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@@ -0,0 +1,656 @@
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+/*
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+ * CGameStateCampaign.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 "CGameStateCampaign.h"
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+
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+#include "CGameState.h"
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+#include "QuestInfo.h"
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+
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+#include "../mapping/CMapEditManager.h"
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+#include "../mapping/CCampaignHandler.h"
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+#include "../mapObjects/CGHeroInstance.h"
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+#include "../registerTypes/RegisterTypes.h"
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+#include "../mapObjectConstructors/AObjectTypeHandler.h"
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+#include "../mapObjectConstructors/CObjectClassesHandler.h"
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+#include "../StartInfo.h"
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+#include "../CBuildingHandler.h"
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+#include "../CHeroHandler.h"
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+#include "../mapping/CMap.h"
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+#include "../ArtifactUtils.h"
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+#include "../CPlayerState.h"
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+#include "../serializer/CMemorySerializer.h"
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+
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+VCMI_LIB_NAMESPACE_BEGIN
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+
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+void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
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+{
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+ heroesFromPreviousScenario.push_back(hero);
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+ heroesFromAnyPreviousScenarios.push_back(hero);
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+}
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+
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+void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
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+{
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+ heroesFromPreviousScenario -= hero;
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+ heroesFromAnyPreviousScenarios -= hero;
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+}
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+
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+CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
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+ hero(hero),
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+ heroPlaceholderId(heroPlaceholderId)
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+{
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+}
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+
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+CGameStateCampaign::CGameStateCampaign(CGameState * owner):
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+ gameState(owner)
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+{
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+ assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
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+ assert(gameState->scenarioOps->campState != nullptr);
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+}
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+
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+CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const
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+{
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+ CrossoverHeroesList crossoverHeroes;
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+
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+ auto campaignState = gameState->scenarioOps->campState;
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+ auto bonus = campaignState->getBonusForCurrentMap();
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+ if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
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+ {
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+ std::vector<CGHeroInstance *> heroes;
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+ for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
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+ {
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+ auto * h = CCampaignState::crossoverDeserialize(node);
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+ heroes.push_back(h);
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+ }
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+ crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
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+ }
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+ else
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+ {
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+ if(!campaignState->mapsConquered.empty())
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+ {
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+ std::vector<CGHeroInstance *> heroes = {};
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+
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+ crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
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+ crossoverHeroes.heroesFromPreviousScenario = heroes;
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+
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+ for(auto mapNr : campaignState->mapsConquered)
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+ {
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+ // create a list of deleted heroes
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+ auto & scenario = campaignState->camp->scenarios[mapNr];
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+ auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
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+
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+ // remove heroes which didn't reached the end of the scenario, but were available at the start
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+ for(auto * hero : lostCrossoverHeroes)
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+ {
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+ // auto hero = CCampaignState::crossoverDeserialize(node);
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+ vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
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+ {
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+ return hero->subID == h->subID;
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+ });
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+ }
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+
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+ // now add heroes which completed the scenario
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+ for(auto node : scenario.crossoverHeroes)
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+ {
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+ auto * hero = CCampaignState::crossoverDeserialize(node);
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+ // add new heroes and replace old heroes with newer ones
