/* * CGameInfoCallback.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 * */ #include "StdInc.h" #include "CGameInfoCallback.h" #include "gameState/CGameState.h" #include "gameState/InfoAboutArmy.h" #include "gameState/SThievesGuildInfo.h" #include "gameState/TavernHeroesPool.h" #include "gameState/QuestInfo.h" #include "mapObjects/CGHeroInstance.h" #include "mapObjects/CGTownInstance.h" #include "mapObjects/MiscObjects.h" #include "networkPacks/ArtifactLocation.h" #include "CGeneralTextHandler.h" #include "StartInfo.h" // for StartInfo #include "battle/BattleInfo.h" // for BattleInfo #include "GameSettings.h" #include "TerrainHandler.h" #include "spells/CSpellHandler.h" #include "mapping/CMap.h" #include "CPlayerState.h" VCMI_LIB_NAMESPACE_BEGIN //TODO make clean #define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->error("%s: %s",BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0) #define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return;}} while(0) #define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0) PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const { const CGObjectInstance *obj = getObj(heroID); ERROR_RET_VAL_IF(!obj, "No such object!", PlayerColor::CANNOT_DETERMINE); return obj->tempOwner; } int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const { const PlayerState *p = getPlayerState(Player); ERROR_RET_VAL_IF(!p, "No player info!", -1); ERROR_RET_VAL_IF(p->resources.size() <= which.getNum() || which.getNum() < 0, "No such resource!", -1); return p->resources[which]; } const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const { return &gs->scenarioOps->getIthPlayersSettings(color); } bool CGameInfoCallback::isAllowed(SpellID id) const { return gs->map->allowedSpells.count(id) != 0; } bool CGameInfoCallback::isAllowed(ArtifactID id) const { return gs->map->allowedArtifact.count(id) != 0; } bool CGameInfoCallback::isAllowed(SecondarySkill id) const { return gs->map->allowedAbilities.count(id) != 0; } std::optional CGameInfoCallback::getPlayerID() const { return std::nullopt; } const Player * CGameInfoCallback::getPlayer(PlayerColor color) const { return getPlayerState(color, false); } const PlayerState * CGameInfoCallback::getPlayerState(PlayerColor color, bool verbose) const { //funtion written from scratch since it's accessed A LOT by AI if(!color.isValidPlayer()) { return nullptr; } auto player = gs->players.find(color); if (player != gs->players.end()) { if (hasAccess(color)) return &player->second; else { if (verbose) logGlobal->error("Cannot access player %d info!", color); return nullptr; } } else { if (verbose) logGlobal->error("Cannot find player %d info!", color); return nullptr; } } TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const { if(!color.isValidPlayer()) { return TurnTimerInfo{}; } auto player = gs->players.find(color); if(player != gs->players.end()) { return player->second.turnTimer; } return TurnTimerInfo{}; } /************************************************************************/ /* */ /************************************************************************/ const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const { si32 oid = objid.num; if(oid < 0 || oid >= gs->map->objects.size()) { if(verbose) logGlobal->error("Cannot get object with id %d", oid); return nullptr; } const CGObjectInstance *ret = gs->map->objects[oid]; if(!ret) { if(verbose) logGlobal->error("Cannot get object with id %d. Object was removed", oid); return nullptr; } if(!isVisible(ret, getPlayerID()) && ret->tempOwner != getPlayerID()) { if(verbose) logGlobal->error("Cannot get object with id %d. Object is not visible.", oid); return nullptr; } return ret; } const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const { const CGObjectInstance *obj = getObj(objid, false); if(obj) return dynamic_cast(obj); else return nullptr; } const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const { const CGObjectInstance *obj = getObj(objid, false); if(obj) return dynamic_cast(obj); else return nullptr; } void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!"); ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!"); gs->fillUpgradeInfo(obj, stackPos, out); //return gs->fillUpgradeInfo(obj->getStack(stackPos)); } const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization) const { //boost::shared_lock