CGameState.cpp 61 KB

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  1. /*
  2. * CGameState.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameState.h"
  12. #include "EVictoryLossCheckResult.h"
  13. #include "InfoAboutArmy.h"
  14. #include "TavernHeroesPool.h"
  15. #include "CGameStateCampaign.h"
  16. #include "SThievesGuildInfo.h"
  17. #include "../ArtifactUtils.h"
  18. #include "../CBuildingHandler.h"
  19. #include "../CGeneralTextHandler.h"
  20. #include "../CHeroHandler.h"
  21. #include "../CPlayerState.h"
  22. #include "../CStopWatch.h"
  23. #include "../GameSettings.h"
  24. #include "../StartInfo.h"
  25. #include "../TerrainHandler.h"
  26. #include "../VCMIDirs.h"
  27. #include "../VCMI_Lib.h"
  28. #include "../battle/BattleInfo.h"
  29. #include "../campaign/CampaignState.h"
  30. #include "../constants/StringConstants.h"
  31. #include "../filesystem/ResourcePath.h"
  32. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  33. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  34. #include "../mapObjectConstructors/DwellingInstanceConstructor.h"
  35. #include "../mapObjects/CGHeroInstance.h"
  36. #include "../mapObjects/CGTownInstance.h"
  37. #include "../mapping/CMap.h"
  38. #include "../mapping/CMapEditManager.h"
  39. #include "../mapping/CMapService.h"
  40. #include "../modding/IdentifierStorage.h"
  41. #include "../pathfinder/CPathfinder.h"
  42. #include "../pathfinder/PathfinderOptions.h"
  43. #include "../registerTypes/RegisterTypes.h"
  44. #include "../rmg/CMapGenerator.h"
  45. #include "../serializer/CMemorySerializer.h"
  46. #include "../serializer/CTypeList.h"
  47. #include "../spells/CSpellHandler.h"
  48. VCMI_LIB_NAMESPACE_BEGIN
  49. boost::shared_mutex CGameState::mutex;
  50. template <typename T> class CApplyOnGS;
  51. class CBaseForGSApply
  52. {
  53. public:
  54. virtual void applyOnGS(CGameState *gs, void *pack) const =0;
  55. virtual ~CBaseForGSApply() = default;
  56. template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
  57. {
  58. return new CApplyOnGS<U>();
  59. }
  60. };
  61. template <typename T> class CApplyOnGS : public CBaseForGSApply
  62. {
  63. public:
  64. void applyOnGS(CGameState *gs, void *pack) const override
  65. {
  66. T *ptr = static_cast<T*>(pack);
  67. boost::unique_lock<boost::shared_mutex> lock(CGameState::mutex);
  68. ptr->applyGs(gs);
  69. }
  70. };
  71. static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & pos, const PlayerColor & owner)
  72. {
  73. CGObjectInstance * nobj;
  74. switch(id)
  75. {
  76. case Obj::HERO:
  77. {
  78. auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->objects[subid]->heroClass->getIndex());
  79. nobj = handler->create(handler->getTemplates().front());
  80. break;
  81. }
  82. case Obj::TOWN:
  83. nobj = new CGTownInstance();
  84. break;
  85. default: //rest of objects
  86. nobj = new CGObjectInstance();
  87. break;
  88. }
  89. nobj->ID = id;
  90. nobj->subID = subid;
  91. nobj->pos = pos;
  92. nobj->tempOwner = owner;
  93. if (id != Obj::HERO)
  94. nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
  95. return nobj;
  96. }
  97. HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
  98. {
  99. const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
  100. if(ps.hero >= HeroTypeID(0) && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
  101. {
  102. return HeroTypeID(ps.hero);
  103. }
  104. return pickUnusedHeroTypeRandomly(owner);
  105. }
  106. HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
  107. {
  108. //list of available heroes for this faction and others
  109. std::vector<HeroTypeID> factionHeroes;
  110. std::vector<HeroTypeID> otherHeroes;
  111. const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
  112. for(const HeroTypeID & hid : getUnusedAllowedHeroes())
  113. {
  114. if(VLC->heroh->objects[hid.getNum()]->heroClass->faction == ps.castle)
  115. factionHeroes.push_back(hid);
  116. else
  117. otherHeroes.push_back(hid);
  118. }
  119. // select random hero native to "our" faction
  120. if(!factionHeroes.empty())
  121. {
  122. return *RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator());
  123. }
  124. logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());
  125. if(!otherHeroes.empty())
  126. {
  127. return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());
  128. }
  129. logGlobal->error("No free allowed heroes!");
  130. auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
  131. if(!notAllowedHeroesButStillBetterThanCrash.empty())
  132. return *notAllowedHeroesButStillBetterThanCrash.begin();
  133. logGlobal->error("No free heroes at all!");
  134. assert(0); //current code can't handle this situation
  135. return HeroTypeID::NONE; // no available heroes at all
  136. }
  137. std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
  138. {
  139. switch(obj->ID)
  140. {
  141. case Obj::RANDOM_ART:
  142. return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
  143. case Obj::RANDOM_TREASURE_ART:
  144. return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE));
  145. case Obj::RANDOM_MINOR_ART:
  146. return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MINOR));
  147. case Obj::RANDOM_MAJOR_ART:
  148. return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MAJOR));
  149. case Obj::RANDOM_RELIC_ART:
  150. return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_RELIC));
  151. case Obj::RANDOM_HERO:
  152. return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
  153. case Obj::RANDOM_MONSTER:
  154. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator()));
  155. case Obj::RANDOM_MONSTER_L1:
  156. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 1));
  157. case Obj::RANDOM_MONSTER_L2:
  158. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 2));
  159. case Obj::RANDOM_MONSTER_L3:
  160. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 3));
  161. case Obj::RANDOM_MONSTER_L4:
  162. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 4));
  163. case Obj::RANDOM_RESOURCE:
  164. return std::make_pair(Obj::RESOURCE,getRandomGenerator().nextInt(6)); //now it's OH3 style, use %8 for mithril
  165. case Obj::RANDOM_TOWN:
  166. {
  167. PlayerColor align = (dynamic_cast<CGTownInstance *>(obj))->alignmentToPlayer;
  168. si32 f; // can be negative (for random)
  169. if(!align.isValidPlayer()) //same as owner / random
  170. {
  171. if(!obj->tempOwner.isValidPlayer())
  172. f = -1; //random
  173. else
  174. f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
  175. }
  176. else
  177. {
  178. f = scenarioOps->getIthPlayersSettings(align).castle;
  179. }
  180. if(f<0)
  181. {
  182. do
  183. {
  184. f = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
  185. }
  186. while ((*VLC->townh)[f]->town == nullptr); // find playable faction
  187. }
  188. return std::make_pair(Obj::TOWN,f);
  189. }
  190. case Obj::RANDOM_MONSTER_L5:
  191. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 5));
  192. case Obj::RANDOM_MONSTER_L6:
  193. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 6));
  194. case Obj::RANDOM_MONSTER_L7:
  195. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 7));
  196. case Obj::RANDOM_DWELLING:
  197. case Obj::RANDOM_DWELLING_LVL:
  198. case Obj::RANDOM_DWELLING_FACTION:
  199. {
  200. auto * dwl = dynamic_cast<CGDwelling *>(obj);
  201. int faction;
  202. //if castle alignment available
  203. if(auto * info = dynamic_cast<CCreGenAsCastleInfo *>(dwl->info))
  204. {
  205. faction = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
  206. if(info->asCastle && !info->instanceId.empty())
  207. {
  208. auto iter = map->instanceNames.find(info->instanceId);
  209. if(iter == map->instanceNames.end())
  210. logGlobal->error("Map object not found: %s", info->instanceId);
  211. else
  212. {
  213. auto elem = iter->second;
  214. if(elem->ID==Obj::RANDOM_TOWN)
  215. {
  216. randomizeObject(elem.get()); //we have to randomize the castle first
  217. faction = elem->subID;
  218. }
  219. else if(elem->ID==Obj::TOWN)
  220. faction = elem->subID;
  221. else
  222. logGlobal->error("Map object must be town: %s", info->instanceId);
  223. }
  224. }
  225. else if(info->asCastle)
  226. {
  227. for(auto & elem : map->objects)
  228. {
  229. if(!elem)
  230. continue;
  231. if(elem->ID==Obj::RANDOM_TOWN
  232. && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
  233. {
  234. randomizeObject(elem); //we have to randomize the castle first
  235. faction = elem->subID;
  236. break;
  237. }
  238. else if(elem->ID==Obj::TOWN
  239. && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
  240. {
  241. faction = elem->subID;
  242. break;
  243. }
  244. }
  245. }
  246. else
  247. {
  248. std::set<int> temp;
  249. for(int i = 0; i < info->allowedFactions.size(); i++)
  250. if(info->allowedFactions[i])
  251. temp.insert(i);
  252. if(temp.empty())
  253. logGlobal->error("Random faction selection failed. Nothing is allowed. Fall back to random.");