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+ auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
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+ {
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+ return hero->subID == h->subID;
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+ });
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+
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+ if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
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+ {
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+ // replace old hero with newer one
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+ crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
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+ }
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+ else
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+ {
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+ // add new hero
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+ crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
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+ }
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+
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+ if(mapNr == campaignState->mapsConquered.back())
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+ {
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+ crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
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+ }
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+ }
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+ }
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+ }
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+ }
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+ return crossoverHeroes;
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+}
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+
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+void CGameStateCampaign::prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
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+{
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+ // create heroes list for convenience iterating
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+ std::vector<CGHeroInstance *> crossoverHeroes;
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+ crossoverHeroes.reserve(campaignHeroReplacements.size());
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+ for(auto & campaignHeroReplacement : campaignHeroReplacements)
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+ {
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+ crossoverHeroes.push_back(campaignHeroReplacement.hero);
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+ }
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+
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+ // TODO replace magic numbers with named constants
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+ // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
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+ if(!travelOptions.whatHeroKeeps.experience)
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+ {
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+ //trimming experience
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+ for(CGHeroInstance * cgh : crossoverHeroes)
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+ {
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+ cgh->initExp(gameState->getRandomGenerator());
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+ }
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+ }
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+
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+ if(!travelOptions.whatHeroKeeps.primarySkills)
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+ {
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+ //trimming prim skills
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+ for(CGHeroInstance * cgh : crossoverHeroes)
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+ {
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+ for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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+ {
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+ auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
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+ .And(Selector::subtype()(g))
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+ .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
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+
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+ cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
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+ }
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+ }
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+ }
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+
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+ if(!travelOptions.whatHeroKeeps.secondarySkills)
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+ {
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+ //trimming sec skills
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+ for(CGHeroInstance * cgh : crossoverHeroes)
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+ {
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+ cgh->secSkills = cgh->type->secSkillsInit;
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+ cgh->recreateSecondarySkillsBonuses();
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+ }
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+ }
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+
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+ if(!travelOptions.whatHeroKeeps.spells)
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+ {
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+ for(CGHeroInstance * cgh : crossoverHeroes)
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+ {
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+ cgh->removeSpellbook();
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+ }
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+ }
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+
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+ if(!travelOptions.whatHeroKeeps.artifacts)
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+ {
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+ //trimming artifacts
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+ for(CGHeroInstance * hero : crossoverHeroes)
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+ {
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+ size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
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+ for (size_t i = 0; i < totalArts; i++ )
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+ {
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+ auto artifactPosition = ArtifactPosition((si32)i);
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+ if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
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+
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+ const ArtSlotInfo *info = hero->getSlot(artifactPosition);
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+ if(!info)
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+ continue;
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+
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+ // TODO: why would there be nullptr artifacts?
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+ const CArtifactInstance *art = info->artifact;
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+ if(!art)