lock(*gs->mx); if(beforeRandomization) return gs->initialOpts; else return gs->scenarioOps; } int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1); //if there is a battle auto casterBattle = gs->getBattle(caster->getOwner()); if(casterBattle) return casterBattle->battleGetSpellCost(sp, caster); //if there is no battle return caster->getSpellCost(sp); } int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1); if(hero) //we see hero's spellbook return sp->calculateDamage(hero); else return 0; //mage guild } void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj) { //boost::shared_lock lock(*gs->mx); ERROR_RET_IF(!obj, "No guild object!"); ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!"); //TODO: advmap object -> check if they're visited by our hero if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN) { int taverns = 0; for(auto town : gs->players[*getPlayerID()].towns) { if(town->hasBuilt(BuildingID::TAVERN)) taverns++; } gs->obtainPlayersStats(thi, taverns); } else if(obj->ID == Obj::DEN_OF_THIEVES) { gs->obtainPlayersStats(thi, 20); } } int CGameInfoCallback::howManyTowns(PlayerColor Player) const { ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1); return static_cast(gs->players[Player].towns.size()); } bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const { ERROR_RET_VAL_IF(!isVisible(town, getPlayerID()), "Town is not visible!", false); //it's not a town or it's not visible for layer bool detailed = hasAccess(town->tempOwner); if(town->ID == Obj::TOWN) { if(!detailed && nullptr != selectedObject) { const auto * selectedHero = dynamic_cast(selectedObject); if(nullptr != selectedHero) detailed = selectedHero->hasVisions(town, BonusCustomSubtype::visionsTowns); } dest.initFromTown(dynamic_cast(town), detailed); } else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) dest.initFromArmy(dynamic_cast(town), detailed); else return false; return true; } int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant? { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1)); return gs->guardingCreaturePosition(pos); } std::vector CGameInfoCallback::getGuardingCreatures (int3 pos) const { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector()); std::vector ret; for(auto * cr : gs->guardingCreatures(pos)) { ret.push_back(cr); } return ret; } bool CGameInfoCallback::isTileGuardedAfterDimensionDoorUse(int3 tile, const CGHeroInstance * castingHero) const { //for known tiles this is just potential convenience info, for tiles behind fog of war this info matches HotA but not H3 so make it accessible only with proper setting on bool canAccessInfo = false; if(isVisible(tile)) canAccessInfo = true; else if(VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) //TODO: check if available casts > 0 && isInScreenRange(castingHero->getSightCenter(), tile) && castingHero->canCastThisSpell(static_cast(SpellID::DIMENSION_DOOR).toSpell())) canAccessInfo = true; if(canAccessInfo) return !gs->guardingCreatures(tile).empty(); return false; } bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const { const auto * h = dynamic_cast(hero); ERROR_RET_VAL_IF(!h, "That's not a hero!", false); InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC; if(hasAccess(h->tempOwner)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; if (infoLevel == InfoAboutHero::EInfoLevel::BASIC) { auto ourBattle = gs->getBattle(*getPlayerID()); if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data infoLevel = InfoAboutHero::EInfoLevel::INBATTLE; else ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false); } if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject) { const auto * selectedHero = dynamic_cast(selectedObject); if(nullptr != selectedHero) if(selectedHero->hasVisions(hero, BonusCustomSubtype::visionsHeroes)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; } dest.initFromHero(h, infoLevel); //DISGUISED bonus implementation if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES) { //todo: bonus cashing int disguiseLevel = h->valOfBonuses(BonusType::DISGUISED); auto doBasicDisguise = [](InfoAboutHero & info) { int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto & elem : info.army) { if(static_cast(elem.second.type->getAIValue()) > maxAIValue) { maxAIValue = elem.second.type->getAIValue(); mostStrong = elem.second.type; } } if(nullptr == mostStrong)//just in case logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack"); else for(auto & elem : info.army) { elem.second.type = mostStrong; } }; auto doAdvancedDisguise = [&doBasicDisguise](InfoAboutHero & info) { doBasicDisguise(info); for(auto & elem : info.army) elem.second.count = 0; }; auto doExpertDisguise = [this,h](InfoAboutHero & info) { for(auto & elem : info.army) elem.second.count = 0; const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle; int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto creature : VLC->creh->objects) { if(creature->getFaction() == factionIndex && static_cast(creature->getAIValue()) > maxAIValue) { maxAIValue = creature->getAIValue(); mostStrong = creature.get(); } } if(nullptr != mostStrong) //possible, faction may have no creatures at all for(auto & elem : info.army) elem.second.type = mostStrong; }; switch (disguiseLevel) { case 0: //no bonus at all - do nothing break; case 1: doBasicDisguise(dest); break; case 2: doAdvancedDisguise(dest); break; case 3: doExpertDisguise(dest); break; default: //invalid value logGlobal->error("CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value %d", disguiseLevel); break; } } return true; } int CGameInfoCallback::getDate(Date mode) const { //boost::shared_lock lock(*gs->mx); return gs->getDate(mode); } bool CGameInfoCallback::isVisible(int3 pos, const std::optional & Player) const { //boost::shared_lock lock(*gs->mx); return gs->isVisible(pos, Player); } bool CGameInfoCallback::isVisible(int3 pos) const { return isVisible(pos, getPlayerID()); } bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optional & Player) const { return gs->isVisible(obj, Player); } bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const { return isVisible(obj, getPlayerID()); } // const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const // { // //boost::shared_lock lock(*gs->mx); // if() // const CArmedInstance *armi = dynamic_cast(obj); // if(!armi) // return nullptr; // else // return armi; // } std::vector CGameInfoCallback::getBlockingObjs( int3 pos ) const { std::vector ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); for(const CGObjectInstance * obj : t->blockingObjects) ret.push_back(obj); return ret; } std::vector CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose) const { std::vector ret; const TerrainTile *t = getTile(pos, verbose); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos.toString() + " is not visible!", ret); for(const CGObjectInstance * obj : t->visitableObjects) { if(getPlayerID() || obj->ID != Obj::EVENT) //hide events from players ret.push_back(obj); } return ret; } const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const { return vstd::backOrNull(getVisitableObjs(pos)); } std::vector CGameInfoCallback::getFlaggableObjects(int3 pos) const { std::vector ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); for(const CGObjectInstance *obj : t->blockingObjects) if(obj->tempOwner != PlayerColor::UNFLAGGABLE) ret.push_back(obj); return ret; } int3 CGameInfoCallback::getMapSize() const { return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1); } std::vector CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const { ASSERT_IF_CALLED_WITH_PLAYER std::vector ret; //ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret); //TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done const CGTownInstance * town = getTown(townOrTavern->id); if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN))) return gs->heroesPool->getHeroesFor(*getPlayerID()); return ret; } const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const { if(isVisible(tile)) return &gs->map->getTile(tile); if(verbose) logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!"); return nullptr; } const TerrainTile * CGameInfoCallback::getTileForDimensionDoor(int3 tile, const CGHeroInstance * castingHero) const { auto outputTile = getTile(tile, false); if(outputTile != nullptr) return outputTile; bool allowOnlyToUncoveredTiles = VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_ONLY_TO_UNCOVERED_TILES); if(!allowOnlyToUncoveredTiles) { if(castingHero->canCastThisSpell(static_cast(SpellID::DIMENSION_DOOR).toSpell()) && isInScreenRange(castingHero->getSightCenter(), tile)) //TODO: check if > 0 casts left { //we are allowed to get basic blocked/water