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@@ -1,3604 +1,3604 @@
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-#include "StdInc.h"
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-#include "CGameState.h"
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-
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-#include "mapping/CCampaignHandler.h"
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-#include "CDefObjInfoHandler.h"
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-#include "CArtHandler.h"
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-#include "CBuildingHandler.h"
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-#include "CGeneralTextHandler.h"
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-#include "CTownHandler.h"
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-#include "CSpellHandler.h"
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-#include "CHeroHandler.h"
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-#include "CObjectHandler.h"
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-#include "CCreatureHandler.h"
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-#include "CModHandler.h"
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-#include "VCMI_Lib.h"
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-#include "Connection.h"
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-#include "mapping/CMap.h"
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-#include "mapping/CMapService.h"
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-#include "StartInfo.h"
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-#include "NetPacks.h"
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-#include "registerTypes/RegisterTypes.h"
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-#include "mapping/CMapInfo.h"
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-#include "BattleState.h"
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-#include "JsonNode.h"
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-#include "filesystem/Filesystem.h"
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-#include "GameConstants.h"
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-#include "rmg/CMapGenerator.h"
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-#include "CStopWatch.h"
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-#include "mapping/CMapEditManager.h"
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-
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-class CGObjectInstance;
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-
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-#ifdef min
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-#undef min
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-#endif
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-#ifdef max
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-#undef max
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-#endif
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-
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-/*
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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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-
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-template <typename T> class CApplyOnGS;
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-
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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(){};
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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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-
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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
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- {
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- T *ptr = static_cast<T*>(pack);
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-
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- boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
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- ptr->applyGs(gs);
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- }
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-};
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-
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-static CApplier<CBaseForGSApply> *applierGs = nullptr;
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-
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-// class IObjectCaller
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-// {
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-// public:
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-// virtual ~IObjectCaller(){};
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-// virtual void preInit()=0;
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-// virtual void postInit()=0;
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-// };
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-//
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-// template <typename T>
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-// class CObjectCaller : public IObjectCaller
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-// {
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-// public:
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-// void preInit()
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-// {
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-// //T::preInit();
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-// }
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-// void postInit()
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-// {
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-// //T::postInit();
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-// }
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-// };
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-
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-// class CObjectCallersHandler
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-// {
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-// public:
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-// std::vector<IObjectCaller*> apps;
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-//
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-// template<typename T> void registerType(const T * t=nullptr)
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-// {
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-// apps.push_back(new CObjectCaller<T>);
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-// }
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-//
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-// CObjectCallersHandler()
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-// {
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-// registerTypesMapObjects(*this);
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-// }
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-//
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-// ~CObjectCallersHandler()
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-// {
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-// for (auto & elem : apps)
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-// delete elem;
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-// }
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-//
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-// void preInit()
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-// {
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-// // for (size_t i = 0; i < apps.size(); i++)
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-// // apps[i]->preInit();
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-// }
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-//
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-// void postInit()
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-// {
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-// //for (size_t i = 0; i < apps.size(); i++)
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-// //apps[i]->postInit();
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-// }
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-// } *objCaller = nullptr;
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-
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-void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
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-{
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- int type = txt.first, ser = txt.second;
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-
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- if(type == ART_NAMES)
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- {
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- dst = VLC->arth->artifacts[ser]->Name();
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- }
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- else if(type == CRE_PL_NAMES)
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- {
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- dst = VLC->creh->creatures[ser]->namePl;
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- }
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- else if(type == MINE_NAMES)
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- {
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- dst = VLC->generaltexth->mines[ser].first;
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- }
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- else if(type == MINE_EVNTS)
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- {
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- dst = VLC->generaltexth->mines[ser].second;
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- }
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- else if(type == SPELL_NAME)
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- {
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- dst = SpellID(ser).toSpell()->name;
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- }
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- else if(type == CRE_SING_NAMES)
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- {
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- dst = VLC->creh->creatures[ser]->nameSing;
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- }
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- else if(type == ART_DESCR)
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- {
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- dst = VLC->arth->artifacts[ser]->Description();
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- }
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- else if (type == ART_EVNTS)
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- {
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- dst = VLC->arth->artifacts[ser]->EventText();
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- }
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- else
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- {
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- std::vector<std::string> *vec;
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- switch(type)
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- {
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- case GENERAL_TXT:
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- vec = &VLC->generaltexth->allTexts;
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- break;
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- case XTRAINFO_TXT:
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- vec = &VLC->generaltexth->xtrainfo;
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- break;
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- case OBJ_NAMES:
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- vec = &VLC->generaltexth->names;
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- break;
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- case RES_NAMES:
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- vec = &VLC->generaltexth->restypes;
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- break;
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- case ARRAY_TXT:
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- vec = &VLC->generaltexth->arraytxt;
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- break;
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- case CREGENS:
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- vec = &VLC->generaltexth->creGens;
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- break;
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- case CREGENS4:
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- vec = &VLC->generaltexth->creGens4;
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- break;
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- case ADVOB_TXT:
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- vec = &VLC->generaltexth->advobtxt;
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- break;
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- case SEC_SKILL_NAME:
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- vec = &VLC->generaltexth->skillName;
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- break;
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- case COLOR:
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- vec = &VLC->generaltexth->capColors;
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- break;
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- default:
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- logGlobal->errorStream() << "Failed string substitution because type is " << type;
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- dst = "#@#";
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- return;
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- }
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- if(vec->size() <= ser)
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- {
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- logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
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- dst = "#!#";
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- }
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- else
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- dst = (*vec)[ser];
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- }
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-}
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-
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-DLL_LINKAGE void MetaString::toString(std::string &dst) const
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-{
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- size_t exSt = 0, loSt = 0, nums = 0;
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- dst.clear();
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-
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- for(auto & elem : message)
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- {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
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- switch(elem)
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- {
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- case TEXACT_STRING:
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- dst += exactStrings[exSt++];
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- break;
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- case TLOCAL_STRING:
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- {
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- std::string hlp;
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- getLocalString(localStrings[loSt++], hlp);
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- dst += hlp;
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- }
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- break;
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- case TNUMBER:
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- dst += boost::lexical_cast<std::string>(numbers[nums++]);
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- break;
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- case TREPLACE_ESTRING:
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- boost::replace_first(dst, "%s", exactStrings[exSt++]);
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- break;
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- case TREPLACE_LSTRING:
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- {
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- std::string hlp;
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- getLocalString(localStrings[loSt++], hlp);
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- boost::replace_first(dst, "%s", hlp);
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- }
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- break;
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- case TREPLACE_NUMBER:
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- boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
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- break;
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- case TREPLACE_PLUSNUMBER:
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- boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
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- break;
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- default:
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- logGlobal->errorStream() << "MetaString processing error!";
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- break;
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- }
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- }
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-}
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-
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-DLL_LINKAGE std::string MetaString::toString() const
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-{
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- std::string ret;
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- toString(ret);
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- return ret;
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-}
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-
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-DLL_LINKAGE std::string MetaString::buildList () const
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-///used to handle loot from creature bank
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-{
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-
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- size_t exSt = 0, loSt = 0, nums = 0;
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- std::string lista;
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- for (int i = 0; i < message.size(); ++i)
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- {
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- if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
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- {
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- if (exSt == exactStrings.size() - 1)
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- lista += VLC->generaltexth->allTexts[141]; //" and "
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- else
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- lista += ", ";
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- }
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- switch (message[i])
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- {
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- case TEXACT_STRING:
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- lista += exactStrings[exSt++];
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- break;
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- case TLOCAL_STRING:
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- {
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- std::string hlp;
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- getLocalString (localStrings[loSt++], hlp);
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- lista += hlp;
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- }
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- break;
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- case TNUMBER:
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- lista += boost::lexical_cast<std::string>(numbers[nums++]);
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- break;
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- case TREPLACE_ESTRING:
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- lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
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- break;
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- case TREPLACE_LSTRING:
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- {
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- std::string hlp;
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- getLocalString (localStrings[loSt++], hlp);
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- lista.replace (lista.find("%s"), 2, hlp);
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- }
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- break;
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- case TREPLACE_NUMBER:
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- lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
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- break;
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- default:
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- logGlobal->errorStream() << "MetaString processing error!";
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- }
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-
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- }
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- return lista;
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-}
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-
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-
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-void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
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-{
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- if (!count)
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- addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
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- else if (count == 1)
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- addReplacement (CRE_SING_NAMES, id);
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- else
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- addReplacement (CRE_PL_NAMES, id);
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-}
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-
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-void MetaString::addReplacement(const CStackBasicDescriptor &stack)
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-{
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- assert(stack.type); //valid type
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- addCreReplacement(stack.type->idNumber, stack.count);
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-}
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-
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-static CGObjectInstance * createObject(Obj id, int subid, int3 pos, 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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- nobj = new CGHeroInstance();
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- nobj->appearance = VLC->dobjinfo->pickCandidates(id, VLC->heroh->heroes[subid]->heroClass->id).front();
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- break;
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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->dobjinfo->pickCandidates(id, subid).front();
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-
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- return nobj;
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-}
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-
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-CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
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- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
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-{
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- CGHeroInstance *ret = nullptr;
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-
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- if(player>=PlayerColor::PLAYER_LIMIT)
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- {
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- logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
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- return nullptr;
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- }
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-
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- std::vector<CGHeroInstance *> pool;
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-
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- if(native)
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- {
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- for(auto & elem : available)
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- {
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- if(pavailable.find(elem.first)->second & 1<<player.getNum()
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- && elem.second->type->heroClass->faction == town->faction->index)
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- {
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- pool.push_back(elem.second); //get all available heroes
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- }
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- }
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- if(!pool.size())
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- {
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- logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
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- return pickHeroFor(false, player, town, available, rand);
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- }
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- else
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- {
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- ret = *RandomGeneratorUtil::nextItem(pool, rand);
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- }
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- }
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- else
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- {
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- int sum=0, r;
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-
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- for(auto & elem : available)
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- {
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- if (pavailable.find(elem.first)->second & (1<<player.getNum()) && // hero is available
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- ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
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- {
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- pool.push_back(elem.second);
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- sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
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- }
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- }
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- if(!pool.size() || sum == 0)
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- {
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- logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
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- return nullptr;
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- }
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-
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- r = rand.nextInt(sum - 1);
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- for (auto & elem : pool)
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- {
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- r -= elem->type->heroClass->selectionProbability[town->faction->index];
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- if(r < 0)
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- {
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- ret = elem;
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- break;
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- }
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- }
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- if(!ret)
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- ret = pool.back();
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- }
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-
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- available.erase(ret->subID);
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- return ret;
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|
-}
|
|
|
-
|
|
|
-void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
|
|
|
-{
|
|
|
- heroesFromPreviousScenario.push_back(hero);
|
|
|
- heroesFromAnyPreviousScenarios.push_back(hero);
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
|
|
|
-{
|
|
|
- heroesFromPreviousScenario -= hero;
|
|
|
- heroesFromAnyPreviousScenarios -= hero;
|
|
|
-}
|
|
|
-
|
|
|
-CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
|
|
|
-{
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-int CGameState::pickNextHeroType(PlayerColor owner)
|
|
|
-{
|
|
|
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
|
|
|
- if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
|
|
|
- {
|
|
|
- return ps.hero;
|
|
|
- }
|
|
|
-
|
|
|
- return pickUnusedHeroTypeRandomly(owner);
|
|
|
-}
|
|
|
-
|
|
|
-int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
|
|
|
-{
|
|
|
- //list of available heroes for this faction and others
|
|
|
- std::vector<HeroTypeID> factionHeroes, otherHeroes;
|
|
|
-
|
|
|
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
|
|
|
- for(HeroTypeID hid : getUnusedAllowedHeroes())
|
|
|
- {
|
|
|
- if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
|
|
|
- factionHeroes.push_back(hid);
|
|
|
- else
|
|
|
- otherHeroes.push_back(hid);
|
|
|
- }
|
|
|
-
|
|
|
- // select random hero native to "our" faction
|
|
|
- if(!factionHeroes.empty())
|
|
|
- {
|
|
|
- return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
|
|
|
- }
|
|
|
-
|
|
|
- logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
|
|
|
- if(!otherHeroes.empty())
|
|
|
- {
|
|
|
- return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
|
|
|
- }
|
|
|
-
|
|
|
- logGlobal->errorStream() << "No free allowed heroes!";
|
|
|
- auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
|
|
|
- if(notAllowedHeroesButStillBetterThanCrash.size())
|
|
|
- return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
|
|
|
-
|
|
|
- logGlobal->errorStream() << "No free heroes at all!";
|
|
|
- assert(0); //current code can't handle this situation
|
|
|
- return -1; // no available heroes at all
|
|
|
-}
|
|
|
-
|
|
|
-std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
|
|
|
-{
|
|
|
- switch(obj->ID)
|
|
|
- {
|
|
|
- case Obj::RANDOM_ART:
|
|
|
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
|
|
|
- case Obj::RANDOM_TREASURE_ART:
|
|
|
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
|
|
|
- case Obj::RANDOM_MINOR_ART:
|
|
|
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
|
|
|
- case Obj::RANDOM_MAJOR_ART:
|
|
|
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
|
|
|
- case Obj::RANDOM_RELIC_ART:
|
|
|
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
|
|
|
- case Obj::RANDOM_HERO:
|
|
|
- return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
|
|
|
- case Obj::RANDOM_MONSTER:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
|
|
|
- case Obj::RANDOM_MONSTER_L1:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
|
|
|
- case Obj::RANDOM_MONSTER_L2:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
|
|
|
- case Obj::RANDOM_MONSTER_L3:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
|
|
|
- case Obj::RANDOM_MONSTER_L4:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
|
|
|
- case Obj::RANDOM_RESOURCE:
|
|
|
- return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
|
|
|
- case Obj::RANDOM_TOWN:
|
|
|
- {
|
|
|
- PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
|
|
|
- si32 f; // can be negative (for random)
|
|
|
- if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
|
|
|
- {
|
|
|
- if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
|
|
|
- f = -1; //random
|
|
|
- else
|
|
|
- f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- f = scenarioOps->getIthPlayersSettings(align).castle;
|
|
|
- }
|
|
|
- if(f<0)
|
|
|
- {
|
|
|
- do
|
|
|
- {
|
|
|
- f = rand.nextInt(VLC->townh->factions.size() - 1);
|
|
|
- }
|
|
|
- while (VLC->townh->factions[f]->town == nullptr); // find playable faction
|
|
|
- }
|
|
|
- return std::make_pair(Obj::TOWN,f);
|
|
|
- }
|
|
|
- case Obj::RANDOM_MONSTER_L5:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
|
|
|
- case Obj::RANDOM_MONSTER_L6:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
|
|
|
- case Obj::RANDOM_MONSTER_L7:
|
|
|
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7));
|
|
|
- case Obj::RANDOM_DWELLING:
|
|
|
- case Obj::RANDOM_DWELLING_LVL:
|
|
|
- case Obj::RANDOM_DWELLING_FACTION:
|
|
|
- {
|
|
|
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
|
- int faction;
|
|
|
-
|
|
|
- //if castle alignment available
|
|
|
- if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
|
|
|
- {
|
|
|
- faction = rand.nextInt(VLC->townh->factions.size() - 1);
|
|
|
- if (info->asCastle)
|
|
|
- {
|
|
|
- for(auto & elem : map->objects)
|
|
|
- {
|
|
|
- if(!elem)
|
|
|
- continue;
|
|
|
-
|
|
|
- if(elem->ID==Obj::RANDOM_TOWN
|
|
|
- && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
|
|
|
- {
|
|
|
- randomizeObject(elem); //we have to randomize the castle first
|
|
|
- faction = elem->subID;
|
|
|
- break;
|
|
|
- }
|
|
|
- else if(elem->ID==Obj::TOWN
|
|
|
- && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
|
|
|
- {
|
|
|
- faction = elem->subID;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- while(!(info->castles[0]&(1<<faction)))
|
|
|
- {
|
|
|
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
|
- break;
|
|
|
- faction = rand.nextInt(GameConstants::F_NUMBER - 1);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else // castle alignment fixed
|
|
|
- faction = obj->subID;
|
|
|
-
|
|
|
- int level;
|
|
|
-
|
|
|
- //if level set to range
|
|
|
- if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
|
|
|
- {
|
|
|
- level = rand.nextInt(info->minLevel, info->maxLevel);
|
|
|
- }
|
|
|
- else // fixed level
|
|
|
- {
|
|
|
- level = obj->subID;
|
|
|
- }
|
|
|
-
|
|
|
- delete dwl->info;
|
|
|
- dwl->info = nullptr;
|
|
|
-
|
|
|
- std::pair<Obj, int> result(Obj::NO_OBJ, -1);
|
|
|
- CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
|
|
|
-
|
|
|
- //golem factory is not in list of cregens but can be placed as random object
|
|
|
- static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
|
|
|
- CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
|
|
|
- std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
|
|
|
- if (vstd::contains(factory, cid))
|
|
|
- result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
|
|
|
-
|
|
|
- //NOTE: this will pick last dwelling with this creature (Mantis #900)
|
|
|
- //check for block map equality is better but more complex solution
|
|
|
- for(auto &iter : VLC->objh->cregens)
|
|
|
- if (iter.second == cid)
|
|
|
- result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
|
|
|
-
|
|
|
- if (result.first == Obj::NO_OBJ)
|
|
|
- {
|
|
|
- logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);
|
|
|
- result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first);
|
|
|
- }
|
|
|
-
|
|
|
- return result;
|
|
|
- }
|
|
|
- }
|
|
|
- return std::make_pair(Obj::NO_OBJ,-1);
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::randomizeObject(CGObjectInstance *cur)
|
|
|
-{
|
|
|
- std::pair<Obj,int> ran = pickObject(cur);
|
|
|
- if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
|
|
|
- {
|
|
|
- if(cur->ID==Obj::TOWN) //town - set def
|
|
|
- {
|
|
|
- const TerrainTile &tile = map->getTile(cur->visitablePos());
|
|
|
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
|
- t->town = VLC->townh->factions[t->subID]->town;
|
|
|
- t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN, t->subID, tile.terType).front();
|
|
|
- t->updateAppearance();
|
|
|
- }
|
|
|
- return;
|
|
|
- }
|
|
|
- else if(ran.first==Obj::HERO)//special code for hero
|
|
|
- {
|
|
|
- CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
|
|
|
- if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<<cur->pos; return;}
|
|
|
- cur->ID = ran.first;
|
|
|
- cur->subID = ran.second;
|
|
|
- h->type = VLC->heroh->heroes[ran.second];
|
|
|
- h->portrait = h->type->imageIndex;
|
|
|
- h->randomizeArmy(h->type->heroClass->faction);
|
|
|
- map->heroesOnMap.push_back(h);
|
|
|
- return; //TODO: maybe we should do something with definfo?
|
|
|
- }
|
|
|
- else if(ran.first==Obj::TOWN)//special code for town
|
|
|
- {
|
|
|
- const TerrainTile &tile = map->getTile(cur->visitablePos());
|
|
|
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
|
- if(!t) {logGlobal->warnStream()<<"Wrong random town at "<<cur->pos; return;}
|
|
|
- cur->ID = ran.first;
|
|
|
- cur->subID = ran.second;
|
|
|
- //FIXME: copy-pasted from above
|
|
|
- t->town = VLC->townh->factions[t->subID]->town;
|
|
|
- t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN,t->subID, tile.terType).front();
|
|
|
- t->updateAppearance();
|
|
|
-
|
|
|
- t->randomizeArmy(t->subID);
|
|
|
- map->towns.push_back(t);
|
|
|
- return;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (ran.first != cur->appearance.id ||
|
|
|
- ran.second != cur->appearance.subid)
|
|
|
- {
|
|
|
- const TerrainTile &tile = map->getTile(cur->visitablePos());
|
|
|
- cur->appearance = VLC->dobjinfo->pickCandidates(Obj(ran.first),ran.second, tile.terType).front();
|
|
|
- }
|
|
|
- }
|
|
|
- //we have to replace normal random object
|
|
|
- cur->ID = ran.first;
|
|
|
- cur->subID = ran.second;
|
|
|
- map->removeBlockVisTiles(cur, true); //recalculate blockvis tiles - picked object might have different than random placeholder
|
|
|
- map->addBlockVisTiles(cur);
|
|
|
-}
|
|
|
-
|
|
|
-int CGameState::getDate(Date::EDateType mode) const
|
|
|
-{
|
|
|
- int temp;
|
|
|
- switch (mode)
|
|
|
- {
|
|
|
- case Date::DAY:
|
|
|
- return day;
|
|
|
- case Date::DAY_OF_WEEK: //day of week
|
|
|
- temp = (day)%7; // 1 - Monday, 7 - Sunday
|
|
|
- return temp ? temp : 7;
|
|
|
- case Date::WEEK: //current week
|
|
|
- temp = ((day-1)/7)+1;
|
|
|
- if (!(temp%4))
|
|
|
- return 4;
|
|
|
- else
|
|
|
- return (temp%4);
|
|
|
- case Date::MONTH: //current month
|
|
|
- return ((day-1)/28)+1;
|
|
|
- case Date::DAY_OF_MONTH: //day of month
|
|
|
- temp = (day)%28;
|
|
|
- if (temp)
|
|
|
- return temp;
|
|
|
- else return 28;
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-CGameState::CGameState()
|
|
|
-{
|
|
|
- gs = this;
|
|
|
- mx = new boost::shared_mutex();
|
|
|
- applierGs = new CApplier<CBaseForGSApply>;
|
|
|
- registerTypesClientPacks1(*applierGs);
|
|
|
- registerTypesClientPacks2(*applierGs);
|
|
|
- //objCaller = new CObjectCallersHandler;
|
|
|
- globalEffects.setDescription("Global effects");
|
|
|
- globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
|
|
|
-}
|
|
|
-
|
|
|
-CGameState::~CGameState()
|
|
|
-{
|
|
|
- //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
|
|
|
- map.dellNull();
|
|
|
- curB.dellNull();
|
|
|
- //delete scenarioOps; //TODO: fix for loading ind delete
|
|
|
- //delete initialOpts;
|
|
|
- delete applierGs;
|
|
|
- //delete objCaller;
|
|
|
-
|
|
|
- for(auto ptr : hpool.heroesPool) // clean hero pool
|
|
|
- ptr.second.dellNull();
|
|
|
-}
|
|
|
-
|
|
|
-BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
|
-{
|
|
|
- const TerrainTile &t = map->getTile(tile);
|
|
|
- ETerrainType terrain = t.terType;
|
|
|
- if(t.isCoastal() && !t.isWater())
|
|
|
- terrain = ETerrainType::SAND;
|
|
|
-
|
|
|
- BFieldType terType = battleGetBattlefieldType(tile);
|
|
|
- return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::init(StartInfo * si)
|
|
|
-{
|
|
|
- logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
|
|
|
- rand.setSeed(si->seedToBeUsed);
|
|
|
- scenarioOps = CMemorySerializer::deepCopy(*si).release();
|
|
|
- initialOpts = CMemorySerializer::deepCopy(*si).release();
|
|
|
- si = nullptr;
|
|
|
-
|
|
|
- switch(scenarioOps->mode)
|
|
|
- {
|
|
|
- case StartInfo::NEW_GAME:
|
|
|
- initNewGame();
|
|
|
- break;
|
|
|
- case StartInfo::CAMPAIGN:
|
|
|
- initCampaign();
|
|
|
- break;
|
|
|
- case StartInfo::DUEL:
|
|
|
- initDuel();
|
|
|
- return;
|
|
|
- default:
|
|
|
- logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
|
|
|
- return;
|
|
|
- }
|
|
|
- VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
|
|
|
- logGlobal->infoStream() << "Map loaded!";
|
|
|
-
|
|
|
- checkMapChecksum();
|
|
|
-
|
|
|
- day = 0;
|
|
|
-
|
|
|
- logGlobal->debugStream() << "Initialization:";
|
|
|
-
|
|
|
- initPlayerStates();
|
|
|
- placeCampaignHeroes();
|
|
|
- initGrailPosition();
|
|
|
- initRandomFactionsForPlayers();
|
|
|
- randomizeMapObjects();
|
|
|
- placeStartingHeroes();
|
|
|
- initStartingResources();
|
|
|
- initHeroes();
|
|
|
- initStartingBonus();
|
|
|
- initTowns();
|
|
|
- initMapObjects();
|
|
|
- buildBonusSystemTree();
|
|
|
- initVisitingAndGarrisonedHeroes();
|
|
|
- initFogOfWar();
|
|
|
-
|
|
|
- logGlobal->debugStream() << "\tChecking objectives";
|
|
|
- map->checkForObjectives(); //needs to be run when all objects are properly placed
|
|
|
-
|
|
|
- auto seedAfterInit = rand.nextInt();
|
|
|
- logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
|
|
|
- if(scenarioOps->seedPostInit > 0)
|
|
|
- {
|
|
|
- //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::initNewGame()
|
|
|
-{
|
|
|
- if(scenarioOps->createRandomMap())
|
|
|
- {
|
|
|
- logGlobal->infoStream() << "Create random map.";
|
|
|
- CStopWatch sw;
|
|
|
-
|
|
|
- // Gen map
|
|
|
- CMapGenerator mapGenerator;
|
|
|
- map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).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.team = playerInfo.team;
|
|
|
- playerSettings.castle = playerInfo.defaultCastle();
|
|
|
- if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
|
|
|
- {
|
|
|
- playerSettings.name = VLC->generaltexth->allTexts[468];
|
|
|
- }
|
|
|
- playerSettings.color = PlayerColor(i);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- scenarioOps->playerInfos.erase(PlayerColor(i));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
|
|
|
- map = CMapService::loadMap(scenarioOps->mapname).release();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initCampaign()
|
|
|
-{
|
|
|
- logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
|
|
|
- auto campaign = scenarioOps->campState;
|
|
|
- assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
|
|
|
-
|
|
|
- std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
|
|
|
- boost::to_lower(scenarioName);
|
|
|
- scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
|
|
|
-
|
|
|
- std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
|
|
|
- auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
|
|
|
- map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initDuel()
|
|
|
-{
|
|
|
- DuelParameters dp;
|
|
|
- try //CLoadFile likes throwing
|
|
|
- {
|
|
|
- if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
|
|
|
- {
|
|
|
- logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
|
|
|
- dp = DuelParameters::fromJSON(scenarioOps->mapname);
|
|
|
- logGlobal->infoStream() << "JSON file has been successfully read!";
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- CLoadFile lf(scenarioOps->mapname);
|
|
|
- lf >> dp;
|
|
|
- }
|
|
|
- }
|
|
|
- catch(...)
