1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/lib/StartInfo.h

272 lines
6.5 KiB
C++

/*
* StartInfo.h, 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
*
*/
#pragma once
#include "vstd/DateUtils.h"
#include "GameConstants.h"
#include "TurnTimerInfo.h"
#include "ExtraOptionsInfo.h"
#include "campaign/CampaignConstants.h"
#include "serializer/Serializeable.h"
#include "ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
class CMapGenOptions;
class CampaignState;
class CMapInfo;
struct PlayerInfo;
class PlayerColor;
struct DLL_LINKAGE SimturnsInfo
{
/// Minimal number of turns that must be played simultaneously even if contact has been detected
int requiredTurns = 0;
/// Maximum number of turns that might be played simultaneously unless contact is detected
int optionalTurns = 0;
/// If set to true, human and 1 AI can act at the same time
bool allowHumanWithAI = false;
/// If set to true, allied players can play simultaneously even after contacting each other
bool ignoreAlliedContacts = true;
bool operator == (const SimturnsInfo & other) const
{
return requiredTurns == other.requiredTurns &&
optionalTurns == other.optionalTurns &&
ignoreAlliedContacts == other.ignoreAlliedContacts &&
allowHumanWithAI == other.allowHumanWithAI;
}
template <typename Handler>
void serialize(Handler &h)
{
h & requiredTurns;
h & optionalTurns;
h & allowHumanWithAI;
if (h.version >= Handler::Version::SAVE_COMPATIBILITY_FIXES)
h & ignoreAlliedContacts;
else
ignoreAlliedContacts = true;
}
};
enum class PlayerStartingBonus : int8_t
{
RANDOM = -1,
ARTIFACT = 0,
GOLD = 1,
RESOURCE = 2
};
struct DLL_LINKAGE Handicap {
TResources startBonus = TResources();
int percentIncome = 100;
int percentGrowth = 100;
template <typename Handler>
void serialize(Handler &h)
{
h & startBonus;
h & percentIncome;
h & percentGrowth;
}
};
/// Struct which describes the name, the color, the starting bonus of a player
struct DLL_LINKAGE PlayerSettings
{
enum { PLAYER_AI = 0 }; // for use in playerID
PlayerStartingBonus bonus;
FactionID castle;
HeroTypeID hero;
HeroTypeID heroPortrait; //-1 if default, else ID
std::string heroNameTextId;
PlayerColor color; //from 0 -
Handicap handicap;
std::string name;
std::set<ui8> connectedPlayerIDs; //Empty - AI, or connectrd player ids
bool compOnly; //true if this player is a computer only player; required for RMG
template <typename Handler>
void serialize(Handler &h)
{
h & castle;
h & hero;
h & heroPortrait;
h & heroNameTextId;
h & bonus;
h & color;
if (h.version >= Handler::Version::PLAYER_HANDICAP)
h & handicap;
else
{
enum EHandicap {NO_HANDICAP, MILD, SEVERE};
EHandicap handicapLegacy = NO_HANDICAP;
h & handicapLegacy;
}
h & name;
h & connectedPlayerIDs;
h & compOnly;
}
PlayerSettings();
bool isControlledByAI() const;
bool isControlledByHuman() const;
FactionID getCastleValidated() const;
HeroTypeID getHeroValidated() const;
};
enum class EStartMode : int32_t
{
NEW_GAME,
LOAD_GAME,
CAMPAIGN,
INVALID = 255
};
/// Struct which describes the difficulty, the turn time,.. of a heroes match.
struct DLL_LINKAGE StartInfo : public Serializeable
{
EStartMode mode;
ui8 difficulty; //0=easy; 4=impossible
using TPlayerInfos = std::map<PlayerColor, PlayerSettings>;
TPlayerInfos playerInfos; //color indexed
time_t startTime;
std::string fileURI;
SimturnsInfo simturnsInfo;
TurnTimerInfo turnTimerInfo;
ExtraOptionsInfo extraOptionsInfo;
std::string mapname; // empty for random map, otherwise name of the map or savegame
bool createRandomMap() const { return mapGenOptions != nullptr; }
std::shared_ptr<CMapGenOptions> mapGenOptions;
std::shared_ptr<CampaignState> campState;
PlayerSettings & getIthPlayersSettings(const PlayerColor & no);
const PlayerSettings & getIthPlayersSettings(const PlayerColor & no) const;
PlayerSettings * getPlayersSettings(const ui8 connectedPlayerId);
// TODO: Must be client-side
std::string getCampaignName() const;
/// Controls hardcoded check for handling of garrisons by AI in Restoration of Erathia campaigns to match H3 behavior
bool isRestorationOfErathiaCampaign() const;
template <typename Handler>
void serialize(Handler &h)
{
h & mode;
h & difficulty;
h & playerInfos;
if (h.version < Handler::Version::REMOVE_LIB_RNG)
{
uint32_t oldSeeds = 0;
h & oldSeeds;
h & oldSeeds;
h & oldSeeds;
}
if (h.version < Handler::Version::FOLDER_NAME_REWORK)
{
std::string startTimeLegacy;
h & startTimeLegacy;
struct std::tm tm;
std::istringstream ss(startTimeLegacy);
ss >> std::get_time(&tm, "%Y%m%dT%H%M%S");
startTime = mktime(&tm);
}
else
h & startTime;
h & fileURI;
h & simturnsInfo;
h & turnTimerInfo;
h & extraOptionsInfo;
h & mapname;
h & mapGenOptions;
h & campState;
}
StartInfo()
: mode(EStartMode::INVALID)
, difficulty(1)
, startTime(std::time(nullptr))
{
}
};
struct ClientPlayer
{
int connection;
std::string name;
template <typename Handler> void serialize(Handler &h)
{
h & connection;
h & name;
}
};
struct DLL_LINKAGE LobbyState
{
std::shared_ptr<StartInfo> si;
std::shared_ptr<CMapInfo> mi;
std::map<ui8, ClientPlayer> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
int hostClientId;
// TODO: Campaign-only and we don't really need either of them.
// Before start both go into CCampaignState that is part of StartInfo
CampaignScenarioID campaignMap;
int campaignBonus;
LobbyState() : si(new StartInfo()), hostClientId(-1), campaignMap(CampaignScenarioID::NONE), campaignBonus(-1) {}
template <typename Handler> void serialize(Handler &h)
{
h & si;
h & mi;
h & playerNames;
h & hostClientId;
h & campaignMap;
h & campaignBonus;
}
};
struct DLL_LINKAGE LobbyInfo : public LobbyState
{
std::string uuid;
LobbyInfo() {}
void verifyStateBeforeStart(bool ignoreNoHuman = false) const;
bool isClientHost(int clientId) const;
bool isPlayerHost(const PlayerColor & color) const;
std::set<PlayerColor> getAllClientPlayers(int clientId) const;
std::vector<ui8> getConnectedPlayerIdsForClient(int clientId) const;
// Helpers for lobby state access
std::set<PlayerColor> clientHumanColors(int clientId);
PlayerColor clientFirstColor(int clientId) const;
bool isClientColor(int clientId, const PlayerColor & color) const;
ui8 clientFirstId(int clientId) const; // Used by chat only!
PlayerInfo & getPlayerInfo(PlayerColor color);
TeamID getPlayerTeamId(const PlayerColor & color);
};
VCMI_LIB_NAMESPACE_END