mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
2210 lines
61 KiB
C++
2210 lines
61 KiB
C++
/*
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* CGameState.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGameState.h"
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#include "EVictoryLossCheckResult.h"
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#include "InfoAboutArmy.h"
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#include "TavernHeroesPool.h"
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#include "CGameStateCampaign.h"
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#include "SThievesGuildInfo.h"
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#include "../ArtifactUtils.h"
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#include "../CBuildingHandler.h"
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CPlayerState.h"
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#include "../CStopWatch.h"
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#include "../GameSettings.h"
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#include "../StartInfo.h"
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#include "../TerrainHandler.h"
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#include "../VCMIDirs.h"
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#include "../VCMI_Lib.h"
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#include "../battle/BattleInfo.h"
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#include "../campaign/CampaignState.h"
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#include "../constants/StringConstants.h"
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#include "../filesystem/ResourcePath.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjectConstructors/DwellingInstanceConstructor.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../mapping/CMap.h"
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#include "../mapping/CMapEditManager.h"
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#include "../mapping/CMapService.h"
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#include "../modding/IdentifierStorage.h"
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#include "../pathfinder/CPathfinder.h"
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#include "../pathfinder/PathfinderOptions.h"
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#include "../registerTypes/RegisterTypes.h"
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#include "../rmg/CMapGenerator.h"
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#include "../serializer/CMemorySerializer.h"
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#include "../serializer/CTypeList.h"
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#include "../spells/CSpellHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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boost::shared_mutex CGameState::mutex;
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template <typename T> class CApplyOnGS;
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class CBaseForGSApply
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{
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public:
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virtual void applyOnGS(CGameState *gs, void *pack) const =0;
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virtual ~CBaseForGSApply() = default;
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template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
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{
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return new CApplyOnGS<U>();
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}
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};
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template <typename T> class CApplyOnGS : public CBaseForGSApply
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{
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public:
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void applyOnGS(CGameState *gs, void *pack) const override
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{
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T *ptr = static_cast<T*>(pack);
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boost::unique_lock<boost::shared_mutex> lock(CGameState::mutex);
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ptr->applyGs(gs);
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}
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};
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static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & pos, const PlayerColor & owner)
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{
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CGObjectInstance * nobj;
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switch(id)
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{
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case Obj::HERO:
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{
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auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->objects[subid]->heroClass->getIndex());
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nobj = handler->create(handler->getTemplates().front());
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break;
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}
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case Obj::TOWN:
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nobj = new CGTownInstance();
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break;
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default: //rest of objects
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nobj = new CGObjectInstance();
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break;
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}
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nobj->ID = id;
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nobj->subID = subid;
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nobj->pos = pos;
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nobj->tempOwner = owner;
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if (id != Obj::HERO)
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nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
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return nobj;
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}
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HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
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{
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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if(ps.hero >= HeroTypeID(0) && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
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{
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return HeroTypeID(ps.hero);
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}
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return pickUnusedHeroTypeRandomly(owner);
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}
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HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
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{
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//list of available heroes for this faction and others
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std::vector<HeroTypeID> factionHeroes;
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std::vector<HeroTypeID> otherHeroes;
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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for(const HeroTypeID & hid : getUnusedAllowedHeroes())
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{
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if(VLC->heroh->objects[hid.getNum()]->heroClass->faction == ps.castle)
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factionHeroes.push_back(hid);
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else
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otherHeroes.push_back(hid);
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}
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// select random hero native to "our" faction
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if(!factionHeroes.empty())
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{
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return *RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator());
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}
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logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());
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if(!otherHeroes.empty())
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{
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return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());
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}
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logGlobal->error("No free allowed heroes!");
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auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
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if(!notAllowedHeroesButStillBetterThanCrash.empty())
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return *notAllowedHeroesButStillBetterThanCrash.begin();
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logGlobal->error("No free heroes at all!");
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assert(0); //current code can't handle this situation
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return HeroTypeID::NONE; // no available heroes at all
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}
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std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
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{
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switch(obj->ID)
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{
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case Obj::RANDOM_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
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case Obj::RANDOM_TREASURE_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE));
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case Obj::RANDOM_MINOR_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MINOR));
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case Obj::RANDOM_MAJOR_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MAJOR));
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case Obj::RANDOM_RELIC_ART:
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return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_RELIC));
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case Obj::RANDOM_HERO:
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return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