|
|
|
- {
|
|
|
- logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
|
|
|
- throw;
|
|
|
- }
|
|
|
-
|
|
|
- const CArmedInstance *armies[2] = {nullptr};
|
|
|
- const CGHeroInstance *heroes[2] = {nullptr};
|
|
|
- CGTownInstance *town = nullptr;
|
|
|
-
|
|
|
- for(int i = 0; i < 2; i++)
|
|
|
- {
|
|
|
- CArmedInstance *obj = nullptr;
|
|
|
- if(dp.sides[i].heroId >= 0)
|
|
|
- {
|
|
|
- const DuelParameters::SideSettings &ss = dp.sides[i];
|
|
|
- auto h = new CGHeroInstance();
|
|
|
- armies[i] = heroes[i] = h;
|
|
|
- obj = h;
|
|
|
- h->subID = ss.heroId;
|
|
|
- for(int i = 0; i < ss.heroPrimSkills.size(); i++)
|
|
|
- h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
|
|
|
-
|
|
|
- if(!ss.spells.empty())
|
|
|
- {
|
|
|
- h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
|
|
|
- boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
|
|
|
- }
|
|
|
-
|
|
|
- for(auto &parka : ss.artifacts)
|
|
|
- {
|
|
|
- h->putArtifact(ArtifactPosition(parka.first), parka.second);
|
|
|
- }
|
|
|
-
|
|
|
- typedef const std::pair<si32, si8> &TSecSKill;
|
|
|
- for(TSecSKill secSkill : ss.heroSecSkills)
|
|
|
- h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
|
|
|
-
|
|
|
- h->initHero(HeroTypeID(h->subID));
|
|
|
- obj->initObj();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- auto c = new CGCreature();
|
|
|
- armies[i] = obj = c;
|
|
|
- //c->subID = 34;
|
|
|
- }
|
|
|
-
|
|
|
- obj->setOwner(PlayerColor(i));
|
|
|
-
|
|
|
- for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
|
|
|
- {
|
|
|
- CreatureID cre = dp.sides[i].stacks[j].type;
|
|
|
- TQuantity count = dp.sides[i].stacks[j].count;
|
|
|
- if(count || obj->hasStackAtSlot(SlotID(j)))
|
|
|
- obj->setCreature(SlotID(j), cre, count);
|
|
|
- }
|
|
|
-
|
|
|
- for(const DuelParameters::CusomCreature &cc : dp.creatures)
|
|
|
- {
|
|
|
- CCreature *c = VLC->creh->creatures[cc.id];
|
|
|
- if(cc.attack >= 0)
|
|
|
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
|
|
|
- if(cc.defense >= 0)
|
|
|
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
|
|
|
- if(cc.speed >= 0)
|
|
|
- c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
|
|
|
- if(cc.HP >= 0)
|
|
|
- c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
|
|
|
- if(cc.dmg >= 0)
|
|
|
- {
|
|
|
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
|
|
|
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
|
|
|
- }
|
|
|
- if(cc.shoots >= 0)
|
|
|
- c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
|
|
|
- curB->obstacles = dp.obstacles;
|
|
|
- curB->localInit();
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::checkMapChecksum()
|
|
|
-{
|
|
|
- logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
|
|
|
- if(scenarioOps->mapfileChecksum)
|
|
|
- {
|
|
|
- logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
|
|
|
- if(map->checksum != scenarioOps->mapfileChecksum)
|
|
|
- {
|
|
|
- logGlobal->errorStream() << "Wrong map checksum!!!";
|
|
|
- throw std::runtime_error("Wrong checksum");
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- scenarioOps->mapfileChecksum = map->checksum;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initGrailPosition()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\tPicking grail position";
|
|
|
- //pick grail location
|
|
|
- if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
|
|
|
- {
|
|
|
- if(!map->grailRadious) //radius not given -> anywhere on map
|
|
|
- map->grailRadious = 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 i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
|
|
|
- {
|
|
|
- for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
|
|
|
- {
|
|
|
- for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
|
|
|
- {
|
|
|
- const TerrainTile &t = map->getTile(int3(i, j, k));
|
|
|
- if(!t.blocked
|
|
|
- && !t.visitable
|
|
|
- && t.terType != ETerrainType::WATER
|
|
|
- && t.terType != ETerrainType::ROCK
|
|
|
- && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
|
|
|
- allowedPos.push_back(int3(i,j,k));
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- //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, rand);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initRandomFactionsForPlayers()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\tPicking random factions for players";
|
|
|
- for(auto & elem : scenarioOps->playerInfos)
|
|
|
- {
|
|
|
- if(elem.second.castle==-1)
|
|
|
- {
|
|
|
- auto randomID = rand.nextInt(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->debugStream() << "\tRandomizing objects";
|
|
|
- for(CGObjectInstance *obj : map->objects)
|
|
|
- {
|
|
|
- if(!obj) continue;
|
|
|
-
|
|
|
- randomizeObject(obj);
|
|
|
- obj->hoverName = VLC->generaltexth->names[obj->ID];
|
|
|
-
|
|
|
- //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->debugStream() << "\tCreating player entries in gs";
|
|
|
- for(auto & elem : scenarioOps->playerInfos)
|
|
|
- {
|
|
|
- std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
|
|
|
- ins.second.color=ins.first;
|
|
|
- ins.second.human = elem.second.playerID;
|
|
|
- ins.second.team = map->players[ins.first.getNum()].team;
|
|
|
- teams[ins.second.team].id = ins.second.team;//init team
|
|
|
- teams[ins.second.team].players.insert(ins.first);//add player to team
|
|
|
- players.insert(ins);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::placeCampaignHeroes()
|
|
|
-{
|
|
|
- if (scenarioOps->campState)
|
|
|
- {
|
|
|
- // place bonus hero
|
|
|
- auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
- bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
|
|
|
-
|
|
|
- if(campaignGiveHero)
|
|
|
- {
|
|
|
- auto playerColor = PlayerColor(campaignBonus->info1);
|
|
|
- auto it = scenarioOps->playerInfos.find(playerColor);
|
|
|
- if(it != scenarioOps->playerInfos.end())
|
|
|
- {
|
|
|
- auto heroTypeId = campaignBonus->info2;
|
|
|
- if(heroTypeId == 0xffff) // random bonus hero
|
|
|
- {
|
|
|
- heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
|
|
|
- }
|
|
|
-
|
|
|
- placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // replace heroes placeholders
|
|
|
- auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
|
|
|
-
|
|
|
- if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
|
|
|
- {
|
|
|
- logGlobal->debugStream() << "\tGenerate list of hero placeholders";
|
|
|
- auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
|
|
|
-
|
|
|
- logGlobal->debugStream() << "\tPrepare crossover heroes";
|
|
|
- prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
|
|
|
-
|
|
|
- // remove same heroes on the map which will be added through crossover heroes
|
|
|
- // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
|
|
|
- // with the same hero type id
|
|
|
- std::vector<CGHeroInstance *> removedHeroes;
|
|
|
-
|
|
|
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
|
- {
|
|
|
- auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
|
|
|
- if(hero)
|
|
|
- {
|
|
|
- removedHeroes.push_back(hero);
|
|
|
- map->heroesOnMap -= hero;
|
|
|
- map->objects[hero->id.getNum()] = nullptr;
|
|
|
- map->removeBlockVisTiles(hero, true);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- logGlobal->debugStream() << "\tReplace placeholders with heroes";
|
|
|
- replaceHeroesPlaceholders(campaignHeroReplacements);
|
|
|
-
|
|
|
- // remove hero placeholders on map
|
|
|
- for(auto obj : map->objects)
|
|
|
- {
|
|
|
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
|
- {
|
|
|
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
|
- map->removeBlockVisTiles(heroPlaceholder, true);
|
|
|
- map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
|
|
- delete heroPlaceholder;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // now add removed heroes again with unused type ID
|
|
|
- for(auto hero : removedHeroes)
|
|
|
- {
|
|
|
- si32 heroTypeId = 0;
|
|
|
- if(hero->ID == Obj::HERO)
|
|
|
- {
|
|
|
- heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
|
|
|
- }
|
|
|
- else if(hero->ID == Obj::PRISON)
|
|
|
- {
|
|
|
- auto unusedHeroTypeIds = getUnusedAllowedHeroes();
|
|
|
- if(!unusedHeroTypeIds.empty())
|
|
|
- {
|
|
|
- heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- logGlobal->errorStream() << "No free hero type ID found to replace prison.";
|
|
|
- assert(0);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- assert(0); // should not happen
|
|
|
- }
|
|
|
-
|
|
|
- hero->subID = heroTypeId;
|
|
|
- hero->portrait = hero->subID;
|
|
|
- map->getEditManager()->insertObject(hero, hero->pos);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
|
|
|
-{
|
|
|
- townPos.x += 1;
|
|
|
-
|
|
|
- CGHeroInstance * hero = static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
|
|
|
- map->getEditManager()->insertObject(hero, townPos);
|
|
|
-}
|
|
|
-
|
|
|
-CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
|
|
|
-{
|
|
|
- CrossoverHeroesList crossoverHeroes;
|
|
|
-
|
|
|
- auto campaignState = scenarioOps->campState;
|
|
|
- auto bonus = campaignState->getBonusForCurrentMap();
|
|
|
- if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
|
|
|
- {
|
|
|
- crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if(!campaignState->mapsConquered.empty())
|
|
|
- {
|
|
|
- crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
|
|
|
-
|
|
|
- for(auto mapNr : campaignState->mapsConquered)
|
|
|
- {
|
|
|
- // create a list of deleted heroes
|
|
|
- auto & scenario = campaignState->camp->scenarios[mapNr];
|
|
|
- auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
|
|
|
-
|
|
|
- // remove heroes which didn't reached the end of the scenario, but were available at the start
|
|
|
- for(auto hero : lostCrossoverHeroes)
|
|
|
- {
|
|
|
- crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
|
|
|
- CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
|
|
|
- }
|
|
|
-
|
|
|
- // now add heroes which completed the scenario
|
|
|
- for(auto hero : scenario.crossoverHeroes)
|
|
|
- {
|
|
|
- // add new heroes and replace old heroes with newer ones
|
|
|
- auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
|
|
|
- if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
|
|
|
- {
|
|
|
- // replace old hero with newer one
|
|
|
- crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // add new hero
|
|
|
- crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Now we need to perform deep copies of all heroes
|
|
|
- // The lambda below replaces pointer to a hero with a pointer to its deep copy.
|
|
|
- auto replaceWithDeepCopy = [](CGHeroInstance *&hero)
|
|
|
- {
|
|
|
- // We cache map original hero => copy.
|
|
|
- // We may be called multiple times with the same hero and should return a single copy.
|
|
|
- static std::map<CGHeroInstance*, CGHeroInstance*> oldToCopy;
|
|
|
- if(!oldToCopy[hero])
|
|
|
- oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release();
|
|
|
-
|
|
|
- hero = oldToCopy[hero];
|
|
|
- };
|
|
|
- range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy);
|
|
|
- range::for_each(crossoverHeroes.heroesFromPreviousScenario, replaceWithDeepCopy);
|
|
|
-
|
|
|
- return crossoverHeroes;
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
|
|
|
-{
|
|
|
- // create heroes list for convenience iterating
|
|
|
- std::vector<CGHeroInstance *> crossoverHeroes;
|
|
|
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
|
- {
|
|
|
- crossoverHeroes.push_back(campaignHeroReplacement.hero);
|
|
|
- }
|
|
|
-
|
|
|
- // TODO replace magic numbers with named constants
|
|
|
- // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
|
|
|
- if(!(travelOptions.whatHeroKeeps & 1))
|
|
|
- {
|
|
|
- //trimming experience
|
|
|
- for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
- {
|
|
|
- cgh->initExp();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(!(travelOptions.whatHeroKeeps & 2))
|
|
|
- {
|
|
|
- //trimming prim skills
|
|
|
- for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
- {
|
|
|
- for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
|
- {
|
|
|
- auto sel = Selector::type(Bonus::PRIMARY_SKILL)
|
|
|
- .And(Selector::subtype(g))
|
|
|
- .And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
|
|
|
-
|
|
|
- cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(!(travelOptions.whatHeroKeeps & 4))
|
|
|
- {
|
|
|
- //trimming sec skills
|
|
|
- for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
- {
|
|
|
- cgh->secSkills = cgh->type->secSkillsInit;
|
|
|
- cgh->recreateSecondarySkillsBonuses();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(!(travelOptions.whatHeroKeeps & 8))
|
|
|
- {
|
|
|
- for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
- {
|
|
|
- // Trimming spells
|
|
|
- cgh->spells.clear();
|
|
|
-
|
|
|
- // Spellbook will also be removed
|
|
|
- if (cgh->hasSpellbook())
|
|
|
- ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(!(travelOptions.whatHeroKeeps & 16))
|
|
|
- {
|
|
|
- //trimming artifacts
|
|
|
- for(CGHeroInstance * hero : crossoverHeroes)
|
|
|
- {
|
|
|
- size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
|
|
|
- for (size_t i = 0; i < totalArts; i++ )
|
|
|
- {
|
|
|
- auto artifactPosition = ArtifactPosition(i);
|
|
|
- if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
|
|
|
-
|
|
|
- const ArtSlotInfo *info = hero->getSlot(artifactPosition);
|
|
|
- if(!info)
|
|
|
- continue;
|
|
|
-
|
|
|
- // TODO: why would there be nullptr artifacts?
|
|
|
- const CArtifactInstance *art = info->artifact;
|
|
|
- if(!art)
|
|
|
- continue;
|
|
|
-
|
|
|
- int id = art->artType->id;
|
|
|
- assert( 8*18 > id );//number of arts that fits into h3m format
|
|
|
- bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
|
|
|
-
|
|
|
- ArtifactLocation al(hero, artifactPosition);
|
|
|
- if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
|
|
|
- al.removeArtifact();
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- //trimming creatures
|
|
|
- for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
- {
|
|
|
- auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
|
|
|
- {
|
|
|
- CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
|
|
|
- return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
|
|
|
- };
|
|
|
-
|
|
|
- auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
|
|
|
- for(auto &slotPair : stacksCopy)
|
|
|
- if(shouldSlotBeErased(slotPair))
|
|
|
- cgh->eraseStack(slotPair.first);
|
|
|
- }
|
|
|
-
|
|
|
- // Removing short-term bonuses
|
|
|
- for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
- {
|
|
|
- cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY));
|
|
|
- cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK));
|
|
|
- cgh->popBonuses(Selector::durationType(Bonus::N_TURNS));
|
|
|
- cgh->popBonuses(Selector::durationType(Bonus::N_DAYS));
|
|
|
- cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE));
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::placeStartingHeroes()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\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(scenarioOps->campState)
|
|
|
- {
|
|
|
- if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
|
|
|
- {
|
|
|
- if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- int heroTypeId = pickNextHeroType(playerColor);
|
|
|
- if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
|
|
|
-
|
|
|
- placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initStartingResources()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\tSetting up resources";
|
|
|
- const JsonNode config(ResourceID("config/startres.json"));
|
|
|
- const JsonVector &vector = config["difficulty"].Vector();
|
|
|
- const JsonNode &level = vector[scenarioOps->difficulty];
|
|
|
-
|
|
|
- TResources startresAI(level["ai"]);
|
|
|
- TResources startresHuman(level["human"]);
|
|
|
-
|
|
|
- for (auto & elem : players)
|
|
|
- {
|
|
|
- PlayerState &p = elem.second;
|
|
|
-
|
|
|
- if (p.human)
|
|
|
- p.resources = startresHuman;
|
|
|
- else
|
|
|
- p.resources = startresAI;
|
|
|
- }
|
|
|
-
|
|
|
- auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
|
|
|
- {
|
|
|
- std::vector<const PlayerSettings *> ret;
|
|
|
- for(auto it = scenarioOps->playerInfos.cbegin();
|
|
|
- it != scenarioOps->playerInfos.cend(); ++it)
|
|
|
- {
|
|
|
- if(it->second.playerID != PlayerSettings::PLAYER_AI)
|
|
|
- ret.push_back(&it->second);
|
|
|
- }
|
|
|
-
|
|
|
- return ret;
|
|
|
- };
|
|
|
-
|
|
|
- //give start resource bonus in case of campaign
|
|
|
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
|
- {
|
|
|
- auto chosenBonus = 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(Res::WOOD); res.push_back(Res::ORE);
|
|
|
- break;
|
|
|
- case 0xFE: //rare
|
|
|
- res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
|
|
|
- break;
|
|
|
- default:
|
|
|
- assert(0);
|
|
|
- break;
|
|
|
- }
|
|
|
- //increasing resource quantity
|
|
|
- for (auto & re : res)
|
|
|
- {
|
|
|
- players[ps->color].resources[re] += chosenBonus->info2;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initHeroes()
|
|
|
-{
|
|
|
- for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
|
- {
|
|
|
- if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
|
|
|
- {
|
|
|
- logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- hero->initHero();
|
|
|
- getPlayer(hero->getOwner())->heroes.push_back(hero);
|
|
|
- map->allHeroes[hero->type->ID.getNum()] = hero;
|
|
|
- }
|
|
|
-
|
|
|
- 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();
|
|
|
- hpool.heroesPool[ph->subID] = ph;
|
|
|
- hpool.pavailable[ph->subID] = 0xff;
|
|
|
- heroesToCreate.erase(ph->type->ID);
|
|
|
-
|
|
|
- map->allHeroes[ph->subID] = ph;
|
|
|
- }
|
|
|
-
|
|
|
- for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
|
|
|
- {
|
|
|
- auto vhi = new CGHeroInstance();
|
|
|
- vhi->initHero(htype);
|
|
|
-
|
|
|
- int typeID = htype.getNum();
|
|
|
- map->allHeroes[typeID] = vhi;
|
|
|
- hpool.heroesPool[typeID] = vhi;
|
|
|
- hpool.pavailable[typeID] = 0xff;
|
|
|
- }
|
|
|
-
|
|
|
- for(auto & elem : map->disposedHeroes)
|
|
|
- {
|
|
|
- hpool.pavailable[elem.heroId] = elem.players;
|
|
|
- }
|
|
|
-
|
|
|
- if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
|
|
|
- {
|
|
|
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
- if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
|
|
|
- {
|
|
|
- //find human player
|
|
|
- PlayerColor humanPlayer=PlayerColor::NEUTRAL;
|
|
|
- for (auto & elem : players)
|
|
|
- {
|
|
|
- if(elem.second.human)
|
|
|
- {
|
|
|
- humanPlayer = elem.first;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- assert(humanPlayer != PlayerColor::NEUTRAL);
|
|
|
-
|
|
|
- std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = 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->warnStream() << "Warning - 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 CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
|
|
|
-{
|
|
|
- const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
- if(!curBonus)
|
|
|
- return;
|
|
|
-
|
|
|
- if(curBonus->isBonusForHero())
|
|
|
- {
|
|
|
- //apply bonus
|
|
|
- switch (curBonus->type)
|
|
|
- {
|
|
|
- case CScenarioTravel::STravelBonus::SPELL:
|
|
|
- hero->spells.insert(SpellID(curBonus->info2));
|
|
|
- break;
|
|
|
- case CScenarioTravel::STravelBonus::MONSTER:
|
|
|
- {
|
|
|
- for(int i=0; i<GameConstants::ARMY_SIZE; i++)
|
|
|
- {
|
|
|
- if(hero->slotEmpty(SlotID(i)))
|
|
|
- {
|
|
|
- hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- case CScenarioTravel::STravelBonus::ARTIFACT:
|
|
|
- gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
|
|
|
- break;
|
|
|
- case CScenarioTravel::STravelBonus::SPELL_SCROLL:
|
|
|
- {
|
|
|
- CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
|
|
|
- scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
|
|
|
- }
|
|
|
- break;
|
|
|
- case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
|
|
|
- {
|
|
|
- const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
|
|
|
- for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
|
- {
|
|
|
- int val = ptr[g];
|
|
|
- if (val == 0)
|
|
|
- {
|
|
|
- continue;
|
|
|
- }
|
|
|
- auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
|
|
|
- hero->addNewBonus(bb);
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
|
|
|
- hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initFogOfWar()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
|
|
|
- for(auto & elem : teams)
|
|
|
- {
|
|
|
- elem.second.fogOfWarMap.resize(map->width);
|
|
|
- for(int g=0; g<map->width; ++g)
|
|
|
- elem.second.fogOfWarMap[g].resize(map->height);
|
|
|
-
|
|
|
- for(int g=-0; g<map->width; ++g)
|
|
|
- for(int h=0; h<map->height; ++h)
|
|
|
- elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
|
|
|
-
|
|
|
- for(int g=0; g<map->width; ++g)
|
|
|
- for(int h=0; h<map->height; ++h)
|
|
|
- for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
|
|
|
- elem.second.fogOfWarMap[g][h][v] = 0;
|
|
|
-
|
|
|
- for(CGObjectInstance *obj : map->objects)
|
|
|
- {
|
|
|
- if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
-
|
|
|
- std::unordered_set<int3, ShashInt3> tiles;
|
|
|
- obj->getSightTiles(tiles);
|
|
|
- for(int3 tile : tiles)
|
|
|
- {
|
|
|
- elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initStartingBonus()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\tStarting bonuses";
|
|
|
- for(auto & elem : players)
|
|
|
- {
|
|
|
- //starting bonus
|
|
|
- if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
|
|
|
- scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
|
|
|
- switch(scenarioOps->playerInfos[elem.first].bonus)
|
|
|
- {
|
|
|
- case PlayerSettings::GOLD:
|
|
|
- elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
|
|
|
- break;
|
|
|
- case PlayerSettings::RESOURCE:
|
|
|
- {
|
|
|
- int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
|
|
|
- if(res == Res::WOOD_AND_ORE)
|
|
|
- {
|
|
|
- elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
|
|
|
- elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- elem.second.resources[res] += rand.nextInt(3, 6);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case PlayerSettings::ARTIFACT:
|
|
|
- {
|
|
|
- if(!elem.second.heroes.size())
|
|
|
- {
|
|
|
- logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
|
|
|
- break;
|
|
|
- }
|
|
|
- CArtifact *toGive;
|
|
|
- toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
|
|
|
-
|
|
|
- CGHeroInstance *hero = elem.second.heroes[0];
|
|
|
- giveHeroArtifact(hero, toGive->id);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initTowns()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\tTowns";
|
|
|
-
|
|
|
- //campaign bonuses for towns
|
|
|
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
|
- {
|
|
|
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
-
|
|
|
- if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
|
|
|
- {
|
|
|
- for (int g=0; g<map->towns.size(); ++g)
|
|
|
- {
|
|
|
- PlayerState * owner = getPlayer(map->towns[g]->getOwner());
|
|
|
- if (owner)
|
|
|
- {
|
|
|
- PlayerInfo & pi = map->players[owner->color.getNum()];
|
|
|
-
|
|
|
- if (owner->human && //human-owned
|
|
|
- map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
|
|
|
- {
|
|
|
- map->towns[g]->builtBuildings.insert(
|
|
|
- CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- 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->factions[vti->subID]->town;
|
|
|
- }
|
|
|
- if(vti->name.empty())
|
|
|
- {
|
|
|
- vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
|
|
|
- }
|
|
|
-
|
|
|
- //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);
|
|
|
- vti->builtBuildings.insert(BuildingID::TAVERN);
|
|
|
- vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
|
|
|
- if(rand.nextInt(1) == 1)
|
|
|
- {
|
|
|
- vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
|
|
|
- vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
