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- /*
- * 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 "CGameState.h" // PlayerState
- #include "CGeneralTextHandler.h"
- #include "mapObjects/CObjectHandler.h" // for CGObjectInstance
- #include "StartInfo.h" // for StartInfo
- #include "BattleState.h" // for BattleInfo
- #include "NetPacks.h" // for InfoWindow
- #include "CModHandler.h"
- #include "spells/CSpellHandler.h"
- #include "mapping/CMap.h"
- #include "CPlayerState.h"
- //TODO make clean
- #define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return retVal;}} while(0)
- #define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return;}} while(0)
- #define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->errorStream() << 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, Res::ERes which) const
- {
- const PlayerState *p = getPlayer(Player);
- ERROR_RET_VAL_IF(!p, "No player info!", -1);
- ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1);
- return p->resources[which];
- }
- const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
- {
- return &gs->scenarioOps->getIthPlayersSettings(color);
- }
- bool CGameInfoCallback::isAllowed( int type, int id )
- {
- switch(type)
- {
- case 0:
- return gs->map->allowedSpell[id];
- case 1:
- return gs->map->allowedArtifact[id];
- case 2:
- return gs->map->allowedAbilities[id];
- default:
- ERROR_RET_VAL_IF(1, "Wrong type!", false);
- }
- }
- const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose) const
- {
- //funtion written from scratch since it's accessed A LOT by AI
- auto player = gs->players.find(color);
- if (player != gs->players.end())
- {
- if (hasAccess(color))
- return &player->second;
- else
- {
- if (verbose)
- logGlobal->errorStream() << boost::format("Cannot access player %d info!") % color;
- return nullptr;
- }
- }
- else
- {
- if (verbose)
- logGlobal->errorStream() << boost::format("Cannot find player %d info!") % color;
- return nullptr;
- }
- }
- const CTown * CGameInfoCallback::getNativeTown(PlayerColor color) const
- {
- const PlayerSettings *ps = getPlayerSettings(color);
- ERROR_RET_VAL_IF(!ps, "There is no such player!", nullptr);
- return VLC->townh->factions[ps->castle]->town;
- }
- const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const
- {
- ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", nullptr);
- return getObj(gs->map->questIdentifierToId[identifier]);
- }
- /************************************************************************/
- /* */
- /************************************************************************/
- const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
- {
- si32 oid = objid.num;
- if(oid < 0 || oid >= gs->map->objects.size())
- {
- if(verbose)
- logGlobal->errorStream() << "Cannot get object with id " << oid;
- return nullptr;
- }
- const CGObjectInstance *ret = gs->map->objects[oid];
- if(!ret)
- {
- if(verbose)
- logGlobal->errorStream() << "Cannot get object with id " << oid << ". Object was removed.";
- return nullptr;
- }
- if(!isVisible(ret, player) && ret->tempOwner != player)
- {
- if(verbose)
- logGlobal->errorStream() << "Cannot get object with id " << oid << ". Object is not visible.";
- return nullptr;
- }
- return ret;
- }
- const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const
- {
- const CGObjectInstance *obj = getObj(objid, false);
- if(obj)
- return dynamic_cast<const CGHeroInstance*>(obj);
- else
- return nullptr;
- }
- const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
- {
- const CGObjectInstance *obj = getObj(objid, false);
- if(obj)
- return dynamic_cast<const CGTownInstance*>(obj);
- else
- return nullptr;
- }
- void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
- {
- //boost::shared_lock<boost::shared_mutex> 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!");
- out = gs->getUpgradeInfo(obj->getStack(stackPos));
- //return gs->getUpgradeInfo(obj->getStack(stackPos));
- }
- const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization /*= false*/) const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(beforeRandomization)
- return gs->initialOpts;
- else
- return gs->scenarioOps;
- }
- int CGameInfoCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
- //if there is a battle
- if(gs->curB)
- return gs->curB->battleGetSpellCost(sp, caster);
- //if there is no battle
- return caster->getSpellCost(sp);
- }
- int CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
- {
- //boost::shared_lock<boost::shared_mutex> 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, nullptr, hero->getEffectLevel(sp), hero->getEffectPower(sp));
- else
- return 0; //mage guild
- }
- void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
- {
- //boost::shared_lock<boost::shared_mutex> 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[*player].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 gs->players[Player].towns.size();
- }
- bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const
- {
- ERROR_RET_VAL_IF(!isVisible(town, player), "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 CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
