForStandardWin() const
{
//std victory condition is:
//all enemies lost
PlayerColor supposedWinner = PlayerColor::NEUTRAL;
TeamID winnerTeam = TeamID::NO_TEAM;
for(auto & elem : players)
{
if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
{
if(supposedWinner == PlayerColor::NEUTRAL)
{
//first player remaining ingame - candidate for victory
supposedWinner = elem.second.color;
winnerTeam = elem.second.team;
}
else if(winnerTeam != elem.second.team)
{
//current candidate has enemy remaining in game -> no vicotry
return PlayerColor::NEUTRAL;
}
}
}
return supposedWinner;
}
bool CGameState::checkForStandardLoss( PlayerColor 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< PlayerColor, si64 > TStat;
//converts [<player's color, value>] to vec[place] -> platers
static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
{
std::sort(stats.begin(), stats.end(), statsHLP());
//put first element
std::vector< std::vector<PlayerColor> > ret;
std::vector<PlayerColor> 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<PlayerColor> 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, PlayerColor color)
{
std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
if(!h.size())
return nullptr;
//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;
for(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;
for(auto h : ps->heroes)
{
if(!h->inTownGarrison) //original h3 behavior
str += h->getArmyStrength();
}
return str;
}
};
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
auto playerInactive = [&](PlayerColor color)
{
return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
};
#define FILL_FIELD(FIELD, VAL_GETTER) \
{ \
std::vector< std::pair< PlayerColor, si64 > > stats; \
for(auto g = players.begin(); g != players.end(); ++g) \
{ \
if(playerInactive(g->second.color)) \
continue; \
std::pair< PlayerColor, si64 > stat; \
stat.first = g->second.color; \
stat.second = VAL_GETTER; \
stats.push_back(stat); \
} \
tgi.FIELD = statsHLP::getRank(stats); \
}
for(auto & elem : players)
{
if(!playerInactive(elem.second.color))
tgi.playerColors.push_back(elem.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(playerInactive(g->second.color))
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
{
FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
}
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(playerInactive(g->second.color)) //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.getNum()].aiTactic;
}
}
}
if(level >= 10) //best creature
{
//best creatures belonging to player (highest AI value)
for(auto g = players.cbegin(); g != players.cend(); ++g)
{
if(playerInactive(g->second.color)) //do nothing for neutral player
continue;
int bestCre = -1; //best creature's ID
for(auto & elem : g->second.heroes)
{
for(auto it = elem->Slots().begin(); it != elem->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
}
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
{
std::map<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();
for(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);
for(PlayerColor teamMember : k->second.players)
{
PlayerState *p = getPlayer(teamMember);
assert(p);
p->attachTo(t);
}
}
}
void CGameState::attachArmedObjects()
{
for(CGObjectInstance *obj : map->objects)
{
if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
}
}
void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID 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)));
}
std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
{
std::set<HeroTypeID> ret;
for(int i = 0; i < map->allowedHeroes.size(); i++)
if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
ret.insert(HeroTypeID(i));
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if(hero->type)
ret -= hero->type->ID;
else
ret -= HeroTypeID(hero->subID);
}
for(auto obj : map->objects) //prisons
if(obj && obj->ID == Obj::PRISON)
ret -= HeroTypeID(obj->subID);
return ret;
}
std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
{
std::vector<CampaignHeroReplacement> campaignHeroReplacements;
//selecting heroes by type
for(auto obj : map->objects)
{
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
{
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
if(heroPlaceholder->subID != 0xFF) //select by type
{
auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
{
return hero->subID == heroPlaceholder->subID;
});
if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
{
auto hero = *it;
crossoverHeroes.removeHeroFromBothLists(hero);
campaignHeroReplacements.push_back(CampaignHeroReplacement(hero, heroPlaceholder->id));
}
}
}
}
//selecting heroes by power
range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
{
return a->getHeroStrength() > b->getHeroStrength();
}); //sort, descending strength
// sort hero placeholders descending power
std::vector<CGHeroPlaceholder *> heroPlaceholders;
for(auto obj : map->objects)
{
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
{
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
if(heroPlaceholder->subID == 0xFF) //select by power
{
heroPlaceholders.push_back(heroPlaceholder);
}
}
}
range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
{
return a->power > b->power;
});
for(int i = 0; i < heroPlaceholders.size(); ++i)
{
auto heroPlaceholder = heroPlaceholders[i];