  254. else
  255. faction = *RandomGeneratorUtil::nextItem(temp, getRandomGenerator());
  256. }
  257. }
  258. else // castle alignment fixed
  259. faction = obj->subID;
  260. int level;
  261. //if level set to range
  262. if(auto * info = dynamic_cast<CCreGenLeveledInfo *>(dwl->info))
  263. {
  264. level = getRandomGenerator().nextInt(info->minLevel, info->maxLevel) - 1;
  265. }
  266. else // fixed level
  267. {
  268. level = obj->subID;
  269. }
  270. delete dwl->info;
  271. dwl->info = nullptr;
  272. std::pair<Obj, int> result(Obj::NO_OBJ, -1);
  273. CreatureID cid;
  274. if((*VLC->townh)[faction]->town)
  275. cid = (*VLC->townh)[faction]->town->creatures[level][0];
  276. else
  277. {
  278. //neutral faction
  279. std::vector<CCreature*> possibleCreatures;
  280. std::copy_if(VLC->creh->objects.begin(), VLC->creh->objects.end(), std::back_inserter(possibleCreatures), [faction](const CCreature * c)
  281. {
  282. return c->getFaction().getNum() == faction;
  283. });
  284. assert(!possibleCreatures.empty());
  285. cid = (*RandomGeneratorUtil::nextItem(possibleCreatures, getRandomGenerator()))->getId();
  286. }
  287. //NOTE: this will pick last dwelling with this creature (Mantis #900)
  288. //check for block map equality is better but more complex solution
  289. auto testID = [&](const Obj & primaryID) -> void
  290. {
  291. auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
  292. for (si32 entry : dwellingIDs)
  293. {
  294. const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
  295. if (handler->producesCreature(VLC->creh->objects[cid]))
  296. result = std::make_pair(primaryID, entry);
  297. }
  298. };
  299. testID(Obj::CREATURE_GENERATOR1);
  300. if (result.first == Obj::NO_OBJ)
  301. testID(Obj::CREATURE_GENERATOR4);
  302. if (result.first == Obj::NO_OBJ)
  303. {
  304. logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
  305. result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), getRandomGenerator()));
  306. }
  307. return result;
  308. }
  309. }
  310. return std::make_pair(Obj::NO_OBJ,-1);
  311. }
  312. void CGameState::randomizeObject(CGObjectInstance *cur)
  313. {
  314. std::pair<Obj,int> ran = pickObject(cur);
  315. if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
  316. {
  317. if(cur->ID==Obj::TOWN || cur->ID==Obj::MONSTER)
  318. cur->setType(cur->ID, cur->subID); // update def, if necessary
  319. }
  320. else if(ran.first==Obj::HERO)//special code for hero
  321. {
  322. auto * h = dynamic_cast<CGHeroInstance *>(cur);
  323. cur->setType(ran.first, ran.second);
  324. map->heroesOnMap.emplace_back(h);
  325. }
  326. else if(ran.first==Obj::TOWN)//special code for town
  327. {
  328. auto * t = dynamic_cast<CGTownInstance *>(cur);
  329. cur->setType(ran.first, ran.second);
  330. map->towns.emplace_back(t);
  331. }
  332. else
  333. {
  334. cur->setType(ran.first, ran.second);
  335. }
  336. }
  337. int CGameState::getDate(Date mode) const
  338. {
  339. int temp;
  340. switch (mode)
  341. {
  342. case Date::DAY:
  343. return day;
  344. case Date::DAY_OF_WEEK: //day of week
  345. temp = (day)%7; // 1 - Monday, 7 - Sunday
  346. return temp ? temp : 7;
  347. case Date::WEEK: //current week
  348. temp = ((day-1)/7)+1;
  349. if (!(temp%4))
  350. return 4;
  351. else
  352. return (temp%4);
  353. case Date::MONTH: //current month
  354. return ((day-1)/28)+1;
  355. case Date::DAY_OF_MONTH: //day of month
  356. temp = (day)%28;
  357. if (temp)
  358. return temp;
  359. else return 28;
  360. }
  361. return 0;
  362. }
  363. CGameState::CGameState()
  364. {
  365. gs = this;
  366. heroesPool = std::make_unique<TavernHeroesPool>();
  367. applier = std::make_shared<CApplier<CBaseForGSApply>>();
  368. registerTypesClientPacks1(*applier);
  369. registerTypesClientPacks2(*applier);
  370. globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
  371. }
  372. CGameState::~CGameState()
  373. {
  374. map.dellNull();
  375. }
  376. void CGameState::preInit(Services * services)
  377. {
  378. this->services = services;
  379. }
  380. void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
  381. {
  382. preInitAuto();
  383. logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
  384. getRandomGenerator().setSeed(si->seedToBeUsed);
  385. scenarioOps = CMemorySerializer::deepCopy(*si).release();
  386. initialOpts = CMemorySerializer::deepCopy(*si).release();
  387. si = nullptr;
  388. switch(scenarioOps->mode)
  389. {
  390. case StartInfo::NEW_GAME:
  391. initNewGame(mapService, allowSavingRandomMap, progressTracking);
  392. break;
  393. case StartInfo::CAMPAIGN:
  394. initCampaign();
  395. break;
  396. default:
  397. logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
  398. return;
  399. }
  400. VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
  401. logGlobal->info("Map loaded!");
  402. checkMapChecksum();
  403. day = 0;
  404. logGlobal->debug("Initialization:");
  405. initGlobalBonuses();
  406. initPlayerStates();
  407. if (campaign)
  408. campaign->placeCampaignHeroes();
  409. removeHeroPlaceholders();
  410. initGrailPosition();
  411. initRandomFactionsForPlayers();
  412. randomizeMapObjects();
  413. placeStartingHeroes();
  414. initDifficulty();
  415. initHeroes();
  416. initStartingBonus();
  417. initTowns();
  418. placeHeroesInTowns();
  419. initMapObjects();
  420. buildBonusSystemTree();
  421. initVisitingAndGarrisonedHeroes();
  422. initFogOfWar();
  423. // Explicitly initialize static variables
  424. for(auto & elem : players)
  425. {
  426. CGKeys::playerKeyMap[elem.first] = std::set<ui8>();
  427. }
  428. for(auto & elem : teams)
  429. {
  430. CGObelisk::visited[elem.first] = 0;
  431. }
  432. logGlobal->debug("\tChecking objectives");
  433. map->checkForObjectives(); //needs to be run when all objects are properly placed
  434. auto seedAfterInit = getRandomGenerator().nextInt();
  435. logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
  436. if(scenarioOps->seedPostInit > 0)
  437. {
  438. //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
  439. assert(scenarioOps->seedPostInit == seedAfterInit);
  440. }
  441. else
  442. {
  443. scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
  444. }
  445. }
  446. void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
  447. {
  448. switch(metatype)
  449. {
  450. case Metatype::ARTIFACT_INSTANCE:
  451. logGlobal->error("Artifact instance update is not implemented");
  452. break;
  453. case Metatype::CREATURE_INSTANCE:
  454. logGlobal->error("Creature instance update is not implemented");
  455. break;
  456. case Metatype::HERO_INSTANCE:
  457. //index is hero type
  458. if(index >= 0 && index < map->allHeroes.size())
  459. {
  460. CGHeroInstance * hero = map->allHeroes.at(index);
  461. hero->updateFrom(data);
  462. }
  463. else
  464. {
  465. logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
  466. }
  467. break;
  468. case Metatype::MAP_OBJECT_INSTANCE:
  469. if(index >= 0 && index < map->objects.size())
  470. {
  471. CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
  472. obj->updateFrom(data);
  473. }
  474. else
  475. {
  476. logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
  477. }
  478. break;
  479. default:
  480. services->updateEntity(metatype, index, data);
  481. break;
  482. }
  483. }
  484. void CGameState::updateOnLoad(StartInfo * si)
  485. {
  486. preInitAuto();
  487. scenarioOps->playerInfos = si->playerInfos;
  488. for(auto & i : si->playerInfos)
  489. gs->players[i.first].human = i.second.isControlledByHuman();
  490. }
  491. void CGameState::preInitAuto()
  492. {
  493. if(services == nullptr)
  494. {
  495. logGlobal->error("Game state preinit missing");
  496. preInit(VLC);
  497. }
  498. }
  499. void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
  500. {
  501. if(scenarioOps->createRandomMap())
  502. {
  503. logGlobal->info("Create random map.");
  504. CStopWatch sw;
  505. // Gen map
  506. CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, scenarioOps->seedToBeUsed);
  507. progressTracking.include(mapGenerator);
  508. std::unique_ptr<CMap> randomMap = mapGenerator.generate();
  509. progressTracking.exclude(mapGenerator);
  510. if(allowSavingRandomMap)
  511. {
  512. try
  513. {
  514. auto path = VCMIDirs::get().userCachePath() / "RandomMaps";
  515. boost::filesystem::create_directories(path);
  516. std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
  517. const std::string templateName = options->getMapTemplate()->getName();
  518. const ui32 seed = scenarioOps->seedToBeUsed;
  519. const std::string fileName = boost::str(boost::format("%s_%d.vmap") % templateName % seed );
  520. const auto fullPath = path / fileName;
  521. mapService->saveMap(randomMap, fullPath);
  522. logGlobal->info("Random map has been saved to:");
  523. logGlobal->info(fullPath.string());
  524. }
  525. catch(...)