- if(nullptr != selectedHero)
- detailed = selectedHero->hasVisions(town, 1);
- }
- dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
- }
- else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
- dest.initFromArmy(static_cast<const CArmedInstance *>(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<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
- {
- ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
- std::vector<const CGObjectInstance*> ret;
- for(auto cr : gs->guardingCreatures(pos))
- {
- ret.push_back(cr);
- }
- return ret;
- }
- bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const
- {
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);
- ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
- ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
- bool accessFlag = hasAccess(h->tempOwner);
- if(!accessFlag && nullptr != selectedObject)
- {
- const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
- if(nullptr != selectedHero)
- accessFlag = selectedHero->hasVisions(hero, 1);
- }
- dest.initFromHero(h, accessFlag);
- //DISGUISED bonus implementation
- if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
- {
- //todo: bonus cashing
- int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));
- auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
- {
- int maxAIValue = 0;
- const CCreature * mostStrong = nullptr;
- for(auto & elem : info.army)
- {
- if(elem.second.type->AIValue > maxAIValue)
- {
- maxAIValue = elem.second.type->AIValue;
- mostStrong = elem.second.type;
- }
- }
- if(nullptr == mostStrong)//just in case
- logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Unable to select most strong stack" << disguiseLevel;
- else
- for(auto & elem : info.army)
- {
- elem.second.type = mostStrong;
- }
- };
- auto doAdvancedDisguise = [accessFlag, &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->creatures)
- {
- if(creature->faction == factionIndex && creature->AIValue > maxAIValue)
- {
- maxAIValue = creature->AIValue;
- mostStrong = creature;
- }
- }
- 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->errorStream() << "CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value " << disguiseLevel;
- break;
- }
- }
- return true;
- }
- int CGameInfoCallback::getDate(Date::EDateType mode) const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->getDate(mode);
- }
- bool CGameInfoCallback::isVisible(int3 pos, boost::optional<PlayerColor> Player) const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->map->isInTheMap(pos) && (!Player || gs->isVisible(pos, *Player));
- }
- bool CGameInfoCallback::isVisible(int3 pos) const
- {
- return isVisible(pos, player);
- }
- bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> Player ) const
- {
- return gs->isVisible(obj, Player);
- }
- bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
- {
- return isVisible(obj, player);
- }
- // const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const
- // {
- // //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- // if()
- // const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
- // if(!armi)
- // return nullptr;
- // else
- // return armi;
- // }
- std::vector < const CGObjectInstance * > CGameInfoCallback::getBlockingObjs( int3 pos ) const
- {
- std::vector<const CGObjectInstance *> 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 <const CGObjectInstance * > CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose /*= true*/) const
- {
- std::vector<const CGObjectInstance *> ret;
- const TerrainTile *t = getTile(pos, verbose);
- ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos << " is not visible!", ret);
- for(const CGObjectInstance * obj : t->visitableObjects)
- {
- if(player || 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 < const CGObjectInstance * > CGameInfoCallback::getFlaggableObjects(int3 pos) const
- {
- std::vector<const CGObjectInstance *> 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);
- // const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects;
- // for(size_t b=0; b<objs.size(); ++b)
- // {
- // if(objs[b].first->tempOwner!=254 && !((objs[b].first->defInfo->blockMap[pos.y - objs[b].first->pos.y + 5] >> (objs[b].first->pos.x - pos.x)) & 1))
- // ret.push_back(CGI->mh->ttiles[pos.x][pos.y][pos.z].objects[b].first);
- // }
- return ret;
- }
- int3 CGameInfoCallback::getMapSize() const
- {
- return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1);
- }
- std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
- {
- ASSERT_IF_CALLED_WITH_PLAYER
- std::vector<const CGHeroInstance *> 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
- range::copy(gs->players[*player].availableHeroes, std::back_inserter(ret));
- vstd::erase_if(ret, [](const CGHeroInstance *h) { return h == nullptr; });
- return ret;
- }
- const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const
- {
- ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!isVisible(tile), verbose, tile << " is not visible!", nullptr);
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return &gs->map->getTile(tile);
- }
- //TODO: typedef?