|
|
|
- return !vti->town->buildings.count(bid) || !vti->town->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)
|
|
|
-
|
|
|
- //init hordes
|
|
|
- for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
|
- if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
|
|
|
- {
|
|
|
- vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
|
|
|
- if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
|
|
|
- {
|
|
|
- vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
|
|
|
- if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
|
|
|
- vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
|
|
|
- }
|
|
|
- if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
|
|
|
- {
|
|
|
- vti->builtBuildings.insert(BuildingID::HORDE_2);
|
|
|
- if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
|
|
|
- vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- //Early check for #1444-like problems
|
|
|
- for(auto building : vti->builtBuildings)
|
|
|
- {
|
|
|
- assert(vti->town->buildings.at(building) != nullptr);
|
|
|
- UNUSED(building);
|
|
|
- }
|
|
|
-
|
|
|
- //town events
|
|
|
- for(CCastleEvent &ev : vti->events)
|
|
|
- {
|
|
|
- for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
|
- if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
|
|
|
- {
|
|
|
- ev.buildings.erase(BuildingID(-31-i));
|
|
|
- if (vti->town->hordeLvl.at(0) == i)
|
|
|
- ev.buildings.insert(BuildingID::HORDE_1);
|
|
|
- if (vti->town->hordeLvl.at(1) == i)
|
|
|
- ev.buildings.insert(BuildingID::HORDE_2);
|
|
|
- }
|
|
|
- }
|
|
|
- //init spells
|
|
|
- logGlobal->debugStream() << "\t\tTown init spells";
|
|
|
- vti->spells.resize(GameConstants::SPELL_LEVELS);
|
|
|
-
|
|
|
- for(ui32 z=0; z<vti->obligatorySpells.size();z++)
|
|
|
- {
|
|
|
- CSpell *s = vti->obligatorySpells[z].toSpell();
|
|
|
- vti->spells[s->level-1].push_back(s->id);
|
|
|
- vti->possibleSpells -= s->id;
|
|
|
- }
|
|
|
- logGlobal->debugStream() << "\t\tTown init spells2";
|
|
|
- while(vti->possibleSpells.size())
|
|
|
- {
|
|
|
- ui32 total=0;
|
|
|
- int sel = -1;
|
|
|
-
|
|
|
- for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
|
|
|
- total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
|
|
|
-
|
|
|
- if (total == 0) // remaining spells have 0 probability
|
|
|
- break;
|
|
|
-
|
|
|
- auto r = rand.nextInt(total - 1);
|
|
|
- for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
|
|
|
- {
|
|
|
- r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
|
|
|
- if(r<0)
|
|
|
- {
|
|
|
- sel = ps;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- if(sel<0)
|
|
|
- sel=0;
|
|
|
-
|
|
|
- CSpell *s = vti->possibleSpells[sel].toSpell();
|
|
|
- vti->spells[s->level-1].push_back(s->id);
|
|
|
- vti->possibleSpells -= s->id;
|
|
|
- }
|
|
|
- vti->possibleSpells.clear();
|
|
|
- if(vti->getOwner() != PlayerColor::NEUTRAL)
|
|
|
- getPlayer(vti->getOwner())->towns.push_back(vti);
|
|
|
- logGlobal->debugStream() << "\t\tTown init spells3";
|
|
|
-
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initMapObjects()
|
|
|
-{
|
|
|
- logGlobal->debugStream() << "\tObject initialization";
|
|
|
-// objCaller->preInit();
|
|
|
- for(CGObjectInstance *obj : map->objects)
|
|
|
- {
|
|
|
- if(obj)
|
|
|
- obj->initObj();
|
|
|
- }
|
|
|
- for(CGObjectInstance *obj : map->objects)
|
|
|
- {
|
|
|
- if(!obj)
|
|
|
- continue;
|
|
|
-
|
|
|
- switch (obj->ID)
|
|
|
- {
|
|
|
- case Obj::QUEST_GUARD:
|
|
|
- case Obj::SEER_HUT:
|
|
|
- {
|
|
|
- auto q = static_cast<CGSeerHut*>(obj);
|
|
|
- assert (q);
|
|
|
- q->setObjToKill();
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- CGTeleport::postInit(); //pairing subterranean gates
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::initVisitingAndGarrisonedHeroes()
|
|
|
-{
|
|
|
- for(auto k=players.begin(); k!=players.end(); ++k)
|
|
|
- {
|
|
|
- if(k->first==PlayerColor::NEUTRAL)
|
|
|
- continue;
|
|
|
-
|
|
|
- //init visiting and garrisoned heroes
|
|
|
- for(CGHeroInstance *h : k->second.heroes)
|
|
|
- {
|
|
|
- for(CGTownInstance *t : k->second.towns)
|
|
|
- {
|
|
|
- int3 vistile = t->pos; vistile.x--; //tile next to the entrance
|
|
|
- if(vistile == h->pos || h->pos==t->pos)
|
|
|
- {
|
|
|
- t->setVisitingHero(h);
|
|
|
- if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
|
|
|
- {
|
|
|
- map->removeBlockVisTiles(h);
|
|
|
- h->pos.x -= 1;
|
|
|
- map->addBlockVisTiles(h);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-BFieldType CGameState::battleGetBattlefieldType(int3 tile)
|
|
|
-{
|
|
|
- if(tile==int3() && curB)
|
|
|
- tile = curB->tile;
|
|
|
- else if(tile==int3() && !curB)
|
|
|
- return BFieldType::NONE;
|
|
|
-
|
|
|
- const TerrainTile &t = map->getTile(tile);
|
|
|
- //fight in mine -> subterranean
|
|
|
- if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
|
|
|
- return BFieldType::SUBTERRANEAN;
|
|
|
-
|
|
|
- for(auto &obj : map->objects)
|
|
|
- {
|
|
|
- //look only for objects covering given tile
|
|
|
- if( !obj || obj->pos.z != tile.z
|
|
|
- || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
|
|
|
- continue;
|
|
|
-
|
|
|
- switch(obj->ID)
|
|
|
- {
|
|
|
- case Obj::CLOVER_FIELD:
|
|
|
- return BFieldType::CLOVER_FIELD;
|
|
|
- case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
|
|
|
- return BFieldType::CURSED_GROUND;
|
|
|
- case Obj::EVIL_FOG:
|
|
|
- return BFieldType::EVIL_FOG;
|
|
|
- case Obj::FAVORABLE_WINDS:
|
|
|
- return BFieldType::FAVOURABLE_WINDS;
|
|
|
- case Obj::FIERY_FIELDS:
|
|
|
- return BFieldType::FIERY_FIELDS;
|
|
|
- case Obj::HOLY_GROUNDS:
|
|
|
- return BFieldType::HOLY_GROUND;
|
|
|
- case Obj::LUCID_POOLS:
|
|
|
- return BFieldType::LUCID_POOLS;
|
|
|
- case Obj::MAGIC_CLOUDS:
|
|
|
- return BFieldType::MAGIC_CLOUDS;
|
|
|
- case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
|
|
|
- return BFieldType::MAGIC_PLAINS;
|
|
|
- case Obj::ROCKLANDS:
|
|
|
- return BFieldType::ROCKLANDS;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(!t.isWater() && t.isCoastal())
|
|
|
- return BFieldType::SAND_SHORE;
|
|
|
-
|
|
|
- switch(t.terType)
|
|
|
- {
|
|
|
- case ETerrainType::DIRT:
|
|
|
- return BFieldType(rand.nextInt(3, 5));
|
|
|
- case ETerrainType::SAND:
|
|
|
- return BFieldType::SAND_MESAS; //TODO: coast support
|
|
|
- case ETerrainType::GRASS:
|
|
|
- return BFieldType(rand.nextInt(6, 7));
|
|
|
- case ETerrainType::SNOW:
|
|
|
- return BFieldType(rand.nextInt(10, 11));
|
|
|
- case ETerrainType::SWAMP:
|
|
|
- return BFieldType::SWAMP_TREES;
|
|
|
- case ETerrainType::ROUGH:
|
|
|
- return BFieldType::ROUGH;
|
|
|
- case ETerrainType::SUBTERRANEAN:
|
|
|
- return BFieldType::SUBTERRANEAN;
|
|
|
- case ETerrainType::LAVA:
|
|
|
- return BFieldType::LAVA;
|
|
|
- case ETerrainType::WATER:
|
|
|
- return BFieldType::SHIP;
|
|
|
- case ETerrainType::ROCK:
|
|
|
- return BFieldType::ROCKLANDS;
|
|
|
- default:
|
|
|
- return BFieldType::NONE;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
|
|
|
-{
|
|
|
- UpgradeInfo ret;
|
|
|
- const CCreature *base = stack.type;
|
|
|
-
|
|
|
- const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
|
|
|
- const CGTownInstance *t = nullptr;
|
|
|
-
|
|
|
- if(stack.armyObj->ID == Obj::TOWN)
|
|
|
- t = static_cast<const CGTownInstance *>(stack.armyObj);
|
|
|
- else if(h)
|
|
|
- { //hero specialty
|
|
|
- TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
|
|
|
- for(const Bonus *it : *lista)
|
|
|
- {
|
|
|
- auto nid = CreatureID(it->additionalInfo);
|
|
|
- if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
|
|
|
- {
|
|
|
- ret.newID.push_back(nid);
|
|
|
- ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
|
|
|
- }
|
|
|
- }
|
|
|
- t = h->visitedTown;
|
|
|
- }
|
|
|
- if(t)
|
|
|
- {
|
|
|
- for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
|
|
|
- {
|
|
|
- if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
|
|
|
- {
|
|
|
- for(auto upgrID : dwelling.second)
|
|
|
- {
|
|
|
- if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
|
|
|
- {
|
|
|
- ret.newID.push_back(upgrID);
|
|
|
- ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- //hero is visiting Hill Fort
|
|
|
- if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
|
|
|
- {
|
|
|
- static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
|
|
|
- const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
|
|
|
-
|
|
|
- for(auto nid : base->upgrades)
|
|
|
- {
|
|
|
- ret.newID.push_back(nid);
|
|
|
- ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(ret.newID.size())
|
|
|
- ret.oldID = base->idNumber;
|
|
|
-
|
|
|
- for (Res::ResourceSet &cost : ret.cost)
|
|
|
- cost.positive(); //upgrade cost can't be negative, ignore missing resources
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
|
|
|
-{
|
|
|
- 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::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
|
|
|
-{
|
|
|
- static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
|
|
- int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
|
|
-
|
|
|
- //vec.reserve(8); //optimization
|
|
|
- for (auto & dir : dirs)
|
|
|
- {
|
|
|
- const int3 hlp = tile + dir;
|
|
|
- if(!map->isInTheMap(hlp))
|
|
|
- continue;
|
|
|
-
|
|
|
- const TerrainTile &hlpt = map->getTile(hlp);
|
|
|
-
|
|
|
-// //we cannot visit things from blocked tiles
|
|
|
-// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
|
|
|
-// {
|
|
|
-// continue;
|
|
|
-// }
|
|
|
-
|
|
|
- if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
|
|
|
- {
|
|
|
- int3 hlp1 = tile,
|
|
|
- hlp2 = tile;
|
|
|
- hlp1.x += dir.x;
|
|
|
- hlp2.y += dir.y;
|
|
|
-
|
|
|
- if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
|
|
|
- && hlpt.terType != ETerrainType::ROCK)
|
|
|
- {
|
|
|
- vec.push_back(hlp);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast)
|
|
|
-{
|
|
|
- if(src == dest) //same tile
|
|
|
- return 0;
|
|
|
-
|
|
|
- TerrainTile &s = map->getTile(src),
|
|
|
- &d = map->getTile(dest);
|
|
|
-
|
|
|
- //get basic cost
|
|
|
- int ret = h->getTileCost(d,s);
|
|
|
-
|
|
|
- if(d.blocked && flying)
|
|
|
- {
|
|
|
- bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
|
|
|
-
|
|
|
- if(!freeFlying)
|
|
|
- {
|
|
|
- ret *= 1.4; //40% penalty for movement over blocked tile
|
|
|
- }
|
|
|
- }
|
|
|
- else if (d.terType == ETerrainType::WATER)
|
|
|
- {
|
|
|
- if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
|
|
|
- ret *= 0.666;
|
|
|
- else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
|
|
|
- ret *= 1.4; //40% penalty for water walking
|
|
|
- }
|
|
|
-
|
|
|
- if(src.x != dest.x && src.y != dest.y) //it's diagonal move
|
|
|
- {
|
|
|
- int old = ret;
|
|
|
- ret *= 1.414213;
|
|
|
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
|
- if(ret > remainingMovePoints && remainingMovePoints >= old)
|
|
|
- {
|
|
|
- return remainingMovePoints;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- int left = remainingMovePoints-ret;
|
|
|
- if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
|
|
|
- {
|
|
|
- std::vector<int3> vec;
|
|
|
- vec.reserve(8); //optimization
|
|
|
- getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
|
|
|
- for(auto & elem : vec)
|
|
|
- {
|
|
|
- int fcost = getMovementCost(h,dest, elem, flying, left, false);
|
|
|
- if(fcost <= left)
|
|
|
- {
|
|
|
- return ret;
|
|
|
- }
|
|
|
- }
|
|
|
- ret = remainingMovePoints;
|
|
|
- }
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::apply(CPack *pack)
|
|
|
-{
|
|
|
- ui16 typ = typeList.getTypeID(pack);
|
|
|
- applierGs->apps[typ]->applyOnGS(this,pack);
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
|
|
|
-{
|
|
|
- CPathfinder pathfinder(out, this, hero);
|
|
|
- pathfinder.calculatePaths(src, movement);
|
|
|
-}
|
|
|
-
|
|
|
-/**
|
|
|
- * 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->blockVisit)
|
|
|
- {
|
|
|
- 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.x][pos.y][pos.z];
|
|
|
-}
|
|
|
-
|
|
|
-bool CGameState::isVisible(int3 pos, PlayerColor player)
|
|
|
-{
|
|
|
- if(player == PlayerColor::NEUTRAL)
|
|
|
- return false;
|
|
|
- return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
|
|
|
-}
|
|
|
-
|
|
|
-bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
|
|
|
-{
|
|
|
- if(!player)
|
|
|
- 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(PlayerColor player) const
|
|
|
-{
|
|
|
- const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
|
|
|
- const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
|
|
|
- const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
|
|
|
- const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
|
|
|
-
|
|
|
- auto evaluateEvent = [=](const EventCondition & condition)
|
|
|
- {
|
|
|
- return this->checkForVictory(player, condition);
|
|
|
- };
|
|
|
-
|
|
|
- const PlayerState *p = CGameInfoCallback::getPlayer(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( PlayerColor player, const EventCondition & condition ) const
|
|
|
-{
|
|
|
- const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
|
- switch (condition.condition)
|
|
|
- {
|
|
|
- case EventCondition::STANDARD_WIN:
|
|
|
- {
|
|
|
- return player == checkForStandardWin();
|
|
|
- }
|
|
|
- case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
|
|
|
- {
|
|
|
- for(auto & elem : p->heroes)
|
|
|
- if(elem->hasArt(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(size_t i = 0; i < map->objects.size(); i++)
|
|
|
- {
|
|
|
- const CArmedInstance *ai = nullptr;
|
|
|
- if(map->objects[i]
|
|
|
- && map->objects[i]->tempOwner == player //object controlled by player
|
|
|
- && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
|
|
|
- {
|
|
|
- for(auto & elem : ai->Slots()) //iterate through army
|
|
|
- if(elem.second->type->idNumber == 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 CGTownInstance *t = static_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 (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(auto & elem : map->objects) // mode B - destroy all objects of this type
|
|
|
- {
|
|
|
- if(elem && elem->ID == 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
|
|
|
- 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(auto & elem : map->objects) // mode B - flag all objects of this type
|
|
|
- {
|
|
|
- //check not flagged objs
|
|
|
- if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
|
|
|
- return false;
|
|
|
- }
|
|
|
- return true;
|
|
|
- }
|
|
|
- }
|
|
|
- case EventCondition::TRANSPORT:
|
|
|
- {
|
|
|
- const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
|
|
|
- if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
|
|
|
- || (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
|
|
|
- {
|
|
|
- return true;
|
|
|
- }
|
|
|
- return false;
|
|
|
- }
|
|
|
- case EventCondition::DAYS_PASSED:
|
|
|
- {
|
|
|
- return 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.get() >= condition.value;
|
|
|
- else
|
|
|
- return false;
|
|
|
- }
|
|
|
- case EventCondition::CONST_VALUE:
|
|
|
- {
|
|
|
- return condition.value; // just convert to bool
|
|
|
- }
|
|
|
- }
|
|
|
- assert(0);
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-PlayerColor CGameState::checkForStandardWin() const
|
|
|
-{
|
|
|
- //std victory condition is:
|
|
|
- //all enemies lost
|
|
|
- PlayerColor supposedWinner = PlayerColor::NEUTRAL;
|
|
|
- TeamID winnerTeam = TeamID::NO_TEAM;
|
|
|
- for(auto & elem : players)
|
|
|
- {
|
|
|
- if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
|
|
|
- {
|
|
|
- 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( PlayerColor player ) const
|
|
|
-{
|
|
|
- //std loss condition is: player lost all towns and heroes
|
|
|
- const PlayerState &p = *CGameInfoCallback::getPlayer(player);
|
|
|
- return !p.heroes.size() && !p.towns.size();
|
|
|
-}
|
|
|
-
|
|
|
-struct statsHLP
|
|
|
-{
|
|
|
- typedef std::pair< PlayerColor, si64 > TStat;
|
|
|
- //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, PlayerColor color)
|
|
|
- {
|
|
|
- std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
|
|
|
- if(!h.size())
|
|
|
- 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 += h->artifactsInBackpack.size() + 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;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
|
-{
|
|
|
- auto playerInactive = [&](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 >= 1) //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())
|
|
|
- //best hero's portrait
|
|
|
- for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
|
- {
|
|
|
- if(playerInactive(g->second.color))
|
|
|
- continue;
|
|
|
- const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
|
|
|
- InfoAboutHero iah;
|
|
|
- iah.initFromHero(best, level >= 8);
|
|
|
- iah.army.clear();
|
|
|
- tgi.colorToBestHero[g->second.color] = iah;
|
|
|
- }
|
|
|
- }
|
|
|
- if(level >= 2) //gold
|
|
|
- {
|
|
|
- FILL_FIELD(gold, g->second.resources[Res::GOLD])
|
|
|
- }
|
|
|
- if(level >= 2) //wood & ore
|
|
|
- {
|
|
|
- FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
|
|
|
- }
|
|
|
- if(level >= 3) //mercury, sulfur, crystal, gems
|
|
|
- {
|
|
|
- FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
|
|
|
- }
|
|
|
- if(level >= 4) //obelisks found
|
|
|
- {
|
|
|
- FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
|
|
|
- }
|
|
|
- if(level >= 5) //artifacts
|
|
|
- {
|
|
|
- FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
|
|
|
- }
|
|
|
- if(level >= 6) //army strength
|
|
|
- {
|
|
|
- FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
|
|
|
- }
|
|
|
- if(level >= 7) //income
|
|
|
- {
|
|
|
- //TODO:obtainPlayersStats - income
|
|
|
- }
|
|
|
- if(level >= 8) //best hero's stats
|
|
|
- {
|
|
|
- //already set in lvl 1 handling
|
|
|
- }
|
|
|
- if(level >= 9) //personality
|
|
|
- {
|
|
|
- for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
|
- {
|
|
|
- if(playerInactive(g->second.color)) //do nothing for neutral player
|
|
|
- continue;
|
|
|
- if(g->second.human)
|
|
|
- {
|
|
|
- tgi.personality[g->second.color] = EAiTactic::NONE;
|
|
|
- }
|
|
|
- else //AI
|
|
|
- {
|
|
|
- tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
- }
|
|
|
- if(level >= 10) //best creature
|
|
|
- {
|
|
|
- //best creatures belonging to player (highest AI value)
|
|
|
- for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
|
- {
|
|
|
- if(playerInactive(g->second.color)) //do nothing for neutral player
|
|
|
- continue;
|
|
|
- int bestCre = -1; //best creature's ID
|
|
|
- for(auto & elem : g->second.heroes)
|
|
|
- {
|
|
|
- for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
|
|
|
- {
|
|
|
- int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
|
|
|
- if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
|
|
|
- {
|
|
|
- bestCre = toCmp;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- tgi.bestCreature[g->second.color] = bestCre;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-#undef FILL_FIELD
|
|
|
-}
|
|
|
-
|
|
|
-std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
|
|
|
-{
|
|
|
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
|
|
|
- for ( auto i = players.cbegin() ; i != players.cend();i++)
|
|
|
- for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
|
|
|
- if(*j)
|
|
|
- pool.erase((**j).subID);
|
|
|
-
|
|
|
- return pool;
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::buildBonusSystemTree()
|
|
|
-{
|
|
|
- buildGlobalTeamPlayerTree();
|
|
|
- attachArmedObjects();
|
|
|
-
|
|
|
- for(CGTownInstance *t : map->towns)
|
|
|
- {
|
|
|
- t->deserializationFix();
|
|
|
- }
|
|
|
- // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
|
|
|
- // are provided on initializing / deserializing
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::deserializationFix()
|
|
|
-{
|
|
|
- buildGlobalTeamPlayerTree();
|
|
|
- attachArmedObjects();
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::buildGlobalTeamPlayerTree()
|
|
|
-{
|
|
|
- for(auto k=teams.begin(); k!=teams.end(); ++k)
|
|
|
- {
|
|
|
- TeamState *t = &k->second;
|
|
|
- t->attachTo(&globalEffects);
|
|
|
-
|
|
|
- for(PlayerColor teamMember : k->second.players)
|
|
|
- {
|
|
|
- PlayerState *p = getPlayer(teamMember);
|
|
|
- assert(p);
|
|
|
- p->attachTo(t);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::attachArmedObjects()
|
|
|
-{
|
|
|
- for(CGObjectInstance *obj : map->objects)
|
|
|
- {
|
|
|
- if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
|
|
|
- armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
|
|
|
-{
|
|
|
- CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
|
|
|
- CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
|
|
|
- map->addNewArtifactInstance(ai);
|
|
|
- ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
|
|
|
-}
|
|
|
-
|
|
|
-std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
|
|
|
-{
|
|
|
- std::set<HeroTypeID> ret;
|
|
|
- for(int i = 0; i < map->allowedHeroes.size(); i++)
|
|
|
- if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
|
|
|
- ret.insert(HeroTypeID(i));
|
|
|
-
|
|
|
- for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
|
- {
|
|
|
- if(hero->type)
|
|
|
- ret -= hero->type->ID;
|
|
|
- else
|
|
|
- ret -= HeroTypeID(hero->subID);
|
|
|
- }
|
|
|
-
|
|
|
- for(auto obj : map->objects) //prisons
|
|
|
- if(obj && obj->ID == Obj::PRISON)
|
|
|
- ret -= HeroTypeID(obj->subID);
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
|
|
|
-{
|
|
|
- std::vector<CampaignHeroReplacement> campaignHeroReplacements;
|
|
|
-
|
|
|
- //selecting heroes by type
|
|
|
- for(auto obj : 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.push_back(CampaignHeroReplacement(hero, 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 : 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)
|
|
|
- {
|
|
|
- campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return campaignHeroReplacements;
|
|
|
-}
|
|
|
-
|
|
|
-void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
|
|
|
-{
|
|
|
- for(auto campaignHeroReplacement : campaignHeroReplacements)
|
|
|
- {
|
|
|
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
|
|
|
-
|
|
|
- CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
|
|
|
- heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
|
|
|
- heroToPlace->tempOwner = heroPlaceholder->tempOwner;
|
|
|
- heroToPlace->pos = heroPlaceholder->pos;
|
|
|
- heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
|
|
|
-
|
|
|
- for(auto &&i : heroToPlace->stacks)
|
|
|
- i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
|
|
|
-
|
|
|
- auto fixArtifact = [&](CArtifactInstance * art)
|
|
|
- {
|
|
|
- art->artType = VLC->arth->artifacts[art->artType->id];
|
|
|
- gs->map->artInstances.push_back(art);
|
|
|
- art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
|
|
|
- };
|
|
|
-
|
|
|
- for(auto &&i : heroToPlace->artifactsWorn)
|
|
|
- fixArtifact(i.second.artifact);
|
|
|
- for(auto &&i : heroToPlace->artifactsInBackpack)
|
|
|
- fixArtifact(i.artifact);
|
|
|
-
|
|
|
- map->heroesOnMap.push_back(heroToPlace);
|
|
|
- map->objects[heroToPlace->id.getNum()] = heroToPlace;
|
|
|
- map->addBlockVisTiles(heroToPlace);
|
|
|
-
|
|
|
- scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-bool CGameState::isUsedHero(HeroTypeID hid) const
|
|
|
-{
|
|
|
- return getUsedHero(hid);
|
|
|
-}
|
|
|
-
|
|
|
-CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
|
|
|
-{
|
|
|
- for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
|
- {
|
|
|
- if(hero->subID == hid.getNum())
|
|
|
- {
|
|
|
- return hero;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for(auto obj : map->objects) //prisons
|
|
|
- {
|
|
|
- if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
|
|
|
- {
|
|
|
- return dynamic_cast<CGHeroInstance *>(obj.get());
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-CGPathNode::CGPathNode()
|
|
|
-:coord(-1,-1,-1)
|
|
|
-{
|
|
|
- accessible = NOT_SET;