  526. {
  527. logGlobal->error("Saving random map failed with exception");
  528. }
  529. }
  530. map = randomMap.release();
  531. // Update starting options
  532. for(int i = 0; i < map->players.size(); ++i)
  533. {
  534. const auto & playerInfo = map->players[i];
  535. if(playerInfo.canAnyonePlay())
  536. {
  537. PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
  538. playerSettings.compOnly = !playerInfo.canHumanPlay;
  539. playerSettings.castle = playerInfo.defaultCastle();
  540. if(playerSettings.isControlledByAI() && playerSettings.name.empty())
  541. {
  542. playerSettings.name = VLC->generaltexth->allTexts[468];
  543. }
  544. playerSettings.color = PlayerColor(i);
  545. }
  546. else
  547. {
  548. scenarioOps->playerInfos.erase(PlayerColor(i));
  549. }
  550. }
  551. logGlobal->info("Generated random map in %i ms.", sw.getDiff());
  552. }
  553. else
  554. {
  555. logGlobal->info("Open map file: %s", scenarioOps->mapname);
  556. const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
  557. map = mapService->loadMap(mapURI).release();
  558. }
  559. }
  560. void CGameState::initCampaign()
  561. {
  562. campaign = std::make_unique<CGameStateCampaign>(this);
  563. map = campaign->getCurrentMap().release();
  564. }
  565. void CGameState::checkMapChecksum()
  566. {
  567. logGlobal->info("\tOur checksum for the map: %d", map->checksum);
  568. if(scenarioOps->mapfileChecksum)
  569. {
  570. logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
  571. if(map->checksum != scenarioOps->mapfileChecksum)
  572. {
  573. logGlobal->error("Wrong map checksum!!!");
  574. throw std::runtime_error("Wrong checksum");
  575. }
  576. }
  577. else
  578. {
  579. scenarioOps->mapfileChecksum = map->checksum;
  580. }
  581. }
  582. void CGameState::initGlobalBonuses()
  583. {
  584. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
  585. logGlobal->debug("\tLoading global bonuses");
  586. for(const auto & b : baseBonuses.Struct())
  587. {
  588. auto bonus = JsonUtils::parseBonus(b.second);
  589. bonus->source = BonusSource::GLOBAL;//for all
  590. bonus->sid = -1; //there is one global object
  591. globalEffects.addNewBonus(bonus);
  592. }
  593. VLC->creh->loadCrExpBon(globalEffects);
  594. }
  595. void CGameState::initDifficulty()
  596. {
  597. logGlobal->debug("\tLoading difficulty settings");
  598. const JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
  599. const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
  600. const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
  601. auto setDifficulty = [](PlayerState & state, const JsonNode & json)
  602. {
  603. //set starting resources
  604. state.resources = TResources(json["resources"]);
  605. //set global bonuses
  606. for(auto & jsonBonus : json["globalBonuses"].Vector())
  607. if(auto bonus = JsonUtils::parseBonus(jsonBonus))
  608. state.addNewBonus(bonus);
  609. //set battle bonuses
  610. for(auto & jsonBonus : json["battleBonuses"].Vector())
  611. if(auto bonus = JsonUtils::parseBonus(jsonBonus))
  612. state.battleBonuses.push_back(*bonus);
  613. };
  614. for (auto & elem : players)
  615. {
  616. PlayerState &p = elem.second;
  617. setDifficulty(p, p.human ? difficultyHuman : difficultyAI);
  618. }
  619. if (campaign)
  620. campaign->initStartingResources();
  621. }
  622. void CGameState::initGrailPosition()
  623. {
  624. logGlobal->debug("\tPicking grail position");
  625. //pick grail location
  626. if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
  627. {
  628. if(!map->grailRadius) //radius not given -> anywhere on map
  629. map->grailRadius = map->width * 2;
  630. std::vector<int3> allowedPos;
  631. static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
  632. // add all not blocked tiles in range
  633. for (int z = 0; z < map->levels(); z++)
  634. {
  635. for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
  636. {
  637. for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
  638. {
  639. const TerrainTile &t = map->getTile(int3(x, y, z));
  640. if(!t.blocked
  641. && !t.visitable
  642. && t.terType->isLand()
  643. && t.terType->isPassable()
  644. && (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
  645. allowedPos.emplace_back(x, y, z);
  646. }
  647. }
  648. }
  649. //remove tiles with holes
  650. for(auto & elem : map->objects)
  651. if(elem && elem->ID == Obj::HOLE)
  652. allowedPos -= elem->pos;
  653. if(!allowedPos.empty())
  654. {
  655. map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
  656. }
  657. else
  658. {
  659. logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
  660. }
  661. }
  662. }
  663. void CGameState::initRandomFactionsForPlayers()
  664. {
  665. logGlobal->debug("\tPicking random factions for players");
  666. for(auto & elem : scenarioOps->playerInfos)
  667. {
  668. if(elem.second.castle==FactionID::RANDOM)
  669. {
  670. auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
  671. auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
  672. std::advance(iter, randomID);
  673. elem.second.castle = *iter;
  674. }
  675. }
  676. }
  677. void CGameState::randomizeMapObjects()
  678. {
  679. logGlobal->debug("\tRandomizing objects");
  680. for(CGObjectInstance *obj : map->objects)
  681. {
  682. if(!obj) continue;
  683. randomizeObject(obj);
  684. //handle Favouring Winds - mark tiles under it
  685. if(obj->ID == Obj::FAVORABLE_WINDS)
  686. {
  687. for (int i = 0; i < obj->getWidth() ; i++)
  688. {
  689. for (int j = 0; j < obj->getHeight() ; j++)
  690. {
  691. int3 pos = obj->pos - int3(i,j,0);
  692. if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
  693. }
  694. }
  695. }
  696. }
  697. }
  698. void CGameState::initPlayerStates()
  699. {
  700. logGlobal->debug("\tCreating player entries in gs");
  701. for(auto & elem : scenarioOps->playerInfos)
  702. {
  703. PlayerState & p = players[elem.first];
  704. p.color=elem.first;
  705. p.human = elem.second.isControlledByHuman();
  706. p.team = map->players[elem.first.getNum()].team;
  707. teams[p.team].id = p.team;//init team
  708. teams[p.team].players.insert(elem.first);//add player to team
  709. }
  710. }
  711. void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
  712. {
  713. for(auto town : map->towns)
  714. {
  715. if(town->getPosition() == townPos)
  716. {
  717. townPos = town->visitablePos();
  718. break;
  719. }
  720. }
  721. CGObjectInstance * hero = createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor);
  722. hero->pos += hero->getVisitableOffset();
  723. map->getEditManager()->insertObject(hero);
  724. }
  725. void CGameState::placeStartingHeroes()
  726. {
  727. logGlobal->debug("\tGiving starting hero");
  728. for(auto & playerSettingPair : scenarioOps->playerInfos)
  729. {
  730. auto playerColor = playerSettingPair.first;
  731. auto & playerInfo = map->players[playerColor.getNum()];
  732. if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
  733. {
  734. // Do not place a starting hero if the hero was already placed due to a campaign bonus
  735. if (campaign && campaign->playerHasStartingHero(playerColor))
  736. continue;
  737. int heroTypeId = pickNextHeroType(playerColor);
  738. if(playerSettingPair.second.hero == HeroTypeID::NONE)
  739. playerSettingPair.second.hero = heroTypeId;
  740. placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
  741. }
  742. }
  743. }
  744. void CGameState::removeHeroPlaceholders()
  745. {
  746. // remove any hero placeholders that remain on map after (potential) campaign heroes placement
  747. for(auto obj : map->objects)
  748. {
  749. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  750. {
  751. auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  752. map->removeBlockVisTiles(heroPlaceholder, true);
  753. map->instanceNames.erase(obj->instanceName);
  754. map->objects[heroPlaceholder->id.getNum()] = nullptr;
  755. delete heroPlaceholder;
  756. }