- std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
- {
- assert(player.is_initialized());
- auto team = getPlayerTeam(player.get());
- size_t width = gs->map->width;
- size_t height = gs->map->height;
- size_t levels = (gs->map->twoLevel ? 2 : 1);
- boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);
- for (size_t x = 0; x < width; x++)
- for (size_t y = 0; y < height; y++)
- for (size_t z = 0; z < levels; z++)
- {
- if (team->fogOfWarMap[x][y][z])
- tileArray[x][y][z] = &gs->map->getTile(int3(x, y, z));
- else
- tileArray[x][y][z] = nullptr;
- }
- return std::make_shared<boost::multi_array<TerrainTile*, 3>>(tileArray);
- }
- EBuildingState::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
- if(ID == BuildingID::CAPITOL)
- {
- const PlayerState *ps = getPlayer(t->tempOwner, false);
- if(ps)
- {
- for(const CGTownInstance *t : ps->towns)
- {
- if(t->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 != ETerrainType::WATER)
- return EBuildingState::NO_WATER; //lack of water
- }
- auto buildTest = [&](BuildingID id) -> bool
- {
- return t->hasBuilt(id);
- };
- if (!t->genBuildingRequirements(ID).test(buildTest))
- return EBuildingState::PREREQUIRES;
- if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN)
- return EBuildingState::CANT_BUILD_TODAY; //building limit
- //checking resources
- if(!building->resources.canBeAfforded(getPlayer(t->tempOwner)->resources))
- return EBuildingState::NO_RESOURCES; //lack of res
- return EBuildingState::ALLOWED;
- }
- const CMapHeader * CGameInfoCallback::getMapHeader() const
- {
- return gs->map;
- }
- bool CGameInfoCallback::hasAccess(boost::optional<PlayerColor> playerId) const
- {
- return !player || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES;
- }
- EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
- {
- const PlayerState *ps = gs->getPlayer(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
- {
- std::string text = "", extraText = "";
- if(gs->rumor.type == RumorState::TYPE_NONE)
- return text;
- auto rumor = gs->rumor.last[gs->rumor.type];
- switch(gs->rumor.type)
- {
- case RumorState::TYPE_SPECIAL:
- if(rumor.first == RumorState::RUMOR_GRAIL)
- extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
- else
- extraText = VLC->generaltexth->capColors[rumor.second];
- text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
- break;
- case RumorState::TYPE_MAP:
- text = gs->map->rumors[rumor.first].text;
- break;
- case RumorState::TYPE_RAND:
- text = VLC->generaltexth->tavernRumors[rumor.first];
- break;
- }
- return text;
- }
- PlayerRelations::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->getPlayer(player);
- ERROR_RET_VAL_IF(!p, "No such player!", -1);
- if(includeGarrisoned)
- return p->heroes.size();
- else
- for(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
- }
- PlayerColor CGameInfoCallback::getCurrentPlayer() const
- {
- return gs->currentPlayer;
- }
- CGameInfoCallback::CGameInfoCallback()
- {
- }
- CGameInfoCallback::CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player)
- {
- gs = GS;
- player = Player;
- }
- const std::vector< std::vector< std::vector<ui8> > > & CPlayerSpecificInfoCallback::getVisibilityMap() const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->getPlayerTeam(*player)->fogOfWarMap;
- }
- int CPlayerSpecificInfoCallback::howManyTowns() const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
- return CGameInfoCallback::howManyTowns(*player);
- }
- std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
- for(const auto & i : gs->players)
- {
- for(const auto & town : i.second.towns)
- {
- if (i.first==player || (isVisible(town, player) && !onlyOur))
- {
- ret.push_back(town);
- }
- }
- } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- return ret;
- }
- std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const
- {
- //boost::shared_lock<boost::shared_mutex> 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 == *player) ||
- (isVisible(hero->getPosition(false), player) && !onlyOur) )
- {
- ret.push_back(hero);
- }
- }
- return ret;
- }