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case Obj::RANDOM_MONSTER:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator()));
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case Obj::RANDOM_MONSTER_L1:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 1));
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case Obj::RANDOM_MONSTER_L2:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 2));
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case Obj::RANDOM_MONSTER_L3:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 3));
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case Obj::RANDOM_MONSTER_L4:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 4));
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case Obj::RANDOM_RESOURCE:
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return std::make_pair(Obj::RESOURCE,getRandomGenerator().nextInt(6)); //now it's OH3 style, use %8 for mithril
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case Obj::RANDOM_TOWN:
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{
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PlayerColor align = (dynamic_cast<CGTownInstance *>(obj))->alignmentToPlayer;
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si32 f; // can be negative (for random)
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if(!align.isValidPlayer()) //same as owner / random
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{
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if(!obj->tempOwner.isValidPlayer())
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f = -1; //random
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else
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f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
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}
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else
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{
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f = scenarioOps->getIthPlayersSettings(align).castle;
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}
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if(f<0)
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{
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do
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{
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f = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
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}
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while ((*VLC->townh)[f]->town == nullptr); // find playable faction
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}
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return std::make_pair(Obj::TOWN,f);
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}
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case Obj::RANDOM_MONSTER_L5:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 5));
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case Obj::RANDOM_MONSTER_L6:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 6));
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case Obj::RANDOM_MONSTER_L7:
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return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 7));
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case Obj::RANDOM_DWELLING:
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case Obj::RANDOM_DWELLING_LVL:
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case Obj::RANDOM_DWELLING_FACTION:
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{
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auto * dwl = dynamic_cast<CGDwelling *>(obj);
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int faction;
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//if castle alignment available
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if(auto * info = dynamic_cast<CCreGenAsCastleInfo *>(dwl->info))
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{
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faction = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
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if(info->asCastle && !info->instanceId.empty())
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{
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auto iter = map->instanceNames.find(info->instanceId);
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if(iter == map->instanceNames.end())
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logGlobal->error("Map object not found: %s", info->instanceId);
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else
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{
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auto elem = iter->second;
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if(elem->ID==Obj::RANDOM_TOWN)
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{
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randomizeObject(elem.get()); //we have to randomize the castle first
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faction = elem->subID;
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}
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else if(elem->ID==Obj::TOWN)
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faction = elem->subID;
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else
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logGlobal->error("Map object must be town: %s", info->instanceId);
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}
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}
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else if(info->asCastle)
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{
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for(auto & elem : map->objects)
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{
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if(!elem)
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continue;
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if(elem->ID==Obj::RANDOM_TOWN
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&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
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{
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randomizeObject(elem); //we have to randomize the castle first
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faction = elem->subID;
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break;
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}
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else if(elem->ID==Obj::TOWN
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&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
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{
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faction = elem->subID;
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break;
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}
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}
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}
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else
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{
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std::set<int> temp;
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for(int i = 0; i < info->allowedFactions.size(); i++)
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if(info->allowedFactions[i])
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temp.insert(i);
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if(temp.empty())
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logGlobal->error("Random faction selection failed. Nothing is allowed. Fall back to random.");
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else
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faction = *RandomGeneratorUtil::nextItem(temp, getRandomGenerator());
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}
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}
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else // castle alignment fixed
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faction = obj->subID;
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int level;
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//if level set to range
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if(auto * info = dynamic_cast<CCreGenLeveledInfo *>(dwl->info))
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{
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level = getRandomGenerator().nextInt(info->minLevel, info->maxLevel) - 1;
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}
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else // fixed level
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{
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level = obj->subID;
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}
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delete dwl->info;
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dwl->info = nullptr;
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std::pair<Obj, int> result(Obj::NO_OBJ, -1);
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CreatureID cid;
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if((*VLC->townh)[faction]->town)
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cid = (*VLC->townh)[faction]->town->creatures[level][0];
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else
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{
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//neutral faction
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std::vector<CCreature*> possibleCreatures;
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std::copy_if(VLC->creh->objects.begin(), VLC->creh->objects.end(), std::back_inserter(possibleCreatures), [faction](const CCreature * c)
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{
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return c->getFaction().getNum() == faction;
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});
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assert(!possibleCreatures.empty());
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cid = (*RandomGeneratorUtil::nextItem(possibleCreatures, getRandomGenerator()))->getId();
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}
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//NOTE: this will pick last dwelling with this creature (Mantis #900)
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//check for block map equality is better but more complex solution
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auto testID = [&](const Obj & primaryID) -> void
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{
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auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
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for (si32 entry : dwellingIDs)
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{
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const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