|
|
|
- land = 0;
|
|
|
- moveRemains = 0;
|
|
|
- turns = 255;
|
|
|
- theNodeBefore = nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-bool CGPathNode::reachable() const
|
|
|
-{
|
|
|
- return turns < 255;
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
|
|
|
-{
|
|
|
- assert(isValid);
|
|
|
-
|
|
|
- out.nodes.clear();
|
|
|
- const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
|
|
- if(!curnode->theNodeBefore)
|
|
|
- return false;
|
|
|
-
|
|
|
-
|
|
|
- while(curnode)
|
|
|
- {
|
|
|
- CGPathNode cpn = *curnode;
|
|
|
- curnode = curnode->theNodeBefore;
|
|
|
- out.nodes.push_back(cpn);
|
|
|
- }
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-CPathsInfo::CPathsInfo( const int3 &Sizes )
|
|
|
-:sizes(Sizes)
|
|
|
-{
|
|
|
- hero = nullptr;
|
|
|
- nodes = new CGPathNode**[sizes.x];
|
|
|
- for(int i = 0; i < sizes.x; i++)
|
|
|
- {
|
|
|
- nodes[i] = new CGPathNode*[sizes.y];
|
|
|
- for (int j = 0; j < sizes.y; j++)
|
|
|
- {
|
|
|
- nodes[i][j] = new CGPathNode[sizes.z];
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-CPathsInfo::~CPathsInfo()
|
|
|
-{
|
|
|
- for(int i = 0; i < sizes.x; i++)
|
|
|
- {
|
|
|
- for (int j = 0; j < sizes.y; j++)
|
|
|
- {
|
|
|
- delete [] nodes[i][j];
|
|
|
- }
|
|
|
- delete [] nodes[i];
|
|
|
- }
|
|
|
- delete [] nodes;
|
|
|
-}
|
|
|
-
|
|
|
-int3 CGPath::startPos() const
|
|
|
-{
|
|
|
- return nodes[nodes.size()-1].coord;
|
|
|
-}
|
|
|
-
|
|
|
-int3 CGPath::endPos() const
|
|
|
-{
|
|
|
- return nodes[0].coord;
|
|
|
-}
|
|
|
-
|
|
|
-void CGPath::convert( ui8 mode )
|
|
|
-{
|
|
|
- if(mode==0)
|
|
|
- {
|
|
|
- for(auto & elem : nodes)
|
|
|
- {
|
|
|
- elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-PlayerState::PlayerState()
|
|
|
- : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
|
|
|
- enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
|
|
|
-{
|
|
|
- setNodeType(PLAYER);
|
|
|
-}
|
|
|
-
|
|
|
-std::string PlayerState::nodeName() const
|
|
|
-{
|
|
|
- return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutArmy::InfoAboutArmy():
|
|
|
- owner(PlayerColor::NEUTRAL)
|
|
|
-{}
|
|
|
-
|
|
|
-InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
|
|
|
-{
|
|
|
- initFromArmy(Army, detailed);
|
|
|
-}
|
|
|
-
|
|
|
-void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
|
|
|
-{
|
|
|
- army = ArmyDescriptor(Army, detailed);
|
|
|
- owner = Army->tempOwner;
|
|
|
- name = Army->getHoverText();
|
|
|
-}
|
|
|
-
|
|
|
-void InfoAboutHero::assign(const InfoAboutHero & iah)
|
|
|
-{
|
|
|
- InfoAboutArmy::operator = (iah);
|
|
|
-
|
|
|
- details = (iah.details ? new Details(*iah.details) : nullptr);
|
|
|
- hclass = iah.hclass;
|
|
|
- portrait = iah.portrait;
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutHero::InfoAboutHero():
|
|
|
- details(nullptr),
|
|
|
- hclass(nullptr),
|
|
|
- portrait(-1)
|
|
|
-{}
|
|
|
-
|
|
|
-InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
|
|
|
- InfoAboutArmy()
|
|
|
-{
|
|
|
- assign(iah);
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
|
|
|
- : details(nullptr),
|
|
|
- hclass(nullptr),
|
|
|
- portrait(-1)
|
|
|
-{
|
|
|
- initFromHero(h, detailed);
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutHero::~InfoAboutHero()
|
|
|
-{
|
|
|
- delete details;
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
|
|
|
-{
|
|
|
- assign(iah);
|
|
|
- return *this;
|
|
|
-}
|
|
|
-
|
|
|
-void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
|
|
|
-{
|
|
|
- if(!h)
|
|
|
- return;
|
|
|
-
|
|
|
- initFromArmy(h, detailed);
|
|
|
-
|
|
|
- hclass = h->type->heroClass;
|
|
|
- name = h->name;
|
|
|
- portrait = h->portrait;
|
|
|
-
|
|
|
- if(detailed)
|
|
|
- {
|
|
|
- //include details about hero
|
|
|
- details = new Details;
|
|
|
- details->luck = h->LuckVal();
|
|
|
- details->morale = h->MoraleVal();
|
|
|
- details->mana = h->mana;
|
|
|
- details->primskills.resize(GameConstants::PRIMARY_SKILLS);
|
|
|
-
|
|
|
- for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
|
|
|
- {
|
|
|
- details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutTown::InfoAboutTown():
|
|
|
- details(nullptr),
|
|
|
- tType(nullptr),
|
|
|
- built(0),
|
|
|
- fortLevel(0)
|
|
|
-{
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
|
|
|
-{
|
|
|
- initFromTown(t, detailed);
|
|
|
-}
|
|
|
-
|
|
|
-InfoAboutTown::~InfoAboutTown()
|
|
|
-{
|
|
|
- delete details;
|
|
|
-}
|
|
|
-
|
|
|
-void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
|
|
|
-{
|
|
|
- initFromArmy(t, detailed);
|
|
|
- army = ArmyDescriptor(t->getUpperArmy(), detailed);
|
|
|
- built = t->builded;
|
|
|
- fortLevel = t->fortLevel();
|
|
|
- name = t->name;
|
|
|
- tType = t->town;
|
|
|
-
|
|
|
- if(detailed)
|
|
|
- {
|
|
|
- //include details about hero
|
|
|
- details = new Details;
|
|
|
- details->goldIncome = t->dailyIncome();
|
|
|
- details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
|
|
|
- details->hallLevel = t->hallLevel();
|
|
|
- details->garrisonedHero = t->garrisonHero;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
|
|
|
- : isDetailed(detailed)
|
|
|
-{
|
|
|
- for(auto & elem : army->Slots())
|
|
|
- {
|
|
|
- if(detailed)
|
|
|
- (*this)[elem.first] = *elem.second;
|
|
|
- else
|
|
|
- (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-ArmyDescriptor::ArmyDescriptor()
|
|
|
- : isDetailed(false)
|
|
|
-{
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-int ArmyDescriptor::getStrength() const
|
|
|
-{
|
|
|
- ui64 ret = 0;
|
|
|
- if(isDetailed)
|
|
|
- {
|
|
|
- for(auto & elem : *this)
|
|
|
- ret += elem.second.type->AIValue * elem.second.count;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for(auto & elem : *this)
|
|
|
- ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
|
|
|
- }
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-DuelParameters::SideSettings::StackSettings::StackSettings()
|
|
|
- : type(CreatureID::NONE), count(0)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
|
|
|
- : type(Type), count(Count)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-DuelParameters::SideSettings::SideSettings()
|
|
|
-{
|
|
|
- heroId = -1;
|
|
|
-}
|
|
|
-
|
|
|
-DuelParameters::DuelParameters():
|
|
|
- terType(ETerrainType::DIRT),
|
|
|
- bfieldType(BFieldType::ROCKLANDS)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-DuelParameters DuelParameters::fromJSON(const std::string &fname)
|
|
|
-{
|
|
|
- DuelParameters ret;
|
|
|
-
|
|
|
- const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
|
|
|
- ret.terType = ETerrainType((int)duelData["terType"].Float());
|
|
|
- ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
|
|
|
- for(const JsonNode &n : duelData["sides"].Vector())
|
|
|
- {
|
|
|
- SideSettings &ss = ret.sides[(int)n["side"].Float()];
|
|
|
- int i = 0;
|
|
|
- for(const JsonNode &stackNode : n["army"].Vector())
|
|
|
- {
|
|
|
- ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
|
|
|
- ss.stacks[i].count = stackNode.Vector()[1].Float();
|
|
|
- i++;
|
|
|
- }
|
|
|
-
|
|
|
- if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
|
|
|
- ss.heroId = n["heroid"].Float();
|
|
|
- else
|
|
|
- ss.heroId = -1;
|
|
|
-
|
|
|
- for(const JsonNode &entry : n["heroPrimSkills"].Vector())
|
|
|
- ss.heroPrimSkills.push_back(entry.Float());
|
|
|
-
|
|
|
- for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
|
|
|
- {
|
|
|
- std::pair<si32, si8> secSkill;
|
|
|
- secSkill.first = skillNode.Vector()[0].Float();
|
|
|
- secSkill.second = skillNode.Vector()[1].Float();
|
|
|
- ss.heroSecSkills.push_back(secSkill);
|
|
|
- }
|
|
|
-
|
|
|
- assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
|
|
|
-
|
|
|
- if(ss.heroId != -1)
|
|
|
- {
|
|
|
- const JsonNode & spells = n["spells"];
|
|
|
- if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
|
|
|
- {
|
|
|
- for(auto spell : VLC->spellh->objects)
|
|
|
- if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
|
|
|
- ss.spells.insert(spell->id);
|
|
|
- }
|
|
|
- else
|
|
|
- for(const JsonNode &spell : n["spells"].Vector())
|
|
|
- ss.spells.insert(SpellID(spell.Float()));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for(const JsonNode &n : duelData["obstacles"].Vector())
|
|
|
- {
|
|
|
- auto oi = make_shared<CObstacleInstance>();
|
|
|
- if(n.getType() == JsonNode::DATA_VECTOR)
|
|
|
- {
|
|
|
- oi->ID = n.Vector()[0].Float();
|
|
|
- oi->pos = n.Vector()[1].Float();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- assert(n.getType() == JsonNode::DATA_FLOAT);
|
|
|
- oi->ID = 21;
|
|
|
- oi->pos = n.Float();
|
|
|
- }
|
|
|
- oi->uniqueID = ret.obstacles.size();
|
|
|
- ret.obstacles.push_back(oi);
|
|
|
- }
|
|
|
-
|
|
|
- for(const JsonNode &n : duelData["creatures"].Vector())
|
|
|
- {
|
|
|
- CusomCreature cc;
|
|
|
- cc.id = n["id"].Float();
|
|
|
-
|
|
|
-#define retrieve(name) \
|
|
|
- if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
|
|
|
- cc.name = n[ #name ].Float(); \
|
|
|
- else \
|
|
|
- cc.name = -1;
|
|
|
-
|
|
|
- retrieve(attack);
|
|
|
- retrieve(defense);
|
|
|
- retrieve(HP);
|
|
|
- retrieve(dmg);
|
|
|
- retrieve(shoots);
|
|
|
- retrieve(speed);
|
|
|
- ret.creatures.push_back(cc);
|
|
|
- }
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-TeamState::TeamState()
|
|
|
-{
|
|
|
- setNodeType(TEAM);
|
|
|
-}
|
|
|
-
|
|
|
-void CPathfinder::initializeGraph()
|
|
|
-{
|
|
|
- CGPathNode ***graph = out.nodes;
|
|
|
- for(size_t i=0; i < out.sizes.x; ++i)
|
|
|
- {
|
|
|
- for(size_t j=0; j < out.sizes.y; ++j)
|
|
|
- {
|
|
|
- for(size_t k=0; k < out.sizes.z; ++k)
|
|
|
- {
|
|
|
- curPos = int3(i,j,k);
|
|
|
- const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
|
|
|
- CGPathNode &node = graph[i][j][k];
|
|
|
-
|
|
|
- node.accessible = evaluateAccessibility(tinfo);
|
|
|
- node.turns = 0xff;
|
|
|
- node.moveRemains = 0;
|
|
|
- node.coord.x = i;
|
|
|
- node.coord.y = j;
|
|
|
- node.coord.z = k;
|
|
|
- node.land = tinfo->terType != ETerrainType::WATER;
|
|
|
- node.theNodeBefore = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
|
|
|
-{
|
|
|
- assert(hero);
|
|
|
- assert(hero == getHero(hero->id));
|
|
|
- if(src.x < 0)
|
|
|
- src = hero->getPosition(false);
|
|
|
- if(movement < 0)
|
|
|
- movement = hero->movement;
|
|
|
- bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
|
|
|
- int maxMovePointsLand = hero->maxMovePoints(true);
|
|
|
- int maxMovePointsWater = hero->maxMovePoints(false);
|
|
|
-
|
|
|
+#include "StdInc.h"
|
|
|
+#include "CGameState.h"
|
|
|
+
|
|
|
+#include "mapping/CCampaignHandler.h"
|
|
|
+#include "CDefObjInfoHandler.h"
|
|
|
+#include "CArtHandler.h"
|
|
|
+#include "CBuildingHandler.h"
|
|
|
+#include "CGeneralTextHandler.h"
|
|
|
+#include "CTownHandler.h"
|
|
|
+#include "CSpellHandler.h"
|
|
|
+#include "CHeroHandler.h"
|
|
|
+#include "CObjectHandler.h"
|
|
|
+#include "CCreatureHandler.h"
|
|
|
+#include "CModHandler.h"
|
|
|
+#include "VCMI_Lib.h"
|
|
|
+#include "Connection.h"
|
|
|
+#include "mapping/CMap.h"
|
|
|
+#include "mapping/CMapService.h"
|
|
|
+#include "StartInfo.h"
|
|
|
+#include "NetPacks.h"
|
|
|
+#include "registerTypes/RegisterTypes.h"
|
|
|
+#include "mapping/CMapInfo.h"
|
|
|
+#include "BattleState.h"
|
|
|
+#include "JsonNode.h"
|
|
|
+#include "filesystem/Filesystem.h"
|
|
|
+#include "GameConstants.h"
|
|
|
+#include "rmg/CMapGenerator.h"
|
|
|
+#include "CStopWatch.h"
|
|
|
+#include "mapping/CMapEditManager.h"
|
|
|
+
|
|
|
+class CGObjectInstance;
|
|
|
+
|
|
|
+#ifdef min
|
|
|
+#undef min
|
|
|
+#endif
|
|
|
+#ifdef max
|
|
|
+#undef max
|
|
|
+#endif
|
|
|
+
|
|
|
+/*
|
|
|
+ * CGameState.cpp, part of VCMI engine
|
|
|
+ *
|
|
|
+ * Authors: listed in file AUTHORS in main folder
|
|
|
+ *
|
|
|
+ * License: GNU General Public License v2.0 or later
|
|
|
+ * Full text of license available in license.txt file, in main folder
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+template <typename T> class CApplyOnGS;
|
|
|
+
|
|
|
+class CBaseForGSApply
|
|
|
+{
|
|
|
+public:
|
|
|
+ virtual void applyOnGS(CGameState *gs, void *pack) const =0;
|
|
|
+ virtual ~CBaseForGSApply(){};
|
|
|
+ template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
|
|
|
+ {
|
|
|
+ return new CApplyOnGS<U>;
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+template <typename T> class CApplyOnGS : public CBaseForGSApply
|
|
|
+{
|
|
|
+public:
|
|
|
+ void applyOnGS(CGameState *gs, void *pack) const
|
|
|
+ {
|
|
|
+ T *ptr = static_cast<T*>(pack);
|
|
|
+
|
|
|
+ boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
|
|
|
+ ptr->applyGs(gs);
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static CApplier<CBaseForGSApply> *applierGs = nullptr;
|
|
|
+
|
|
|
+// class IObjectCaller
|
|
|
+// {
|
|
|
+// public:
|
|
|
+// virtual ~IObjectCaller(){};
|
|
|
+// virtual void preInit()=0;
|
|
|
+// virtual void postInit()=0;
|
|
|
+// };
|
|
|
+//
|
|
|
+// template <typename T>
|
|
|
+// class CObjectCaller : public IObjectCaller
|
|
|
+// {
|
|
|
+// public:
|
|
|
+// void preInit()
|
|
|
+// {
|
|
|
+// //T::preInit();
|
|
|
+// }
|
|
|
+// void postInit()
|
|
|
+// {
|
|
|
+// //T::postInit();
|
|
|
+// }
|
|
|
+// };
|
|
|
+
|
|
|
+// class CObjectCallersHandler
|
|
|
+// {
|
|
|
+// public:
|
|
|
+// std::vector<IObjectCaller*> apps;
|
|
|
+//
|
|
|
+// template<typename T> void registerType(const T * t=nullptr)
|
|
|
+// {
|
|
|
+// apps.push_back(new CObjectCaller<T>);
|
|
|
+// }
|
|
|
+//
|
|
|
+// CObjectCallersHandler()
|
|
|
+// {
|
|
|
+// registerTypesMapObjects(*this);
|
|
|
+// }
|
|
|
+//
|
|
|
+// ~CObjectCallersHandler()
|
|
|
+// {
|
|
|
+// for (auto & elem : apps)
|
|
|
+// delete elem;
|
|
|
+// }
|
|
|
+//
|
|
|
+// void preInit()
|
|
|
+// {
|
|
|
+// // for (size_t i = 0; i < apps.size(); i++)
|
|
|
+// // apps[i]->preInit();
|
|
|
+// }
|
|
|
+//
|
|
|
+// void postInit()
|
|
|
+// {
|
|
|
+// //for (size_t i = 0; i < apps.size(); i++)
|
|
|
+// //apps[i]->postInit();
|
|
|
+// }
|
|
|
+// } *objCaller = nullptr;
|
|
|
+
|
|
|
+void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
|
|
|
+{
|
|
|
+ int type = txt.first, ser = txt.second;
|
|
|
+
|
|
|
+ if(type == ART_NAMES)
|
|
|
+ {
|
|
|
+ dst = VLC->arth->artifacts[ser]->Name();
|
|
|
+ }
|
|
|
+ else if(type == CRE_PL_NAMES)
|
|
|
+ {
|
|
|
+ dst = VLC->creh->creatures[ser]->namePl;
|
|
|
+ }
|
|
|
+ else if(type == MINE_NAMES)
|
|
|
+ {
|
|
|
+ dst = VLC->generaltexth->mines[ser].first;
|
|
|
+ }
|
|
|
+ else if(type == MINE_EVNTS)
|
|
|
+ {
|
|
|
+ dst = VLC->generaltexth->mines[ser].second;
|
|
|
+ }
|
|
|
+ else if(type == SPELL_NAME)
|
|
|
+ {
|
|
|
+ dst = SpellID(ser).toSpell()->name;
|
|
|
+ }
|
|
|
+ else if(type == CRE_SING_NAMES)
|
|
|
+ {
|
|
|
+ dst = VLC->creh->creatures[ser]->nameSing;
|
|
|
+ }
|
|
|
+ else if(type == ART_DESCR)
|
|
|
+ {
|
|
|
+ dst = VLC->arth->artifacts[ser]->Description();
|
|
|
+ }
|
|
|
+ else if (type == ART_EVNTS)
|
|
|
+ {
|
|
|
+ dst = VLC->arth->artifacts[ser]->EventText();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ std::vector<std::string> *vec;
|
|
|
+ switch(type)
|
|
|
+ {
|
|
|
+ case GENERAL_TXT:
|
|
|
+ vec = &VLC->generaltexth->allTexts;
|
|
|
+ break;
|
|
|
+ case XTRAINFO_TXT:
|
|
|
+ vec = &VLC->generaltexth->xtrainfo;
|
|
|
+ break;
|
|
|
+ case OBJ_NAMES:
|
|
|
+ vec = &VLC->generaltexth->names;
|
|
|
+ break;
|
|
|
+ case RES_NAMES:
|
|
|
+ vec = &VLC->generaltexth->restypes;
|
|
|
+ break;
|
|
|
+ case ARRAY_TXT:
|
|
|
+ vec = &VLC->generaltexth->arraytxt;
|
|
|
+ break;
|
|
|
+ case CREGENS:
|
|
|
+ vec = &VLC->generaltexth->creGens;
|
|
|
+ break;
|
|
|
+ case CREGENS4:
|
|
|
+ vec = &VLC->generaltexth->creGens4;
|
|
|
+ break;
|
|
|
+ case ADVOB_TXT:
|
|
|
+ vec = &VLC->generaltexth->advobtxt;
|
|
|
+ break;
|
|
|
+ case SEC_SKILL_NAME:
|
|
|
+ vec = &VLC->generaltexth->skillName;
|
|
|
+ break;
|
|
|
+ case COLOR:
|
|
|
+ vec = &VLC->generaltexth->capColors;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ logGlobal->errorStream() << "Failed string substitution because type is " << type;
|
|
|
+ dst = "#@#";
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ if(vec->size() <= ser)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
|
|
|
+ dst = "#!#";
|
|
|
+ }
|
|
|
+ else
|
|
|
+ dst = (*vec)[ser];
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+DLL_LINKAGE void MetaString::toString(std::string &dst) const
|
|
|
+{
|
|
|
+ size_t exSt = 0, loSt = 0, nums = 0;
|
|
|
+ dst.clear();
|
|
|
+
|
|
|
+ for(auto & elem : message)
|
|
|
+ {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
|
|
|
+ switch(elem)
|
|
|
+ {
|
|
|
+ case TEXACT_STRING:
|
|
|
+ dst += exactStrings[exSt++];
|
|
|
+ break;
|
|
|
+ case TLOCAL_STRING:
|
|
|
+ {
|
|
|
+ std::string hlp;
|
|
|
+ getLocalString(localStrings[loSt++], hlp);
|
|
|
+ dst += hlp;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case TNUMBER:
|
|
|
+ dst += boost::lexical_cast<std::string>(numbers[nums++]);
|
|
|
+ break;
|
|
|
+ case TREPLACE_ESTRING:
|
|
|
+ boost::replace_first(dst, "%s", exactStrings[exSt++]);
|
|
|
+ break;
|
|
|
+ case TREPLACE_LSTRING:
|
|
|
+ {
|
|
|
+ std::string hlp;
|
|
|
+ getLocalString(localStrings[loSt++], hlp);
|
|
|
+ boost::replace_first(dst, "%s", hlp);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case TREPLACE_NUMBER:
|
|
|
+ boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
|
|
|
+ break;
|
|
|
+ case TREPLACE_PLUSNUMBER:
|
|
|
+ boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ logGlobal->errorStream() << "MetaString processing error!";
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+DLL_LINKAGE std::string MetaString::toString() const
|
|
|
+{
|
|
|
+ std::string ret;
|
|
|
+ toString(ret);
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+DLL_LINKAGE std::string MetaString::buildList () const
|
|
|
+///used to handle loot from creature bank
|
|
|
+{
|
|
|
+
|
|
|
+ size_t exSt = 0, loSt = 0, nums = 0;
|
|
|
+ std::string lista;
|
|
|
+ for (int i = 0; i < message.size(); ++i)
|
|
|
+ {
|
|
|
+ if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
|
|
|
+ {
|
|
|
+ if (exSt == exactStrings.size() - 1)
|
|
|
+ lista += VLC->generaltexth->allTexts[141]; //" and "
|
|
|
+ else
|
|
|
+ lista += ", ";
|
|
|
+ }
|
|
|
+ switch (message[i])
|
|
|
+ {
|
|
|
+ case TEXACT_STRING:
|
|
|
+ lista += exactStrings[exSt++];
|
|
|
+ break;
|
|
|
+ case TLOCAL_STRING:
|
|
|
+ {
|
|
|
+ std::string hlp;
|
|
|
+ getLocalString (localStrings[loSt++], hlp);
|
|
|
+ lista += hlp;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case TNUMBER:
|
|
|
+ lista += boost::lexical_cast<std::string>(numbers[nums++]);
|
|
|
+ break;
|
|
|
+ case TREPLACE_ESTRING:
|
|
|
+ lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
|
|
|
+ break;
|
|
|
+ case TREPLACE_LSTRING:
|
|
|
+ {
|
|
|
+ std::string hlp;
|
|
|
+ getLocalString (localStrings[loSt++], hlp);
|
|
|
+ lista.replace (lista.find("%s"), 2, hlp);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case TREPLACE_NUMBER:
|
|
|
+ lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ logGlobal->errorStream() << "MetaString processing error!";
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ return lista;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
|
|
|
+{
|
|
|
+ if (!count)
|
|
|
+ addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
|
|
|
+ else if (count == 1)
|
|
|
+ addReplacement (CRE_SING_NAMES, id);
|
|
|
+ else
|
|
|
+ addReplacement (CRE_PL_NAMES, id);
|
|
|
+}
|
|
|
+
|
|
|
+void MetaString::addReplacement(const CStackBasicDescriptor &stack)
|
|
|
+{
|
|
|
+ assert(stack.type); //valid type
|
|
|
+ addCreReplacement(stack.type->idNumber, stack.count);
|
|
|
+}
|
|
|
+
|
|
|
+static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
|
|
|
+{
|
|
|
+ CGObjectInstance * nobj;
|
|
|
+ switch(id)
|
|
|
+ {
|
|
|
+ case Obj::HERO:
|
|
|
+ nobj = new CGHeroInstance();
|
|
|
+ nobj->appearance = VLC->dobjinfo->pickCandidates(id, VLC->heroh->heroes[subid]->heroClass->id).front();
|
|
|
+ break;
|
|
|
+ case Obj::TOWN:
|
|
|
+ nobj = new CGTownInstance;
|
|
|
+ break;
|
|
|
+ default: //rest of objects
|
|
|
+ nobj = new CGObjectInstance;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ nobj->ID = id;
|
|
|
+ nobj->subID = subid;
|
|
|
+ nobj->pos = pos;
|
|
|
+ nobj->tempOwner = owner;
|
|
|
+ if (id != Obj::HERO)
|
|
|
+ nobj->appearance = VLC->dobjinfo->pickCandidates(id, subid).front();
|
|
|
+
|
|
|
+ return nobj;
|
|
|
+}
|
|
|
+
|
|
|
+CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
|
|
|
+ std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
|
|
|
+{
|
|
|
+ CGHeroInstance *ret = nullptr;
|
|
|
+
|
|
|
+ if(player>=PlayerColor::PLAYER_LIMIT)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ std::vector<CGHeroInstance *> pool;
|
|
|
+
|
|
|
+ if(native)
|
|
|
+ {
|
|
|
+ for(auto & elem : available)
|
|
|
+ {
|
|
|
+ if(pavailable.find(elem.first)->second & 1<<player.getNum()
|
|
|
+ && elem.second->type->heroClass->faction == town->faction->index)
|
|
|
+ {
|
|
|
+ pool.push_back(elem.second); //get all available heroes
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(!pool.size())
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
|
|
|
+ return pickHeroFor(false, player, town, available, rand);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ ret = *RandomGeneratorUtil::nextItem(pool, rand);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ int sum=0, r;
|
|
|
+
|
|
|
+ for(auto & elem : available)
|
|
|
+ {
|
|
|
+ if (pavailable.find(elem.first)->second & (1<<player.getNum()) && // hero is available
|
|
|
+ ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
|
|
|
+ {
|
|
|
+ pool.push_back(elem.second);
|
|
|
+ sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(!pool.size() || sum == 0)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ r = rand.nextInt(sum - 1);
|
|
|
+ for (auto & elem : pool)
|
|
|
+ {
|
|
|
+ r -= elem->type->heroClass->selectionProbability[town->faction->index];
|
|
|
+ if(r < 0)
|
|
|
+ {
|
|
|
+ ret = elem;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(!ret)
|
|
|
+ ret = pool.back();
|
|
|
+ }
|
|
|
+
|
|
|
+ available.erase(ret->subID);
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
|
|
|
+{
|
|
|
+ heroesFromPreviousScenario.push_back(hero);
|
|
|
+ heroesFromAnyPreviousScenarios.push_back(hero);
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
|
|
|
+{
|
|
|
+ heroesFromPreviousScenario -= hero;
|
|
|
+ heroesFromAnyPreviousScenarios -= hero;
|
|
|
+}
|
|
|
+
|
|
|
+CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+int CGameState::pickNextHeroType(PlayerColor owner)
|
|
|
+{
|
|
|
+ const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
|
|
|
+ if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
|
|
|
+ {
|
|
|
+ return ps.hero;
|
|
|
+ }
|
|
|
+
|
|
|
+ return pickUnusedHeroTypeRandomly(owner);
|
|
|
+}
|
|
|
+
|
|
|
+int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
|
|
|
+{
|
|
|
+ //list of available heroes for this faction and others
|
|
|
+ std::vector<HeroTypeID> factionHeroes, otherHeroes;
|
|
|
+
|
|
|
+ const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
|
|
|
+ for(HeroTypeID hid : getUnusedAllowedHeroes())
|
|
|
+ {
|
|
|
+ if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
|
|
|
+ factionHeroes.push_back(hid);
|
|
|
+ else
|
|
|
+ otherHeroes.push_back(hid);
|
|
|
+ }
|
|
|
+
|
|
|
+ // select random hero native to "our" faction
|
|
|
+ if(!factionHeroes.empty())
|
|
|
+ {
|
|
|
+ return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
|
|
|
+ }
|
|
|
+
|
|
|
+ logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
|
|
|
+ if(!otherHeroes.empty())
|
|
|
+ {
|
|
|
+ return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
|
|
|
+ }
|
|
|
+
|
|
|
+ logGlobal->errorStream() << "No free allowed heroes!";
|
|
|
+ auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