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+ continue;
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+
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+ bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
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+
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+ ArtifactLocation al(hero, artifactPosition);
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+ if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
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+ al.removeArtifact();
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+ }
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+ }
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+ }
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+
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+ //trimming creatures
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+ for(CGHeroInstance * cgh : crossoverHeroes)
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+ {
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+ auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
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+ {
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+ CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
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+ return !travelOptions.monstersKeptByHero.count(crid);
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+ };
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+
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+ auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
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+ for(auto &slotPair : stacksCopy)
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+ if(shouldSlotBeErased(slotPair))
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+ cgh->eraseStack(slotPair.first);
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+ }
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+
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+ // Removing short-term bonuses
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+ for(CGHeroInstance * cgh : crossoverHeroes)
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+ {
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+ cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
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+ .Or(CSelector(Bonus::OneWeek))
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+ .Or(CSelector(Bonus::NTurns))
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+ .Or(CSelector(Bonus::NDays))
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+ .Or(CSelector(Bonus::OneBattle)));
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+ }
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+}
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+
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+void CGameStateCampaign::placeCampaignHeroes()
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+{
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+ if (gameState->scenarioOps->campState)
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+ {
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+ // place bonus hero
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+ auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
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+ bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
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+
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+ if(campaignGiveHero)
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+ {
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+ auto playerColor = PlayerColor(campaignBonus->info1);
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+ auto it = gameState->scenarioOps->playerInfos.find(playerColor);
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+ if(it != gameState->scenarioOps->playerInfos.end())
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+ {
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+ auto heroTypeId = campaignBonus->info2;
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+ if(heroTypeId == 0xffff) // random bonus hero
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+ {
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+ heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
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+ }
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+
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+ gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
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+ }
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+ }
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+
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+ // replace heroes placeholders
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+ auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
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+
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+ if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
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+ {
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+ logGlobal->debug("\tGenerate list of hero placeholders");
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+ auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
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+
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+ logGlobal->debug("\tPrepare crossover heroes");
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+ prepareCrossoverHeroes(campaignHeroReplacements, gameState->scenarioOps->campState->getCurrentScenario().travelOptions);
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+
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+ // remove same heroes on the map which will be added through crossover heroes
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+ // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
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+ // with the same hero type id
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+ std::vector<CGHeroInstance *> removedHeroes;
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+
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+ for(auto & campaignHeroReplacement : campaignHeroReplacements)
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+ {
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+ auto * hero = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
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+ if(hero)
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+ {
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+ removedHeroes.push_back(hero);
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+ gameState->map->heroesOnMap -= hero;
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+ gameState->map->objects[hero->id.getNum()] = nullptr;
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+ gameState->map->removeBlockVisTiles(hero, true);
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+ }
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+ }
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+
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+ logGlobal->debug("\tReplace placeholders with heroes");
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+ replaceHeroesPlaceholders(campaignHeroReplacements);
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+
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+ // now add removed heroes again with unused type ID
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+ for(auto * hero : removedHeroes)
