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- #include "StdInc.h"
- #include "CGameState.h"
- #include <boost/random/linear_congruential.hpp>
- #include "Mapping/CCampaignHandler.h"
- #include "CDefObjInfoHandler.h"
- #include "CArtHandler.h"
- #include "CBuildingHandler.h"
- #include "CGeneralTextHandler.h"
- #include "CTownHandler.h"
- #include "CSpellHandler.h"
- #include "CHeroHandler.h"
- #include "CObjectHandler.h"
- #include "CCreatureHandler.h"
- #include "CModHandler.h"
- #include "VCMI_Lib.h"
- #include "Connection.h"
- #include "Mapping/CMap.h"
- #include "Mapping/CMapService.h"
- #include "StartInfo.h"
- #include "NetPacks.h"
- #include "RegisterTypes.h"
- #include "Mapping/CMapInfo.h"
- #include "BattleState.h"
- #include "JsonNode.h"
- #include "Filesystem/CResourceLoader.h"
- #include "GameConstants.h"
- #include "RMG/CMapGenOptions.h"
- #include "RMG/CMapGenerator.h"
- DLL_LINKAGE boost::rand48 ran;
- class CGObjectInstance;
- #ifdef min
- #undef min
- #endif
- #ifdef max
- #undef max
- #endif
- /*
- * CGameState.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- void foofoofoo()
- {
- //never called function to force instantation of templates
- int *ccc = NULL;
- registerTypes((CISer<CConnection>&)*ccc);
- registerTypes((COSer<CConnection>&)*ccc);
- registerTypes((CSaveFile&)*ccc);
- registerTypes((CLoadFile&)*ccc);
- registerTypes((CTypeList&)*ccc);
- }
- template <typename T> class CApplyOnGS;
- class CBaseForGSApply
- {
- public:
- virtual void applyOnGS(CGameState *gs, void *pack) const =0;
- virtual ~CBaseForGSApply(){};
- template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)
- {
- return new CApplyOnGS<U>;
- }
- };
- template <typename T> class CApplyOnGS : public CBaseForGSApply
- {
- public:
- void applyOnGS(CGameState *gs, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
- ptr->applyGs(gs);
- }
- };
- static CApplier<CBaseForGSApply> *applierGs = NULL;
- class IObjectCaller
- {
- public:
- virtual ~IObjectCaller(){};
- virtual void preInit()=0;
- virtual void postInit()=0;
- };
- template <typename T>
- class CObjectCaller : public IObjectCaller
- {
- public:
- void preInit()
- {
- //T::preInit();
- }
- void postInit()
- {
- //T::postInit();
- }
- };
- class CObjectCallersHandler
- {
- public:
- std::vector<IObjectCaller*> apps;
- template<typename T> void registerType(const T * t=NULL)
- {
- apps.push_back(new CObjectCaller<T>);
- }
- CObjectCallersHandler()
- {
- registerTypes1(*this);
- }
- ~CObjectCallersHandler()
- {
- for (size_t i = 0; i < apps.size(); i++)
- delete apps[i];
- }
- void preInit()
- {
- // for (size_t i = 0; i < apps.size(); i++)
- // apps[i]->preInit();
- }
- void postInit()
- {
- //for (size_t i = 0; i < apps.size(); i++)
- //apps[i]->postInit();
- }
- } *objCaller = NULL;
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
- {
- int type = txt.first, ser = txt.second;
- if(type == ART_NAMES)
- {
- dst = VLC->arth->artifacts[ser]->Name();
- }
- else if(type == CRE_PL_NAMES)
- {
- dst = VLC->creh->creatures[ser]->namePl;
- }
- else if(type == MINE_NAMES)
- {
- dst = VLC->generaltexth->mines[ser].first;
- }
- else if(type == MINE_EVNTS)
- {
- dst = VLC->generaltexth->mines[ser].second;
- }
- else if(type == SPELL_NAME)
- {
- dst = VLC->spellh->spells[ser]->name;
- }
- else if(type == CRE_SING_NAMES)
- {
- dst = VLC->creh->creatures[ser]->nameSing;
- }
- else if(type == ART_DESCR)
- {
- dst = VLC->arth->artifacts[ser]->Description();
- }
- else if (type == ART_EVNTS)
- {
- dst = VLC->arth->artifacts[ser]->EventText();
- }
- else
- {
- std::vector<std::string> *vec;
- switch(type)
- {
- case GENERAL_TXT:
