mirror of
https://github.com/vcmi/vcmi.git
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229 lines
8.1 KiB
C++
229 lines
8.1 KiB
C++
/*
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* CGameState.h, 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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#pragma once
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#include "../bonuses/CBonusSystemNode.h"
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#include "../IGameCallback.h"
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#include "../LoadProgress.h"
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#include "../ConstTransitivePtr.h"
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#include "RumorState.h"
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#include "GameStatistics.h"
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namespace boost
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{
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class shared_mutex;
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}
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VCMI_LIB_NAMESPACE_BEGIN
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class EVictoryLossCheckResult;
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class Services;
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class IMapService;
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class CMap;
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struct CPack;
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class CHeroClass;
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struct EventCondition;
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struct CampaignTravel;
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class CStackInstance;
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class CGameStateCampaign;
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class TavernHeroesPool;
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struct SThievesGuildInfo;
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class CRandomGenerator;
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template<typename T> class CApplier;
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class CBaseForGSApply;
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struct UpgradeInfo
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{
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CreatureID oldID; //creature to be upgraded
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std::vector<CreatureID> newID; //possible upgrades
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std::vector<ResourceSet> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
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UpgradeInfo(){oldID = CreatureID::NONE;};
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};
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class BattleInfo;
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DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
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class DLL_LINKAGE CGameState : public CNonConstInfoCallback, public Serializeable
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{
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friend class CGameStateCampaign;
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public:
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/// Stores number of times each artifact was placed on map via randomization
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std::map<ArtifactID, int> allocatedArtifacts;
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/// List of currently ongoing battles
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std::vector<std::unique_ptr<BattleInfo>> currentBattles;
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/// ID that can be allocated to next battle
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BattleID nextBattleID = BattleID(0);
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//we have here all heroes available on this map that are not hired
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std::unique_ptr<TavernHeroesPool> heroesPool;
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/// list of players currently making turn. Usually - just one, except for simturns
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std::set<PlayerColor> actingPlayers;
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IGameCallback * callback;
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CGameState();
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virtual ~CGameState();
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void preInit(Services * services, IGameCallback * callback);
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void init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
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void updateOnLoad(StartInfo * si);
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ConstTransitivePtr<StartInfo> scenarioOps;
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ConstTransitivePtr<StartInfo> initialOpts; //copy of settings received from pregame (not randomized)
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ui32 day; //total number of days in game
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ConstTransitivePtr<CMap> map;
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std::map<PlayerColor, PlayerState> players;
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std::map<TeamID, TeamState> teams;
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CBonusSystemNode globalEffects;
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RumorState currentRumor;
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StatisticDataSet statistic;
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static boost::shared_mutex mutex;
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void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
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bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
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/// picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
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HeroTypeID pickNextHeroType(const PlayerColor & owner);
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void apply(CPack *pack);
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BattleField battleGetBattlefieldType(int3 tile, vstd::RNG & rand);
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void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
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PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
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bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
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void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out) override; //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) override;
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int3 guardingCreaturePosition (int3 pos) const override;
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std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
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RumorState pickNewRumor();
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/// Gets a artifact ID randomly and removes the selected artifact from this handler.
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ArtifactID pickRandomArtifact(vstd::RNG & rand, int flags);
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ArtifactID pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts);
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ArtifactID pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts);
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ArtifactID pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> filtered);
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/// Returns battle in which selected player is engaged, or nullptr if none.
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/// Can NOT be used with neutral player, use battle by ID instead
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const BattleInfo * getBattle(const PlayerColor & player) const;
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/// Returns battle by its unique identifier, or nullptr if not found
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const BattleInfo * getBattle(const BattleID & battle) const;
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BattleInfo * getBattle(const BattleID & battle);
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// ----- victory, loss condition checks -----
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EVictoryLossCheckResult checkForVictoryAndLoss(const PlayerColor & player) const;
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bool checkForVictory(const PlayerColor & player, const EventCondition & condition) const; //checks if given player is winner
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PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
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bool checkForStandardLoss(const PlayerColor & player) const; //checks if given player lost the game
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void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
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bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
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bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;
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int getDate(Date mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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// ----- getters, setters -----
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/// This RNG should only be used inside GS or CPackForClient-derived applyGs
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/// If this doesn't work for your code that mean you need a new netpack
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///
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/// Client-side must use vstd::RNG::getDefault which is not serialized
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///
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/// CGameHandler have it's own getter for vstd::RNG::getDefault
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/// Any server-side code outside of GH must use vstd::RNG::getDefault
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vstd::RNG & getRandomGenerator();
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template <typename Handler> void serialize(Handler &h)
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{
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h & scenarioOps;
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h & initialOpts;
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h & actingPlayers;
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h & day;
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h & map;
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h & players;
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h & teams;
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h & heroesPool;
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h & globalEffects;
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if (h.version < Handler::Version::REMOVE_LIB_RNG)
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{
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std::string oldStateOfRNG;
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h & oldStateOfRNG;
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}
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h & currentRumor;
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h & campaign;
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h & allocatedArtifacts;
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if (h.version >= Handler::Version::STATISTICS)
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h & statistic;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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private:
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// ----- initialization -----
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void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
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void initGlobalBonuses();
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void initGrailPosition();
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void initRandomFactionsForPlayers();
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void randomizeMapObjects();
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void initPlayerStates();
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void placeStartingHeroes();
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void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
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void removeHeroPlaceholders();
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void initDifficulty();
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void initHeroes();
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void placeHeroesInTowns();
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void initFogOfWar();
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void initStartingBonus();
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void initTowns();
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void initTownNames();
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void initMapObjects();
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void initVisitingAndGarrisonedHeroes();
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void initCampaign();
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// ----- bonus system handling -----
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void buildBonusSystemTree();
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void attachArmedObjects();
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void buildGlobalTeamPlayerTree();
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void deserializationFix();
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// ---- misc helpers -----
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CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
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bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
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std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
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HeroTypeID pickUnusedHeroTypeRandomly(const PlayerColor & owner); // picks a unused hero type randomly
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UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
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// ---- data -----
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std::shared_ptr<CApplier<CBaseForGSApply>> applier;
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Services * services;
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/// Pointer to campaign state manager. Nullptr for single scenarios
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std::unique_ptr<CGameStateCampaign> campaign;
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friend class IGameCallback;
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friend class CMapHandler;
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friend class CGameHandler;
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};
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VCMI_LIB_NAMESPACE_END
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