if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
{
campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id));
}
}
return campaignHeroReplacements;
}
void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
{
for(auto campaignHeroReplacement : campaignHeroReplacements)
{
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
heroToPlace->pos = heroPlaceholder->pos;
heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
for(auto &&i : heroToPlace->stacks)
i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
auto fixArtifact = [&](CArtifactInstance * art)
{
art->artType = VLC->arth->artifacts[art->artType->id];
gs->map->artInstances.push_back(art);
art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
};
for(auto &&i : heroToPlace->artifactsWorn)
fixArtifact(i.second.artifact);
for(auto &&i : heroToPlace->artifactsInBackpack)
fixArtifact(i.artifact);
map->heroesOnMap.push_back(heroToPlace);
map->objects[heroToPlace->id.getNum()] = heroToPlace;
map->addBlockVisTiles(heroToPlace);
scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
}
}
bool CGameState::isUsedHero(HeroTypeID hid) const
{
return getUsedHero(hid);
}
CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
{
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if(hero->subID == hid.getNum())
{
return hero;
}
}
for(auto obj : map->objects) //prisons
{
if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
{
return dynamic_cast<CGHeroInstance *>(obj.get());
}
}
return nullptr;
}
CGPathNode::CGPathNode()
:coord(-1,-1,-1)
{
accessible = NOT_SET;
land = 0;
moveRemains = 0;
turns = 255;
theNodeBefore = nullptr;
}
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 = nullptr;
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(auto & elem : nodes)
{
elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
}
}
}
PlayerState::PlayerState()
: color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
{
setNodeType(PLAYER);
}
std::string PlayerState::nodeName() const
{
return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
}
InfoAboutArmy::InfoAboutArmy():
owner(PlayerColor::NEUTRAL)
{}
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) : nullptr);
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(static_cast<PrimarySkill::PrimarySkill>(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(BuildingID::RESOURCE_SILO);
details->hallLevel = t->hallLevel();
details->garrisonedHero = t->garrisonHero;
}
}
ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
: isDetailed(detailed)
{
for(auto & elem : army->Slots())
{
if(detailed)
(*this)[elem.first] = *elem.second;
else
(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
}
}
ArmyDescriptor::ArmyDescriptor()
: isDetailed(false)
{
}
int ArmyDescriptor::getStrength() const
{
ui64 ret = 0;
if(isDetailed)
{
for(auto & elem : *this)
ret += elem.second.type->AIValue * elem.second.count;
}
else
{
for(auto & elem : *this)
ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
}
return ret;
}
DuelParameters::SideSettings::StackSettings::StackSettings()
: type(CreatureID::NONE), count(0)
{
}
DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID 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 = ETerrainType((int)duelData["terType"].Float());
ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
for(const JsonNode &n : duelData["sides"].Vector())
{
SideSettings &ss = ret.sides[(int)n["side"].Float()];
int i = 0;
for(const JsonNode &stackNode : n["army"].Vector())
{
ss.stacks[i].type = CreatureID((si32)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;
for(const JsonNode &entry : n["heroPrimSkills"].Vector())
ss.heroPrimSkills.push_back(entry.Float());
for(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")
{
for(auto spell : VLC->spellh->objects)
if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
ss.spells.insert(spell->id);
}
else
for(const JsonNode &spell : n["spells"].Vector())
ss.spells.insert(SpellID(spell.Float()));
}
}
for(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);
}
for(const JsonNode &n : duelData["creatures"].Vector())
{
CusomCreature cc;
cc.id = n["id"].Float();
#define retrieve(name) \
if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
cc.name = n[ #name ].Float(); \
else \
cc.name = -1;
retrieve(attack);
retrieve(defense);
retrieve(HP);
retrieve(dmg);
retrieve(shoots);
retrieve(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->getTile(int3(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 = nullptr;
}
}
}
}
void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
{
assert(hero);
assert(hero == getHero(hero->id));
if(src.x < 0)
src = hero->getPosition(false);
if(movement < 0)
movement = hero->movement;
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
int maxMovePointsLand = hero->maxMovePoints(true);
int maxMovePointsWater = hero->maxMovePoints(false);
auto maxMovePoints = [&](CGPathNode *cp) -> int
{
return cp->land ? maxMovePointsLand : maxMovePointsWater;
};
out.hero = hero;
out.hpos = src;
if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
return;
}
initializeGraph();
//initial tile - set cost on 0 and add to the queue
CGPathNode &initialNode = *getNode(src);
initialNode.turns = 0;
initialNode.moveRemains = movement;
mq.push_back(&initialNode);