|
|
|
+ if(notAllowedHeroesButStillBetterThanCrash.size())
|
|
|
+ return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
|
|
|
+
|
|
|
+ logGlobal->errorStream() << "No free heroes at all!";
|
|
|
+ assert(0); //current code can't handle this situation
|
|
|
+ return -1; // no available heroes at all
|
|
|
+}
|
|
|
+
|
|
|
+std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
|
|
|
+{
|
|
|
+ switch(obj->ID)
|
|
|
+ {
|
|
|
+ case Obj::RANDOM_ART:
|
|
|
+ return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
|
|
|
+ case Obj::RANDOM_TREASURE_ART:
|
|
|
+ return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
|
|
|
+ case Obj::RANDOM_MINOR_ART:
|
|
|
+ return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
|
|
|
+ case Obj::RANDOM_MAJOR_ART:
|
|
|
+ return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
|
|
|
+ case Obj::RANDOM_RELIC_ART:
|
|
|
+ return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
|
|
|
+ case Obj::RANDOM_HERO:
|
|
|
+ return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
|
|
|
+ case Obj::RANDOM_MONSTER:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
|
|
|
+ case Obj::RANDOM_MONSTER_L1:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
|
|
|
+ case Obj::RANDOM_MONSTER_L2:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
|
|
|
+ case Obj::RANDOM_MONSTER_L3:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
|
|
|
+ case Obj::RANDOM_MONSTER_L4:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
|
|
|
+ case Obj::RANDOM_RESOURCE:
|
|
|
+ return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
|
|
|
+ case Obj::RANDOM_TOWN:
|
|
|
+ {
|
|
|
+ PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
|
|
|
+ si32 f; // can be negative (for random)
|
|
|
+ if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
|
|
|
+ {
|
|
|
+ if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
|
|
|
+ f = -1; //random
|
|
|
+ else
|
|
|
+ f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ f = scenarioOps->getIthPlayersSettings(align).castle;
|
|
|
+ }
|
|
|
+ if(f<0)
|
|
|
+ {
|
|
|
+ do
|
|
|
+ {
|
|
|
+ f = rand.nextInt(VLC->townh->factions.size() - 1);
|
|
|
+ }
|
|
|
+ while (VLC->townh->factions[f]->town == nullptr); // find playable faction
|
|
|
+ }
|
|
|
+ return std::make_pair(Obj::TOWN,f);
|
|
|
+ }
|
|
|
+ case Obj::RANDOM_MONSTER_L5:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
|
|
|
+ case Obj::RANDOM_MONSTER_L6:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
|
|
|
+ case Obj::RANDOM_MONSTER_L7:
|
|
|
+ return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7));
|
|
|
+ case Obj::RANDOM_DWELLING:
|
|
|
+ case Obj::RANDOM_DWELLING_LVL:
|
|
|
+ case Obj::RANDOM_DWELLING_FACTION:
|
|
|
+ {
|
|
|
+ CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
|
+ int faction;
|
|
|
+
|
|
|
+ //if castle alignment available
|
|
|
+ if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
|
|
|
+ {
|
|
|
+ faction = rand.nextInt(VLC->townh->factions.size() - 1);
|
|
|
+ if (info->asCastle)
|
|
|
+ {
|
|
|
+ for(auto & elem : map->objects)
|
|
|
+ {
|
|
|
+ if(!elem)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ if(elem->ID==Obj::RANDOM_TOWN
|
|
|
+ && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
|
|
|
+ {
|
|
|
+ randomizeObject(elem); //we have to randomize the castle first
|
|
|
+ faction = elem->subID;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else if(elem->ID==Obj::TOWN
|
|
|
+ && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
|
|
|
+ {
|
|
|
+ faction = elem->subID;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ while(!(info->castles[0]&(1<<faction)))
|
|
|
+ {
|
|
|
+ if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
|
+ break;
|
|
|
+ faction = rand.nextInt(GameConstants::F_NUMBER - 1);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else // castle alignment fixed
|
|
|
+ faction = obj->subID;
|
|
|
+
|
|
|
+ int level;
|
|
|
+
|
|
|
+ //if level set to range
|
|
|
+ if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
|
|
|
+ {
|
|
|
+ level = rand.nextInt(info->minLevel, info->maxLevel);
|
|
|
+ }
|
|
|
+ else // fixed level
|
|
|
+ {
|
|
|
+ level = obj->subID;
|
|
|
+ }
|
|
|
+
|
|
|
+ delete dwl->info;
|
|
|
+ dwl->info = nullptr;
|
|
|
+
|
|
|
+ std::pair<Obj, int> result(Obj::NO_OBJ, -1);
|
|
|
+ CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
|
|
|
+
|
|
|
+ //golem factory is not in list of cregens but can be placed as random object
|
|
|
+ static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
|
|
|
+ CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
|
|
|
+ std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
|
|
|
+ if (vstd::contains(factory, cid))
|
|
|
+ result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
|
|
|
+
|
|
|
+ //NOTE: this will pick last dwelling with this creature (Mantis #900)
|
|
|
+ //check for block map equality is better but more complex solution
|
|
|
+ for(auto &iter : VLC->objh->cregens)
|
|
|
+ if (iter.second == cid)
|
|
|
+ result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
|
|
|
+
|
|
|
+ if (result.first == Obj::NO_OBJ)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);
|
|
|
+ result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first);
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return std::make_pair(Obj::NO_OBJ,-1);
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::randomizeObject(CGObjectInstance *cur)
|
|
|
+{
|
|
|
+ std::pair<Obj,int> ran = pickObject(cur);
|
|
|
+ if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
|
|
|
+ {
|
|
|
+ if(cur->ID==Obj::TOWN) //town - set def
|
|
|
+ {
|
|
|
+ const TerrainTile &tile = map->getTile(cur->visitablePos());
|
|
|
+ CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
|
+ t->town = VLC->townh->factions[t->subID]->town;
|
|
|
+ t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN, t->subID, tile.terType).front();
|
|
|
+ t->updateAppearance();
|
|
|
+ }
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ else if(ran.first==Obj::HERO)//special code for hero
|
|
|
+ {
|
|
|
+ CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
|
|
|
+ if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<<cur->pos; return;}
|
|
|
+ cur->ID = ran.first;
|
|
|
+ cur->subID = ran.second;
|
|
|
+ h->type = VLC->heroh->heroes[ran.second];
|
|
|
+ h->portrait = h->type->imageIndex;
|
|
|
+ h->randomizeArmy(h->type->heroClass->faction);
|
|
|
+ map->heroesOnMap.push_back(h);
|
|
|
+ return; //TODO: maybe we should do something with definfo?
|
|
|
+ }
|
|
|
+ else if(ran.first==Obj::TOWN)//special code for town
|
|
|
+ {
|
|
|
+ const TerrainTile &tile = map->getTile(cur->visitablePos());
|
|
|
+ CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
|
+ if(!t) {logGlobal->warnStream()<<"Wrong random town at "<<cur->pos; return;}
|
|
|
+ cur->ID = ran.first;
|
|
|
+ cur->subID = ran.second;
|
|
|
+ //FIXME: copy-pasted from above
|
|
|
+ t->town = VLC->townh->factions[t->subID]->town;
|
|
|
+ t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN,t->subID, tile.terType).front();
|
|
|
+ t->updateAppearance();
|
|
|
+
|
|
|
+ t->randomizeArmy(t->subID);
|
|
|
+ map->towns.push_back(t);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (ran.first != cur->appearance.id ||
|
|
|
+ ran.second != cur->appearance.subid)
|
|
|
+ {
|
|
|
+ const TerrainTile &tile = map->getTile(cur->visitablePos());
|
|
|
+ cur->appearance = VLC->dobjinfo->pickCandidates(Obj(ran.first),ran.second, tile.terType).front();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ //we have to replace normal random object
|
|
|
+ cur->ID = ran.first;
|
|
|
+ cur->subID = ran.second;
|
|
|
+ map->removeBlockVisTiles(cur, true); //recalculate blockvis tiles - picked object might have different than random placeholder
|
|
|
+ map->addBlockVisTiles(cur);
|
|
|
+}
|
|
|
+
|
|
|
+int CGameState::getDate(Date::EDateType mode) const
|
|
|
+{
|
|
|
+ int temp;
|
|
|
+ switch (mode)
|
|
|
+ {
|
|
|
+ case Date::DAY:
|
|
|
+ return day;
|
|
|
+ case Date::DAY_OF_WEEK: //day of week
|
|
|
+ temp = (day)%7; // 1 - Monday, 7 - Sunday
|
|
|
+ return temp ? temp : 7;
|
|
|
+ case Date::WEEK: //current week
|
|
|
+ temp = ((day-1)/7)+1;
|
|
|
+ if (!(temp%4))
|
|
|
+ return 4;
|
|
|
+ else
|
|
|
+ return (temp%4);
|
|
|
+ case Date::MONTH: //current month
|
|
|
+ return ((day-1)/28)+1;
|
|
|
+ case Date::DAY_OF_MONTH: //day of month
|
|
|
+ temp = (day)%28;
|
|
|
+ if (temp)
|
|
|
+ return temp;
|
|
|
+ else return 28;
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+CGameState::CGameState()
|
|
|
+{
|
|
|
+ gs = this;
|
|
|
+ mx = new boost::shared_mutex();
|
|
|
+ applierGs = new CApplier<CBaseForGSApply>;
|
|
|
+ registerTypesClientPacks1(*applierGs);
|
|
|
+ registerTypesClientPacks2(*applierGs);
|
|
|
+ //objCaller = new CObjectCallersHandler;
|
|
|
+ globalEffects.setDescription("Global effects");
|
|
|
+ globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
|
|
|
+}
|
|
|
+
|
|
|
+CGameState::~CGameState()
|
|
|
+{
|
|
|
+ //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
|
|
|
+ map.dellNull();
|
|
|
+ curB.dellNull();
|
|
|
+ //delete scenarioOps; //TODO: fix for loading ind delete
|
|
|
+ //delete initialOpts;
|
|
|
+ delete applierGs;
|
|
|
+ //delete objCaller;
|
|
|
+
|
|
|
+ for(auto ptr : hpool.heroesPool) // clean hero pool
|
|
|
+ ptr.second.dellNull();
|
|
|
+}
|
|
|
+
|
|
|
+BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
|
+{
|
|
|
+ const TerrainTile &t = map->getTile(tile);
|
|
|
+ ETerrainType terrain = t.terType;
|
|
|
+ if(t.isCoastal() && !t.isWater())
|
|
|
+ terrain = ETerrainType::SAND;
|
|
|
+
|
|
|
+ BFieldType terType = battleGetBattlefieldType(tile);
|
|
|
+ return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::init(StartInfo * si)
|
|
|
+{
|
|
|
+ logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
|
|
|
+ rand.setSeed(si->seedToBeUsed);
|
|
|
+ scenarioOps = CMemorySerializer::deepCopy(*si).release();
|
|
|
+ initialOpts = CMemorySerializer::deepCopy(*si).release();
|
|
|
+ si = nullptr;
|
|
|
+
|
|
|
+ switch(scenarioOps->mode)
|
|
|
+ {
|
|
|
+ case StartInfo::NEW_GAME:
|
|
|
+ initNewGame();
|
|
|
+ break;
|
|
|
+ case StartInfo::CAMPAIGN:
|
|
|
+ initCampaign();
|
|
|
+ break;
|
|
|
+ case StartInfo::DUEL:
|
|
|
+ initDuel();
|
|
|
+ return;
|
|
|
+ default:
|
|
|
+ logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
|
|
|
+ logGlobal->infoStream() << "Map loaded!";
|
|
|
+
|
|
|
+ checkMapChecksum();
|
|
|
+
|
|
|
+ day = 0;
|
|
|
+
|
|
|
+ logGlobal->debugStream() << "Initialization:";
|
|
|
+
|
|
|
+ initPlayerStates();
|
|
|
+ placeCampaignHeroes();
|
|
|
+ initGrailPosition();
|
|
|
+ initRandomFactionsForPlayers();
|
|
|
+ randomizeMapObjects();
|
|
|
+ placeStartingHeroes();
|
|
|
+ initStartingResources();
|
|
|
+ initHeroes();
|
|
|
+ initStartingBonus();
|
|
|
+ initTowns();
|
|
|
+ initMapObjects();
|
|
|
+ buildBonusSystemTree();
|
|
|
+ initVisitingAndGarrisonedHeroes();
|
|
|
+ initFogOfWar();
|
|
|
+
|
|
|
+ logGlobal->debugStream() << "\tChecking objectives";
|
|
|
+ map->checkForObjectives(); //needs to be run when all objects are properly placed
|
|
|
+
|
|
|
+ auto seedAfterInit = rand.nextInt();
|
|
|
+ logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
|
|
|
+ if(scenarioOps->seedPostInit > 0)
|
|
|
+ {
|
|
|
+ //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::initNewGame()
|
|
|
+{
|
|
|
+ if(scenarioOps->createRandomMap())
|
|
|
+ {
|
|
|
+ logGlobal->infoStream() << "Create random map.";
|
|
|
+ CStopWatch sw;
|
|
|
+
|
|
|
+ // Gen map
|
|
|
+ CMapGenerator mapGenerator;
|
|
|
+ map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).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.team = playerInfo.team;
|
|
|
+ playerSettings.castle = playerInfo.defaultCastle();
|
|
|
+ if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
|
|
|
+ {
|
|
|
+ playerSettings.name = VLC->generaltexth->allTexts[468];
|
|
|
+ }
|
|
|
+ playerSettings.color = PlayerColor(i);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ scenarioOps->playerInfos.erase(PlayerColor(i));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
|
|
|
+ map = CMapService::loadMap(scenarioOps->mapname).release();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initCampaign()
|
|
|
+{
|
|
|
+ logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
|
|
|
+ auto campaign = scenarioOps->campState;
|
|
|
+ assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
|
|
|
+
|
|
|
+ std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
|
|
|
+ boost::to_lower(scenarioName);
|
|
|
+ scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
|
|
|
+
|
|
|
+ std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
|
|
|
+ auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
|
|
|
+ map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initDuel()
|
|
|
+{
|
|
|
+ DuelParameters dp;
|
|
|
+ try //CLoadFile likes throwing
|
|
|
+ {
|
|
|
+ if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
|
|
|
+ {
|
|
|
+ logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
|
|
|
+ dp = DuelParameters::fromJSON(scenarioOps->mapname);
|
|
|
+ logGlobal->infoStream() << "JSON file has been successfully read!";
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ CLoadFile lf(scenarioOps->mapname);
|
|
|
+ lf >> dp;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ catch(...)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
|
|
|
+ throw;
|
|
|
+ }
|
|
|
+
|
|
|
+ const CArmedInstance *armies[2] = {nullptr};
|
|
|
+ const CGHeroInstance *heroes[2] = {nullptr};
|
|
|
+ CGTownInstance *town = nullptr;
|
|
|
+
|
|
|
+ for(int i = 0; i < 2; i++)
|
|
|
+ {
|
|
|
+ CArmedInstance *obj = nullptr;
|
|
|
+ if(dp.sides[i].heroId >= 0)
|
|
|
+ {
|
|
|
+ const DuelParameters::SideSettings &ss = dp.sides[i];
|
|
|
+ auto h = new CGHeroInstance();
|
|
|
+ armies[i] = heroes[i] = h;
|
|
|
+ obj = h;
|
|
|
+ h->subID = ss.heroId;
|
|
|
+ for(int i = 0; i < ss.heroPrimSkills.size(); i++)
|
|
|
+ h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
|
|
|
+
|
|
|
+ if(!ss.spells.empty())
|
|
|
+ {
|
|
|
+ h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
|
|
|
+ boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
|
|
|
+ }
|
|
|
+
|
|
|
+ for(auto &parka : ss.artifacts)
|
|
|
+ {
|
|
|
+ h->putArtifact(ArtifactPosition(parka.first), parka.second);
|
|
|
+ }
|
|
|
+
|
|
|
+ typedef const std::pair<si32, si8> &TSecSKill;
|
|
|
+ for(TSecSKill secSkill : ss.heroSecSkills)
|
|
|
+ h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
|
|
|
+
|
|
|
+ h->initHero(HeroTypeID(h->subID));
|
|
|
+ obj->initObj();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ auto c = new CGCreature();
|
|
|
+ armies[i] = obj = c;
|
|
|
+ //c->subID = 34;
|
|
|
+ }
|
|
|
+
|
|
|
+ obj->setOwner(PlayerColor(i));
|
|
|
+
|
|
|
+ for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
|
|
|
+ {
|
|
|
+ CreatureID cre = dp.sides[i].stacks[j].type;
|
|
|
+ TQuantity count = dp.sides[i].stacks[j].count;
|
|
|
+ if(count || obj->hasStackAtSlot(SlotID(j)))
|
|
|
+ obj->setCreature(SlotID(j), cre, count);
|
|
|
+ }
|
|
|
+
|
|
|
+ for(const DuelParameters::CusomCreature &cc : dp.creatures)
|
|
|
+ {
|
|
|
+ CCreature *c = VLC->creh->creatures[cc.id];
|
|
|
+ if(cc.attack >= 0)
|
|
|
+ c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
|
|
|
+ if(cc.defense >= 0)
|
|
|
+ c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
|
|
|
+ if(cc.speed >= 0)
|
|
|
+ c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
|
|
|
+ if(cc.HP >= 0)
|
|
|
+ c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
|
|
|
+ if(cc.dmg >= 0)
|
|
|
+ {
|
|
|
+ c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
|
|
|
+ c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
|
|
|
+ }
|
|
|
+ if(cc.shoots >= 0)
|
|
|
+ c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
|
|
|
+ curB->obstacles = dp.obstacles;
|
|
|
+ curB->localInit();
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::checkMapChecksum()
|
|
|
+{
|
|
|
+ logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
|
|
|
+ if(scenarioOps->mapfileChecksum)
|
|
|
+ {
|
|
|
+ logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
|
|
|
+ if(map->checksum != scenarioOps->mapfileChecksum)
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "Wrong map checksum!!!";
|
|
|
+ throw std::runtime_error("Wrong checksum");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ scenarioOps->mapfileChecksum = map->checksum;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initGrailPosition()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\tPicking grail position";
|
|
|
+ //pick grail location
|
|
|
+ if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
|
|
|
+ {
|
|
|
+ if(!map->grailRadious) //radius not given -> anywhere on map
|
|
|
+ map->grailRadious = 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 i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
|
|
|
+ {
|
|
|
+ for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
|
|
|
+ {
|
|
|
+ for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
|
|
|
+ {
|
|
|
+ const TerrainTile &t = map->getTile(int3(i, j, k));
|
|
|
+ if(!t.blocked
|
|
|
+ && !t.visitable
|
|
|
+ && t.terType != ETerrainType::WATER
|
|
|
+ && t.terType != ETerrainType::ROCK
|
|
|
+ && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
|
|
|
+ allowedPos.push_back(int3(i,j,k));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //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, rand);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initRandomFactionsForPlayers()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\tPicking random factions for players";
|
|
|
+ for(auto & elem : scenarioOps->playerInfos)
|
|
|
+ {
|
|
|
+ if(elem.second.castle==-1)
|
|
|
+ {
|
|
|
+ auto randomID = rand.nextInt(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->debugStream() << "\tRandomizing objects";
|
|
|
+ for(CGObjectInstance *obj : map->objects)
|
|
|
+ {
|
|
|
+ if(!obj) continue;
|
|
|
+
|
|
|
+ randomizeObject(obj);
|
|
|
+ obj->hoverName = VLC->generaltexth->names[obj->ID];
|
|
|
+
|
|
|
+ //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->debugStream() << "\tCreating player entries in gs";
|
|
|
+ for(auto & elem : scenarioOps->playerInfos)
|
|
|
+ {
|
|
|
+ std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
|
|
|
+ ins.second.color=ins.first;
|
|
|
+ ins.second.human = elem.second.playerID;
|
|
|
+ ins.second.team = map->players[ins.first.getNum()].team;
|
|
|
+ teams[ins.second.team].id = ins.second.team;//init team
|
|
|
+ teams[ins.second.team].players.insert(ins.first);//add player to team
|
|
|
+ players.insert(ins);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::placeCampaignHeroes()
|
|
|
+{
|
|
|
+ if (scenarioOps->campState)
|
|
|
+ {
|
|
|
+ // place bonus hero
|
|
|
+ auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+ bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
|
|
|
+
|
|
|
+ if(campaignGiveHero)
|
|
|
+ {
|
|
|
+ auto playerColor = PlayerColor(campaignBonus->info1);
|
|
|
+ auto it = scenarioOps->playerInfos.find(playerColor);
|
|
|
+ if(it != scenarioOps->playerInfos.end())
|
|
|
+ {
|
|
|
+ auto heroTypeId = campaignBonus->info2;
|
|
|
+ if(heroTypeId == 0xffff) // random bonus hero
|
|
|
+ {
|
|
|
+ heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
|
|
|
+ }
|
|
|
+
|
|
|
+ placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // replace heroes placeholders
|
|
|
+ auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
|
|
|
+
|
|
|
+ if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
|
|
|
+ {
|
|
|
+ logGlobal->debugStream() << "\tGenerate list of hero placeholders";
|
|
|
+ auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
|
|
|
+
|
|
|
+ logGlobal->debugStream() << "\tPrepare crossover heroes";
|
|
|
+ prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
|
|
|
+
|
|
|
+ // remove same heroes on the map which will be added through crossover heroes
|
|
|
+ // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
|
|
|
+ // with the same hero type id
|
|
|
+ std::vector<CGHeroInstance *> removedHeroes;
|
|
|
+
|
|
|
+ for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
|
+ {
|
|
|
+ auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
|
|
|
+ if(hero)
|
|
|
+ {
|
|
|
+ removedHeroes.push_back(hero);
|
|
|
+ map->heroesOnMap -= hero;
|
|
|
+ map->objects[hero->id.getNum()] = nullptr;
|
|
|
+ map->removeBlockVisTiles(hero, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ logGlobal->debugStream() << "\tReplace placeholders with heroes";
|
|
|
+ replaceHeroesPlaceholders(campaignHeroReplacements);
|
|
|
+
|
|
|
+ // remove hero placeholders on map
|
|
|
+ for(auto obj : map->objects)
|
|
|
+ {
|
|
|
+ if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
|
|
|
+ {
|
|
|
+ auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
|
+ map->removeBlockVisTiles(heroPlaceholder, true);
|
|
|
+ map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
|
|
+ delete heroPlaceholder;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // now add removed heroes again with unused type ID
|
|
|
+ for(auto hero : removedHeroes)
|
|
|
+ {
|
|
|
+ si32 heroTypeId = 0;
|
|
|
+ if(hero->ID == Obj::HERO)
|
|
|
+ {
|
|
|
+ heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
|
|
|
+ }
|
|
|
+ else if(hero->ID == Obj::PRISON)
|
|
|
+ {
|
|
|
+ auto unusedHeroTypeIds = getUnusedAllowedHeroes();
|
|
|
+ if(!unusedHeroTypeIds.empty())
|
|
|
+ {
|
|
|
+ heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "No free hero type ID found to replace prison.";
|
|
|
+ assert(0);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ assert(0); // should not happen
|
|
|
+ }
|
|
|
+
|
|
|
+ hero->subID = heroTypeId;
|
|
|
+ hero->portrait = hero->subID;
|
|
|
+ map->getEditManager()->insertObject(hero, hero->pos);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
|
|
|
+{
|
|
|
+ townPos.x += 1;
|
|
|
+
|
|
|
+ CGHeroInstance * hero = static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
|
|
|
+ map->getEditManager()->insertObject(hero, townPos);
|
|
|
+}
|
|
|
+
|
|
|
+CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
|
|
|
+{
|
|
|
+ CrossoverHeroesList crossoverHeroes;
|
|
|
+
|
|
|
+ auto campaignState = scenarioOps->campState;
|
|
|
+ auto bonus = campaignState->getBonusForCurrentMap();
|
|
|
+ if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
|
|
|
+ {
|
|
|
+ crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if(!campaignState->mapsConquered.empty())
|
|
|
+ {
|
|
|
+ crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
|
|
|
+
|
|
|
+ for(auto mapNr : campaignState->mapsConquered)
|
|
|
+ {
|
|
|
+ // create a list of deleted heroes
|
|
|
+ auto & scenario = campaignState->camp->scenarios[mapNr];
|
|
|
+ auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
|
|
|
+
|
|
|
+ // remove heroes which didn't reached the end of the scenario, but were available at the start
|
|
|
+ for(auto hero : lostCrossoverHeroes)
|
|
|
+ {
|
|
|
+ crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
|
|
|
+ CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
|
|
|
+ }
|
|
|
+
|
|
|
+ // now add heroes which completed the scenario
|
|
|
+ for(auto hero : scenario.crossoverHeroes)
|
|
|
+ {
|
|
|
+ // add new heroes and replace old heroes with newer ones
|
|
|
+ auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
|
|
|
+ if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
|
|
|
+ {
|
|
|
+ // replace old hero with newer one
|
|
|
+ crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // add new hero
|
|
|
+ crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Now we need to perform deep copies of all heroes
|
|
|
+ // The lambda below replaces pointer to a hero with a pointer to its deep copy.