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+ {
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+ si32 heroTypeId = 0;
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+ if(hero->ID == Obj::HERO)
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+ {
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+ heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
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+ }
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+ else if(hero->ID == Obj::PRISON)
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+ {
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+ auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
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+ if(!unusedHeroTypeIds.empty())
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+ {
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+ heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum();
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+ }
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+ else
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+ {
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+ logGlobal->error("No free hero type ID found to replace prison.");
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+ assert(0);
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+ }
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+ }
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+ else
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+ {
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+ assert(0); // should not happen
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+ }
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+
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+ hero->subID = heroTypeId;
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+ hero->portrait = hero->subID;
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+ gameState->map->getEditManager()->insertObject(hero);
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+ }
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+ }
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+ }
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+
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+ // remove hero placeholders on map
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+ for(auto obj : gameState->map->objects)
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+ {
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+ if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
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+ {
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+ auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
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+ gameState->map->removeBlockVisTiles(heroPlaceholder, true);
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+ gameState->map->instanceNames.erase(obj->instanceName);
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+ gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
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+ delete heroPlaceholder;
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+ }
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+ }
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+}
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+
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+void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
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+{
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+ const std::optional<CScenarioTravel::STravelBonus> & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
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+ if(!curBonus)
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+ return;
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+
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+ if(curBonus->isBonusForHero())
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+ {
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+ //apply bonus
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+ switch (curBonus->type)
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+ {
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+ case CScenarioTravel::STravelBonus::SPELL:
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+ hero->addSpellToSpellbook(SpellID(curBonus->info2));
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+ break;
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+ case CScenarioTravel::STravelBonus::MONSTER:
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+ {
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+ for(int i=0; i<GameConstants::ARMY_SIZE; i++)
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+ {
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+ if(hero->slotEmpty(SlotID(i)))
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+ {
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+ hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
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+ break;
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+ }
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+ }
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+ }
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+ break;
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+ case CScenarioTravel::STravelBonus::ARTIFACT:
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+ if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
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+ logGlobal->error("Cannot give starting artifact - no free slots!");
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+ break;
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+ case CScenarioTravel::STravelBonus::SPELL_SCROLL:
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+ {
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+ CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
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+ const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
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+ if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
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+ scroll->putAt(ArtifactLocation(hero, slot));
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+ else
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+ logGlobal->error("Cannot give starting scroll - no free slots!");
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+ }
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+ break;
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+ case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
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+ {
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+ const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
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+ for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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+ {
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+ int val = ptr[g];
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+ if (val == 0)
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+ {
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+ continue;
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+ }
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+ auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *gameState->scenarioOps->campState->currentMap, g);
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+ hero->addNewBonus(bb);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
|
|
|
+ hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
|
|
|
+{
|
|
|
+ for(const auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
|
+ {
|
|
|
+ auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
|
|
|
+
|
|
|
+ CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
|
|
|
+ heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
|
|
|
+ heroToPlace->tempOwner = heroPlaceholder->tempOwner;
|
|
|
+ heroToPlace->pos = heroPlaceholder->pos;
|
|
|
+ heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
|
|
|
+ heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
|
|
|
+ heroToPlace->type->heroClass->getIndex())->getTemplates().front();
|
|
|
+
|
|
|
+ for(auto &&i : heroToPlace->stacks)
|
|
|
+ i.second->type = VLC->creh->objects[i.second->getCreatureID()];
|
|
|
+
|
|
|
+ auto fixArtifact = [&](CArtifactInstance * art)
|
|
|
+ {
|
|
|
+ art->artType = VLC->arth->objects[art->artType->getId()];
|
|
|
+ gameState->map->artInstances.emplace_back(art);
|
|
|
+ art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1);
|
|
|
+ };
|
|
|
+
|
|
|
+ for(auto &&i : heroToPlace->artifactsWorn)
|
|
|
+ fixArtifact(i.second.artifact);
|
|
|
+ for(auto &&i : heroToPlace->artifactsInBackpack)
|
|
|
+ fixArtifact(i.artifact);
|
|
|
+
|
|
|
+ gameState->map->removeBlockVisTiles(heroPlaceholder, true);
|
|
|
+ gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
|
|
+ gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
|
|
|
+
|
|
|
+ gameState->map->heroesOnMap.emplace_back(heroToPlace);
|
|
|
+ gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
|
|
|
+ gameState->map->addBlockVisTiles(heroToPlace);
|
|
|
+ gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
|
|
|
+
|
|
|
+ delete heroPlaceholder;
|
|
|
+
|
|
|
+ gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
|
|
|
+{
|
|
|
+ std::vector<CampaignHeroReplacement> campaignHeroReplacements;
|
|
|
+
|
|
|
+ //selecting heroes by type
|
|
|
+ for(auto obj : gameState->map->objects)
|
|
|
+ {
|
|
|
+ if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
|
+ {
|
|
|
+ auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
|
+ if(heroPlaceholder->subID != 0xFF) //select by type
|
|
|
+ {
|
|
|
+ auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
|
|
|
+ {
|
|
|
+ return hero->subID == heroPlaceholder->subID;
|
|
|
+ });
|
|
|
+
|
|
|
+ if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
|
|
|
+ {
|
|
|
+ auto * hero = *it;
|
|
|
+ crossoverHeroes.removeHeroFromBothLists(hero);
|
|
|
+ campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //selecting heroes by power
|
|
|
+ range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
|
|
|
+ {
|
|
|
+ return a->getHeroStrength() > b->getHeroStrength();
|
|
|
+ }); //sort, descending strength
|
|
|
+
|
|
|
+ // sort hero placeholders descending power
|
|
|
+ std::vector<CGHeroPlaceholder *> heroPlaceholders;
|
|
|
+ for(auto obj : gameState->map->objects)
|
|
|
+ {
|
|
|
+ if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
|
+ {
|
|
|
+ auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
|
+ if(heroPlaceholder->subID == 0xFF) //select by power
|
|
|
+ {
|
|
|
+ heroPlaceholders.push_back(heroPlaceholder);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
|
|
|
+ {
|
|
|
+ return a->power > b->power;
|
|
|
+ });
|
|
|
+
|
|
|
+ for(int i = 0; i < heroPlaceholders.size(); ++i)
|
|
|
+ {
|
|
|
+ auto * heroPlaceholder = heroPlaceholders[i];
|
|
|
+ if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
|
|
|
+ {
|
|
|
+ auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
|
|
|
+ campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return campaignHeroReplacements;
|
|
|
+}
|
|
|
+
|
|
|
+void CGameStateCampaign::initHeroes()
|
|
|
+{
|
|
|
+ auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+ if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
|
|
|
+ {
|
|
|
+ //find human player
|
|
|
+ PlayerColor humanPlayer=PlayerColor::NEUTRAL;
|
|
|
+ for (auto & elem : gameState->players)
|
|
|
+ {
|
|
|
+ if(elem.second.human)
|
|
|
+ {
|
|
|
+ humanPlayer = elem.first;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ assert(humanPlayer != PlayerColor::NEUTRAL);
|
|
|
+
|
|
|
+ std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
|
|
|
+
|
|
|
+ if (chosenBonus->info1 == 0xFFFD) //most powerful
|
|
|
+ {
|
|
|
+ int maxB = -1;
|
|
|
+ for (int b=0; b<heroes.size(); ++b)
|
|
|
+ {
|
|
|
+ if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
|
|
|
+ {
|
|
|
+ maxB = b;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(maxB < 0)
|
|
|
+ logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
|
|
|
+ else
|
|
|
+ giveCampaignBonusToHero(heroes[maxB]);
|
|
|
+ }
|
|
|
+ else //specific hero
|
|
|
+ {
|
|
|
+ for (auto & heroe : heroes)
|
|
|
+ {
|
|
|
+ if (heroe->subID == chosenBonus->info1)
|
|
|
+ {
|
|
|
+ giveCampaignBonusToHero(heroe);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameStateCampaign::initStartingResources()
|
|
|
+{
|
|
|
+ auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
|
|
|
+ {
|
|
|
+ std::vector<const PlayerSettings *> ret;
|
|
|
+ for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
|
|
|
+ {
|
|
|
+ if(playerInfo.second.isControlledByHuman())
|
|
|
+ ret.push_back(&playerInfo.second);
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+ };
|
|
|
+
|
|
|
+ auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+ if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
|
|
|
+ {
|
|
|
+ std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
|
|
|
+ for(const PlayerSettings *ps : people)
|
|
|
+ {
|
|
|
+ std::vector<int> res; //resources we will give
|
|
|
+ switch (chosenBonus->info1)
|
|
|
+ {
|
|
|
+ case 0: case 1: case 2: case 3: case 4: case 5: case 6:
|
|
|
+ res.push_back(chosenBonus->info1);
|
|
|
+ break;
|
|
|
+ case 0xFD: //wood+ore
|
|
|
+ res.push_back(GameResID(EGameResID::WOOD));
|
|
|
+ res.push_back(GameResID(EGameResID::ORE));
|
|
|
+ break;
|
|
|
+ case 0xFE: //rare
|
|
|
+ res.push_back(GameResID(EGameResID::MERCURY));
|
|
|
+ res.push_back(GameResID(EGameResID::SULFUR));
|
|
|
+ res.push_back(GameResID(EGameResID::CRYSTAL));
|
|
|
+ res.push_back(GameResID(EGameResID::GEMS));
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ assert(0);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ //increasing resource quantity
|
|
|
+ for (auto & re : res)
|
|
|
+ {
|
|
|
+ gameState->players[ps->color].resources[re] += chosenBonus->info2;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameStateCampaign::initTowns()
|
|
|
+{
|
|
|
+ auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+
|
|
|
+ if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
|
|
|
+ {
|
|
|
+ for (int g=0; g<gameState->map->towns.size(); ++g)
|
|
|
+ {
|
|
|
+ PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner());
|
|
|
+ if (owner)
|
|
|
+ {
|
|
|
+ PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
|
|
|
+
|
|
|
+ if (owner->human && //human-owned
|
|
|
+ gameState->map->towns[g]->pos == pi.posOfMainTown)
|
|
|
+ {
|
|
|
+ BuildingID buildingId;
|
|
|
+ if(gameState->scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
|
|
|
+ buildingId = BuildingID(chosenBonus->info1);
|
|
|
+ else
|
|
|
+ buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings);
|
|
|
+
|
|
|
+ gameState->map->towns[g]->builtBuildings.insert(buildingId);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
|
|
|
+{
|
|
|
+ auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+
|
|
|
+ if (!campaignBonus)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
|
|
|
+ return true;
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+CMap * CGameStateCampaign::getCurrentMap() const
|
|
|
+{
|
|
|
+ return gameState->scenarioOps->campState->getMap();
|
|
|
+}
|
|
|
+
|
|
|
+VCMI_LIB_NAMESPACE_END
|