invisible nearby tile date when casting DD spell TerrainTile targetTile = gs->map->getTile(tile); auto obfuscatedTile = std::make_shared(); obfuscatedTile->visitable = false; obfuscatedTile->blocked = targetTile.blocked || targetTile.visitable; if(targetTile.blocked || targetTile.visitable) obfuscatedTile->terType = VLC->terrainTypeHandler->getById(TerrainId::ROCK); else if(!VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_EXPOSES_TERRAIN_TYPE)) obfuscatedTile->terType = gs->map->getTile(castingHero->getSightCenter()).terType; else obfuscatedTile->terType = targetTile.isWater() ? VLC->terrainTypeHandler->getById(TerrainId::WATER) : VLC->terrainTypeHandler->getById(TerrainId::GRASS); outputTile = obfuscatedTile.get(); } } return outputTile; } EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) const { if(!isVisible(tile)) return EDiggingStatus::UNKNOWN; for(const auto & object : gs->map->objects) { if(object && object->ID == Obj::HOLE && object->pos == tile) return EDiggingStatus::TILE_OCCUPIED; } return getTile(tile)->getDiggingStatus(); } //TODO: typedef? std::shared_ptr> CGameInfoCallback::getAllVisibleTiles() const { assert(getPlayerID().has_value()); const auto * team = getPlayerTeam(getPlayerID().value()); size_t width = gs->map->width; size_t height = gs->map->height; size_t levels = gs->map->levels(); auto * ptr = new boost::multi_array(boost::extents[levels][width][height]); int3 tile; for(tile.z = 0; tile.z < levels; tile.z++) for(tile.x = 0; tile.x < width; tile.x++) for(tile.y = 0; tile.y < height; tile.y++) { if ((*team->fogOfWarMap)[tile.z][tile.x][tile.y]) (*ptr)[tile.z][tile.x][tile.y] = &gs->map->getTile(tile); else (*ptr)[tile.z][tile.x][tile.y] = nullptr; } return std::shared_ptr>(ptr); } EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ) { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED); if(!t->town->buildings.count(ID)) return EBuildingState::BUILDING_ERROR; const CBuilding * building = t->town->buildings.at(ID); if(t->hasBuilt(ID)) //already built return EBuildingState::ALREADY_PRESENT; //can we build it? if(vstd::contains(t->forbiddenBuildings, ID)) return EBuildingState::FORBIDDEN; //forbidden auto possiblyNotBuiltTest = [&](const BuildingID & id) -> bool { return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id)); }; std::function allowedTest = [&](const BuildingID & id) -> bool { return !vstd::contains(t->forbiddenBuildings, id); }; if (!t->genBuildingRequirements(ID, true).satisfiable(allowedTest, possiblyNotBuiltTest)) return EBuildingState::FORBIDDEN; if(ID == BuildingID::CAPITOL) { const PlayerState *ps = getPlayerState(t->tempOwner, false); if(ps) { for(const CGTownInstance *town : ps->towns) { if(town->hasBuilt(BuildingID::CAPITOL)) { return EBuildingState::HAVE_CAPITAL; //no more than one capitol } } } } else if(ID == BuildingID::SHIPYARD) { const TerrainTile *tile = getTile(t->bestLocation(), false); if(!tile || !tile->terType->isWater()) return EBuildingState::NO_WATER; //lack of water } auto buildTest = [&](const BuildingID & id) -> bool { return t->hasBuilt(id); }; if (!t->genBuildingRequirements(ID).test(buildTest)) return EBuildingState::PREREQUIRES; if(t->builded >= VLC->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)) return EBuildingState::CANT_BUILD_TODAY; //building limit //checking resources if(!building->resources.canBeAfforded(getPlayerState(t->tempOwner)->resources)) return EBuildingState::NO_RESOURCES; //lack of res return EBuildingState::ALLOWED; } const CMapHeader * CGameInfoCallback::getMapHeader() const { return gs->map; } bool CGameInfoCallback::hasAccess(std::optional playerId) const { return !getPlayerID() || getPlayerID()->isSpectator() || gs->getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES; } EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const { const PlayerState *ps = gs->getPlayerState(player, verbose); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG); return ps->status; } std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const { MetaString text; text.appendLocalString(EMetaText::GENERAL_TXT, 216); std::string extraText; if(gs->rumor.type == RumorState::TYPE_NONE) return text.toString(); auto rumor = gs->rumor.last[gs->rumor.type]; switch(gs->rumor.type) { case RumorState::TYPE_SPECIAL: text.replaceLocalString(EMetaText::GENERAL_TXT, rumor.first); if(rumor.first == RumorState::RUMOR_GRAIL) text.replaceTextID(TextIdentifier("core", "arraytxt", 158 + rumor.second).get()); else text.replaceTextID(TextIdentifier("core", "plcolors", rumor.second).get()); break; case RumorState::TYPE_MAP: text.replaceRawString(gs->map->rumors[rumor.first].text.toString()); break; case RumorState::TYPE_RAND: text.replaceTextID(TextIdentifier("core", "randtvrn", rumor.first).get()); break; } return text.toString(); } PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const { return gs->getPlayerRelations(color1, color2); } bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const { return !obj || hasAccess(obj->tempOwner); } int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const { int ret = 0; const PlayerState *p = gs->getPlayerState(player); ERROR_RET_VAL_IF(!p, "No such player!", -1); if(includeGarrisoned) return static_cast(p->heroes.size()); else for(const auto & elem : p->heroes) if(!elem->inTownGarrison) ret++; return ret; } bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const { if(canGetFullInfo(obj)) return true; const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile const CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the obejct itself at last return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor } bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const { return gs->actingPlayers.count(player); } CGameInfoCallback::CGameInfoCallback(): gs(nullptr) { } CGameInfoCallback::CGameInfoCallback(CGameState * GS): gs(GS) { } int CPlayerSpecificInfoCallback::howManyTowns() const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1); return CGameInfoCallback::howManyTowns(*getPlayerID()); } std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const { //boost::shared_lock lock(*gs->mx); auto ret = std::vector < const CGTownInstance *>(); for(const auto & i : gs->players) { for(const auto & town : i.second.towns) { if(i.first == getPlayerID() || (!onlyOur && isVisible(town, getPlayerID()))) { ret.push_back(town); } } } // for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) return ret; } std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const { //boost::shared_lock lock(*gs->mx); std::vector < const CGHeroInstance *> ret; for(auto hero : gs->map->heroesOnMap) { // !player || // - why would we even get access to hero not owned by any player? if((hero->tempOwner == *getPlayerID()) || (isVisible(hero->visitablePos(), getPlayerID()) && !onlyOur) ) { ret.push_back(hero); } } return ret; } int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const { if (hero->inTownGarrison && !includeGarrisoned) return -1; size_t index = 0; auto & heroes = gs->players[*getPlayerID()].heroes; for (auto & heroe : heroes) { if (includeGarrisoned || !(heroe)->inTownGarrison) index++; if (heroe == hero) return static_cast(index); } return -1; } int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio ) { if (!getPlayerID() || gs->map->obeliskCount == 0) { *outKnownRatio = 0.0; } else { TeamID t = gs->getPlayerTeam(*getPlayerID())->id; double visited = 0.0; if(gs->map->obelisksVisited.count(t)) visited = static_cast(gs->map->obelisksVisited[t]); *outKnownRatio = visited / gs->map->obeliskCount; } return gs->map->grailPos; } std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const { std::vector < const CGObjectInstance * > ret; for(const CGObjectInstance * obj : gs->map->objects) { if(obj && obj->tempOwner == getPlayerID()) ret.push_back(obj); } return ret; } std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const { ASSERT_IF_CALLED_WITH_PLAYER std::vector < const CGDwelling * > ret; for(CGDwelling * dw : gs->getPlayerState(*getPlayerID())->dwellings) { ret.push_back(dw); } return ret; } std::vector CPlayerSpecificInfoCallback::getMyQuests() const { std::vector ret; for(const auto & quest : gs->getPlayerState(*getPlayerID())->quests) { ret.push_back (quest); } return ret; } int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1); return getHeroCount(*getPlayerID(), includeGarrisoned); } const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayerState(*getPlayerID()); ERROR_RET_VAL_IF(!p, "No player info", nullptr); if (!includeGarrisoned) { for(ui32 i = 0; i < p->heroes.size() && static_cast(i) <= serialId; i++) if(p->heroes[i]->inTownGarrison) serialId++; } ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", nullptr); return