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e57f8742cd
A lot of map objects inherit from CCreatureSet and as result - get clean() method that resets object army
399 lines
12 KiB
C++
399 lines
12 KiB
C++
/*
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* HeroPoolProcessor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "HeroPoolProcessor.h"
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#include "CGameHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/GameSettings.h"
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#include "../lib/NetPacks.h"
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#include "../lib/StartInfo.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/gameState/TavernHeroesPool.h"
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#include "../lib/gameState/TavernSlot.h"
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HeroPoolProcessor::HeroPoolProcessor()
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: gameHandler(nullptr)
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{
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}
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HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
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: gameHandler(gameHandler)
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{
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}
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bool HeroPoolProcessor::playerEndedTurn(const PlayerColor & player)
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{
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// our player is acting right now and have not ended turn
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if (player == gameHandler->gameState()->currentPlayer)
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return false;
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auto turnOrder = gameHandler->generatePlayerTurnOrder();
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for (auto const & entry : turnOrder)
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{
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// our player is yet to start turn
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if (entry == gameHandler->gameState()->currentPlayer)
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return false;
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// our player have finished turn
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if (entry == player)
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return true;
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}
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assert(false);
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return false;
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}
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TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
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{
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & heroes = heroesPool->getHeroesFor(player);
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// if tavern has empty slot - use it
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if (heroes.size() == 0)
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return TavernHeroSlot::NATIVE;
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if (heroes.size() == 1)
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return TavernHeroSlot::RANDOM;
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// try to find "better" slot to overwrite
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// we want to avoid overwriting retreated heroes when tavern still has slot with random hero
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// as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
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auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID));
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auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID));
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if (roleLeft > roleRight)
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return TavernHeroSlot::RANDOM;
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if (roleLeft < roleRight)
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return TavernHeroSlot::NATIVE;
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// both slots are equal in "value", so select randomly
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if (getRandomGenerator(player).nextInt(100) > 50)
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return TavernHeroSlot::RANDOM;
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else
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return TavernHeroSlot::NATIVE;
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}
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void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
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{
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SetAvailableHero sah;
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if (playerEndedTurn(color))
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sah.roleID = TavernSlotRole::SURRENDERED_TODAY;
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else
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sah.roleID = TavernSlotRole::SURRENDERED;
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sah.slotID = selectSlotForRole(color, sah.roleID);
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sah.player = color;
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sah.hid = hero->subID;
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gameHandler->sendAndApply(&sah);
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}
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void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
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{
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SetAvailableHero sah;
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if (playerEndedTurn(color))
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sah.roleID = TavernSlotRole::RETREATED_TODAY;
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else
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sah.roleID = TavernSlotRole::RETREATED;
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sah.slotID = selectSlotForRole(color, sah.roleID);
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sah.player = color;
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sah.hid = hero->subID;
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sah.army.clearSlots();
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sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
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gameHandler->sendAndApply(&sah);
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}
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void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
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{
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SetAvailableHero sah;
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sah.player = color;
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sah.roleID = TavernSlotRole::NONE;
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sah.slotID = slot;
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sah.hid = HeroTypeID::NONE;
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gameHandler->sendAndApply(&sah);
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}
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void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
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{
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SetAvailableHero sah;
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sah.player = color;
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sah.slotID = slot;
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CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
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if (newHero)
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{
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sah.hid = newHero->subID;
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if (giveArmy)
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{
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sah.roleID = TavernSlotRole::FULL_ARMY;
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newHero->initArmy(getRandomGenerator(color), &sah.army);
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}
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else
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{
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sah.roleID = TavernSlotRole::SINGLE_UNIT;
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sah.army.clearSlots();
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sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
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}
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}
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else
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{
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sah.hid = -1;
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}
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gameHandler->sendAndApply(&sah);
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}
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void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
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{
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & heroes = heroesPool->getHeroesFor(color);
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const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[0]->type->getId());
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const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[1]->type->getId());
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bool resetNativeSlot = nativeSlotRole != TavernSlotRole::RETREATED_TODAY && nativeSlotRole != TavernSlotRole::SURRENDERED_TODAY;
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bool resetRandomSlot = randomSlotRole != TavernSlotRole::RETREATED_TODAY && randomSlotRole != TavernSlotRole::SURRENDERED_TODAY;
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if (resetNativeSlot)
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clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
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if (resetRandomSlot)
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clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
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if (resetNativeSlot)
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selectNewHeroForSlot(color, TavernHeroSlot::NATIVE, true, true);
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if (resetRandomSlot)
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selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
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}
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bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
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{
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const PlayerState * playerState = gameHandler->getPlayerState(player);
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const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
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const CGTownInstance * town = gameHandler->getTown(objectID);
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if (!mapObject && gameHandler->complain("Invalid map object!"))