|
|
|
+ auto replaceWithDeepCopy = [](CGHeroInstance *&hero)
|
|
|
+ {
|
|
|
+ // We cache map original hero => copy.
|
|
|
+ // We may be called multiple times with the same hero and should return a single copy.
|
|
|
+ static std::map<CGHeroInstance*, CGHeroInstance*> oldToCopy;
|
|
|
+ if(!oldToCopy[hero])
|
|
|
+ oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release();
|
|
|
+
|
|
|
+ hero = oldToCopy[hero];
|
|
|
+ };
|
|
|
+ range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy);
|
|
|
+ range::for_each(crossoverHeroes.heroesFromPreviousScenario, replaceWithDeepCopy);
|
|
|
+
|
|
|
+ return crossoverHeroes;
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
|
|
|
+{
|
|
|
+ // create heroes list for convenience iterating
|
|
|
+ std::vector<CGHeroInstance *> crossoverHeroes;
|
|
|
+ for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
|
+ {
|
|
|
+ crossoverHeroes.push_back(campaignHeroReplacement.hero);
|
|
|
+ }
|
|
|
+
|
|
|
+ // TODO replace magic numbers with named constants
|
|
|
+ // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
|
|
|
+ if(!(travelOptions.whatHeroKeeps & 1))
|
|
|
+ {
|
|
|
+ //trimming experience
|
|
|
+ for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
+ {
|
|
|
+ cgh->initExp();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!(travelOptions.whatHeroKeeps & 2))
|
|
|
+ {
|
|
|
+ //trimming prim skills
|
|
|
+ for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
+ {
|
|
|
+ for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
|
+ {
|
|
|
+ auto sel = Selector::type(Bonus::PRIMARY_SKILL)
|
|
|
+ .And(Selector::subtype(g))
|
|
|
+ .And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
|
|
|
+
|
|
|
+ cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!(travelOptions.whatHeroKeeps & 4))
|
|
|
+ {
|
|
|
+ //trimming sec skills
|
|
|
+ for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
+ {
|
|
|
+ cgh->secSkills = cgh->type->secSkillsInit;
|
|
|
+ cgh->recreateSecondarySkillsBonuses();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!(travelOptions.whatHeroKeeps & 8))
|
|
|
+ {
|
|
|
+ for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
+ {
|
|
|
+ // Trimming spells
|
|
|
+ cgh->spells.clear();
|
|
|
+
|
|
|
+ // Spellbook will also be removed
|
|
|
+ if (cgh->hasSpellbook())
|
|
|
+ ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!(travelOptions.whatHeroKeeps & 16))
|
|
|
+ {
|
|
|
+ //trimming artifacts
|
|
|
+ for(CGHeroInstance * hero : crossoverHeroes)
|
|
|
+ {
|
|
|
+ size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
|
|
|
+ for (size_t i = 0; i < totalArts; i++ )
|
|
|
+ {
|
|
|
+ auto artifactPosition = ArtifactPosition(i);
|
|
|
+ if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
|
|
|
+
|
|
|
+ const ArtSlotInfo *info = hero->getSlot(artifactPosition);
|
|
|
+ if(!info)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ // TODO: why would there be nullptr artifacts?
|
|
|
+ const CArtifactInstance *art = info->artifact;
|
|
|
+ if(!art)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ int id = art->artType->id;
|
|
|
+ assert( 8*18 > id );//number of arts that fits into h3m format
|
|
|
+ bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
|
|
|
+
|
|
|
+ ArtifactLocation al(hero, artifactPosition);
|
|
|
+ if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
|
|
|
+ al.removeArtifact();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //trimming creatures
|
|
|
+ for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
+ {
|
|
|
+ auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
|
|
|
+ {
|
|
|
+ CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
|
|
|
+ return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
|
|
|
+ };
|
|
|
+
|
|
|
+ auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
|
|
|
+ for(auto &slotPair : stacksCopy)
|
|
|
+ if(shouldSlotBeErased(slotPair))
|
|
|
+ cgh->eraseStack(slotPair.first);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Removing short-term bonuses
|
|
|
+ for(CGHeroInstance * cgh : crossoverHeroes)
|
|
|
+ {
|
|
|
+ cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY));
|
|
|
+ cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK));
|
|
|
+ cgh->popBonuses(Selector::durationType(Bonus::N_TURNS));
|
|
|
+ cgh->popBonuses(Selector::durationType(Bonus::N_DAYS));
|
|
|
+ cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE));
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::placeStartingHeroes()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\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(scenarioOps->campState)
|
|
|
+ {
|
|
|
+ if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
|
|
|
+ {
|
|
|
+ if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ int heroTypeId = pickNextHeroType(playerColor);
|
|
|
+ if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
|
|
|
+
|
|
|
+ placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initStartingResources()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\tSetting up resources";
|
|
|
+ const JsonNode config(ResourceID("config/startres.json"));
|
|
|
+ const JsonVector &vector = config["difficulty"].Vector();
|
|
|
+ const JsonNode &level = vector[scenarioOps->difficulty];
|
|
|
+
|
|
|
+ TResources startresAI(level["ai"]);
|
|
|
+ TResources startresHuman(level["human"]);
|
|
|
+
|
|
|
+ for (auto & elem : players)
|
|
|
+ {
|
|
|
+ PlayerState &p = elem.second;
|
|
|
+
|
|
|
+ if (p.human)
|
|
|
+ p.resources = startresHuman;
|
|
|
+ else
|
|
|
+ p.resources = startresAI;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
|
|
|
+ {
|
|
|
+ std::vector<const PlayerSettings *> ret;
|
|
|
+ for(auto it = scenarioOps->playerInfos.cbegin();
|
|
|
+ it != scenarioOps->playerInfos.cend(); ++it)
|
|
|
+ {
|
|
|
+ if(it->second.playerID != PlayerSettings::PLAYER_AI)
|
|
|
+ ret.push_back(&it->second);
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+ };
|
|
|
+
|
|
|
+ //give start resource bonus in case of campaign
|
|
|
+ if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
|
+ {
|
|
|
+ auto chosenBonus = 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(Res::WOOD); res.push_back(Res::ORE);
|
|
|
+ break;
|
|
|
+ case 0xFE: //rare
|
|
|
+ res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ assert(0);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ //increasing resource quantity
|
|
|
+ for (auto & re : res)
|
|
|
+ {
|
|
|
+ players[ps->color].resources[re] += chosenBonus->info2;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initHeroes()
|
|
|
+{
|
|
|
+ for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
|
+ {
|
|
|
+ if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
|
|
|
+ {
|
|
|
+ logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ hero->initHero();
|
|
|
+ getPlayer(hero->getOwner())->heroes.push_back(hero);
|
|
|
+ map->allHeroes[hero->type->ID.getNum()] = hero;
|
|
|
+ }
|
|
|
+
|
|
|
+ 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();
|
|
|
+ hpool.heroesPool[ph->subID] = ph;
|
|
|
+ hpool.pavailable[ph->subID] = 0xff;
|
|
|
+ heroesToCreate.erase(ph->type->ID);
|
|
|
+
|
|
|
+ map->allHeroes[ph->subID] = ph;
|
|
|
+ }
|
|
|
+
|
|
|
+ for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
|
|
|
+ {
|
|
|
+ auto vhi = new CGHeroInstance();
|
|
|
+ vhi->initHero(htype);
|
|
|
+
|
|
|
+ int typeID = htype.getNum();
|
|
|
+ map->allHeroes[typeID] = vhi;
|
|
|
+ hpool.heroesPool[typeID] = vhi;
|
|
|
+ hpool.pavailable[typeID] = 0xff;
|
|
|
+ }
|
|
|
+
|
|
|
+ for(auto & elem : map->disposedHeroes)
|
|
|
+ {
|
|
|
+ hpool.pavailable[elem.heroId] = elem.players;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
|
|
|
+ {
|
|
|
+ auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+ if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
|
|
|
+ {
|
|
|
+ //find human player
|
|
|
+ PlayerColor humanPlayer=PlayerColor::NEUTRAL;
|
|
|
+ for (auto & elem : players)
|
|
|
+ {
|
|
|
+ if(elem.second.human)
|
|
|
+ {
|
|
|
+ humanPlayer = elem.first;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ assert(humanPlayer != PlayerColor::NEUTRAL);
|
|
|
+
|
|
|
+ std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = 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->warnStream() << "Warning - 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 CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
|
|
|
+{
|
|
|
+ const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+ if(!curBonus)
|
|
|
+ return;
|
|
|
+
|
|
|
+ if(curBonus->isBonusForHero())
|
|
|
+ {
|
|
|
+ //apply bonus
|
|
|
+ switch (curBonus->type)
|
|
|
+ {
|
|
|
+ case CScenarioTravel::STravelBonus::SPELL:
|
|
|
+ hero->spells.insert(SpellID(curBonus->info2));
|
|
|
+ break;
|
|
|
+ case CScenarioTravel::STravelBonus::MONSTER:
|
|
|
+ {
|
|
|
+ for(int i=0; i<GameConstants::ARMY_SIZE; i++)
|
|
|
+ {
|
|
|
+ if(hero->slotEmpty(SlotID(i)))
|
|
|
+ {
|
|
|
+ hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case CScenarioTravel::STravelBonus::ARTIFACT:
|
|
|
+ gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
|
|
|
+ break;
|
|
|
+ case CScenarioTravel::STravelBonus::SPELL_SCROLL:
|
|
|
+ {
|
|
|
+ CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
|
|
|
+ scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
|
|
|
+ {
|
|
|
+ const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
|
|
|
+ for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
|
+ {
|
|
|
+ int val = ptr[g];
|
|
|
+ if (val == 0)
|
|
|
+ {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
|
|
|
+ hero->addNewBonus(bb);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
|
|
|
+ hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initFogOfWar()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
|
|
|
+ for(auto & elem : teams)
|
|
|
+ {
|
|
|
+ elem.second.fogOfWarMap.resize(map->width);
|
|
|
+ for(int g=0; g<map->width; ++g)
|
|
|
+ elem.second.fogOfWarMap[g].resize(map->height);
|
|
|
+
|
|
|
+ for(int g=-0; g<map->width; ++g)
|
|
|
+ for(int h=0; h<map->height; ++h)
|
|
|
+ elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
|
|
|
+
|
|
|
+ for(int g=0; g<map->width; ++g)
|
|
|
+ for(int h=0; h<map->height; ++h)
|
|
|
+ for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
|
|
|
+ elem.second.fogOfWarMap[g][h][v] = 0;
|
|
|
+
|
|
|
+ for(CGObjectInstance *obj : map->objects)
|
|
|
+ {
|
|
|
+ if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
+
|
|
|
+ std::unordered_set<int3, ShashInt3> tiles;
|
|
|
+ obj->getSightTiles(tiles);
|
|
|
+ for(int3 tile : tiles)
|
|
|
+ {
|
|
|
+ elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initStartingBonus()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\tStarting bonuses";
|
|
|
+ for(auto & elem : players)
|
|
|
+ {
|
|
|
+ //starting bonus
|
|
|
+ if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
|
|
|
+ scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
|
|
|
+ switch(scenarioOps->playerInfos[elem.first].bonus)
|
|
|
+ {
|
|
|
+ case PlayerSettings::GOLD:
|
|
|
+ elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
|
|
|
+ break;
|
|
|
+ case PlayerSettings::RESOURCE:
|
|
|
+ {
|
|
|
+ int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
|
|
|
+ if(res == Res::WOOD_AND_ORE)
|
|
|
+ {
|
|
|
+ elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
|
|
|
+ elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ elem.second.resources[res] += rand.nextInt(3, 6);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case PlayerSettings::ARTIFACT:
|
|
|
+ {
|
|
|
+ if(!elem.second.heroes.size())
|
|
|
+ {
|
|
|
+ logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ CArtifact *toGive;
|
|
|
+ toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
|
|
|
+
|
|
|
+ CGHeroInstance *hero = elem.second.heroes[0];
|
|
|
+ giveHeroArtifact(hero, toGive->id);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initTowns()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\tTowns";
|
|
|
+
|
|
|
+ //campaign bonuses for towns
|
|
|
+ if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
|
+ {
|
|
|
+ auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
|
|
+
|
|
|
+ if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
|
|
|
+ {
|
|
|
+ for (int g=0; g<map->towns.size(); ++g)
|
|
|
+ {
|
|
|
+ PlayerState * owner = getPlayer(map->towns[g]->getOwner());
|
|
|
+ if (owner)
|
|
|
+ {
|
|
|
+ PlayerInfo & pi = map->players[owner->color.getNum()];
|
|
|
+
|
|
|
+ if (owner->human && //human-owned
|
|
|
+ map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
|
|
|
+ {
|
|
|
+ map->towns[g]->builtBuildings.insert(
|
|
|
+ CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ 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->factions[vti->subID]->town;
|
|
|
+ }
|
|
|
+ if(vti->name.empty())
|
|
|
+ {
|
|
|
+ vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
|
|
|
+ }
|
|
|
+
|
|
|
+ //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);
|
|
|
+ vti->builtBuildings.insert(BuildingID::TAVERN);
|
|
|
+ vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
|
|
|
+ if(rand.nextInt(1) == 1)
|
|
|
+ {
|
|
|
+ vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
|
|
|
+ vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
|
|
|
+ return !vti->town->buildings.count(bid) || !vti->town->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)
|
|
|
+
|
|
|
+ //init hordes
|
|
|
+ for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
|
+ if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
|
|
|
+ {
|
|
|
+ vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
|
|
|
+ if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
|
|
|
+ {
|
|
|
+ vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
|
|
|
+ if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
|
|
|
+ vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
|
|
|
+ }
|
|
|
+ if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
|
|
|
+ {
|
|
|
+ vti->builtBuildings.insert(BuildingID::HORDE_2);
|
|
|
+ if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
|
|
|
+ vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //Early check for #1444-like problems
|
|
|
+ for(auto building : vti->builtBuildings)
|
|
|
+ {
|
|
|
+ assert(vti->town->buildings.at(building) != nullptr);
|
|
|
+ UNUSED(building);
|
|
|
+ }
|
|
|
+
|
|
|
+ //town events
|
|
|
+ for(CCastleEvent &ev : vti->events)
|
|
|
+ {
|
|
|
+ for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
|
+ if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
|
|
|
+ {
|
|
|
+ ev.buildings.erase(BuildingID(-31-i));
|
|
|
+ if (vti->town->hordeLvl.at(0) == i)
|
|
|
+ ev.buildings.insert(BuildingID::HORDE_1);
|
|
|
+ if (vti->town->hordeLvl.at(1) == i)
|
|
|
+ ev.buildings.insert(BuildingID::HORDE_2);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ //init spells
|
|
|
+ logGlobal->debugStream() << "\t\tTown init spells";
|
|
|
+ vti->spells.resize(GameConstants::SPELL_LEVELS);
|
|
|
+
|
|
|
+ for(ui32 z=0; z<vti->obligatorySpells.size();z++)
|
|
|
+ {
|
|
|
+ CSpell *s = vti->obligatorySpells[z].toSpell();
|
|
|
+ vti->spells[s->level-1].push_back(s->id);
|
|
|
+ vti->possibleSpells -= s->id;
|
|
|
+ }
|
|
|
+ logGlobal->debugStream() << "\t\tTown init spells2";
|
|
|
+ while(vti->possibleSpells.size())
|
|
|
+ {
|
|
|
+ ui32 total=0;
|
|
|
+ int sel = -1;
|
|
|
+
|
|
|
+ for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
|
|
|
+ total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
|
|
|
+
|
|
|
+ if (total == 0) // remaining spells have 0 probability
|
|
|
+ break;
|
|
|
+
|
|
|
+ auto r = rand.nextInt(total - 1);
|
|
|
+ for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
|
|
|
+ {
|
|
|
+ r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
|
|
|
+ if(r<0)
|
|
|
+ {
|
|
|
+ sel = ps;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(sel<0)
|
|
|
+ sel=0;
|
|
|
+
|
|
|
+ CSpell *s = vti->possibleSpells[sel].toSpell();
|
|
|
+ vti->spells[s->level-1].push_back(s->id);
|
|
|
+ vti->possibleSpells -= s->id;
|
|
|
+ }
|
|
|
+ vti->possibleSpells.clear();
|
|
|
+ if(vti->getOwner() != PlayerColor::NEUTRAL)
|
|
|
+ getPlayer(vti->getOwner())->towns.push_back(vti);
|
|
|
+ logGlobal->debugStream() << "\t\tTown init spells3";
|
|
|
+
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initMapObjects()
|
|
|
+{
|
|
|
+ logGlobal->debugStream() << "\tObject initialization";
|
|
|
+// objCaller->preInit();
|
|
|
+ for(CGObjectInstance *obj : map->objects)
|
|
|
+ {
|
|
|
+ if(obj)
|
|
|
+ obj->initObj();
|
|
|
+ }
|
|
|
+ for(CGObjectInstance *obj : map->objects)
|
|
|
+ {
|
|
|
+ if(!obj)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ switch (obj->ID)
|
|
|
+ {
|
|
|
+ case Obj::QUEST_GUARD:
|
|
|
+ case Obj::SEER_HUT:
|
|
|
+ {
|
|
|
+ auto q = static_cast<CGSeerHut*>(obj);
|
|
|
+ assert (q);
|
|
|
+ q->setObjToKill();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ CGTeleport::postInit(); //pairing subterranean gates
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::initVisitingAndGarrisonedHeroes()
|
|
|
+{
|
|
|
+ for(auto k=players.begin(); k!=players.end(); ++k)
|
|
|
+ {
|
|
|
+ if(k->first==PlayerColor::NEUTRAL)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ //init visiting and garrisoned heroes
|
|
|
+ for(CGHeroInstance *h : k->second.heroes)
|
|
|
+ {
|
|
|
+ for(CGTownInstance *t : k->second.towns)
|
|
|
+ {
|
|
|
+ int3 vistile = t->pos; vistile.x--; //tile next to the entrance
|
|
|
+ if(vistile == h->pos || h->pos==t->pos)
|
|
|
+ {
|
|
|
+ t->setVisitingHero(h);
|
|
|
+ if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
|
|
|
+ {
|
|
|
+ map->removeBlockVisTiles(h);
|
|
|
+ h->pos.x -= 1;
|
|
|
+ map->addBlockVisTiles(h);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+BFieldType CGameState::battleGetBattlefieldType(int3 tile)
|
|
|
+{
|
|
|
+ if(tile==int3() && curB)
|
|
|
+ tile = curB->tile;
|
|
|
+ else if(tile==int3() && !curB)
|
|
|
+ return BFieldType::NONE;
|
|
|
+
|
|
|
+ const TerrainTile &t = map->getTile(tile);
|
|
|
+ //fight in mine -> subterranean
|
|
|
+ if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
|
|
|
+ return BFieldType::SUBTERRANEAN;
|
|
|
+
|
|
|
+ for(auto &obj : map->objects)
|
|
|
+ {
|
|
|
+ //look only for objects covering given tile
|
|
|
+ if( !obj || obj->pos.z != tile.z
|
|
|
+ || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ switch(obj->ID)
|
|
|
+ {
|
|
|
+ case Obj::CLOVER_FIELD:
|
|
|
+ return BFieldType::CLOVER_FIELD;
|
|
|
+ case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
|
|
|
+ return BFieldType::CURSED_GROUND;
|
|
|
+ case Obj::EVIL_FOG:
|
|
|
+ return BFieldType::EVIL_FOG;
|
|
|
+ case Obj::FAVORABLE_WINDS:
|
|
|
+ return BFieldType::FAVOURABLE_WINDS;
|
|
|
+ case Obj::FIERY_FIELDS:
|
|
|
+ return BFieldType::FIERY_FIELDS;
|
|
|
+ case Obj::HOLY_GROUNDS:
|
|
|
+ return BFieldType::HOLY_GROUND;
|
|
|
+ case Obj::LUCID_POOLS:
|
|
|
+ return BFieldType::LUCID_POOLS;
|
|
|
+ case Obj::MAGIC_CLOUDS:
|
|
|
+ return BFieldType::MAGIC_CLOUDS;
|
|
|
+ case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
|
|
|
+ return BFieldType::MAGIC_PLAINS;
|
|
|
+ case Obj::ROCKLANDS:
|
|
|
+ return BFieldType::ROCKLANDS;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!t.isWater() && t.isCoastal())
|
|
|
+ return BFieldType::SAND_SHORE;
|
|
|
+
|
|
|
+ switch(t.terType)
|
|
|
+ {
|
|
|
+ case ETerrainType::DIRT:
|
|
|
+ return BFieldType(rand.nextInt(3, 5));
|
|
|
+ case ETerrainType::SAND:
|
|
|
+ return BFieldType::SAND_MESAS; //TODO: coast support
|
|
|
+ case ETerrainType::GRASS:
|
|
|
+ return BFieldType(rand.nextInt(6, 7));
|
|
|
+ case ETerrainType::SNOW:
|
|
|
+ return BFieldType(rand.nextInt(10, 11));
|
|
|
+ case ETerrainType::SWAMP:
|
|
|
+ return BFieldType::SWAMP_TREES;
|
|
|
+ case ETerrainType::ROUGH:
|
|
|
+ return BFieldType::ROUGH;
|
|
|
+ case ETerrainType::SUBTERRANEAN:
|
|
|
+ return BFieldType::SUBTERRANEAN;
|
|
|
+ case ETerrainType::LAVA:
|
|
|
+ return BFieldType::LAVA;
|
|
|
+ case ETerrainType::WATER:
|
|
|
+ return BFieldType::SHIP;
|
|
|
+ case ETerrainType::ROCK:
|
|
|
+ return BFieldType::ROCKLANDS;
|
|
|
+ default:
|
|
|
+ return BFieldType::NONE;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
|
|
|
+{
|
|
|
+ UpgradeInfo ret;
|
|
|
+ const CCreature *base = stack.type;
|
|
|
+
|
|
|
+ const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
|
|
|
+ const CGTownInstance *t = nullptr;
|
|
|
+
|
|
|
+ if(stack.armyObj->ID == Obj::TOWN)
|
|
|
+ t = static_cast<const CGTownInstance *>(stack.armyObj);
|
|
|
+ else if(h)
|
|
|
+ { //hero specialty
|
|
|
+ TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
|
|
|
+ for(const Bonus *it : *lista)
|
|
|
+ {
|
|
|
+ auto nid = CreatureID(it->additionalInfo);
|
|
|
+ if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
|
|
|
+ {
|
|
|
+ ret.newID.push_back(nid);
|
|
|
+ ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ t = h->visitedTown;
|
|
|
+ }
|
|
|
+ if(t)
|
|
|
+ {
|
|
|
+ for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
|
|
|
+ {
|
|
|
+ if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
|
|
|
+ {
|
|
|
+ for(auto upgrID : dwelling.second)
|
|
|
+ {
|
|
|
+ if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
|
|
|
+ {
|
|
|
+ ret.newID.push_back(upgrID);