- vec = &VLC->generaltexth->allTexts;
- break;
- case XTRAINFO_TXT:
- vec = &VLC->generaltexth->xtrainfo;
- break;
- case OBJ_NAMES:
- vec = &VLC->generaltexth->names;
- break;
- case RES_NAMES:
- vec = &VLC->generaltexth->restypes;
- break;
- case ARRAY_TXT:
- vec = &VLC->generaltexth->arraytxt;
- break;
- case CREGENS:
- vec = &VLC->generaltexth->creGens;
- break;
- case CREGENS4:
- vec = &VLC->generaltexth->creGens4;
- break;
- case ADVOB_TXT:
- vec = &VLC->generaltexth->advobtxt;
- break;
- case SEC_SKILL_NAME:
- vec = &VLC->generaltexth->skillName;
- break;
- case COLOR:
- vec = &VLC->generaltexth->capColors;
- break;
- default:
- tlog1 << "Failed string substitution because type is " << type << std::endl;
- dst = "#@#";
- return;
- }
- if(vec->size() <= ser)
- {
- tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n";
- dst = "#!#";
- }
- else
- dst = (*vec)[ser];
- }
- }
- DLL_LINKAGE void MetaString::toString(std::string &dst) const
- {
- size_t exSt = 0, loSt = 0, nums = 0;
- dst.clear();
- for(size_t i=0;i<message.size();++i)
- {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
- switch(message[i])
- {
- case TEXACT_STRING:
- dst += exactStrings[exSt++];
- break;
- case TLOCAL_STRING:
- {
- std::string hlp;
- getLocalString(localStrings[loSt++], hlp);
- dst += hlp;
- }
- break;
- case TNUMBER:
- dst += boost::lexical_cast<std::string>(numbers[nums++]);
- break;
- case TREPLACE_ESTRING:
- boost::replace_first(dst, "%s", exactStrings[exSt++]);
- break;
- case TREPLACE_LSTRING:
- {
- std::string hlp;
- getLocalString(localStrings[loSt++], hlp);
- boost::replace_first(dst, "%s", hlp);
- }
- break;
- case TREPLACE_NUMBER:
- boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- case TREPLACE_PLUSNUMBER:
- boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- tlog1 << "MetaString processing error!\n";
- break;
- }
- }
- }
- DLL_LINKAGE std::string MetaString::toString() const
- {
- std::string ret;
- toString(ret);
- return ret;
- }
- DLL_LINKAGE std::string MetaString::buildList () const
- ///used to handle loot from creature bank
- {
- size_t exSt = 0, loSt = 0, nums = 0;
- std::string lista;
- for (int i = 0; i < message.size(); ++i)
- {
- if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
- {
- if (exSt == exactStrings.size() - 1)
- lista += VLC->generaltexth->allTexts[141]; //" and "
- else
- lista += ", ";
- }
- switch (message[i])
- {
- case TEXACT_STRING:
- lista += exactStrings[exSt++];
- break;
- case TLOCAL_STRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista += hlp;
- }
- break;
- case TNUMBER:
- lista += boost::lexical_cast<std::string>(numbers[nums++]);
- break;
- case TREPLACE_ESTRING:
- lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
- break;
- case TREPLACE_LSTRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista.replace (lista.find("%s"), 2, hlp);
- }
- break;
- case TREPLACE_NUMBER:
- lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- tlog1 << "MetaString processing error!\n";
- }
- }
- return lista;
- }
- void MetaString::addCreReplacement(CreatureID::CreatureID id, TQuantity count) //adds sing or plural name;
- {
- if (!count)
- addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
- else if (count == 1)
- addReplacement (CRE_SING_NAMES, id);
- else
- addReplacement (CRE_PL_NAMES, id);
- }
- void MetaString::addReplacement(const CStackBasicDescriptor &stack)
- {
- assert(stack.type); //valid type
- addCreReplacement(stack.type->idNumber, stack.count);
- }
- static CGObjectInstance * createObject(Obj::Obj id, int subid, int3 pos, int owner)
- {
- CGObjectInstance * nobj;
- switch(id)
- {
- case Obj::HERO:
- {