  757. }
  758. }
  759. void CGameState::initHeroes()
  760. {
  761. for(auto hero : map->heroesOnMap) //heroes instances initialization
  762. {
  763. if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
  764. {
  765. logGlobal->warn("Hero with uninitialized owner!");
  766. continue;
  767. }
  768. hero->initHero(getRandomGenerator());
  769. getPlayerState(hero->getOwner())->heroes.push_back(hero);
  770. map->allHeroes[hero->type->getIndex()] = hero;
  771. }
  772. // generate boats for all heroes on water
  773. for(auto hero : map->heroesOnMap)
  774. {
  775. assert(map->isInTheMap(hero->visitablePos()));
  776. const auto & tile = map->getTile(hero->visitablePos());
  777. if (tile.terType->isWater())
  778. {
  779. auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
  780. CGBoat * boat = dynamic_cast<CGBoat*>(handler->create());
  781. handler->configureObject(boat, gs->getRandomGenerator());
  782. boat->ID = Obj::BOAT;
  783. boat->subID = hero->getBoatType().getNum();
  784. boat->pos = hero->pos;
  785. boat->appearance = handler->getTemplates().front();
  786. boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  787. map->objects.emplace_back(boat);
  788. map->addBlockVisTiles(boat);
  789. hero->attachToBoat(boat);
  790. }
  791. }
  792. for(auto obj : map->objects) //prisons
  793. {
  794. if(obj && obj->ID == Obj::PRISON)
  795. map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
  796. }
  797. std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
  798. for(auto ph : map->predefinedHeroes)
  799. {
  800. if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
  801. continue;
  802. ph->initHero(getRandomGenerator());
  803. heroesPool->addHeroToPool(ph);
  804. heroesToCreate.erase(ph->type->getId());
  805. map->allHeroes[ph->subID] = ph;
  806. }
  807. for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
  808. {
  809. auto * vhi = new CGHeroInstance();
  810. vhi->initHero(getRandomGenerator(), htype);
  811. int typeID = htype.getNum();
  812. map->allHeroes[typeID] = vhi;
  813. heroesPool->addHeroToPool(vhi);
  814. }
  815. for(auto & elem : map->disposedHeroes)
  816. heroesPool->setAvailability(elem.heroId, elem.players);
  817. if (campaign)
  818. campaign->initHeroes();
  819. }
  820. void CGameState::initFogOfWar()
  821. {
  822. logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
  823. int layers = map->levels();
  824. for(auto & elem : teams)
  825. {
  826. auto fow = elem.second.fogOfWarMap;
  827. fow->resize(boost::extents[layers][map->width][map->height]);
  828. std::fill(fow->data(), fow->data() + fow->num_elements(), 0);
  829. for(CGObjectInstance *obj : map->objects)
  830. {
  831. if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
  832. std::unordered_set<int3> tiles;
  833. getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
  834. for(const int3 & tile : tiles)
  835. {
  836. (*elem.second.fogOfWarMap)[tile.z][tile.x][tile.y] = 1;
  837. }
  838. }
  839. }
  840. }
  841. void CGameState::initStartingBonus()
  842. {
  843. if (scenarioOps->mode == StartInfo::CAMPAIGN)
  844. return;
  845. // These are the single scenario bonuses; predefined
  846. // campaign bonuses are spread out over other init* functions.
  847. logGlobal->debug("\tStarting bonuses");
  848. for(auto & elem : players)
  849. {
  850. //starting bonus
  851. if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
  852. scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(getRandomGenerator().nextInt(2));
  853. switch(scenarioOps->playerInfos[elem.first].bonus)
  854. {
  855. case PlayerSettings::GOLD:
  856. elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
  857. break;
  858. case PlayerSettings::RESOURCE:
  859. {
  860. auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
  861. if(res == EGameResID::WOOD_AND_ORE)
  862. {
  863. int amount = getRandomGenerator().nextInt(5, 10);
  864. elem.second.resources[EGameResID::WOOD] += amount;
  865. elem.second.resources[EGameResID::ORE] += amount;
  866. }
  867. else
  868. {
  869. elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
  870. }
  871. break;
  872. }
  873. case PlayerSettings::ARTIFACT:
  874. {
  875. if(elem.second.heroes.empty())
  876. {
  877. logGlobal->error("Cannot give starting artifact - no heroes!");
  878. break;
  879. }
  880. const Artifact * toGive = VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toArtifact(VLC->artifacts());
  881. CGHeroInstance *hero = elem.second.heroes[0];
  882. if(!giveHeroArtifact(hero, toGive->getId()))
  883. logGlobal->error("Cannot give starting artifact - no free slots!");
  884. }
  885. break;
  886. }
  887. }
  888. }
  889. void CGameState::initTowns()
  890. {
  891. logGlobal->debug("\tTowns");
  892. if (campaign)
  893. campaign->initTowns();
  894. CGTownInstance::universitySkills.clear();
  895. for ( int i=0; i<4; i++)
  896. CGTownInstance::universitySkills.push_back(14+i);//skills for university
  897. for (auto & elem : map->towns)
  898. {
  899. CGTownInstance * vti =(elem);
  900. if(!vti->town)
  901. {
  902. vti->town = (*VLC->townh)[vti->subID]->town;
  903. }
  904. if(vti->getNameTranslated().empty())
  905. {
  906. size_t nameID = getRandomGenerator().nextInt(vti->getTown()->getRandomNamesCount() - 1);
  907. vti->setNameTextId(vti->getTown()->getRandomNameTextID(nameID));
  908. }
  909. static const BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
  910. static const BuildingID upgradedDwellings[] = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
  911. static const BuildingID hordes[] = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
  912. //init buildings
  913. if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
  914. {
  915. vti->builtBuildings.erase(BuildingID::DEFAULT);
  916. vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
  917. if(vti->tempOwner != PlayerColor::NEUTRAL)
  918. vti->builtBuildings.insert(BuildingID::TAVERN);
  919. auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
  920. for(int i = 0; i < definesBuildingsChances.size(); i++)
  921. {
  922. if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
  923. {
  924. vti->builtBuildings.insert(basicDwellings[i]);
  925. }
  926. }
  927. }
  928. // village hall must always exist
  929. vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
  930. //init hordes
  931. for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
  932. {
  933. if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
  934. {
  935. vti->builtBuildings.erase(hordes[i]);//remove old ID
  936. if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
  937. {
  938. vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
  939. //if we have upgraded dwelling as well
  940. if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
  941. vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
  942. }
  943. if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
  944. {
  945. vti->builtBuildings.insert(BuildingID::HORDE_2);
  946. if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
  947. vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
  948. }
  949. }
  950. }
  951. //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
  952. //But DO NOT remove horde placeholders before they are replaced
  953. vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
  954. {
  955. return !vti->getTown()->buildings.count(bid) || !vti->getTown()->buildings.at(bid);
  956. });
  957. if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
  958. vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
  959. //Early check for #1444-like problems
  960. for([[maybe_unused]] const auto & building : vti->builtBuildings)
  961. {
  962. assert(vti->getTown()->buildings.at(building) != nullptr);
  963. }
  964. //town events
  965. for(CCastleEvent &ev : vti->events)
  966. {
  967. for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
  968. if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