- boost::optional<PlayerColor> CPlayerSpecificInfoCallback::getMyColor() const
- {
- return player;
- }
- int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const
- {
- if (hero->inTownGarrison && !includeGarrisoned)
- return -1;
- size_t index = 0;
- auto & heroes = gs->players[*player].heroes;
- for (auto & heroe : heroes)
- {
- if (includeGarrisoned || !(heroe)->inTownGarrison)
- index++;
- if (heroe == hero)
- return index;
- }
- return -1;
- }
- int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
- {
- if (!player || CGObelisk::obeliskCount == 0)
- {
- *outKnownRatio = 0.0;
- }
- else
- {
- *outKnownRatio = static_cast<double>(CGObelisk::visited[gs->getPlayerTeam(*player)->id])
- / CGObelisk::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 == player)
- 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->getPlayer(*player)->dwellings)
- {
- ret.push_back(dw);
- }
- return ret;
- }
- std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
- {
- std::vector <QuestInfo> ret;
- for (auto quest : gs->getPlayer(*player)->quests)
- {
- ret.push_back (quest);
- }
- return ret;
- }
- int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
- return getHeroCount(*player,includeGarrisoned);
- }
- const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
- {
- ASSERT_IF_CALLED_WITH_PLAYER
- const PlayerState *p = getPlayer(*player);
- ERROR_RET_VAL_IF(!p, "No player info", nullptr);
- if (!includeGarrisoned)
- {
- for(ui32 i = 0; i < p->heroes.size() && 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 = getPlayer(*player);
- 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(Res::ERes type) const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
- return getResource(*player, type);
- }
- TResources CPlayerSpecificInfoCallback::getResourceAmount() const
- {
- //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources());
- return gs->players[*player].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 (!player.is_initialized()) //neutral (or invalid) player
- return ret;
- else
- {
- if (vstd::contains(ret->players, *player)) //specific player
- return ret;
- else
- {
- logGlobal->errorStream() << boost::format("Illegal attempt to access team data!");
- return nullptr;
- }
- }
- }
- else
- {
- logGlobal->errorStream() << boost::format("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
- {
- for(const CGHeroInstance *h : gs->map->heroesOnMap)
- if(h->subID == subid)
- return h;
- return nullptr;
- }
- PlayerColor CGameInfoCallback::getLocalPlayer() const
- {
- return getCurrentPlayer();
- }
- bool CGameInfoCallback::isInTheMap(const int3 &pos) const
- {
- return gs->map->isInTheMap(pos);
- }
- 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];
- }
- std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
- {
- vstd::erase_if(ids, [&](ObjectInstanceID id) -> bool
- {
- auto obj = getObj(id, false);
- return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->pos, player));
- });
- return ids;
- }
- std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntraces(TeleportChannelID id, PlayerColor player) const
- {
- return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player);
- }
- std::vector<ObjectInstanceID> 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<ObjectInstanceID> entrances = getTeleportChannelEntraces(id, player);
- std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);
- if((!entrances.size() || !exits.size()) // 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.size())
- 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);
- }
- void IGameEventRealizer::showInfoDialog( InfoWindow *iw )
- {
- commitPackage(iw);
- }
- void IGameEventRealizer::showInfoDialog(const std::string &msg, PlayerColor player)
- {
- InfoWindow iw;
- iw.player = player;
- iw.text << msg;
- showInfoDialog(&iw);
- }
- void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
- {
- SetObjectProperty sob;
- sob.id = objid;
- sob.what = prop;
- sob.val = static_cast<ui32>(val);
- commitPackage(&sob);
- }
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