- CGHeroInstance * nobj = new CGHeroInstance();
- nobj->pos = pos;
- nobj->tempOwner = owner;
- nobj->subID = subid;
- //nobj->initHero(ran);
- return nobj;
- }
- case Obj::TOWN:
- nobj = new CGTownInstance;
- break;
- default: //rest of objects
- nobj = new CGObjectInstance;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- break;
- }
- nobj->ID = id;
- nobj->subID = subid;
- if(!nobj->defInfo)
- tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
- nobj->pos = pos;
- //nobj->state = NULL;//new CLuaObjectScript();
- nobj->tempOwner = owner;
- nobj->defInfo->id = id;
- nobj->defInfo->subid = subid;
- //assigning defhandler
- if(nobj->ID==Obj::HERO || nobj->ID==Obj::TOWN)
- return nobj;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- return nobj;
- }
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, TPlayerColor player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) const
- {
- CGHeroInstance *ret = NULL;
- if(player>=GameConstants::PLAYER_LIMIT)
- {
- tlog1 << "Cannot pick hero for " << town->typeID << ". Wrong owner!\n";
- return NULL;
- }
- std::vector<CGHeroInstance *> pool;
- if(native)
- {
- for(auto i=available.begin(); i!=available.end(); i++)
- {
- if(pavailable.find(i->first)->second & 1<<player
- && i->second->type->heroClass->faction == town->typeID)
- {
- pool.push_back(i->second); //get all available heroes
- }
- }
- if(!pool.size())
- {
- tlog1 << "Cannot pick native hero for " << int(player) << ". Picking any...\n";
- return pickHeroFor(false, player, town, available);
- }
- else
- {
- ret = pool[rand()%pool.size()];
- }
- }
- else
- {
- int sum=0, r;
- for(auto i=available.begin(); i!=available.end(); i++)
- {
- if ((!bannedClass && (pavailable.find(i->first)->second & (1<<player))) ||
- i->second->type->heroClass != bannedClass)
- {
- pool.push_back(i->second);
- sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
- }
- }
- if(!pool.size() || sum == 0)
- {
- tlog1 << "There are no heroes available for player " << player<<"!\n";
- return nullptr;
- }
- r = rand()%sum;
- for (ui32 i=0; i<pool.size(); i++)
- {
- r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
- if(r < 0)
- {
- ret = pool[i];
- break;
- }
- }
- if(!ret)
- ret = pool.back();
- }
- available.erase(ret->subID);
- return ret;
- }
- //void CGameState::apply(CPack * pack)
- //{
- // while(!mx->try_lock())
- // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
- // //applyNL(pack);
- // mx->unlock();
- //}
- int CGameState::pickHero(int owner)
- {
- int h=-1;
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- if(!map->getHero(h = ps.hero) && h>=0) //we haven't used selected hero
- return h;
- if(scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- auto bonus = scenarioOps->campState->getBonusForCurrentMap();
- if(bonus.is_initialized() && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == bonus->info1)
- {
- if(bonus->info2 != 0xffff && !map->getHero(bonus->info2)) //not random and not taken
- {
- return bonus->info2;
- }
- }
- }
- //list of heroes for this faction
- std::vector<si32> factionHeroes;
- factionHeroes.reserve(GameConstants::HEROES_PER_TYPE*2);
- size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
- size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size());
- //generate list of heroes
- for (si32 i=firstHero; i<lastHero; i++)
- factionHeroes.push_back(i);
- // we need random order to select hero
- std::random_shuffle(factionHeroes.begin(), factionHeroes.end(), [](size_t range)
- {
- return ran() % range;
- });
- for (size_t i=0; i<factionHeroes.size(); i++)
- {
- if (!map->getHero(factionHeroes[i]))
- return factionHeroes[i];
- }
- tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
- for(int j=0; j<VLC->heroh->heroes.size(); j++)
- if(!map->getHero(j))
- return j;
- assert(0); //currrent code can't handle this situation
- return -1; // no available heroes at all
- }
- std::pair<Obj::Obj,int> CGameState::pickObject (CGObjectInstance *obj)
- {
- switch(obj->ID)
- {
- case Obj::RANDOM_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
- case Obj::RANDOM_TREASURE_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
- case Obj::RANDOM_MINOR_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
- case Obj::RANDOM_MAJOR_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
- case Obj::RANDOM_RELIC_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
- case Obj::RANDOM_HERO:
- return std::make_pair(Obj::HERO, pickHero(obj->tempOwner));
- case Obj::RANDOM_MONSTER:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran)));
- case Obj::RANDOM_MONSTER_L1:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 1));
- case Obj::RANDOM_MONSTER_L2:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 2));
- case Obj::RANDOM_MONSTER_L3:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 3));
- case Obj::RANDOM_MONSTER_L4:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 4));
- case Obj::RANDOM_RESOURCE:
- return std::make_pair(Obj::RESOURCE,ran()%7); //now it's OH3 style, use %8 for mithril
- case Obj::RANDOM_TOWN:
- {
- int align = (static_cast<CGTownInstance*>(obj))->alignment,
- f;
- if(align>GameConstants::PLAYER_LIMIT-1)//same as owner / random
- {
- if(obj->tempOwner > GameConstants::PLAYER_LIMIT-1)
- f = -1; //random
- else
- f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
- }
- else
- {
- f = scenarioOps->getIthPlayersSettings(align).castle;
- }
- if(f<0)
- {
- auto iter = VLC->townh->towns.begin();
- std::advance(iter, ran()%VLC->townh->towns.size());
- f = iter->first;
- }
- return std::make_pair(Obj::TOWN,f);
- }
- case Obj::RANDOM_MONSTER_L5:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 5));
- case Obj::RANDOM_MONSTER_L6:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
- case Obj::RANDOM_MONSTER_L7:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
- case Obj::RANDOM_DWELLING:
- case Obj::RANDOM_DWELLING_LVL:
- case Obj::RANDOM_DWELLING_FACTION:
- {
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- int faction;
- //if castle alignment available
- if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
- {
- faction = ran() % VLC->townh->factions.size();
- if (info->asCastle)
- {
- for(ui32 i=0;i<map->objects.size();i++)
- {
- if(!map->objects[i])
- continue;
- if(map->objects[i]->ID==Obj::RANDOM_TOWN
- && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
- {
- randomizeObject(map->objects[i]); //we have to randomize the castle first
- faction = map->objects[i]->subID;
- break;
- }
- else if(map->objects[i]->ID==Obj::TOWN
- && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
- {
- faction = map->objects[i]->subID;
- break;
- }
- }
- }
- else
- {
- while((!(info->castles[0]&(1<<faction))))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = ran()%GameConstants::F_NUMBER;
- }
- }
- }
- else // castle alignment fixed
- faction = obj->subID;
- int level;
- //if level set to range
- if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
- level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- else // fixed level
- level = obj->subID;
- delete dwl->info;
- dwl->info = nullptr;
- std::pair<Obj::Obj,int> result(Obj::NO_OBJ, -1);
- int cid = VLC->townh->towns[faction].creatures[level][0];
- //golem factory is not in list of cregens but can be placed as random object