  969. {
  970. ev.buildings.erase(hordes[i]);
  971. if (vti->getTown()->hordeLvl.at(0) == i)
  972. ev.buildings.insert(BuildingID::HORDE_1);
  973. if (vti->getTown()->hordeLvl.at(1) == i)
  974. ev.buildings.insert(BuildingID::HORDE_2);
  975. }
  976. }
  977. //init spells
  978. vti->spells.resize(GameConstants::SPELL_LEVELS);
  979. for(ui32 z=0; z<vti->obligatorySpells.size();z++)
  980. {
  981. const auto * s = vti->obligatorySpells[z].toSpell();
  982. vti->spells[s->getLevel()-1].push_back(s->id);
  983. vti->possibleSpells -= s->id;
  984. }
  985. while(!vti->possibleSpells.empty())
  986. {
  987. ui32 total=0;
  988. int sel = -1;
  989. for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
  990. total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
  991. if (total == 0) // remaining spells have 0 probability
  992. break;
  993. auto r = getRandomGenerator().nextInt(total - 1);
  994. for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
  995. {
  996. r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
  997. if(r<0)
  998. {
  999. sel = ps;
  1000. break;
  1001. }
  1002. }
  1003. if(sel<0)
  1004. sel=0;
  1005. const auto * s = vti->possibleSpells[sel].toSpell();
  1006. vti->spells[s->getLevel()-1].push_back(s->id);
  1007. vti->possibleSpells -= s->id;
  1008. }
  1009. vti->possibleSpells.clear();
  1010. if(vti->getOwner() != PlayerColor::NEUTRAL)
  1011. getPlayerState(vti->getOwner())->towns.emplace_back(vti);
  1012. }
  1013. }
  1014. void CGameState::initMapObjects()
  1015. {
  1016. logGlobal->debug("\tObject initialization");
  1017. // objCaller->preInit();
  1018. for(CGObjectInstance *obj : map->objects)
  1019. {
  1020. if(obj)
  1021. {
  1022. logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);
  1023. obj->initObj(getRandomGenerator());
  1024. }
  1025. }
  1026. for(CGObjectInstance *obj : map->objects)
  1027. {
  1028. if(!obj)
  1029. continue;
  1030. switch (obj->ID)
  1031. {
  1032. case Obj::QUEST_GUARD:
  1033. case Obj::SEER_HUT:
  1034. {
  1035. auto * q = dynamic_cast<CGSeerHut *>(obj);
  1036. assert (q);
  1037. q->setObjToKill();
  1038. }
  1039. }
  1040. }
  1041. CGSubterraneanGate::postInit(); //pairing subterranean gates
  1042. map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
  1043. }
  1044. void CGameState::placeHeroesInTowns()
  1045. {
  1046. for(auto & player : players)
  1047. {
  1048. if(player.first == PlayerColor::NEUTRAL)
  1049. continue;
  1050. for(CGHeroInstance * h : player.second.heroes)
  1051. {
  1052. for(CGTownInstance * t : player.second.towns)
  1053. {
  1054. if(h->visitablePos().z != t->visitablePos().z)
  1055. continue;
  1056. bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
  1057. // current hero position is at one of blocking tiles of current town
  1058. // assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
  1059. if (heroOnTownBlockableTile)
  1060. {
  1061. int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
  1062. map->removeBlockVisTiles(h);
  1063. h->pos = correctedPos;
  1064. map->addBlockVisTiles(h);
  1065. assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
  1066. }
  1067. }
  1068. }
  1069. }
  1070. }
  1071. void CGameState::initVisitingAndGarrisonedHeroes()
  1072. {
  1073. for(auto & player : players)
  1074. {
  1075. if(player.first == PlayerColor::NEUTRAL)
  1076. continue;
  1077. //init visiting and garrisoned heroes
  1078. for(CGHeroInstance * h : player.second.heroes)
  1079. {
  1080. for(CGTownInstance * t : player.second.towns)
  1081. {
  1082. if(h->visitablePos().z != t->visitablePos().z)
  1083. continue;
  1084. if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
  1085. {
  1086. assert(t->visitingHero == nullptr);
  1087. t->setVisitingHero(h);
  1088. }
  1089. }
  1090. }
  1091. }
  1092. for (auto hero : map->heroesOnMap)
  1093. {
  1094. if (hero->visitedTown)
  1095. {
  1096. assert (hero->visitedTown->visitingHero == hero);
  1097. }
  1098. }
  1099. }
  1100. const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
  1101. {
  1102. if (!player.isValidPlayer())
  1103. return nullptr;
  1104. for (const auto & battlePtr : currentBattles)
  1105. if (battlePtr->sides[0].color == player || battlePtr->sides[1].color == player)
  1106. return battlePtr.get();
  1107. return nullptr;
  1108. }
  1109. const BattleInfo * CGameState::getBattle(const BattleID & battle) const
  1110. {
  1111. for (const auto & battlePtr : currentBattles)
  1112. if (battlePtr->battleID == battle)
  1113. return battlePtr.get();
  1114. return nullptr;
  1115. }
  1116. BattleInfo * CGameState::getBattle(const BattleID & battle)
  1117. {
  1118. for (const auto & battlePtr : currentBattles)
  1119. if (battlePtr->battleID == battle)
  1120. return battlePtr.get();
  1121. return nullptr;
  1122. }
  1123. BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
  1124. {
  1125. assert(tile.valid());
  1126. if(!tile.valid())
  1127. return BattleField::NONE;
  1128. const TerrainTile &t = map->getTile(tile);
  1129. auto * topObject = t.visitableObjects.front();
  1130. if(topObject && topObject->getBattlefield() != BattleField::NONE)
  1131. {
  1132. return topObject->getBattlefield();
  1133. }
  1134. for(auto &obj : map->objects)
  1135. {
  1136. //look only for objects covering given tile
  1137. if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
  1138. continue;
  1139. auto customBattlefield = obj->getBattlefield();
  1140. if(customBattlefield != BattleField::NONE)
  1141. return customBattlefield;
  1142. }
  1143. if(map->isCoastalTile(tile)) //coastal tile is always ground
  1144. return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
  1145. return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
  1146. }
  1147. void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
  1148. {
  1149. assert(obj);
  1150. assert(obj->hasStackAtSlot(stackPos));
  1151. out = fillUpgradeInfo(obj->getStack(stackPos));
  1152. }
  1153. UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
  1154. {
  1155. UpgradeInfo ret;
  1156. const CCreature *base = stack.type;
  1157. if (stack.armyObj->ID == Obj::HERO)
  1158. {
  1159. auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
  1160. hero->fillUpgradeInfo(ret, stack);
  1161. if (hero->visitedTown)
  1162. {
  1163. hero->visitedTown->fillUpgradeInfo(ret, stack);
  1164. }
  1165. else
  1166. {
  1167. auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
  1168. auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
  1169. if (object != hero && upgradeSource != nullptr)
  1170. upgradeSource->fillUpgradeInfo(ret, stack);
  1171. }
  1172. }
  1173. if (stack.armyObj->ID == Obj::TOWN)
  1174. {
  1175. auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
  1176. town->fillUpgradeInfo(ret, stack);
  1177. }
  1178. if(!ret.newID.empty())
  1179. ret.oldID = base->getId();
  1180. for (ResourceSet &cost : ret.cost)
  1181. cost.positive(); //upgrade cost can't be negative, ignore missing resources
  1182. return ret;
  1183. }
  1184. PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
  1185. {
  1186. if ( color1 == color2 )
  1187. return PlayerRelations::SAME_PLAYER;
  1188. if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
  1189. return PlayerRelations::ENEMIES;
  1190. const TeamState * ts = getPlayerTeam(color1);
  1191. if (ts && vstd::contains(ts->players, color2))
  1192. return PlayerRelations::ALLIES;
  1193. return PlayerRelations::ENEMIES;
  1194. }
  1195. void CGameState::apply(CPack *pack)
  1196. {
  1197. ui16 typ = typeList.getTypeID(pack);
  1198. applier->getApplier(typ)->applyOnGS(this, pack);
  1199. }
  1200. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
  1201. {
  1202. calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
  1203. }
  1204. void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
  1205. {
  1206. //FIXME: creating pathfinder is costly, maybe reset / clear is enough?