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if (handler->producesCreature(VLC->creh->objects[cid]))
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result = std::make_pair(primaryID, entry);
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}
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};
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testID(Obj::CREATURE_GENERATOR1);
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if (result.first == Obj::NO_OBJ)
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testID(Obj::CREATURE_GENERATOR4);
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if (result.first == Obj::NO_OBJ)
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{
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logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
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result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), getRandomGenerator()));
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}
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return result;
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}
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}
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return std::make_pair(Obj::NO_OBJ,-1);
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}
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void CGameState::randomizeObject(CGObjectInstance *cur)
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{
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std::pair<Obj,int> ran = pickObject(cur);
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if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
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{
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if(cur->ID==Obj::TOWN || cur->ID==Obj::MONSTER)
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cur->setType(cur->ID, cur->subID); // update def, if necessary
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}
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else if(ran.first==Obj::HERO)//special code for hero
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{
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auto * h = dynamic_cast<CGHeroInstance *>(cur);
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cur->setType(ran.first, ran.second);
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map->heroesOnMap.emplace_back(h);
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}
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else if(ran.first==Obj::TOWN)//special code for town
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{
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auto * t = dynamic_cast<CGTownInstance *>(cur);
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cur->setType(ran.first, ran.second);
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map->towns.emplace_back(t);
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}
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else
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{
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cur->setType(ran.first, ran.second);
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}
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}
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int CGameState::getDate(Date mode) const
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{
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int temp;
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switch (mode)
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{
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case Date::DAY:
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return day;
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case Date::DAY_OF_WEEK: //day of week
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temp = (day)%7; // 1 - Monday, 7 - Sunday
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return temp ? temp : 7;
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case Date::WEEK: //current week
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temp = ((day-1)/7)+1;
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if (!(temp%4))
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return 4;
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else
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return (temp%4);
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case Date::MONTH: //current month
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return ((day-1)/28)+1;
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case Date::DAY_OF_MONTH: //day of month
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temp = (day)%28;
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if (temp)
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return temp;
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else return 28;
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}
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return 0;
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}
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CGameState::CGameState()
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{
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gs = this;
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heroesPool = std::make_unique<TavernHeroesPool>();
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applier = std::make_shared<CApplier<CBaseForGSApply>>();
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registerTypesClientPacks1(*applier);
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registerTypesClientPacks2(*applier);
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globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
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}
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CGameState::~CGameState()
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{
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map.dellNull();
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}
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void CGameState::preInit(Services * services)
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{
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this->services = services;
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}
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void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
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{
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preInitAuto();
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logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
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getRandomGenerator().setSeed(si->seedToBeUsed);
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scenarioOps = CMemorySerializer::deepCopy(*si).release();
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initialOpts = CMemorySerializer::deepCopy(*si).release();
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si = nullptr;
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switch(scenarioOps->mode)
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{
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case StartInfo::NEW_GAME:
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initNewGame(mapService, allowSavingRandomMap, progressTracking);
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break;
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case StartInfo::CAMPAIGN:
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initCampaign();
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break;
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default:
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logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
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return;
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}
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VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
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logGlobal->info("Map loaded!");
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checkMapChecksum();
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day = 0;
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logGlobal->debug("Initialization:");
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initGlobalBonuses();
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initPlayerStates();
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if (campaign)
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campaign->placeCampaignHeroes();
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removeHeroPlaceholders();
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initGrailPosition();
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initRandomFactionsForPlayers();
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randomizeMapObjects();
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placeStartingHeroes();
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initDifficulty();
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initHeroes();
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initStartingBonus();
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initTowns();
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placeHeroesInTowns();
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initMapObjects();
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buildBonusSystemTree();
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initVisitingAndGarrisonedHeroes();
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initFogOfWar();
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// Explicitly initialize static variables
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for(auto & elem : players)
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{
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CGKeys::playerKeyMap[elem.first] = std::set<ui8>();
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}
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for(auto & elem : teams)
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{
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CGObelisk::visited[elem.first] = 0;
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}
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logGlobal->debug("\tChecking objectives");
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map->checkForObjectives(); //needs to be run when all objects are properly placed
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auto seedAfterInit = getRandomGenerator().nextInt();
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logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
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if(scenarioOps->seedPostInit > 0)
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{
|
|
//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::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
|
|
{
|
|
switch(metatype)
|
|