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return false;
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if (!playerState && gameHandler->complain("Invalid player!"))
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return false;
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if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
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return false;
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if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
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return false;
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if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
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return false;
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if(town) //tavern in town
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{
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if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
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return false;
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if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
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return false;
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if(town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
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return false;
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}
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if(mapObject->ID == Obj::TAVERN)
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{
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if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
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return false;
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}
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auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
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const CGHeroInstance * recruitedHero = nullptr;
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for(const auto & hero : recruitableHeroes)
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{
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if(hero->subID == heroToRecruit)
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recruitedHero = hero;
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}
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if(!recruitedHero)
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{
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gameHandler->complain("Hero is not available for hiring!");
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return false;
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}
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const auto targetPos = mapObject->visitablePos();
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HeroRecruited hr;
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hr.tid = mapObject->id;
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hr.hid = recruitedHero->subID;
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hr.player = player;
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hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
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if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat)
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{
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//Create a new boat for hero
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gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());
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hr.boatId = gameHandler->getTopObj(targetPos)->id;
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}
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// apply netpack -> this will remove hired hero from pool
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gameHandler->sendAndApply(&hr);
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if(recruitableHeroes[0] == recruitedHero)
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selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
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else
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selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
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gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
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if(town)
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{
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gameHandler->visitCastleObjects(town, recruitedHero);
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gameHandler->giveSpells(town, recruitedHero);
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}
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return true;
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}
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std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const PlayerColor & player) const
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{
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std::vector<const CHeroClass *> result;
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
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for(auto & elem : heroesPool->unusedHeroesFromPool())
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{
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if (vstd::contains(result, elem.second->type->heroClass))
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continue;
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bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
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bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
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if(heroAvailable && !heroClassBanned)
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result.push_back(elem.second->type->heroClass);
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}
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return result;
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}
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std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const
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{
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std::vector<CGHeroInstance *> result;
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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for(auto & elem : heroesPool->unusedHeroesFromPool())
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{
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assert(!vstd::contains(result, elem.second));
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bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
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bool heroClassMatches = elem.second->type->heroClass == heroClass;
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if(heroAvailable && heroClassMatches)
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result.push_back(elem.second);
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}
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return result;
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}
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const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerColor & player)
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{
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if(player >= PlayerColor::PLAYER_LIMIT)
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{
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logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
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return nullptr;
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}
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FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & currentTavern = heroesPool->getHeroesFor(player);
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std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
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std::vector<const CHeroClass *> possibleClasses;
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if(potentialClasses.empty())
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{
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logGlobal->error("There are no heroes available for player %s!", player.getStr());
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return nullptr;
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}
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for(const auto & heroClass : potentialClasses)
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{
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if (isNative && heroClass->faction != factionID)
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continue;
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bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
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return hero->type->heroClass == heroClass;
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});
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if (hasSameClass)
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continue;
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possibleClasses.push_back(heroClass);
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}
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if (possibleClasses.empty())
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{
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logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
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possibleClasses = potentialClasses;
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}
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int totalWeight = 0;
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for(const auto & heroClass : possibleClasses)
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totalWeight += heroClass->selectionProbability.at(factionID);
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int roll = getRandomGenerator(player).nextInt(totalWeight - 1);
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for(const auto & heroClass : possibleClasses)
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{
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roll -= heroClass->selectionProbability.at(factionID);
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if(roll < 0)
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return heroClass;
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}
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return *possibleClasses.rbegin();
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}
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CGHeroInstance * HeroPoolProcessor::pickHeroFor(bool isNative, const PlayerColor & player)
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{
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const CHeroClass * heroClass = pickClassFor(isNative, player);
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if(!heroClass)
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return nullptr;
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std::vector<CGHeroInstance *> possibleHeroes = findAvailableHeroesFor(player, heroClass);
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assert(!possibleHeroes.empty());
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if(possibleHeroes.empty())
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return nullptr;
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return *RandomGeneratorUtil::nextItem(possibleHeroes, getRandomGenerator(player));
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}
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CRandomGenerator & HeroPoolProcessor::getRandomGenerator(const PlayerColor & player)
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{
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if (playerSeed.count(player) == 0)
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{
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int seed = gameHandler->getRandomGenerator().nextInt();
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playerSeed.emplace(player, std::make_unique<CRandomGenerator>(seed));
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}
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return *playerSeed.at(player);
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}
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