  1207. CPathfinder pathfinder(this, config);
  1208. pathfinder.calculatePaths();
  1209. }
  1210. /**
  1211. * Tells if the tile is guarded by a monster as well as the position
  1212. * of the monster that will attack on it.
  1213. *
  1214. * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
  1215. * the monster guarding the tile.
  1216. */
  1217. std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
  1218. {
  1219. std::vector<CGObjectInstance*> guards;
  1220. const int3 originalPos = pos;
  1221. if (!map->isInTheMap(pos))
  1222. return guards;
  1223. const TerrainTile &posTile = map->getTile(pos);
  1224. if (posTile.visitable)
  1225. {
  1226. for (CGObjectInstance* obj : posTile.visitableObjects)
  1227. {
  1228. if(obj->isBlockedVisitable())
  1229. {
  1230. if (obj->ID == Obj::MONSTER) // Monster
  1231. guards.push_back(obj);
  1232. }
  1233. }
  1234. }
  1235. pos -= int3(1, 1, 0); // Start with top left.
  1236. for (int dx = 0; dx < 3; dx++)
  1237. {
  1238. for (int dy = 0; dy < 3; dy++)
  1239. {
  1240. if (map->isInTheMap(pos))
  1241. {
  1242. const auto & tile = map->getTile(pos);
  1243. if (tile.visitable && (tile.isWater() == posTile.isWater()))
  1244. {
  1245. for (CGObjectInstance* obj : tile.visitableObjects)
  1246. {
  1247. if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
  1248. {
  1249. guards.push_back(obj);
  1250. }
  1251. }
  1252. }
  1253. }
  1254. pos.y++;
  1255. }
  1256. pos.y -= 3;
  1257. pos.x++;
  1258. }
  1259. return guards;
  1260. }
  1261. int3 CGameState::guardingCreaturePosition (int3 pos) const
  1262. {
  1263. return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
  1264. }
  1265. void CGameState::updateRumor()
  1266. {
  1267. static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  1268. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  1269. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  1270. if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  1271. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  1272. int rumorId = -1;
  1273. int rumorExtra = -1;
  1274. auto & rand = getRandomGenerator();
  1275. rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  1276. do
  1277. {
  1278. switch(rumor.type)
  1279. {
  1280. case RumorState::TYPE_SPECIAL:
  1281. {
  1282. SThievesGuildInfo tgi;
  1283. obtainPlayersStats(tgi, 20);
  1284. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  1285. if(rumorId == RumorState::RUMOR_GRAIL)
  1286. {
  1287. rumorExtra = getTile(map->grailPos)->terType->getIndex();
  1288. break;
  1289. }
  1290. std::vector<PlayerColor> players = {};
  1291. switch(rumorId)
  1292. {
  1293. case RumorState::RUMOR_OBELISKS:
  1294. players = tgi.obelisks[0];
  1295. break;
  1296. case RumorState::RUMOR_ARTIFACTS:
  1297. players = tgi.artifacts[0];
  1298. break;
  1299. case RumorState::RUMOR_ARMY:
  1300. players = tgi.army[0];
  1301. break;
  1302. case RumorState::RUMOR_INCOME:
  1303. players = tgi.income[0];
  1304. break;
  1305. }
  1306. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  1307. break;
  1308. }
  1309. case RumorState::TYPE_MAP:
  1310. // Makes sure that map rumors only used if there enough rumors too choose from
  1311. if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
  1312. {
  1313. rumorId = rand.nextInt((int)map->rumors.size() - 1);
  1314. break;
  1315. }
  1316. else
  1317. rumor.type = RumorState::TYPE_RAND;
  1318. [[fallthrough]];
  1319. case RumorState::TYPE_RAND:
  1320. auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
  1321. rumorId = rand.nextInt((int)vector.size() - 1);
  1322. break;
  1323. }
  1324. }
  1325. while(!rumor.update(rumorId, rumorExtra));
  1326. }
  1327. bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
  1328. {
  1329. if (!map->isInTheMap(pos))
  1330. return false;
  1331. if (!player)
  1332. return true;
  1333. if(player == PlayerColor::NEUTRAL)
  1334. return false;
  1335. if(player->isSpectator())
  1336. return true;
  1337. return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
  1338. }
  1339. bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
  1340. {
  1341. if(!player)
  1342. return true;
  1343. //we should always see our own heroes - but sometimes not visible heroes cause crash :?
  1344. if (player == obj->tempOwner)
  1345. return true;
  1346. if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
  1347. return false;
  1348. //object is visible when at least one blocked tile is visible
  1349. for(int fy=0; fy < obj->getHeight(); ++fy)
  1350. {
  1351. for(int fx=0; fx < obj->getWidth(); ++fx)
  1352. {
  1353. int3 pos = obj->pos + int3(-fx, -fy, 0);
  1354. if ( map->isInTheMap(pos) &&
  1355. obj->coveringAt(pos.x, pos.y) &&
  1356. isVisible(pos, *player))
  1357. return true;
  1358. }
  1359. }
  1360. return false;
  1361. }
  1362. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  1363. {
  1364. const TerrainTile * pom = &map->getTile(dst);
  1365. return map->checkForVisitableDir(src, pom, dst);
  1366. }
  1367. EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
  1368. {
  1369. const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
  1370. const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
  1371. const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
  1372. const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
  1373. auto evaluateEvent = [=](const EventCondition & condition)
  1374. {
  1375. return this->checkForVictory(player, condition);
  1376. };
  1377. const PlayerState *p = CGameInfoCallback::getPlayerState(player);
  1378. //cheater or tester, but has entered the code...