|
|
|
+ ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //hero is visiting Hill Fort
|
|
|
+ if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
|
|
|
+ {
|
|
|
+ static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
|
|
|
+ const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
|
|
|
+
|
|
|
+ for(auto nid : base->upgrades)
|
|
|
+ {
|
|
|
+ ret.newID.push_back(nid);
|
|
|
+ ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(ret.newID.size())
|
|
|
+ ret.oldID = base->idNumber;
|
|
|
+
|
|
|
+ for (Res::ResourceSet &cost : ret.cost)
|
|
|
+ cost.positive(); //upgrade cost can't be negative, ignore missing resources
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
|
|
|
+{
|
|
|
+ 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::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
|
|
|
+{
|
|
|
+ static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
|
|
+ int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
|
|
+
|
|
|
+ //vec.reserve(8); //optimization
|
|
|
+ for (auto & dir : dirs)
|
|
|
+ {
|
|
|
+ const int3 hlp = tile + dir;
|
|
|
+ if(!map->isInTheMap(hlp))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ const TerrainTile &hlpt = map->getTile(hlp);
|
|
|
+
|
|
|
+// //we cannot visit things from blocked tiles
|
|
|
+// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
|
|
|
+// {
|
|
|
+// continue;
|
|
|
+// }
|
|
|
+
|
|
|
+ if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
|
|
|
+ {
|
|
|
+ int3 hlp1 = tile,
|
|
|
+ hlp2 = tile;
|
|
|
+ hlp1.x += dir.x;
|
|
|
+ hlp2.y += dir.y;
|
|
|
+
|
|
|
+ if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
|
|
|
+ && hlpt.terType != ETerrainType::ROCK)
|
|
|
+ {
|
|
|
+ vec.push_back(hlp);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast)
|
|
|
+{
|
|
|
+ if(src == dest) //same tile
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ TerrainTile &s = map->getTile(src),
|
|
|
+ &d = map->getTile(dest);
|
|
|
+
|
|
|
+ //get basic cost
|
|
|
+ int ret = h->getTileCost(d,s);
|
|
|
+
|
|
|
+ if(d.blocked && flying)
|
|
|
+ {
|
|
|
+ bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
|
|
|
+
|
|
|
+ if(!freeFlying)
|
|
|
+ {
|
|
|
+ ret *= 1.4; //40% penalty for movement over blocked tile
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (d.terType == ETerrainType::WATER)
|
|
|
+ {
|
|
|
+ if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
|
|
|
+ ret *= 0.666;
|
|
|
+ else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
|
|
|
+ ret *= 1.4; //40% penalty for water walking
|
|
|
+ }
|
|
|
+
|
|
|
+ if(src.x != dest.x && src.y != dest.y) //it's diagonal move
|
|
|
+ {
|
|
|
+ int old = ret;
|
|
|
+ ret *= 1.414213;
|
|
|
+ //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
|
+ if(ret > remainingMovePoints && remainingMovePoints >= old)
|
|
|
+ {
|
|
|
+ return remainingMovePoints;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ int left = remainingMovePoints-ret;
|
|
|
+ if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
|
|
|
+ {
|
|
|
+ std::vector<int3> vec;
|
|
|
+ vec.reserve(8); //optimization
|
|
|
+ getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
|
|
|
+ for(auto & elem : vec)
|
|
|
+ {
|
|
|
+ int fcost = getMovementCost(h,dest, elem, flying, left, false);
|
|
|
+ if(fcost <= left)
|
|
|
+ {
|
|
|
+ return ret;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ ret = remainingMovePoints;
|
|
|
+ }
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::apply(CPack *pack)
|
|
|
+{
|
|
|
+ ui16 typ = typeList.getTypeID(pack);
|
|
|
+ applierGs->apps[typ]->applyOnGS(this,pack);
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
|
|
|
+{
|
|
|
+ CPathfinder pathfinder(out, this, hero);
|
|
|
+ pathfinder.calculatePaths(src, movement);
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * 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->blockVisit)
|
|
|
+ {
|
|
|
+ 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.x][pos.y][pos.z];
|
|
|
+}
|
|
|
+
|
|
|
+bool CGameState::isVisible(int3 pos, PlayerColor player)
|
|
|
+{
|
|
|
+ if(player == PlayerColor::NEUTRAL)
|
|
|
+ return false;
|
|
|
+ return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
|
|
|
+}
|
|
|
+
|
|
|
+bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
|
|
|
+{
|
|
|
+ if(!player)
|
|
|
+ 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(PlayerColor player) const
|
|
|
+{
|
|
|
+ const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
|
|
|
+ const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
|
|
|
+ const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
|
|
|
+ const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
|
|
|
+
|
|
|
+ auto evaluateEvent = [=](const EventCondition & condition)
|
|
|
+ {
|
|
|
+ return this->checkForVictory(player, condition);
|
|
|
+ };
|
|
|
+
|
|
|
+ const PlayerState *p = CGameInfoCallback::getPlayer(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( PlayerColor player, const EventCondition & condition ) const
|
|
|
+{
|
|
|
+ const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
|
+ switch (condition.condition)
|
|
|
+ {
|
|
|
+ case EventCondition::STANDARD_WIN:
|
|
|
+ {
|
|
|
+ return player == checkForStandardWin();
|
|
|
+ }
|
|
|
+ case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
|
|
|
+ {
|
|
|
+ for(auto & elem : p->heroes)
|
|
|
+ if(elem->hasArt(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(size_t i = 0; i < map->objects.size(); i++)
|
|
|
+ {
|
|
|
+ const CArmedInstance *ai = nullptr;
|
|
|
+ if(map->objects[i]
|
|
|
+ && map->objects[i]->tempOwner == player //object controlled by player
|
|
|
+ && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
|
|
|
+ {
|
|
|
+ for(auto & elem : ai->Slots()) //iterate through army
|
|
|
+ if(elem.second->type->idNumber == 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 CGTownInstance *t = static_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 (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(auto & elem : map->objects) // mode B - destroy all objects of this type
|
|
|
+ {
|
|
|
+ if(elem && elem->ID == 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
|
|
|
+ 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(auto & elem : map->objects) // mode B - flag all objects of this type
|
|
|
+ {
|
|
|
+ //check not flagged objs
|
|
|
+ if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ case EventCondition::TRANSPORT:
|
|
|
+ {
|
|
|
+ const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
|
|
|
+ if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
|
|
|
+ || (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
|
|
|
+ {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ case EventCondition::DAYS_PASSED:
|
|
|
+ {
|
|
|
+ return 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.get() >= condition.value;
|
|
|
+ else
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ case EventCondition::CONST_VALUE:
|
|
|
+ {
|
|
|
+ return condition.value; // just convert to bool
|
|
|
+ }
|
|
|
+ }
|
|
|
+ assert(0);
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+PlayerColor CGameState::checkForStandardWin() const
|
|
|
+{
|
|
|
+ //std victory condition is:
|
|
|
+ //all enemies lost
|
|
|
+ PlayerColor supposedWinner = PlayerColor::NEUTRAL;
|
|
|
+ TeamID winnerTeam = TeamID::NO_TEAM;
|
|
|
+ for(auto & elem : players)
|
|
|
+ {
|
|
|
+ if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
|
|
|
+ {
|
|
|
+ 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( PlayerColor player ) const
|
|
|
+{
|
|
|
+ //std loss condition is: player lost all towns and heroes
|
|
|
+ const PlayerState &p = *CGameInfoCallback::getPlayer(player);
|
|
|
+ return !p.heroes.size() && !p.towns.size();
|
|
|
+}
|
|
|
+
|
|
|
+struct statsHLP
|
|
|
+{
|
|
|
+ typedef std::pair< PlayerColor, si64 > TStat;
|
|
|
+ //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, PlayerColor color)
|
|
|
+ {
|
|
|
+ std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
|
|
|
+ if(!h.size())
|
|
|
+ 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 += h->artifactsInBackpack.size() + 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;
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
|
+{
|
|
|
+ auto playerInactive = [&](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 >= 1) //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())
|
|
|
+ //best hero's portrait
|
|
|
+ for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
|
+ {
|
|
|
+ if(playerInactive(g->second.color))
|
|
|
+ continue;
|
|
|
+ const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
|
|
|
+ InfoAboutHero iah;
|
|
|
+ iah.initFromHero(best, level >= 8);
|
|
|
+ iah.army.clear();
|
|
|
+ tgi.colorToBestHero[g->second.color] = iah;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(level >= 2) //gold
|
|
|
+ {
|
|
|
+ FILL_FIELD(gold, g->second.resources[Res::GOLD])
|
|
|
+ }
|
|
|
+ if(level >= 2) //wood & ore
|
|
|
+ {
|
|
|
+ FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
|
|
|
+ }
|
|
|
+ if(level >= 3) //mercury, sulfur, crystal, gems
|
|
|
+ {
|
|
|
+ FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
|
|
|
+ }
|
|
|
+ if(level >= 4) //obelisks found
|
|
|
+ {
|
|
|
+ FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
|
|
|
+ }
|
|
|
+ if(level >= 5) //artifacts
|
|
|
+ {
|
|
|
+ FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
|
|
|
+ }
|
|
|
+ if(level >= 6) //army strength
|
|
|
+ {
|
|
|
+ FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
|
|
|
+ }
|
|
|
+ if(level >= 7) //income
|
|
|
+ {
|
|
|
+ //TODO:obtainPlayersStats - income
|
|
|
+ }
|
|
|
+ if(level >= 8) //best hero's stats
|
|
|
+ {
|
|
|
+ //already set in lvl 1 handling
|
|
|
+ }
|
|
|
+ if(level >= 9) //personality
|
|
|
+ {
|
|
|
+ for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
|
+ {
|
|
|
+ if(playerInactive(g->second.color)) //do nothing for neutral player
|
|
|
+ continue;
|
|
|
+ if(g->second.human)
|
|
|
+ {
|
|
|
+ tgi.personality[g->second.color] = EAiTactic::NONE;
|
|
|
+ }
|
|
|
+ else //AI
|
|
|
+ {
|
|
|
+ tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(level >= 10) //best creature
|
|
|
+ {
|
|
|
+ //best creatures belonging to player (highest AI value)
|
|
|
+ for(auto g = players.cbegin(); g != players.cend(); ++g)
|
|
|
+ {
|
|
|
+ if(playerInactive(g->second.color)) //do nothing for neutral player
|
|
|
+ continue;
|
|
|
+ int bestCre = -1; //best creature's ID
|
|
|
+ for(auto & elem : g->second.heroes)
|
|
|
+ {
|
|
|
+ for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
|
|
|
+ {
|
|
|
+ int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
|
|
|
+ if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
|
|
|
+ {
|
|
|
+ bestCre = toCmp;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ tgi.bestCreature[g->second.color] = bestCre;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+#undef FILL_FIELD
|
|
|
+}
|
|
|
+
|
|
|
+std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
|
|
|
+{
|
|
|
+ std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
|
|
|
+ for ( auto i = players.cbegin() ; i != players.cend();i++)
|
|
|
+ for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
|
|
|
+ if(*j)
|
|
|
+ pool.erase((**j).subID);
|
|
|
+
|
|
|
+ return pool;
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::buildBonusSystemTree()
|
|
|
+{
|
|
|
+ buildGlobalTeamPlayerTree();
|
|
|
+ attachArmedObjects();
|
|
|
+
|
|
|
+ for(CGTownInstance *t : map->towns)
|
|
|
+ {
|
|
|
+ t->deserializationFix();
|
|
|
+ }
|
|
|
+ // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
|
|
|
+ // are provided on initializing / deserializing
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::deserializationFix()
|
|
|
+{
|
|
|
+ buildGlobalTeamPlayerTree();
|
|
|
+ attachArmedObjects();
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::buildGlobalTeamPlayerTree()
|
|
|
+{
|
|
|
+ for(auto k=teams.begin(); k!=teams.end(); ++k)
|
|
|
+ {
|
|
|
+ TeamState *t = &k->second;
|
|
|
+ t->attachTo(&globalEffects);
|
|
|
+
|
|
|
+ for(PlayerColor teamMember : k->second.players)
|
|
|
+ {
|
|
|
+ PlayerState *p = getPlayer(teamMember);
|
|
|
+ assert(p);
|
|
|
+ p->attachTo(t);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::attachArmedObjects()
|
|
|
+{
|
|
|
+ for(CGObjectInstance *obj : map->objects)
|
|
|
+ {
|
|
|
+ if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
|
|
|
+ armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
|
|
|
+{
|
|
|
+ CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
|
|
|
+ CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
|
|
|
+ map->addNewArtifactInstance(ai);
|
|
|
+ ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
|
|
|
+}
|
|
|
+
|
|
|
+std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
|
|
|
+{
|
|
|
+ std::set<HeroTypeID> ret;
|
|
|
+ for(int i = 0; i < map->allowedHeroes.size(); i++)
|
|
|
+ if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
|
|
|
+ ret.insert(HeroTypeID(i));
|
|
|
+
|
|
|
+ for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
|
+ {
|
|
|
+ if(hero->type)
|
|
|
+ ret -= hero->type->ID;
|
|
|
+ else
|
|
|
+ ret -= HeroTypeID(hero->subID);
|
|
|
+ }
|
|
|
+
|
|
|
+ for(auto obj : map->objects) //prisons
|
|
|
+ if(obj && obj->ID == Obj::PRISON)
|
|
|
+ ret -= HeroTypeID(obj->subID);
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
|
|
|
+{
|
|
|
+ std::vector<CampaignHeroReplacement> campaignHeroReplacements;
|
|
|
+
|
|
|
+ //selecting heroes by type
|
|
|
+ for(auto obj : 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.push_back(CampaignHeroReplacement(hero, 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 : 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)
|
|
|
+ {
|
|
|
+ campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return campaignHeroReplacements;
|
|
|
+}
|
|
|
+
|
|
|
+void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
|
|
|
+{
|
|
|
+ for(auto campaignHeroReplacement : campaignHeroReplacements)
|
|
|
+ {
|
|
|
+ auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
|
|
|
+
|
|
|
+ CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
|
|
|
+ heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
|
|
|
+ heroToPlace->tempOwner = heroPlaceholder->tempOwner;
|
|
|
+ heroToPlace->pos = heroPlaceholder->pos;
|
|
|
+ heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
|
|
|
+
|
|
|
+ for(auto &&i : heroToPlace->stacks)
|
|
|
+ i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
|
|
|
+
|
|
|
+ auto fixArtifact = [&](CArtifactInstance * art)
|
|
|
+ {
|
|
|
+ art->artType = VLC->arth->artifacts[art->artType->id];
|
|
|
+ gs->map->artInstances.push_back(art);
|
|
|
+ art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
|
|
|
+ };
|
|
|
+
|
|
|
+ for(auto &&i : heroToPlace->artifactsWorn)
|
|
|
+ fixArtifact(i.second.artifact);
|
|
|
+ for(auto &&i : heroToPlace->artifactsInBackpack)
|
|
|
+ fixArtifact(i.artifact);
|
|
|
+
|
|
|
+ map->heroesOnMap.push_back(heroToPlace);
|
|
|
+ map->objects[heroToPlace->id.getNum()] = heroToPlace;
|
|
|
+ map->addBlockVisTiles(heroToPlace);
|
|
|
+
|
|
|
+ scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool CGameState::isUsedHero(HeroTypeID hid) const
|
|
|
+{
|
|
|
+ return getUsedHero(hid);
|
|
|
+}
|
|
|
+
|
|
|
+CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
|
|
|
+{
|
|
|
+ for(auto hero : map->heroesOnMap) //heroes instances initialization
|
|
|
+ {
|
|
|
+ if(hero->subID == hid.getNum())
|
|
|
+ {
|
|
|
+ return hero;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for(auto obj : map->objects) //prisons
|
|
|
+ {
|
|
|
+ if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
|
|
|
+ {
|
|
|
+ return dynamic_cast<CGHeroInstance *>(obj.get());
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+CGPathNode::CGPathNode()
|
|
|
+:coord(-1,-1,-1)
|
|
|
+{
|
|
|
+ accessible = NOT_SET;
|
|
|
+ land = 0;
|
|
|
+ moveRemains = 0;
|
|
|
+ turns = 255;
|
|
|
+ theNodeBefore = nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+bool CGPathNode::reachable() const
|
|
|
+{
|
|
|
+ return turns < 255;
|
|
|
+}
|
|
|
+
|
|
|
+bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
|
|
|
+{
|
|
|
+ assert(isValid);
|
|
|
+
|
|
|
+ out.nodes.clear();
|
|
|
+ const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
|
|
+ if(!curnode->theNodeBefore)
|
|
|
+ return false;
|
|
|
+
|
|
|
+
|
|
|
+ while(curnode)
|
|
|
+ {
|
|
|
+ CGPathNode cpn = *curnode;
|
|
|
+ curnode = curnode->theNodeBefore;
|
|
|
+ out.nodes.push_back(cpn);
|
|
|
+ }
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+CPathsInfo::CPathsInfo( const int3 &Sizes )
|
|
|
+:sizes(Sizes)
|
|
|
+{
|
|
|
+ hero = nullptr;
|
|
|
+ nodes = new CGPathNode**[sizes.x];
|
|
|
+ for(int i = 0; i < sizes.x; i++)
|
|
|
+ {
|
|
|
+ nodes[i] = new CGPathNode*[sizes.y];
|
|
|
+ for (int j = 0; j < sizes.y; j++)
|
|
|
+ {
|
|
|
+ nodes[i][j] = new CGPathNode[sizes.z];
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+CPathsInfo::~CPathsInfo()
|
|
|
+{
|
|
|
+ for(int i = 0; i < sizes.x; i++)
|
|
|
+ {
|
|
|
+ for (int j = 0; j < sizes.y; j++)
|
|
|
+ {
|
|
|
+ delete [] nodes[i][j];
|
|
|
+ }
|
|
|
+ delete [] nodes[i];
|
|
|
+ }
|
|
|
+ delete [] nodes;
|
|
|
+}
|
|
|
+
|
|
|
+int3 CGPath::startPos() const
|
|
|
+{
|
|
|
+ return nodes[nodes.size()-1].coord;
|
|
|
+}
|
|
|
+
|
|
|
+int3 CGPath::endPos() const
|
|
|
+{
|
|
|
+ return nodes[0].coord;
|
|
|
+}
|
|
|
+
|
|
|
+void CGPath::convert( ui8 mode )
|
|
|
+{
|
|
|
+ if(mode==0)
|
|
|
+ {
|
|
|
+ for(auto & elem : nodes)
|
|
|
+ {
|
|
|
+ elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+PlayerState::PlayerState()
|
|
|
+ : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
|
|
|
+ enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
|
|
|
+{
|
|
|
+ setNodeType(PLAYER);
|
|
|
+}
|
|
|
+
|
|
|
+std::string PlayerState::nodeName() const
|
|
|
+{
|
|
|
+ return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutArmy::InfoAboutArmy():
|
|
|
+ owner(PlayerColor::NEUTRAL)
|
|
|
+{}
|
|
|
+
|
|
|
+InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
|
|
|
+{
|
|
|
+ initFromArmy(Army, detailed);
|
|
|
+}
|
|
|
+
|
|
|
+void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
|
|
|
+{
|
|
|
+ army = ArmyDescriptor(Army, detailed);
|
|
|
+ owner = Army->tempOwner;
|
|
|
+ name = Army->getHoverText();
|
|
|
+}
|
|
|
+
|
|
|
+void InfoAboutHero::assign(const InfoAboutHero & iah)
|
|
|
+{
|
|
|
+ InfoAboutArmy::operator = (iah);
|
|
|
+
|
|
|
+ details = (iah.details ? new Details(*iah.details) : nullptr);
|
|
|
+ hclass = iah.hclass;
|
|
|
+ portrait = iah.portrait;
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutHero::InfoAboutHero():
|
|
|
+ details(nullptr),
|
|
|
+ hclass(nullptr),
|
|
|
+ portrait(-1)
|
|
|
+{}
|
|
|
+
|
|
|
+InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
|
|
|
+ InfoAboutArmy()
|
|
|
+{
|
|
|
+ assign(iah);
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
|
|
|
+ : details(nullptr),
|
|
|
+ hclass(nullptr),
|
|
|
+ portrait(-1)
|
|
|
+{
|
|
|
+ initFromHero(h, detailed);
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutHero::~InfoAboutHero()
|
|
|
+{
|
|
|
+ delete details;
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
|
|
|
+{
|
|
|
+ assign(iah);
|
|
|
+ return *this;
|
|
|
+}
|
|
|
+
|
|
|
+void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
|
|
|
+{
|
|
|
+ if(!h)
|
|
|
+ return;
|
|
|
+
|
|
|
+ initFromArmy(h, detailed);
|
|
|
+
|
|
|
+ hclass = h->type->heroClass;
|
|
|
+ name = h->name;
|
|
|
+ portrait = h->portrait;
|
|
|
+
|
|
|
+ if(detailed)
|
|
|
+ {
|
|
|
+ //include details about hero
|
|
|
+ details = new Details;
|
|
|
+ details->luck = h->LuckVal();
|
|
|
+ details->morale = h->MoraleVal();
|
|
|
+ details->mana = h->mana;
|
|
|
+ details->primskills.resize(GameConstants::PRIMARY_SKILLS);
|
|
|
+
|
|
|
+ for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
|
|
|
+ {
|
|
|
+ details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutTown::InfoAboutTown():
|
|
|
+ details(nullptr),
|
|
|
+ tType(nullptr),
|
|
|
+ built(0),
|
|
|
+ fortLevel(0)
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
|
|
|
+{
|
|
|
+ initFromTown(t, detailed);
|
|
|
+}
|
|
|
+
|
|
|
+InfoAboutTown::~InfoAboutTown()
|
|
|
+{
|
|
|
+ delete details;
|
|
|
+}
|
|
|
+
|
|
|
+void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
|
|
|
+{
|
|
|
+ initFromArmy(t, detailed);
|
|
|
+ army = ArmyDescriptor(t->getUpperArmy(), detailed);
|
|
|
+ built = t->builded;
|
|
|
+ fortLevel = t->fortLevel();
|
|
|
+ name = t->name;
|
|
|
+ tType = t->town;
|
|
|
+
|
|
|
+ if(detailed)
|
|
|
+ {
|
|
|
+ //include details about hero
|
|
|
+ details = new Details;
|
|
|
+ details->goldIncome = t->dailyIncome();
|
|
|
+ details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
|
|
|
+ details->hallLevel = t->hallLevel();
|
|
|
+ details->garrisonedHero = t->garrisonHero;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
|
|
|
+ : isDetailed(detailed)
|
|
|
+{
|
|
|
+ for(auto & elem : army->Slots())
|
|
|
+ {
|
|
|
+ if(detailed)
|
|
|
+ (*this)[elem.first] = *elem.second;
|
|
|
+ else
|
|
|
+ (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+ArmyDescriptor::ArmyDescriptor()
|
|
|