std::vector<int3> neighbours;
neighbours.reserve(16);
while(!mq.empty())
{
cp = mq.front();
mq.pop_front();
const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
ct = &gs->map->getTile(cp->coord);
int movement = cp->moveRemains, turn = cp->turns;
if(!movement)
{
movement = maxMovePoints(cp);
turn++;
}
//add accessible neighbouring nodes to the queue
neighbours.clear();
//handling subterranean gate => it's exit is the only neighbour
bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
if(subterraneanEntry)
{
//try finding the exit gate
if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
{
const int3 outPos = outGate->visitablePos();
//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
neighbours.push_back(outPos);
}
else
{
//gate with no exit (blocked) -> do nothing with this node
continue;
}
}
gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
for(auto & neighbour : neighbours)
{
const int3 &n = neighbour; //current neighbor
dp = getNode(n);
dt = &gs->map->getTile(n);
destTopVisObjID = dt->topVisitableId();
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
int turnAtNextTile = turn;
const bool destIsGuardian = sourceGuardPosition == n;
if(!goodForLandSeaTransition())
continue;
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
continue;
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
guardedSource = false;
int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
//special case -> moving from src Subterranean gate to dest gate -> it's free
if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
cost = 0;
int remains = movement - cost;
if(useEmbarkCost)
{
remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
cost = movement - remains;
}
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
turnAtNextTile++;
int moveAtNextTile = maxMovePoints(cp);
cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if((dp->turns==0xff //we haven't been here before
|| dp->turns > turnAtNextTile
|| (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
{
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
dp->moveRemains = remains;
dp->turns = turnAtNextTile;
dp->theNodeBefore = cp;
const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
&& dp->accessible == CGPathNode::BLOCKVIS;
if (dp->accessible == CGPathNode::ACCESSIBLE
|| (useEmbarkCost && allowEmbarkAndDisembark)
|| destTopVisObjID == Obj::SUBTERRANEAN_GATE
|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.
{
mq.push_back(dp);
}
}
} //neighbours loop
} //queue loop
out.isValid = true;
}
CGPathNode *CPathfinder::getNode(const int3 &coord)
{
return &out.nodes[coord.x][coord.y][coord.z];
}
bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
{
return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
}
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
{
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
return CGPathNode::BLOCKED;
if(tinfo->visitable)
{
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
{
return CGPathNode::BLOCKED;
}
else
{
for(const CGObjectInstance *obj : tinfo->visitableObjects)
{
if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags
{
ret = CGPathNode::ACCESSIBLE;
}
else if(obj->blockVisit)
{
return CGPathNode::BLOCKVIS;
}
else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
{
ret = CGPathNode::VISITABLE;
}
}
}
}
else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid()
&& !tinfo->blocked)
{
// Monster close by; blocked visit for battle.
return CGPathNode::BLOCKVIS;
}
return ret;
}
bool CPathfinder::goodForLandSeaTransition()
{
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
{
if(cp->land) //from land to sea -> embark or assault hero on boat
{
if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
return false;
if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
return false;
if(destTopVisObjID == Obj::BOAT)
useEmbarkCost = 1;
}
else //disembark
{
//can disembark only on coastal tiles
if(!dt->isCoastal())
return false;
//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
return false;;
useEmbarkCost = 2;
}
}
return true;
}
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
{
useSubterraneanGates = true;
allowEmbarkAndDisembark = true;
}
EVictoryLossCheckResult::EVictoryLossCheckResult() :
intValue(0)
{
}
EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) :
messageToSelf(toSelf),
messageToOthers(toOthers),
intValue(intValue)
{
}
bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const
{
return intValue == other.intValue;
}
bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const
{
return intValue != other.intValue;
}
bool EVictoryLossCheckResult::victory() const
{
return intValue == VICTORY;
}
bool EVictoryLossCheckResult::loss() const
{
return intValue == DEFEAT;
}
EVictoryLossCheckResult EVictoryLossCheckResult::invert()
{
return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
}
EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers)
{
return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
}
EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers)
{
return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
}
std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
{
os << victoryLossCheckResult.messageToSelf;
return os;
}
CRandomGenerator & CGameState::getRandomGenerator()
{
return rand;
}