  1379. if (p->enteredWinningCheatCode)
  1380. return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
  1381. if (p->enteredLosingCheatCode)
  1382. return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
  1383. for (const TriggeredEvent & event : map->triggeredEvents)
  1384. {
  1385. if (event.trigger.test(evaluateEvent))
  1386. {
  1387. if (event.effect.type == EventEffect::VICTORY)
  1388. return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
  1389. if (event.effect.type == EventEffect::DEFEAT)
  1390. return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
  1391. }
  1392. }
  1393. if (checkForStandardLoss(player))
  1394. {
  1395. return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
  1396. }
  1397. return EVictoryLossCheckResult();
  1398. }
  1399. bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const
  1400. {
  1401. const PlayerState *p = CGameInfoCallback::getPlayerState(player);
  1402. switch (condition.condition)
  1403. {
  1404. case EventCondition::STANDARD_WIN:
  1405. {
  1406. return player == checkForStandardWin();
  1407. }
  1408. case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
  1409. {
  1410. for(const auto & elem : p->heroes)
  1411. if(elem->hasArt(ArtifactID(condition.objectType)))
  1412. return true;
  1413. return false;
  1414. }
  1415. case EventCondition::HAVE_CREATURES:
  1416. {
  1417. //check if in players armies there is enough creatures
  1418. int total = 0; //creature counter
  1419. for(auto object : map->objects)
  1420. {
  1421. const CArmedInstance *ai = nullptr;
  1422. if(object
  1423. && object->tempOwner == player //object controlled by player
  1424. && (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
  1425. {
  1426. for(const auto & elem : ai->Slots()) //iterate through army
  1427. if(elem.second->type->getIndex() == condition.objectType) //it's searched creature
  1428. total += elem.second->count;
  1429. }
  1430. }
  1431. return total >= condition.value;
  1432. }
  1433. case EventCondition::HAVE_RESOURCES:
  1434. {
  1435. return p->resources[condition.objectType] >= condition.value;
  1436. }
  1437. case EventCondition::HAVE_BUILDING:
  1438. {
  1439. if (condition.object) // specific town
  1440. {
  1441. const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
  1442. return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
  1443. }
  1444. else // any town
  1445. {
  1446. for (const CGTownInstance * t : p->towns)
  1447. {
  1448. if (t->hasBuilt(BuildingID(condition.objectType)))
  1449. return true;
  1450. }
  1451. return false;
  1452. }
  1453. }
  1454. case EventCondition::DESTROY:
  1455. {
  1456. if (condition.object) // mode A - destroy specific object of this type
  1457. {
  1458. if(const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object))
  1459. return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
  1460. else
  1461. return getObj(condition.object->id) == nullptr;
  1462. }
  1463. else
  1464. {
  1465. for(const auto & elem : map->objects) // mode B - destroy all objects of this type
  1466. {
  1467. if(elem && elem->ID.getNum() == condition.objectType)
  1468. return false;
  1469. }
  1470. return true;
  1471. }
  1472. }
  1473. case EventCondition::CONTROL:
  1474. {
  1475. // list of players that need to control object to fulfull condition
  1476. // NOTE: cgameinfocallback specified explicitly in order to get const version
  1477. const auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
  1478. if (condition.object) // mode A - flag one specific object, like town
  1479. {
  1480. return team.count(condition.object->tempOwner) != 0;
  1481. }
  1482. else
  1483. {
  1484. for(const auto & elem : map->objects) // mode B - flag all objects of this type
  1485. {
  1486. //check not flagged objs
  1487. if ( elem && elem->ID.getNum() == condition.objectType && team.count(elem->tempOwner) == 0 )
  1488. return false;
  1489. }
  1490. return true;
  1491. }
  1492. }
  1493. case EventCondition::TRANSPORT:
  1494. {
  1495. const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
  1496. return (t->visitingHero && t->visitingHero->hasArt(ArtifactID(condition.objectType))) ||
  1497. (t->garrisonHero && t->garrisonHero->hasArt(ArtifactID(condition.objectType)));
  1498. }
  1499. case EventCondition::DAYS_PASSED:
  1500. {
  1501. return (si32)gs->day > condition.value;
  1502. }
  1503. case EventCondition::IS_HUMAN:
  1504. {
  1505. return p->human ? condition.value == 1 : condition.value == 0;
  1506. }
  1507. case EventCondition::DAYS_WITHOUT_TOWN:
  1508. {
  1509. if (p->daysWithoutCastle)
  1510. return p->daysWithoutCastle >= condition.value;
  1511. else
  1512. return false;
  1513. }
  1514. case EventCondition::CONST_VALUE:
  1515. {
  1516. return condition.value; // just convert to bool
  1517. }
  1518. case EventCondition::HAVE_0:
  1519. {
  1520. logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
  1521. //TODO: support new condition format
  1522. return false;
  1523. }
  1524. case EventCondition::HAVE_BUILDING_0:
  1525. {
  1526. logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
  1527. //TODO: support new condition format
  1528. return false;
  1529. }
  1530. case EventCondition::DESTROY_0:
  1531. {
  1532. logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
  1533. //TODO: support new condition format
  1534. return false;
  1535. }
  1536. default:
  1537. logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
  1538. return false;
  1539. }
  1540. }
  1541. PlayerColor CGameState::checkForStandardWin() const
  1542. {
  1543. //std victory condition is:
  1544. //all enemies lost
  1545. PlayerColor supposedWinner = PlayerColor::NEUTRAL;
  1546. TeamID winnerTeam = TeamID::NO_TEAM;
  1547. for(const auto & elem : players)
  1548. {
  1549. if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
  1550. {
  1551. if(supposedWinner == PlayerColor::NEUTRAL)
  1552. {
  1553. //first player remaining ingame - candidate for victory
  1554. supposedWinner = elem.second.color;
  1555. winnerTeam = elem.second.team;
  1556. }
  1557. else if(winnerTeam != elem.second.team)
  1558. {
  1559. //current candidate has enemy remaining in game -> no vicotry
  1560. return PlayerColor::NEUTRAL;
  1561. }
  1562. }
  1563. }
  1564. return supposedWinner;
  1565. }
  1566. bool CGameState::checkForStandardLoss(const PlayerColor & player) const
  1567. {
  1568. //std loss condition is: player lost all towns and heroes
  1569. const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
  1570. return pState.checkVanquished();
  1571. }
  1572. struct statsHLP
  1573. {
  1574. using TStat = std::pair<PlayerColor, si64>;
  1575. //converts [<player's color, value>] to vec[place] -> platers
  1576. static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
  1577. {
  1578. std::sort(stats.begin(), stats.end(), statsHLP());
  1579. //put first element
  1580. std::vector< std::vector<PlayerColor> > ret;
  1581. std::vector<PlayerColor> tmp;
  1582. tmp.push_back( stats[0].first );
  1583. ret.push_back( tmp );
  1584. //the rest of elements
  1585. for(int g=1; g<stats.size(); ++g)
  1586. {
  1587. if(stats[g].second == stats[g-1].second)
  1588. {
  1589. (ret.end()-1)->push_back( stats[g].first );
  1590. }
  1591. else
  1592. {
  1593. //create next occupied rank
  1594. std::vector<PlayerColor> tmp;
  1595. tmp.push_back(stats[g].first);
  1596. ret.push_back(tmp);
  1597. }
  1598. }
  1599. return ret;
  1600. }
  1601. bool operator()(const TStat & a, const TStat & b) const
  1602. {
  1603. return a.second > b.second;
  1604. }
  1605. static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
  1606. {
  1607. std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
  1608. if(h.empty())
  1609. return nullptr;
  1610. //best hero will be that with highest exp
  1611. int best = 0;
  1612. for(int b=1; b<h.size(); ++b)
  1613. {
  1614. if(h[b]->exp > h[best]->exp)
  1615. {
  1616. best = b;
  1617. }
  1618. }
  1619. return h[best];
  1620. }
  1621. //calculates total number of artifacts that belong to given player
  1622. static int getNumberOfArts(const PlayerState * ps)
  1623. {
  1624. int ret = 0;
  1625. for(auto h : ps->heroes)
  1626. {
  1627. ret += (int)h->artifactsInBackpack.size() + (int)h->artifactsWorn.size();
  1628. }
  1629. return ret;
  1630. }
  1631. // get total strength of player army
  1632. static si64 getArmyStrength(const PlayerState * ps)
  1633. {
  1634. si64 str = 0;
  1635. for(auto h : ps->heroes)
  1636. {
  1637. if(!h->inTownGarrison) //original h3 behavior
  1638. str += h->getArmyStrength();
  1639. }
  1640. return str;
  1641. }
  1642. // get total gold income
  1643. static int getIncome(const PlayerState * ps)
  1644. {
  1645. int totalIncome = 0;
  1646. const CGObjectInstance * heroOrTown = nullptr;
  1647. //Heroes can produce gold as well - skill, specialty or arts
  1648. for(const auto & h : ps->heroes)
  1649. {
  1650. totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
  1651. if(!heroOrTown)
  1652. heroOrTown = h;
  1653. }
  1654. //Add town income of all towns
  1655. for(const auto & t : ps->towns)
  1656. {
  1657. totalIncome += t->dailyIncome()[EGameResID::GOLD];
  1658. if(!heroOrTown)
  1659. heroOrTown = t;
  1660. }
  1661. /// FIXME: Dirty dirty hack
  1662. /// Stats helper need some access to gamestate.
  1663. std::vector<const CGObjectInstance *> ownedObjects;
  1664. for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
  1665. {
  1666. if(obj && obj->tempOwner == ps->color)
  1667. ownedObjects.push_back(obj);
  1668. }
  1669. /// This is code from CPlayerSpecificInfoCallback::getMyObjects
  1670. /// I'm really need to find out about callback interface design...