+ : isDetailed(false)
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+int ArmyDescriptor::getStrength() const
|
|
|
+{
|
|
|
+ ui64 ret = 0;
|
|
|
+ if(isDetailed)
|
|
|
+ {
|
|
|
+ for(auto & elem : *this)
|
|
|
+ ret += elem.second.type->AIValue * elem.second.count;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ for(auto & elem : *this)
|
|
|
+ ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
|
|
|
+ }
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+DuelParameters::SideSettings::StackSettings::StackSettings()
|
|
|
+ : type(CreatureID::NONE), count(0)
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
|
|
|
+ : type(Type), count(Count)
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+DuelParameters::SideSettings::SideSettings()
|
|
|
+{
|
|
|
+ heroId = -1;
|
|
|
+}
|
|
|
+
|
|
|
+DuelParameters::DuelParameters():
|
|
|
+ terType(ETerrainType::DIRT),
|
|
|
+ bfieldType(BFieldType::ROCKLANDS)
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+DuelParameters DuelParameters::fromJSON(const std::string &fname)
|
|
|
+{
|
|
|
+ DuelParameters ret;
|
|
|
+
|
|
|
+ const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
|
|
|
+ ret.terType = ETerrainType((int)duelData["terType"].Float());
|
|
|
+ ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
|
|
|
+ for(const JsonNode &n : duelData["sides"].Vector())
|
|
|
+ {
|
|
|
+ SideSettings &ss = ret.sides[(int)n["side"].Float()];
|
|
|
+ int i = 0;
|
|
|
+ for(const JsonNode &stackNode : n["army"].Vector())
|
|
|
+ {
|
|
|
+ ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
|
|
|
+ ss.stacks[i].count = stackNode.Vector()[1].Float();
|
|
|
+ i++;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
|
|
|
+ ss.heroId = n["heroid"].Float();
|
|
|
+ else
|
|
|
+ ss.heroId = -1;
|
|
|
+
|
|
|
+ for(const JsonNode &entry : n["heroPrimSkills"].Vector())
|
|
|
+ ss.heroPrimSkills.push_back(entry.Float());
|
|
|
+
|
|
|
+ for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
|
|
|
+ {
|
|
|
+ std::pair<si32, si8> secSkill;
|
|
|
+ secSkill.first = skillNode.Vector()[0].Float();
|
|
|
+ secSkill.second = skillNode.Vector()[1].Float();
|
|
|
+ ss.heroSecSkills.push_back(secSkill);
|
|
|
+ }
|
|
|
+
|
|
|
+ assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
|
|
|
+
|
|
|
+ if(ss.heroId != -1)
|
|
|
+ {
|
|
|
+ const JsonNode & spells = n["spells"];
|
|
|
+ if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
|
|
|
+ {
|
|
|
+ for(auto spell : VLC->spellh->objects)
|
|
|
+ if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
|
|
|
+ ss.spells.insert(spell->id);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ for(const JsonNode &spell : n["spells"].Vector())
|
|
|
+ ss.spells.insert(SpellID(spell.Float()));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for(const JsonNode &n : duelData["obstacles"].Vector())
|
|
|
+ {
|
|
|
+ auto oi = make_shared<CObstacleInstance>();
|
|
|
+ if(n.getType() == JsonNode::DATA_VECTOR)
|
|
|
+ {
|
|
|
+ oi->ID = n.Vector()[0].Float();
|
|
|
+ oi->pos = n.Vector()[1].Float();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ assert(n.getType() == JsonNode::DATA_FLOAT);
|
|
|
+ oi->ID = 21;
|
|
|
+ oi->pos = n.Float();
|
|
|
+ }
|
|
|
+ oi->uniqueID = ret.obstacles.size();
|
|
|
+ ret.obstacles.push_back(oi);
|
|
|
+ }
|
|
|
+
|
|
|
+ for(const JsonNode &n : duelData["creatures"].Vector())
|
|
|
+ {
|
|
|
+ CusomCreature cc;
|
|
|
+ cc.id = n["id"].Float();
|
|
|
+
|
|
|
+#define retrieve(name) \
|
|
|
+ if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
|
|
|
+ cc.name = n[ #name ].Float(); \
|
|
|
+ else \
|
|
|
+ cc.name = -1;
|
|
|
+
|
|
|
+ retrieve(attack);
|
|
|
+ retrieve(defense);
|
|
|
+ retrieve(HP);
|
|
|
+ retrieve(dmg);
|
|
|
+ retrieve(shoots);
|
|
|
+ retrieve(speed);
|
|
|
+ ret.creatures.push_back(cc);
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+TeamState::TeamState()
|
|
|
+{
|
|
|
+ setNodeType(TEAM);
|
|
|
+}
|
|
|
+
|
|
|
+void CPathfinder::initializeGraph()
|
|
|
+{
|
|
|
+ CGPathNode ***graph = out.nodes;
|
|
|
+ for(size_t i=0; i < out.sizes.x; ++i)
|
|
|
+ {
|
|
|
+ for(size_t j=0; j < out.sizes.y; ++j)
|
|
|
+ {
|
|
|
+ for(size_t k=0; k < out.sizes.z; ++k)
|
|
|
+ {
|
|
|
+ curPos = int3(i,j,k);
|
|
|
+ const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
|
|
|
+ CGPathNode &node = graph[i][j][k];
|
|
|
+
|
|
|
+ node.accessible = evaluateAccessibility(tinfo);
|
|
|
+ node.turns = 0xff;
|
|
|
+ node.moveRemains = 0;
|
|
|
+ node.coord.x = i;
|
|
|
+ node.coord.y = j;
|
|
|
+ node.coord.z = k;
|
|
|
+ node.land = tinfo->terType != ETerrainType::WATER;
|
|
|
+ node.theNodeBefore = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
|
|
|
+{
|
|
|
+ assert(hero);
|
|
|
+ assert(hero == getHero(hero->id));
|
|
|
+ if(src.x < 0)
|
|
|
+ src = hero->getPosition(false);
|
|
|
+ if(movement < 0)
|
|
|
+ movement = hero->movement;
|
|
|
+ bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
|
|
|
+ int maxMovePointsLand = hero->maxMovePoints(true);
|
|
|
+ int maxMovePointsWater = hero->maxMovePoints(false);
|
|
|
+
|
|
|
auto maxMovePoints = [&](CGPathNode *cp) -> int
|
|
|
{
|
|
|
return cp->land ? maxMovePointsLand : maxMovePointsWater;
|
|
|
- };
|
|
|
-
|
|
|
- out.hero = hero;
|
|
|
- out.hpos = src;
|
|
|
-
|
|
|
- if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
|
|
|
- {
|
|
|
- logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- initializeGraph();
|
|
|
-
|
|
|
-
|
|
|
- //initial tile - set cost on 0 and add to the queue
|
|
|
- CGPathNode &initialNode = *getNode(src);
|
|
|
- initialNode.turns = 0;
|
|
|
- initialNode.moveRemains = movement;
|
|
|
- mq.push_back(&initialNode);
|
|
|
-
|
|
|
- std::vector<int3> neighbours;
|
|
|
- neighbours.reserve(16);
|
|
|
- while(!mq.empty())
|
|
|
- {
|
|
|
- cp = mq.front();
|
|
|
- mq.pop_front();
|
|
|
-
|
|
|
- const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
|
|
|
- bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
|
|
|
- ct = &gs->map->getTile(cp->coord);
|
|
|
-
|
|
|
- int movement = cp->moveRemains, turn = cp->turns;
|
|
|
- if(!movement)
|
|
|
- {
|
|
|
- movement = maxMovePoints(cp);
|
|
|
- turn++;
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- //add accessible neighbouring nodes to the queue
|
|
|
- neighbours.clear();
|
|
|
-
|
|
|
- //handling subterranean gate => it's exit is the only neighbour
|
|
|
- bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
|
|
|
- if(subterraneanEntry)
|
|
|
- {
|
|
|
- //try finding the exit gate
|
|
|
- if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
|
|
|
- {
|
|
|
- const int3 outPos = outGate->visitablePos();
|
|
|
- //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
|
|
|
- neighbours.push_back(outPos);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- //gate with no exit (blocked) -> do nothing with this node
|
|
|
- continue;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
|
|
|
-
|
|
|
- for(auto & neighbour : neighbours)
|
|
|
- {
|
|
|
- const int3 &n = neighbour; //current neighbor
|
|
|
- dp = getNode(n);
|
|
|
- dt = &gs->map->getTile(n);
|
|
|
- destTopVisObjID = dt->topVisitableId();
|
|
|
-
|
|
|
- useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
|
|
|
-
|
|
|
- int turnAtNextTile = turn;
|
|
|
-
|
|
|
-
|
|
|
- const bool destIsGuardian = sourceGuardPosition == n;
|
|
|
-
|
|
|
- if(!goodForLandSeaTransition())
|
|
|
- continue;
|
|
|
-
|
|
|
- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
|
|
|
- continue;
|
|
|
-
|
|
|
- //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
|
|
- if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
|
|
|
- guardedSource = false;
|
|
|
-
|
|
|
- int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
|
|
|
-
|
|
|
- //special case -> moving from src Subterranean gate to dest gate -> it's free
|
|
|
- if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
|
|
|
- cost = 0;
|
|
|
-
|
|
|
- int remains = movement - cost;
|
|
|
-
|
|
|
- if(useEmbarkCost)
|
|
|
- {
|
|
|
- remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
|
|
|
- cost = movement - remains;
|
|
|
- }
|
|
|
-
|
|
|
- if(remains < 0)
|
|
|
- {
|
|
|
- //occurs rarely, when hero with low movepoints tries to leave the road
|
|
|
- turnAtNextTile++;
|
|
|
- int moveAtNextTile = maxMovePoints(cp);
|
|
|
- cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
|
|
|
- remains = moveAtNextTile - cost;
|
|
|
- }
|
|
|
-
|
|
|
- if((dp->turns==0xff //we haven't been here before
|
|
|
- || dp->turns > turnAtNextTile
|
|
|
- || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
|
|
|
- && (!guardedSource || destIsGuardian)) // Can step into tile of guard
|
|
|
- {
|
|
|
-
|
|
|
- assert(dp != cp->theNodeBefore); //two tiles can't point to each other
|
|
|
- dp->moveRemains = remains;
|
|
|
- dp->turns = turnAtNextTile;
|
|
|
- dp->theNodeBefore = cp;
|
|
|
-
|
|
|
- const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
|
|
|
- && dp->accessible == CGPathNode::BLOCKVIS;
|
|
|
-
|
|
|
- if (dp->accessible == CGPathNode::ACCESSIBLE
|
|
|
- || (useEmbarkCost && allowEmbarkAndDisembark)
|
|
|
- || destTopVisObjID == Obj::SUBTERRANEAN_GATE
|
|
|
- || (guardedDst && !guardedSource)) // Can step into a hostile tile once.
|
|
|
- {
|
|
|
- mq.push_back(dp);
|
|
|
- }
|
|
|
- }
|
|
|
- } //neighbours loop
|
|
|
- } //queue loop
|
|
|
-
|
|
|
- out.isValid = true;
|
|
|
-}
|
|
|
-
|
|
|
-CGPathNode *CPathfinder::getNode(const int3 &coord)
|
|
|
-{
|
|
|
- return &out.nodes[coord.x][coord.y][coord.z];
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
|
|
|
-{
|
|
|
- return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
|
|
|
-}
|
|
|
-
|
|
|
-CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
|
|
|
-{
|
|
|
- CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
|
|
|
-
|
|
|
-
|
|
|
- if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
|
|
|
- return CGPathNode::BLOCKED;
|
|
|
-
|
|
|
- if(tinfo->visitable)
|
|
|
- {
|
|
|
- if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
|
|
|
- {
|
|
|
- return CGPathNode::BLOCKED;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for(const CGObjectInstance *obj : tinfo->visitableObjects)
|
|
|
- {
|
|
|
- if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags
|
|
|
- {
|
|
|
- ret = CGPathNode::ACCESSIBLE;
|
|
|
- }
|
|
|
- else if(obj->blockVisit)
|
|
|
- {
|
|
|
- return CGPathNode::BLOCKVIS;
|
|
|
- }
|
|
|
- else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
|
|
|
- {
|
|
|
- ret = CGPathNode::VISITABLE;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid()
|
|
|
- && !tinfo->blocked)
|
|
|
- {
|
|
|
- // Monster close by; blocked visit for battle.
|
|
|
- return CGPathNode::BLOCKVIS;
|
|
|
- }
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathfinder::goodForLandSeaTransition()
|
|
|
-{
|
|
|
- if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
|
|
|
- {
|
|
|
- if(cp->land) //from land to sea -> embark or assault hero on boat
|
|
|
- {
|
|
|
- if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
|
|
|
- return false;
|
|
|
- if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
|
|
|
- return false;
|
|
|
- if(destTopVisObjID == Obj::BOAT)
|
|
|
- useEmbarkCost = 1;
|
|
|
- }
|
|
|
- else //disembark
|
|
|
- {
|
|
|
- //can disembark only on coastal tiles
|
|
|
- if(!dt->isCoastal())
|
|
|
- return false;
|
|
|
-
|
|
|
- //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
|
|
- if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
|
|
|
- || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
|
|
- return false;;
|
|
|
-
|
|
|
- useEmbarkCost = 2;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
|
|
|
-{
|
|
|
- useSubterraneanGates = true;
|
|
|
- allowEmbarkAndDisembark = true;
|
|
|
-}
|
|
|
-
|
|
|
-EVictoryLossCheckResult::EVictoryLossCheckResult() :
|
|
|
- intValue(0)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) :
|
|
|
- messageToSelf(toSelf),
|
|
|
- messageToOthers(toOthers),
|
|
|
- intValue(intValue)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const
|
|
|
-{
|
|
|
- return intValue == other.intValue;
|
|
|
-}
|
|
|
-
|
|
|
-bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const
|
|
|
-{
|
|
|
- return intValue != other.intValue;
|
|
|
-}
|
|
|
-
|
|
|
-bool EVictoryLossCheckResult::victory() const
|
|
|
-{
|
|
|
- return intValue == VICTORY;
|
|
|
-}
|
|
|
-
|
|
|
-bool EVictoryLossCheckResult::loss() const
|
|
|
-{
|
|
|
- return intValue == DEFEAT;
|
|
|
-}
|
|
|
-
|
|
|
-EVictoryLossCheckResult EVictoryLossCheckResult::invert()
|
|
|
-{
|
|
|
- return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
|
|
|
-}
|
|
|
-
|
|
|
-EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers)
|
|
|
-{
|
|
|
- return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
|
|
|
-}
|
|
|
-
|
|
|
-EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers)
|
|
|
-{
|
|
|
- return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
|
|
|
-}
|
|
|
-
|
|
|
-std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
|
|
|
-{
|
|
|
- os << victoryLossCheckResult.messageToSelf;
|
|
|
- return os;
|
|
|
-}
|
|
|
-
|
|
|
-CRandomGenerator & CGameState::getRandomGenerator()
|
|
|
-{
|
|
|
- return rand;
|
|
|
-}
|
|
|
+ };
|
|
|
+
|
|
|
+ out.hero = hero;
|
|
|
+ out.hpos = src;
|
|
|
+
|
|
|
+ if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
|
|
|
+ {
|
|
|
+ logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ initializeGraph();
|
|
|
+
|
|
|
+
|
|
|
+ //initial tile - set cost on 0 and add to the queue
|
|
|
+ CGPathNode &initialNode = *getNode(src);
|
|
|
+ initialNode.turns = 0;
|
|
|
+ initialNode.moveRemains = movement;
|
|
|
+ mq.push_back(&initialNode);
|
|
|
+
|
|
|
+ std::vector<int3> neighbours;
|
|
|
+ neighbours.reserve(16);
|
|
|
+ while(!mq.empty())
|
|
|
+ {
|
|
|
+ cp = mq.front();
|
|
|
+ mq.pop_front();
|
|
|
+
|
|
|
+ const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
|
|
|
+ bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
|
|
|
+ ct = &gs->map->getTile(cp->coord);
|
|
|
+
|
|
|
+ int movement = cp->moveRemains, turn = cp->turns;
|
|
|
+ if(!movement)
|
|
|
+ {
|
|
|
+ movement = maxMovePoints(cp);
|
|
|
+ turn++;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ //add accessible neighbouring nodes to the queue
|
|
|
+ neighbours.clear();
|
|
|
+
|
|
|
+ //handling subterranean gate => it's exit is the only neighbour
|
|
|
+ bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
|
|
|
+ if(subterraneanEntry)
|
|
|
+ {
|
|
|
+ //try finding the exit gate
|
|
|
+ if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
|
|
|
+ {
|
|
|
+ const int3 outPos = outGate->visitablePos();
|
|
|
+ //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
|
|
|
+ neighbours.push_back(outPos);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ //gate with no exit (blocked) -> do nothing with this node
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
|
|
|
+
|
|
|
+ for(auto & neighbour : neighbours)
|
|
|
+ {
|
|
|
+ const int3 &n = neighbour; //current neighbor
|
|
|
+ dp = getNode(n);
|
|
|
+ dt = &gs->map->getTile(n);
|
|
|
+ destTopVisObjID = dt->topVisitableId();
|
|
|
+
|
|
|
+ useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
|
|
|
+
|
|
|
+ int turnAtNextTile = turn;
|
|
|
+
|
|
|
+
|
|
|
+ const bool destIsGuardian = sourceGuardPosition == n;
|
|
|
+
|
|
|
+ if(!goodForLandSeaTransition())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
|
|
|
+ continue;
|
|
|
+
|
|
|
+ //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
|
|
+ if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
|
|
|
+ guardedSource = false;
|
|
|
+
|
|
|
+ int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
|
|
|
+
|
|
|
+ //special case -> moving from src Subterranean gate to dest gate -> it's free
|
|
|
+ if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
|
|
|
+ cost = 0;
|
|
|
+
|
|
|
+ int remains = movement - cost;
|
|
|
+
|
|
|
+ if(useEmbarkCost)
|
|
|
+ {
|
|
|
+ remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
|
|
|
+ cost = movement - remains;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(remains < 0)
|
|
|
+ {
|
|
|
+ //occurs rarely, when hero with low movepoints tries to leave the road
|
|
|
+ turnAtNextTile++;
|
|
|
+ int moveAtNextTile = maxMovePoints(cp);
|
|
|
+ cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
|
|
|
+ remains = moveAtNextTile - cost;
|
|
|
+ }
|
|
|
+
|
|
|
+ if((dp->turns==0xff //we haven't been here before
|
|
|
+ || dp->turns > turnAtNextTile
|
|
|
+ || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
|
|
|
+ && (!guardedSource || destIsGuardian)) // Can step into tile of guard
|
|
|
+ {
|
|
|
+
|
|
|
+ assert(dp != cp->theNodeBefore); //two tiles can't point to each other
|
|
|
+ dp->moveRemains = remains;
|
|
|
+ dp->turns = turnAtNextTile;
|
|
|
+ dp->theNodeBefore = cp;
|
|
|
+
|
|
|
+ const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
|
|
|
+ && dp->accessible == CGPathNode::BLOCKVIS;
|
|
|
+
|
|
|
+ if (dp->accessible == CGPathNode::ACCESSIBLE
|
|
|
+ || (useEmbarkCost && allowEmbarkAndDisembark)
|
|
|
+ || destTopVisObjID == Obj::SUBTERRANEAN_GATE
|
|
|
+ || (guardedDst && !guardedSource)) // Can step into a hostile tile once.
|
|
|
+ {
|
|
|
+ mq.push_back(dp);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } //neighbours loop
|
|
|
+ } //queue loop
|
|
|
+
|
|
|
+ out.isValid = true;
|
|
|
+}
|
|
|
+
|
|
|
+CGPathNode *CPathfinder::getNode(const int3 &coord)
|
|
|
+{
|
|
|
+ return &out.nodes[coord.x][coord.y][coord.z];
|
|
|
+}
|
|
|
+
|
|
|
+bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
|
|
|
+{
|
|
|
+ return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
|
|
|
+}
|
|
|
+
|
|
|
+CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
|
|
|
+{
|
|
|
+ CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
|
|
|
+
|
|
|
+
|
|
|
+ if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
|
|
|
+ return CGPathNode::BLOCKED;
|
|
|
+
|
|
|
+ if(tinfo->visitable)
|
|
|
+ {
|
|
|
+ if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
|
|
|
+ {
|
|
|
+ return CGPathNode::BLOCKED;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ for(const CGObjectInstance *obj : tinfo->visitableObjects)
|
|
|
+ {
|
|
|
+ if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags
|
|
|
+ {
|
|
|
+ ret = CGPathNode::ACCESSIBLE;
|
|
|
+ }
|
|
|
+ else if(obj->blockVisit)
|
|
|
+ {
|
|
|
+ return CGPathNode::BLOCKVIS;
|
|
|
+ }
|
|
|
+ else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
|
|
|
+ {
|
|
|
+ ret = CGPathNode::VISITABLE;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid()
|
|
|
+ && !tinfo->blocked)
|
|
|
+ {
|
|
|
+ // Monster close by; blocked visit for battle.
|
|
|
+ return CGPathNode::BLOCKVIS;
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+bool CPathfinder::goodForLandSeaTransition()
|
|
|
+{
|
|
|
+ if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
|
|
|
+ {
|
|
|
+ if(cp->land) //from land to sea -> embark or assault hero on boat
|
|
|
+ {
|
|
|
+ if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
|
|
|
+ return false;
|
|
|
+ if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
|
|
|
+ return false;
|
|
|
+ if(destTopVisObjID == Obj::BOAT)
|
|
|
+ useEmbarkCost = 1;
|
|
|
+ }
|
|
|
+ else //disembark
|
|
|
+ {
|
|
|
+ //can disembark only on coastal tiles
|
|
|
+ if(!dt->isCoastal())
|
|
|
+ return false;
|
|
|
+
|
|
|
+ //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
|
|
+ if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
|
|
|
+ || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
|
|
+ return false;;
|
|
|
+
|
|
|
+ useEmbarkCost = 2;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
|
|
|
+{
|
|
|
+ useSubterraneanGates = true;
|
|
|
+ allowEmbarkAndDisembark = true;
|
|
|
+}
|
|
|
+
|
|
|
+EVictoryLossCheckResult::EVictoryLossCheckResult() :
|
|
|
+ intValue(0)
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) :
|
|
|
+ messageToSelf(toSelf),
|
|
|
+ messageToOthers(toOthers),
|
|
|
+ intValue(intValue)
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const
|
|
|
+{
|
|
|
+ return intValue == other.intValue;
|
|
|
+}
|
|
|
+
|
|
|
+bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const
|
|
|
+{
|
|
|
+ return intValue != other.intValue;
|
|
|
+}
|
|
|
+
|
|
|
+bool EVictoryLossCheckResult::victory() const
|
|
|
+{
|
|
|
+ return intValue == VICTORY;
|
|
|
+}
|
|
|
+
|
|
|
+bool EVictoryLossCheckResult::loss() const
|
|
|
+{
|
|
|
+ return intValue == DEFEAT;
|
|
|
+}
|
|
|
+
|
|
|
+EVictoryLossCheckResult EVictoryLossCheckResult::invert()
|
|
|
+{
|
|
|
+ return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
|
|
|
+}
|
|
|
+
|
|
|
+EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers)
|
|
|
+{
|
|
|
+ return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
|
|
|
+}
|
|
|
+
|
|
|
+EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers)
|
|
|
+{
|
|
|
+ return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
|
|
|
+}
|
|
|
+
|
|
|
+std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
|
|
|
+{
|
|
|
+ os << victoryLossCheckResult.messageToSelf;
|
|
|
+ return os;
|
|
|
+}
|
|
|
+
|
|
|
+CRandomGenerator & CGameState::getRandomGenerator()
|
|
|
+{
|
|
|
+ return rand;
|
|
|
+}
|