{
|
|
case Metatype::ARTIFACT_INSTANCE:
|
|
logGlobal->error("Artifact instance update is not implemented");
|
|
break;
|
|
case Metatype::CREATURE_INSTANCE:
|
|
logGlobal->error("Creature instance update is not implemented");
|
|
break;
|
|
case Metatype::HERO_INSTANCE:
|
|
//index is hero type
|
|
if(index >= 0 && index < map->allHeroes.size())
|
|
{
|
|
CGHeroInstance * hero = map->allHeroes.at(index);
|
|
hero->updateFrom(data);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
|
|
}
|
|
break;
|
|
case Metatype::MAP_OBJECT_INSTANCE:
|
|
if(index >= 0 && index < map->objects.size())
|
|
{
|
|
CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
|
|
obj->updateFrom(data);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
|
|
}
|
|
break;
|
|
default:
|
|
services->updateEntity(metatype, index, data);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CGameState::updateOnLoad(StartInfo * si)
|
|
{
|
|
preInitAuto();
|
|
scenarioOps->playerInfos = si->playerInfos;
|
|
for(auto & i : si->playerInfos)
|
|
gs->players[i.first].human = i.second.isControlledByHuman();
|
|
}
|
|
|
|
void CGameState::preInitAuto()
|
|
{
|
|
if(services == nullptr)
|
|
{
|
|
logGlobal->error("Game state preinit missing");
|
|
preInit(VLC);
|
|
}
|
|
}
|
|
|
|
void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
|
|
{
|
|
if(scenarioOps->createRandomMap())
|
|
{
|
|
logGlobal->info("Create random map.");
|
|
CStopWatch sw;
|
|
|
|
// Gen map
|
|
CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, scenarioOps->seedToBeUsed);
|
|
progressTracking.include(mapGenerator);
|
|
|
|
std::unique_ptr<CMap> randomMap = mapGenerator.generate();
|
|
progressTracking.exclude(mapGenerator);
|
|
|
|
if(allowSavingRandomMap)
|
|
{
|
|
try
|
|
{
|
|
auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps";
|
|
boost::filesystem::create_directories(path);
|
|
|
|
std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
|
|
|
|
const std::string templateName = options->getMapTemplate()->getName();
|
|
const ui32 seed = scenarioOps->seedToBeUsed;
|
|
const std::string dt = vstd::getDateTimeISO8601Basic(std::time(0));
|
|
|
|
const std::string fileName = boost::str(boost::format("%s_%s_%d.vmap") % dt % templateName % seed );
|
|
const auto fullPath = path / fileName;
|
|
|
|
randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt));
|
|
|
|
mapService->saveMap(randomMap, fullPath);
|
|
|
|
logGlobal->info("Random map has been saved to:");
|
|
logGlobal->info(fullPath.string());
|
|
}
|
|
catch(...)
|
|
{
|
|
logGlobal->error("Saving random map failed with exception");
|
|
}
|
|
}
|
|
|
|
map = randomMap.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.castle = playerInfo.defaultCastle();
|
|
if(playerSettings.isControlledByAI() && playerSettings.name.empty())
|
|
{
|
|
playerSettings.name = VLC->generaltexth->allTexts[468];
|
|
}
|
|
playerSettings.color = PlayerColor(i);
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->playerInfos.erase(PlayerColor(i));
|
|
}
|
|
}
|
|
|
|
logGlobal->info("Generated random map in %i ms.", sw.getDiff());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->info("Open map file: %s", scenarioOps->mapname);
|
|
const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
|
|
map = mapService->loadMap(mapURI).release();
|
|
}
|
|
}
|
|
|
|
void CGameState::initCampaign()
|
|
{
|
|
campaign = std::make_unique<CGameStateCampaign>(this);
|
|
map = campaign->getCurrentMap().release();
|
|
}
|
|
|
|
void CGameState::checkMapChecksum()
|
|
{
|
|
logGlobal->info("\tOur checksum for the map: %d", map->checksum);
|
|
if(scenarioOps->mapfileChecksum)
|
|
{
|
|
logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
|
|
if(map->checksum != scenarioOps->mapfileChecksum)
|
|
{
|
|
logGlobal->error("Wrong map checksum!!!");
|
|
throw std::runtime_error("Wrong checksum");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->mapfileChecksum = map->checksum;
|
|
}
|
|
}
|
|
|
|
void CGameState::initGlobalBonuses()
|
|
{
|
|
const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
|
|
logGlobal->debug("\tLoading global bonuses");
|
|
for(const auto & b : baseBonuses.Struct())
|
|
{
|
|
auto bonus = JsonUtils::parseBonus(b.second);
|
|
bonus->source = BonusSource::GLOBAL;//for all
|
|
bonus->sid = BonusSourceID(); //there is one global object
|
|
globalEffects.addNewBonus(bonus);
|
|
}
|
|
VLC->creh->loadCrExpBon(globalEffects);
|
|
}
|
|
|
|
void CGameState::initDifficulty()
|
|
{
|
|
logGlobal->debug("\tLoading difficulty settings");
|
|
const JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
|
|
|
|
const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
|
|
const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
|
|
|
|
auto setDifficulty = [](PlayerState & state, const JsonNode & json)
|
|
{
|
|
//set starting resources
|
|
state.resources = TResources(json["resources"]);
|
|
|
|
//set global bonuses
|
|
for(auto & jsonBonus : json["globalBonuses"].Vector())
|
|
if(auto bonus = JsonUtils::parseBonus(jsonBonus))
|
|
state.addNewBonus(bonus);
|
|
|
|
//set battle bonuses
|
|
for(auto & jsonBonus : json["battleBonuses"].Vector())
|
|
if(auto bonus = JsonUtils::parseBonus(jsonBonus))
|
|
state.battleBonuses.push_back(*bonus);
|
|
|
|
};
|
|
|
|
for (auto & elem : players)
|
|
{
|
|
PlayerState &p = elem.second;
|
|
setDifficulty(p, p.human ? difficultyHuman : difficultyAI);
|
|
}
|
|
|
|
if (campaign)
|
|
campaign->initStartingResources();
|
|
}
|
|
|
|
void CGameState::initGrailPosition()
|
|
{
|
|
logGlobal->debug("\tPicking grail position");
|
|
//pick grail location
|
|
if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
|
|
{
|
|
if(!map->grailRadius) //radius not given -> anywhere on map
|
|
map->grailRadius = 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 z = 0; z < map->levels(); z++)
|
|
{
|
|
for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
|
|
{
|
|
for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
|
|
{
|
|
const TerrainTile &t = map->getTile(int3(x, y, z));
|
|
if(!t.blocked
|
|
&& !t.visitable
|
|
&& t.terType->isLand()
|
|
&& t.terType->isPassable()
|
|
&& (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
|
|
allowedPos.emplace_back(x, y, z);
|
|
}
|
|
}
|
|
}
|
|
|
|
//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, getRandomGenerator());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initRandomFactionsForPlayers()
|
|
{
|
|
logGlobal->debug("\tPicking random factions for players");
|
|
for(auto & elem : scenarioOps->playerInfos)
|
|
{
|
|
if(elem.second.castle==FactionID::RANDOM)
|
|
{
|
|
auto randomID = getRandomGenerator().nextInt((int)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->debug("\tRandomizing objects");
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj) continue;
|
|
|
|
randomizeObject(obj);
|
|
|
|
//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->debug("\tCreating player entries in gs");
|
|
for(auto & elem : scenarioOps->playerInfos)
|
|
{
|
|
PlayerState & p = players[elem.first];
|
|
p.color=elem.first;
|
|
p.human = elem.second.isControlledByHuman();
|
|
p.team = map->players[elem.first.getNum()].team;
|
|
teams[p.team].id = p.team;//init team
|
|
teams[p.team].players.insert(elem.first);//add player to team
|
|
}
|
|
}
|
|
|
|
void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
|
|
{
|
|
for(auto town : map->towns)
|
|
{
|
|
if(town->getPosition() == townPos)
|
|
{
|
|
townPos = town->visitablePos();
|
|
break;
|
|
}
|
|
}
|
|
|
|
CGObjectInstance * hero = createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor);
|
|
hero->pos += hero->getVisitableOffset();
|
|
map->getEditManager()->insertObject(hero);
|
|
}
|
|
|
|
void CGameState::placeStartingHeroes()
|
|
{
|
|
logGlobal->debug("\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 (campaign && campaign->playerHasStartingHero(playerColor))
|
|
continue;
|
|
|
|
HeroTypeID heroTypeId = pickNextHeroType(playerColor);
|
|
if(playerSettingPair.second.hero == HeroTypeID::NONE)
|
|
playerSettingPair.second.hero = heroTypeId;
|
|
|
|
placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::removeHeroPlaceholders()
|
|
{
|
|
// remove any hero placeholders that remain on map after (potential) campaign heroes placement
|
|
for(auto obj : map->objects)
|
|
{
|
|
if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
{
|
|
auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
map->removeBlockVisTiles(heroPlaceholder, true);
|
|
map->instanceNames.erase(obj->instanceName);
|
|
map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
|
delete heroPlaceholder;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initHeroes()
|
|
{
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
|
|
{
|
|
logGlobal->warn("Hero with uninitialized owner!");
|
|
continue;
|
|
}
|
|
|
|
hero->initHero(getRandomGenerator());
|
|
getPlayerState(hero->getOwner())->heroes.push_back(hero);
|
|
map->allHeroes[hero->type->getIndex()] = hero;
|
|
}
|
|
|
|
// generate boats for all heroes on water
|
|
for(auto hero : map->heroesOnMap)
|
|
{
|
|
assert(map->isInTheMap(hero->visitablePos()));
|
|
const auto & tile = map->getTile(hero->visitablePos());
|
|
if (tile.terType->isWater())
|
|
{
|
|
auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
|
|
CGBoat * boat = dynamic_cast<CGBoat*>(handler->create());
|
|
handler->configureObject(boat, gs->getRandomGenerator());
|
|
|
|
boat->ID = Obj::BOAT;
|
|
boat->subID = hero->getBoatType().getNum();
|
|
boat->pos = hero->pos;
|
|
boat->appearance = handler->getTemplates().front();
|
|
boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
|
|
|
|
map->objects.emplace_back(boat);
|
|
map->addBlockVisTiles(boat);
|
|
|
|
hero->attachToBoat(boat);
|
|
}
|
|
}
|
|
|
|
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(getRandomGenerator());
|
|
heroesPool->addHeroToPool(ph);
|
|
heroesToCreate.erase(ph->type->getId());
|
|
|
|
map->allHeroes[ph->subID] = ph;
|
|
}
|
|
|
|
for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
|
|
{
|
|
auto * vhi = new CGHeroInstance();
|
|
vhi->initHero(getRandomGenerator(), htype);
|
|
|
|
int typeID = htype.getNum();
|
|
map->allHeroes[typeID] = vhi;
|
|
heroesPool->addHeroToPool(vhi);
|
|
}
|
|
|
|
for(auto & elem : map->disposedHeroes)
|
|
heroesPool->setAvailability(elem.heroId, elem.players);
|
|
|
|
if (campaign)
|
|
campaign->initHeroes();
|
|
}
|
|
|
|
void CGameState::initFogOfWar()
|
|
{
|
|
logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
|
|
|
|
int layers = map->levels();
|
|
for(auto & elem : teams)
|
|
{
|
|
auto fow = elem.second.fogOfWarMap;
|
|
fow->resize(boost::extents[layers][map->width][map->height]);
|
|
std::fill(fow->data(), fow->data() + fow->num_elements(), 0);
|
|
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
|
std::unordered_set<int3> tiles;
|
|
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
|
|
for(const int3 & tile : tiles)
|
|
{
|
|
(*elem.second.fogOfWarMap)[tile.z][tile.x][tile.y] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initStartingBonus()
|
|
{
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
return;
|
|
// These are the single scenario bonuses; predefined
|
|
// campaign bonuses are spread out over other init* functions.