  1671. for(const auto * object : ownedObjects)
  1672. {
  1673. //Mines
  1674. if ( object->ID == Obj::MINE )
  1675. {
  1676. const auto * mine = dynamic_cast<const CGMine *>(object);
  1677. assert(mine);
  1678. if (mine->producedResource == EGameResID::GOLD)
  1679. totalIncome += mine->producedQuantity;
  1680. }
  1681. }
  1682. return totalIncome;
  1683. }
  1684. };
  1685. void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
  1686. {
  1687. auto playerInactive = [&](const PlayerColor & color)
  1688. {
  1689. return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
  1690. };
  1691. #define FILL_FIELD(FIELD, VAL_GETTER) \
  1692. { \
  1693. std::vector< std::pair< PlayerColor, si64 > > stats; \
  1694. for(auto g = players.begin(); g != players.end(); ++g) \
  1695. { \
  1696. if(playerInactive(g->second.color)) \
  1697. continue; \
  1698. std::pair< PlayerColor, si64 > stat; \
  1699. stat.first = g->second.color; \
  1700. stat.second = VAL_GETTER; \
  1701. stats.push_back(stat); \
  1702. } \
  1703. tgi.FIELD = statsHLP::getRank(stats); \
  1704. }
  1705. for(auto & elem : players)
  1706. {
  1707. if(!playerInactive(elem.second.color))
  1708. tgi.playerColors.push_back(elem.second.color);
  1709. }
  1710. if(level >= 0) //num of towns & num of heroes
  1711. {
  1712. //num of towns
  1713. FILL_FIELD(numOfTowns, g->second.towns.size())
  1714. //num of heroes
  1715. FILL_FIELD(numOfHeroes, g->second.heroes.size())
  1716. }
  1717. if(level >= 1) //best hero's portrait
  1718. {
  1719. for(const auto & player : players)
  1720. {
  1721. if(playerInactive(player.second.color))
  1722. continue;
  1723. const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
  1724. InfoAboutHero iah;
  1725. iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
  1726. iah.army.clear();
  1727. tgi.colorToBestHero[player.second.color] = iah;
  1728. }
  1729. }
  1730. if(level >= 2) //gold
  1731. {
  1732. FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
  1733. }
  1734. if(level >= 2) //wood & ore
  1735. {
  1736. FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
  1737. }
  1738. if(level >= 3) //mercury, sulfur, crystal, gems
  1739. {
  1740. FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
  1741. }
  1742. if(level >= 3) //obelisks found
  1743. {
  1744. auto getObeliskVisited = [](const TeamID & t)
  1745. {
  1746. if(CGObelisk::visited.count(t))
  1747. return CGObelisk::visited[t];
  1748. else
  1749. return ui8(0);
  1750. };
  1751. FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
  1752. }
  1753. if(level >= 4) //artifacts
  1754. {
  1755. FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
  1756. }
  1757. if(level >= 4) //army strength
  1758. {
  1759. FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
  1760. }
  1761. if(level >= 5) //income
  1762. {
  1763. FILL_FIELD(income, statsHLP::getIncome(&g->second))
  1764. }
  1765. if(level >= 2) //best hero's stats
  1766. {
  1767. //already set in lvl 1 handling
  1768. }
  1769. if(level >= 3) //personality
  1770. {
  1771. for(const auto & player : players)
  1772. {
  1773. if(playerInactive(player.second.color)) //do nothing for neutral player
  1774. continue;
  1775. if(player.second.human)
  1776. {
  1777. tgi.personality[player.second.color] = EAiTactic::NONE;
  1778. }
  1779. else //AI
  1780. {
  1781. tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
  1782. }
  1783. }
  1784. }
  1785. if(level >= 4) //best creature
  1786. {
  1787. //best creatures belonging to player (highest AI value)
  1788. for(const auto & player : players)
  1789. {
  1790. if(playerInactive(player.second.color)) //do nothing for neutral player
  1791. continue;
  1792. int bestCre = -1; //best creature's ID
  1793. for(const auto & elem : player.second.heroes)
  1794. {
  1795. for(const auto & it : elem->Slots())
  1796. {
  1797. int toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
  1798. if(bestCre == -1 || VLC->creh->objects[bestCre]->getAIValue() < VLC->creh->objects[toCmp]->getAIValue())
  1799. {
  1800. bestCre = toCmp;
  1801. }
  1802. }
  1803. }
  1804. tgi.bestCreature[player.second.color] = bestCre;
  1805. }
  1806. }
  1807. #undef FILL_FIELD
  1808. }
  1809. void CGameState::buildBonusSystemTree()
  1810. {
  1811. buildGlobalTeamPlayerTree();
  1812. attachArmedObjects();
  1813. for(CGTownInstance *t : map->towns)
  1814. {
  1815. t->deserializationFix();
  1816. }
  1817. // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
  1818. // are provided on initializing / deserializing
  1819. // NOTE: calling deserializationFix() might be more correct option, but might lead to side effects
  1820. for (auto hero : map->heroesOnMap)
  1821. hero->boatDeserializationFix();
  1822. }
  1823. void CGameState::deserializationFix()
  1824. {
  1825. buildGlobalTeamPlayerTree();
  1826. attachArmedObjects();
  1827. }
  1828. void CGameState::buildGlobalTeamPlayerTree()
  1829. {
  1830. for(auto & team : teams)
  1831. {
  1832. TeamState * t = &team.second;
  1833. t->attachTo(globalEffects);
  1834. for(const PlayerColor & teamMember : team.second.players)
  1835. {
  1836. PlayerState *p = getPlayerState(teamMember);
  1837. assert(p);
  1838. p->attachTo(*t);
  1839. }
  1840. }
  1841. }
  1842. void CGameState::attachArmedObjects()
  1843. {
  1844. for(CGObjectInstance *obj : map->objects)
  1845. {
  1846. if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
  1847. {
  1848. armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
  1849. }
  1850. }
  1851. }
  1852. bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
  1853. {
  1854. CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  1855. CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(artifact);
  1856. map->addNewArtifactInstance(ai);
  1857. auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
  1858. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  1859. {
  1860. ai->putAt(ArtifactLocation(h, slot));
  1861. return true;
  1862. }
  1863. else
  1864. {
  1865. return false;
  1866. }
  1867. }
  1868. std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
  1869. {
  1870. std::set<HeroTypeID> ret;
  1871. for(int i = 0; i < map->allowedHeroes.size(); i++)
  1872. if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
  1873. ret.insert(HeroTypeID(i));
  1874. for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
  1875. {
  1876. if(playerSettingPair.second.hero.getNum() != PlayerSettings::RANDOM)
  1877. ret -= HeroTypeID(playerSettingPair.second.hero);
  1878. }
  1879. for(auto hero : map->heroesOnMap) //heroes instances initialization
  1880. {
  1881. if(hero->type)
  1882. ret -= hero->type->getId();
  1883. else
  1884. ret -= HeroTypeID(hero->subID);
  1885. }
  1886. for(auto obj : map->objects) //prisons
  1887. if(obj && obj->ID == Obj::PRISON)
  1888. ret -= HeroTypeID(obj->subID);
  1889. return ret;
  1890. }
  1891. bool CGameState::isUsedHero(const HeroTypeID & hid) const
  1892. {
  1893. return getUsedHero(hid);
  1894. }
  1895. CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
  1896. {
  1897. for(auto hero : map->heroesOnMap) //heroes instances initialization
  1898. {
  1899. if(hero->type && hero->type->getId() == hid)
  1900. {
  1901. return hero;
  1902. }
  1903. }
  1904. for(auto obj : map->objects) //prisons
  1905. {
  1906. if(obj && obj->ID == Obj::PRISON )
  1907. {
  1908. auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
  1909. assert(hero);
  1910. if ( hero->type && hero->type->getId() == hid )
  1911. return hero;
  1912. }
  1913. }
  1914. return nullptr;
  1915. }
  1916. bool RumorState::update(int id, int extra)
  1917. {
  1918. if(vstd::contains(last, type))
  1919. {
  1920. if(last[type].first != id)
  1921. {
  1922. last[type].first = id;
  1923. last[type].second = extra;
  1924. }
  1925. else
  1926. return false;
  1927. }
  1928. else
  1929. last[type] = std::make_pair(id, extra);
  1930. return true;
  1931. }
  1932. TeamState::TeamState()
  1933. {
  1934. setNodeType(TEAM);
  1935. fogOfWarMap = std::make_shared<boost::multi_array<ui8, 3>>();
  1936. }
  1937. TeamState::TeamState(TeamState && other) noexcept:
  1938. CBonusSystemNode(std::move(other)),
  1939. id(other.id)
  1940. {
  1941. std::swap(players, other.players);
  1942. std::swap(fogOfWarMap, other.fogOfWarMap);
  1943. }
  1944. CRandomGenerator & CGameState::getRandomGenerator()
  1945. {
  1946. return rand;
  1947. }
  1948. VCMI_LIB_NAMESPACE_END