p->heroes[serialId]; } const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayerState(*getPlayerID()); ERROR_RET_VAL_IF(!p, "No player info", nullptr); ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr); return p->towns[serialId]; } int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1); return getResource(*getPlayerID(), type); } TResources CPlayerSpecificInfoCallback::getResourceAmount() const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", TResources()); return gs->players[*getPlayerID()].resources; } const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const { //rewritten by hand, AI calls this function a lot auto team = gs->teams.find(teamID); if (team != gs->teams.end()) { const TeamState *ret = &team->second; if(!getPlayerID().has_value()) //neutral (or invalid) player return ret; else { if (vstd::contains(ret->players, *getPlayerID())) //specific player return ret; else { logGlobal->error("Illegal attempt to access team data!"); return nullptr; } } } else { logGlobal->error("Cannot find info for team %d", teamID); return nullptr; } } const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const { auto player = gs->players.find(color); if (player != gs->players.end()) { return getTeam (player->second.team); } else { return nullptr; } } const CGHeroInstance * CGameInfoCallback::getHeroWithSubid( int subid ) const { if(subid<0) return nullptr; if(subid>= gs->map->allHeroes.size()) return nullptr; return gs->map->allHeroes.at(subid).get(); } bool CGameInfoCallback::isInTheMap(const int3 &pos) const { return gs->map->isInTheMap(pos); } void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const { gs->getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula); } void CGameInfoCallback::calculatePaths(const std::shared_ptr & config) { gs->calculatePaths(config); } void CGameInfoCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out) { gs->calculatePaths(hero, out); } const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const { return gs->map->artInstances[aid.num]; } const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const { return gs->map->objects[oid.num]; } const CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const { return gs->getArtSet(loc); } std::vector CGameInfoCallback::getVisibleTeleportObjects(std::vector ids, PlayerColor player) const { vstd::erase_if(ids, [&](const ObjectInstanceID & id) -> bool { const auto * obj = getObj(id, false); return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->pos, player)); }); return ids; } std::vector CGameInfoCallback::getTeleportChannelEntraces(TeleportChannelID id, PlayerColor player) const { return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player); } std::vector CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const { return getVisibleTeleportObjects(gs->map->teleportChannels[id]->exits, player); } ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const { std::vector entrances = getTeleportChannelEntraces(id, player); std::vector exits = getTeleportChannelExits(id, player); if((entrances.empty() || exits.empty()) // impassable if exits or entrances list are empty || (entrances.size() == 1 && entrances == exits)) // impassable if only entrance and only exit is same object. e.g bidirectional monolith { return ETeleportChannelType::IMPASSABLE; } auto intersection = vstd::intersection(entrances, exits); if(intersection.size() == entrances.size() && intersection.size() == exits.size()) return ETeleportChannelType::BIDIRECTIONAL; else if(intersection.empty()) return ETeleportChannelType::UNIDIRECTIONAL; else return ETeleportChannelType::MIXED; } bool CGameInfoCallback::isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player) const { return ETeleportChannelType::IMPASSABLE == getTeleportChannelType(id, player); } bool CGameInfoCallback::isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player) const { return ETeleportChannelType::BIDIRECTIONAL == getTeleportChannelType(id, player); } bool CGameInfoCallback::isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player) const { return ETeleportChannelType::UNIDIRECTIONAL == getTeleportChannelType(id, player); } bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const { return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player); } VCMI_LIB_NAMESPACE_END