|
|
|
|
logGlobal->debug("\tStarting bonuses");
|
|
for(auto & elem : players)
|
|
{
|
|
//starting bonus
|
|
if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
|
|
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));
|
|
|
|
switch(scenarioOps->playerInfos[elem.first].bonus)
|
|
{
|
|
case PlayerStartingBonus::GOLD:
|
|
elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
|
|
break;
|
|
case PlayerStartingBonus::RESOURCE:
|
|
{
|
|
auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
|
|
if(res == EGameResID::WOOD_AND_ORE)
|
|
{
|
|
int amount = getRandomGenerator().nextInt(5, 10);
|
|
elem.second.resources[EGameResID::WOOD] += amount;
|
|
elem.second.resources[EGameResID::ORE] += amount;
|
|
}
|
|
else
|
|
{
|
|
elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
|
|
}
|
|
break;
|
|
}
|
|
case PlayerStartingBonus::ARTIFACT:
|
|
{
|
|
if(elem.second.heroes.empty())
|
|
{
|
|
logGlobal->error("Cannot give starting artifact - no heroes!");
|
|
break;
|
|
}
|
|
const Artifact * toGive = VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toArtifact(VLC->artifacts());
|
|
|
|
CGHeroInstance *hero = elem.second.heroes[0];
|
|
if(!giveHeroArtifact(hero, toGive->getId()))
|
|
logGlobal->error("Cannot give starting artifact - no free slots!");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initTowns()
|
|
{
|
|
logGlobal->debug("\tTowns");
|
|
|
|
if (campaign)
|
|
campaign->initTowns();
|
|
|
|
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)[vti->subID]->town;
|
|
}
|
|
if(vti->getNameTranslated().empty())
|
|
{
|
|
size_t nameID = getRandomGenerator().nextInt(vti->getTown()->getRandomNamesCount() - 1);
|
|
vti->setNameTextId(vti->getTown()->getRandomNameTextID(nameID));
|
|
}
|
|
|
|
static const BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
|
|
static const BuildingID upgradedDwellings[] = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
|
|
static const BuildingID hordes[] = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
|
|
|
|
//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);
|
|
if(vti->tempOwner != PlayerColor::NEUTRAL)
|
|
vti->builtBuildings.insert(BuildingID::TAVERN);
|
|
|
|
auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
|
|
|
|
for(int i = 0; i < definesBuildingsChances.size(); i++)
|
|
{
|
|
if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
|
|
{
|
|
vti->builtBuildings.insert(basicDwellings[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// village hall must always exist
|
|
vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
|
|
|
|
//init hordes
|
|
for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
|
|
{
|
|
if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
|
|
{
|
|
vti->builtBuildings.erase(hordes[i]);//remove old ID
|
|
if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
|
|
{
|
|
vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
|
|
//if we have upgraded dwelling as well
|
|
if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
|
|
vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
|
|
}
|
|
if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
|
|
{
|
|
vti->builtBuildings.insert(BuildingID::HORDE_2);
|
|
if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
|
|
vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
|
|
}
|
|
}
|
|
}
|
|
|
|
//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
|
|
//But DO NOT remove horde placeholders before they are replaced
|
|
vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
|
|
{
|
|
return !vti->getTown()->buildings.count(bid) || !vti->getTown()->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)
|
|
|
|
//Early check for #1444-like problems
|
|
for([[maybe_unused]] const auto & building : vti->builtBuildings)
|
|
{
|
|
assert(vti->getTown()->buildings.at(building) != nullptr);
|
|
}
|
|
|
|
//town events
|
|
for(CCastleEvent &ev : vti->events)
|
|
{
|
|
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
|
|
{
|
|
ev.buildings.erase(hordes[i]);
|
|
if (vti->getTown()->hordeLvl.at(0) == i)
|
|
ev.buildings.insert(BuildingID::HORDE_1);
|
|
if (vti->getTown()->hordeLvl.at(1) == i)
|
|
ev.buildings.insert(BuildingID::HORDE_2);
|
|
}
|
|
}
|
|
//init spells
|
|
vti->spells.resize(GameConstants::SPELL_LEVELS);
|
|
|
|
for(ui32 z=0; z<vti->obligatorySpells.size();z++)
|
|
{
|
|
const auto * s = vti->obligatorySpells[z].toSpell();
|
|
vti->spells[s->getLevel()-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
while(!vti->possibleSpells.empty())
|
|
{
|
|
ui32 total=0;
|
|
int sel = -1;
|
|
|
|
for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
|
|
total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
|
|
|
|
if (total == 0) // remaining spells have 0 probability
|
|
break;
|
|
|
|
auto r = getRandomGenerator().nextInt(total - 1);
|
|
for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
|
|
{
|
|
r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
|
|
if(r<0)
|
|
{
|
|
sel = ps;
|
|
break;
|
|
}
|
|
}
|
|
if(sel<0)
|
|
sel=0;
|
|
|
|
const auto * s = vti->possibleSpells[sel].toSpell();
|
|
vti->spells[s->getLevel()-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
vti->possibleSpells.clear();
|
|
if(vti->getOwner() != PlayerColor::NEUTRAL)
|
|
getPlayerState(vti->getOwner())->towns.emplace_back(vti);
|
|
}
|
|
}
|
|
|
|
void CGameState::initMapObjects()
|
|
{
|
|
logGlobal->debug("\tObject initialization");
|
|
|
|
// objCaller->preInit();
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(obj)
|
|
{
|
|
logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);
|
|
obj->initObj(getRandomGenerator());
|
|
}
|
|
}
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(!obj)
|
|
continue;
|
|
|
|
switch (obj->ID)
|
|
{
|
|
case Obj::QUEST_GUARD:
|
|
case Obj::SEER_HUT:
|
|
{
|
|
auto * q = dynamic_cast<CGSeerHut *>(obj);
|
|
assert (q);
|
|
q->setObjToKill();
|
|
}
|
|
}
|
|
}
|
|
CGSubterraneanGate::postInit(); //pairing subterranean gates
|
|
|
|
map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
|
|
}
|
|
|
|
void CGameState::placeHeroesInTowns()
|
|
{
|
|
for(auto & player : players)
|
|
{
|
|
if(player.first == PlayerColor::NEUTRAL)
|
|
continue;
|
|
|
|
for(CGHeroInstance * h : player.second.heroes)
|
|
{
|
|
for(CGTownInstance * t : player.second.towns)
|
|
{
|
|
if(h->visitablePos().z != t->visitablePos().z)
|
|
continue;
|
|
|
|
bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
|
|
|
|
// current hero position is at one of blocking tiles of current town
|
|
// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
|
|
if (heroOnTownBlockableTile)
|
|
{
|
|
int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
|
|
|
|
map->removeBlockVisTiles(h);
|
|
h->pos = correctedPos;
|
|
map->addBlockVisTiles(h);
|
|
|
|
assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::initVisitingAndGarrisonedHeroes()
|
|
{
|
|
for(auto & player : players)
|
|
{
|
|
if(player.first == PlayerColor::NEUTRAL)
|
|
continue;
|
|
|
|
//init visiting and garrisoned heroes
|
|
for(CGHeroInstance * h : player.second.heroes)
|
|
{
|
|
for(CGTownInstance * t : player.second.towns)
|
|
{
|
|
if(h->visitablePos().z != t->visitablePos().z)
|
|
continue;
|
|
|
|
if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
|
|
{
|
|
assert(t->visitingHero == nullptr);
|
|
t->setVisitingHero(h);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto hero : map->heroesOnMap)
|
|
{
|
|
if (hero->visitedTown)
|
|
{
|
|
assert (hero->visitedTown->visitingHero == hero);
|
|
}
|
|
}
|
|
}
|
|
|
|
const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
|
|
{
|
|
if (!player.isValidPlayer())
|
|
return nullptr;
|
|
|
|
for (const auto & battlePtr : currentBattles)
|
|
if (battlePtr->sides[0].color == player || battlePtr->sides[1].color == player)
|
|
return battlePtr.get();
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const BattleInfo * CGameState::getBattle(const BattleID & battle) const
|
|
{
|
|
for (const auto & battlePtr : currentBattles)
|
|
if (battlePtr->battleID == battle)
|
|
return battlePtr.get();
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
BattleInfo * CGameState::getBattle(const BattleID & battle)
|
|
{
|
|
for (const auto & battlePtr : currentBattles)
|
|
if (battlePtr->battleID == battle)
|
|
return battlePtr.get();
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
|
|
{
|
|
assert(tile.valid());
|
|
|
|
if(!tile.valid())
|
|
return BattleField::NONE;
|
|
|
|
const TerrainTile &t = map->getTile(tile);
|
|
|
|
auto * topObject = t.visitableObjects.front();
|
|
if(topObject && topObject->getBattlefield() != BattleField::NONE)
|
|
{
|
|
return topObject->getBattlefield();
|
|
}
|
|
|
|
for(auto &obj : map->objects)
|
|
{
|
|
//look only for objects covering given tile
|
|
if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
|
|
continue;
|
|
|
|
auto customBattlefield = obj->getBattlefield();
|
|
|
|
if(customBattlefield != BattleField::NONE)
|
|
return customBattlefield;
|
|
}
|
|
|
|
if(map->isCoastalTile(tile)) //coastal tile is always ground
|
|
return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
|
|
|
|
return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
|
|
}
|
|
|
|
void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
|
|
{
|
|
assert(obj);
|
|
assert(obj->hasStackAtSlot(stackPos));
|
|
|
|
out = fillUpgradeInfo(obj->getStack(stackPos));
|
|
}
|
|
|
|
UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
|
|
{
|
|
UpgradeInfo ret;
|
|
const CCreature *base = stack.type;
|
|
|
|
if (stack.armyObj->ID == Obj::HERO)
|
|
{
|
|
auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
|
|
hero->fillUpgradeInfo(ret, stack);
|
|
|
|
if (hero->visitedTown)
|
|
{
|
|
hero->visitedTown->fillUpgradeInfo(ret, stack);
|
|
}
|
|
else
|
|
{
|
|
auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
|
|
auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
|
|
if (object != hero && upgradeSource != nullptr)
|
|
upgradeSource->fillUpgradeInfo(ret, stack);
|
|
}
|
|
}
|
|
|
|
if (stack.armyObj->ID == Obj::TOWN)
|
|
{
|
|
auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
|
|
town->fillUpgradeInfo(ret, stack);
|
|
}
|
|
|
|
if(!ret.newID.empty())
|
|
ret.oldID = base->getId();
|
|
|
|
for (ResourceSet &cost : ret.cost)
|
|
cost.positive(); //upgrade cost can't be negative, ignore missing resources
|
|
|
|
return ret;
|
|
}
|
|
|
|
PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
|
|
{
|
|
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::apply(CPack *pack)
|
|
{
|
|
ui16 typ = typeList.getTypeID(pack);
|
|
applier->getApplier(typ)->applyOnGS(this, pack);
|
|
}
|
|
|
|
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
|
|
{
|
|
calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
|
|
}
|
|
|
|
void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
|
|
{
|
|
//FIXME: creating pathfinder is costly, maybe reset / clear is enough?
|
|
CPathfinder pathfinder(this, config);
|
|
pathfinder.calculatePaths();
|
|
}
|
|
|
|
/**
|
|
* 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->isBlockedVisitable())
|
|
{
|
|
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.z][pos.x][pos.y];
|
|
}
|
|
|
|
void CGameState::updateRumor()
|
|
{
|
|
static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
|
|
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
|
|
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
|
|
if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
|
|
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
|
|
|
|
int rumorId = -1;
|
|
int rumorExtra = -1;
|
|
auto & rand = getRandomGenerator();
|
|
rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
|
|
|
|
do
|
|
{
|
|
switch(rumor.type)
|
|
{
|
|
case RumorState::TYPE_SPECIAL:
|
|
{
|
|
SThievesGuildInfo tgi;
|
|
obtainPlayersStats(tgi, 20);
|
|
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
|
|
if(rumorId == RumorState::RUMOR_GRAIL)
|
|
{
|
|
rumorExtra = getTile(map->grailPos)->terType->getIndex();
|
|
break;
|
|
}
|
|
|
|
std::vector<PlayerColor> players = {};
|
|
switch(rumorId)
|
|
{
|
|
case RumorState::RUMOR_OBELISKS:
|
|
players = tgi.obelisks[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_ARTIFACTS:
|
|
players = tgi.artifacts[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_ARMY:
|
|
players = tgi.army[0];
|
|
break;
|
|
|
|
case RumorState::RUMOR_INCOME:
|
|
players = tgi.income[0];
|
|
break;
|
|
}
|
|
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
|
|
|
|
break;
|
|
}
|
|
case RumorState::TYPE_MAP:
|
|
// Makes sure that map rumors only used if there enough rumors too choose from
|
|
if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
|
|
{
|
|
rumorId = rand.nextInt((int)map->rumors.size() - 1);
|
|
break;
|
|
}
|
|
else
|
|
rumor.type = RumorState::TYPE_RAND;
|
|
[[fallthrough]];
|
|
|
|
case RumorState::TYPE_RAND:
|
|
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
|
|
rumorId = rand.nextInt((int)vector.size() - 1);
|
|
|
|
break;
|
|
}
|
|
}
|
|
while(!rumor.update(rumorId, rumorExtra));
|
|
}
|
|
|
|
bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
|
|
{
|
|
if (!map->isInTheMap(pos))
|
|
return false;
|
|
if (!player)
|
|
return true;
|
|
if(player == PlayerColor::NEUTRAL)
|
|
return false;
|
|
if(player->isSpectator())
|
|
return true;
|
|
|
|
return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
|
|
}
|
|
|
|
bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
|
|
{
|
|
if(!player)
|
|
return true;
|
|
|
|
//we should always see our own heroes - but sometimes not visible heroes cause crash :?
|
|
if (player == obj->tempOwner)
|
|
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(const PlayerColor & player) const
|
|
{
|
|
const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
|
|
const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
|
|
const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
|
|
const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
|
|
|
|
auto evaluateEvent = [=](const EventCondition & condition)
|
|
{
|
|
return this->checkForVictory(player, condition);
|
|
};
|
|
|
|
const PlayerState *p = CGameInfoCallback::getPlayerState(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(const PlayerColor & player, const EventCondition & condition) const
|
|
{
|
|
const PlayerState *p = CGameInfoCallback::getPlayerState(player);
|
|
switch (condition.condition)
|
|
{
|
|
case EventCondition::STANDARD_WIN:
|
|
{
|
|
return player == checkForStandardWin();
|
|
}
|
|
case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
|
|
{
|
|
for(const auto & elem : p->heroes)
|
|
if(elem->hasArt(ArtifactID(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(auto object : map->objects)
|
|
{
|
|
const CArmedInstance *ai = nullptr;
|
|
if(object
|
|
&& object->tempOwner == player //object controlled by player
|
|
&& (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
|
|
{
|
|
for(const auto & elem : ai->Slots()) //iterate through army
|
|
if(elem.second->type->getIndex() == 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 auto * t = dynamic_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(const 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(const auto & elem : map->objects) // mode B - destroy all objects of this type
|
|
{
|
|
if(elem && elem->ID.getNum() == 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
|
|
const 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(const auto & elem : map->objects) // mode B - flag all objects of this type
|
|
{
|
|
//check not flagged objs
|
|
if ( elem && elem->ID.getNum() == condition.objectType && team.count(elem->tempOwner) == 0 )
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
case EventCondition::TRANSPORT:
|
|
{
|
|
const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
|
|
return (t->visitingHero && t->visitingHero->hasArt(ArtifactID(condition.objectType))) ||
|
|
(t->garrisonHero && t->garrisonHero->hasArt(ArtifactID(condition.objectType)));
|
|
}
|
|
case EventCondition::DAYS_PASSED:
|
|
{
|
|
return (si32)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 >= condition.value;
|
|
else
|
|
return false;
|
|
}
|
|
case EventCondition::CONST_VALUE:
|
|
{
|
|
return condition.value; // just convert to bool
|
|
}
|
|
case EventCondition::HAVE_0:
|
|
{
|
|
logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
|
|
//TODO: support new condition format
|
|
return false;
|
|
}
|
|
case EventCondition::HAVE_BUILDING_0:
|
|
{
|
|
logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
|
|
//TODO: support new condition format
|
|
return false;
|
|
}
|
|
case EventCondition::DESTROY_0:
|
|
{
|
|
logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
|
|
//TODO: support new condition format
|
|
return false;
|
|
}
|
|
default:
|
|
logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
PlayerColor CGameState::checkForStandardWin() const
|
|
{
|
|
//std victory condition is:
|
|
//all enemies lost
|
|
PlayerColor supposedWinner = PlayerColor::NEUTRAL;
|
|
TeamID winnerTeam = TeamID::NO_TEAM;
|
|
for(const auto & elem : players)
|
|
{
|
|
if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
|
|
{
|
|
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(const PlayerColor & player) const
|
|
{
|
|
//std loss condition is: player lost all towns and heroes
|
|
const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
|
|
return pState.checkVanquished();
|
|
}
|
|
|
|
struct statsHLP
|
|
{
|
|
using TStat = std::pair<PlayerColor, si64>;
|
|
//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, const PlayerColor & color)
|
|
{
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
|
|
if(h.empty())
|
|
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 += (int)h->artifactsInBackpack.size() + (int)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;
|
|
}
|
|
|
|
// get total gold income
|
|
static int getIncome(const PlayerState * ps)
|
|
{
|
|
int totalIncome = 0;
|
|
const CGObjectInstance * heroOrTown = nullptr;
|
|
|
|
//Heroes can produce gold as well - skill, specialty or arts
|
|
for(const auto & h : ps->heroes)
|
|
{
|
|
totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD))));
|
|
|
|
if(!heroOrTown)
|
|
heroOrTown = h;
|
|
}
|
|
|
|
//Add town income of all towns
|
|
for(const auto & t : ps->towns)
|
|
{
|
|
totalIncome += t->dailyIncome()[EGameResID::GOLD];
|
|
|
|
if(!heroOrTown)
|
|
heroOrTown = t;
|
|
}
|
|
|
|
/// FIXME: Dirty dirty hack
|
|
/// Stats helper need some access to gamestate.
|
|
std::vector<const CGObjectInstance *> ownedObjects;
|
|
for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
|
|
{
|
|
if(obj && obj->tempOwner == ps->color)
|
|
ownedObjects.push_back(obj);
|
|
}
|
|
/// This is code from CPlayerSpecificInfoCallback::getMyObjects
|
|
/// I'm really need to find out about callback interface design...
|
|
|
|
for(const auto * object : ownedObjects)
|
|
{
|
|
//Mines
|
|
if ( object->ID == Obj::MINE )
|
|
{
|
|
const auto * mine = dynamic_cast<const CGMine *>(object);
|
|
assert(mine);
|
|
|
|
if (mine->producedResource == EGameResID::GOLD)
|
|
totalIncome += mine->producedQuantity;
|
|
}
|
|
}
|
|
|
|
return totalIncome;
|
|
}
|
|
};
|
|
|
|
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
{
|
|
auto playerInactive = [&](const 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 >= 0) //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())
|
|
}
|
|
if(level >= 1) //best hero's portrait
|
|
{
|
|
for(const auto & player : players)
|
|
{
|
|
if(playerInactive(player.second.color))
|
|
continue;
|
|
const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
|
|
InfoAboutHero iah;
|
|
iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
|
|
iah.army.clear();
|
|
tgi.colorToBestHero[player.second.color] = iah;
|
|
}
|
|
}
|
|
if(level >= 2) //gold
|
|
{
|
|
FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
|
|
}
|
|
if(level >= 2) //wood & ore
|
|
{
|
|
FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
|
|
}
|
|
if(level >= 3) //mercury, sulfur, crystal, gems
|
|
{
|
|
FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
|
|
}
|
|
if(level >= 3) //obelisks found
|
|
{
|
|
auto getObeliskVisited = [](const TeamID & t)
|
|
{
|
|
if(CGObelisk::visited.count(t))
|
|
return CGObelisk::visited[t];
|
|
else
|
|
return ui8(0);
|
|
};
|
|
|
|
FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
|
|
}
|
|
if(level >= 4) //artifacts
|
|
{
|
|
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
|
|
}
|
|
if(level >= 4) //army strength
|
|
{
|
|
FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
|
|
}
|
|
if(level >= 5) //income
|
|
{
|
|
FILL_FIELD(income, statsHLP::getIncome(&g->second))
|
|
}
|
|
if(level >= 2) //best hero's stats
|
|
{
|
|
//already set in lvl 1 handling
|
|
}
|
|
if(level >= 3) //personality
|
|
{
|
|
for(const auto & player : players)
|
|
{
|
|
if(playerInactive(player.second.color)) //do nothing for neutral player
|
|
continue;
|
|
if(player.second.human)
|
|
{
|
|
tgi.personality[player.second.color] = EAiTactic::NONE;
|
|
}
|
|
else //AI
|
|
{
|
|
tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
|
|
}
|
|
|
|
}
|
|
}
|
|
if(level >= 4) //best creature
|
|
{
|
|
//best creatures belonging to player (highest AI value)
|
|
for(const auto & player : players)
|
|
{
|
|
if(playerInactive(player.second.color)) //do nothing for neutral player
|
|
continue;
|
|
int bestCre = -1; //best creature's ID
|
|
for(const auto & elem : player.second.heroes)
|
|
{
|
|
for(const auto & it : elem->Slots())
|
|
{
|
|
int toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
|
|
if(bestCre == -1 || VLC->creh->objects[bestCre]->getAIValue() < VLC->creh->objects[toCmp]->getAIValue())
|
|
{
|
|
bestCre = toCmp;
|
|
}
|
|
}
|
|
}
|
|
tgi.bestCreature[player.second.color] = bestCre;
|
|
}
|
|
}
|
|
|
|
#undef FILL_FIELD
|
|
}
|
|
|
|
void CGameState::buildBonusSystemTree()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
|
|
for(CGTownInstance *t : map->towns)
|
|
{
|
|
t->deserializationFix();
|
|
}
|
|
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
|
|
// are provided on initializing / deserializing
|
|
|
|
// NOTE: calling deserializationFix() might be more correct option, but might lead to side effects
|
|
for (auto hero : map->heroesOnMap)
|
|
hero->boatDeserializationFix();
|
|
}
|
|
|
|
void CGameState::deserializationFix()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
}
|
|
|
|
void CGameState::buildGlobalTeamPlayerTree()
|
|
{
|
|
for(auto & team : teams)
|
|
{
|
|
TeamState * t = &team.second;
|
|
t->attachTo(globalEffects);
|
|
|
|
for(const PlayerColor & teamMember : team.second.players)
|
|
{
|
|
PlayerState *p = getPlayerState(teamMember);
|
|
assert(p);
|
|
p->attachTo(*t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::attachArmedObjects()
|
|
{
|
|
for(CGObjectInstance *obj : map->objects)
|
|
{
|
|
if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
|
|
{
|
|
armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
|
|
{
|
|
CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
|
|
CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(artifact);
|
|
map->addNewArtifactInstance(ai);
|
|
auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
|
|
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
|
|
{
|
|
ai->putAt(ArtifactLocation(h, slot));
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
|
|
{
|
|
std::set<HeroTypeID> ret;
|
|
for(int i = 0; i < map->allowedHeroes.size(); i++)
|
|
if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
|
|
ret.insert(HeroTypeID(i));
|
|
|
|
for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
|
|
{
|
|
if(playerSettingPair.second.hero != HeroTypeID::RANDOM)
|
|
ret -= HeroTypeID(playerSettingPair.second.hero);
|
|
}
|
|
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if(hero->type)
|
|
ret -= hero->type->getId();
|
|
else
|
|
ret -= HeroTypeID(hero->subID);
|
|
}
|
|
|
|
for(auto obj : map->objects) //prisons
|
|
if(obj && obj->ID == Obj::PRISON)
|
|
ret -= HeroTypeID(obj->subID);
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameState::isUsedHero(const HeroTypeID & hid) const
|
|
{
|
|
return getUsedHero(hid);
|
|
}
|
|
|
|
CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
|
|
{
|
|
for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
{
|
|
if(hero->type && hero->type->getId() == hid)
|
|
{
|
|
return hero;
|
|
}
|
|
}
|
|
|
|
for(auto obj : map->objects) //prisons
|
|
{
|
|
if(obj && obj->ID == Obj::PRISON )
|
|
{
|
|
auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
|
|
assert(hero);
|
|
if ( hero->type && hero->type->getId() == hid )
|
|
return hero;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool RumorState::update(int id, int extra)
|
|
{
|
|
if(vstd::contains(last, type))
|
|
{
|
|
if(last[type].first != id)
|
|
{
|
|
last[type].first = id;
|
|
last[type].second = extra;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
last[type] = std::make_pair(id, extra);
|
|
|
|
return true;
|
|
}
|
|
|
|
TeamState::TeamState()
|
|
{
|
|
setNodeType(TEAM);
|
|
fogOfWarMap = std::make_shared<boost::multi_array<ui8, 3>>();
|
|
}
|
|
|
|
TeamState::TeamState(TeamState && other) noexcept:
|
|
CBonusSystemNode(std::move(other)),
|
|
id(other.id)
|
|
{
|
|
std::swap(players, other.players);
|
|
std::swap(fogOfWarMap, other.fogOfWarMap);
|
|
}
|
|
|
|
CRandomGenerator & CGameState::getRandomGenerator()
|
|
{
|
|
return rand;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|