- static const int factoryCreatures[] = {32, 33, 116, 117};
- std::vector<int> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
- if (vstd::contains(factory, cid))
- result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
- //NOTE: this will pick last dwelling with this creature (Mantis #900)
- //check for block map equality is better but more complex solution
- BOOST_FOREACH(auto &iter, VLC->objh->cregens)
- if (iter.second == cid)
- result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
- if (result.first == Obj::NO_OBJ)
- {
- tlog0 << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level) << "\n";
- auto iter = VLC->objh->cregens.begin();
- std::advance(iter, ran() % VLC->objh->cregens.size() );
- result = std::make_pair(Obj::CREATURE_GENERATOR1, iter->first);
- }
- return result;
- }
- }
- return std::make_pair(Obj::NO_OBJ,-1);
- }
- void CGameState::randomizeObject(CGObjectInstance *cur)
- {
- std::pair<Obj::Obj,int> ran = pickObject(cur);
- if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
- {
- if(cur->ID==Obj::TOWN) //town - set def
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- t->town = &VLC->townh->towns[t->subID];
- if(t->hasCapitol())
- t->defInfo = VLC->dobjinfo->capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
- else
- t->defInfo = VLC->dobjinfo->villages[t->subID];
- }
- return;
- }
- else if(ran.first==Obj::HERO)//special code for hero
- {
- CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
- if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- h->portrait = cur->subID = ran.second;
- h->type = VLC->heroh->heroes[ran.second];
- h->randomizeArmy(h->type->heroClass->faction);
- map->heroes.push_back(h);
- return; //TODO: maybe we should do something with definfo?
- }
- else if(ran.first==Obj::TOWN)//special code for town
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- cur->subID = ran.second;
- //FIXME: copy-pasted from above
- t->town = &VLC->townh->towns[t->subID];
- if(t->hasCapitol())
- t->defInfo = VLC->dobjinfo->capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
- else
- t->defInfo = VLC->dobjinfo->villages[t->subID];
- t->randomizeArmy(t->subID);
- map->towns.push_back(t);
- return;
- }
- //we have to replace normal random object
- cur->ID = ran.first;
- cur->subID = ran.second;
- map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
- map->customDefs.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
- if(!cur->defInfo)
- {
- tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
- return;
- }
- map->addBlockVisTiles(cur);
- }
- int CGameState::getDate(Date::EDateType mode) const
- {
- int temp;
- switch (mode)
- {
- case Date::DAY:
- return day;
- break;
- case Date::DAY_OF_WEEK: //day of week
- temp = (day)%7; // 1 - Monday, 7 - Sunday
- if (temp)
- return temp;
- else return 7;
- break;
- case Date::WEEK: //current week
- temp = ((day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- break;
- case Date::MONTH: //current month
- return ((day-1)/28)+1;
- break;
- case Date::DAY_OF_MONTH: //day of month
- temp = (day)%28;
- if (temp)
- return temp;
- else return 28;
- break;
- }
- return 0;
- }
- CGameState::CGameState()
- {
- gs = this;
- mx = new boost::shared_mutex();
- applierGs = new CApplier<CBaseForGSApply>;
- registerTypes2(*applierGs);
- objCaller = new CObjectCallersHandler;
- globalEffects.setDescription("Global effects");
- }
- CGameState::~CGameState()
- {
- //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
- map.dellNull();
- curB.dellNull();
- //delete scenarioOps; //TODO: fix for loading ind delete
- //delete initialOpts;
- delete applierGs;
- delete objCaller;
- }
- BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
- {
- const TerrainTile &t = map->getTile(tile);
- ETerrainType::ETerrainType terrain = t.terType;
- if(t.isCoastal() && !t.isWater())
- terrain = ETerrainType::SAND;
- BFieldType::BFieldType terType = battleGetBattlefieldType(tile);
- return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
- }
- void CGameState::init(StartInfo * si)
- {
- auto giveCampaignBonusToHero = [&](CGHeroInstance * hero)
- {
- const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
- if(!curBonus)
- return;
- if(curBonus->isBonusForHero())
- {
- //apply bonus
- switch (curBonus->type)
- {
- case CScenarioTravel::STravelBonus::SPELL:
- hero->spells.insert(curBonus->info2);
- break;
- case CScenarioTravel::STravelBonus::MONSTER:
- {
- for(int i=0; i<GameConstants::ARMY_SIZE; i++)
- {
- if(hero->slotEmpty(i))
- {
- hero->addToSlot(i, static_cast<CreatureID::CreatureID>(curBonus->info2), curBonus->info3);
- break;
- }
- }
- }
- break;
- case CScenarioTravel::STravelBonus::ARTIFACT:
- gs->giveHeroArtifact(hero, curBonus->info2);
- break;
- case CScenarioTravel::STravelBonus::SPELL_SCROLL:
- {
- CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus->info2]);
- scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
- }
- break;
- case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
- {
- const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
- for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- int val = ptr[g];
- if (val == 0)
- {
- continue;
- }
- Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, scenarioOps->campState->currentMap, g);
- hero->addNewBonus(bb);
- }
- }
- break;
- case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
- hero->setSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(curBonus->info2), curBonus->info3, true);
- break;
- }
- }
- };
- auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
- {
- std::vector<const PlayerSettings *> ret;
- for(auto it = scenarioOps->playerInfos.cbegin();
- it != scenarioOps->playerInfos.cend(); ++it)
- {
- if(it->second.playerID != PlayerSettings::PLAYER_AI)
- ret.push_back(&it->second);
- }
- return ret;
- };
- tlog0 << "\tUsing random seed: "<< si->seedToBeUsed << std::endl;
- ran.seed((boost::int32_t)si->seedToBeUsed);
- scenarioOps = new StartInfo(*si);
- initialOpts = new StartInfo(*si);
- si = NULL;
- switch(scenarioOps->mode)
- {
- case StartInfo::NEW_GAME:
- {
- if(scenarioOps->createRandomMap)
- {
- tlog0 << "Create random map." << std::endl;
- // Create player settings for RMG
- std::map<TPlayerColor, CMapGenerator::CPlayerSettings> players;
- BOOST_FOREACH(auto pInfo, scenarioOps->playerInfos)
- {
- const PlayerSettings & startSettings = pInfo.second;
- CMapGenerator::CPlayerSettings player;
- player.setColor(startSettings.color);
- player.setStartingTown(startSettings.castle);
- if(startSettings.playerID > 0)
- {
- player.setPlayerType(CMapGenerator::CPlayerSettings::HUMAN);
- }
- else if(startSettings.compOnly)
- {
- player.setPlayerType(CMapGenerator::CPlayerSettings::COMP_ONLY);
- }
- players[player.getColor()] = player;
- }
- // Gen map
- CMapGenerator mapGen(*scenarioOps->mapGenOptions, players, scenarioOps->seedToBeUsed);
- map = mapGen.generate().release();
- // Update starting options
- for(int i = 0; i < map->players.size(); ++i)
- {
- const PlayerInfo & pInfo = map->players[i];
- if(pInfo.canComputerPlay || pInfo.canHumanPlay)
- {
- PlayerSettings & pSettings = scenarioOps->playerInfos[i];
- pSettings.compOnly = !pInfo.canHumanPlay;
- pSettings.team = pInfo.team;
- pSettings.castle = pInfo.defaultCastle();
- if(pSettings.playerID == PlayerSettings::PLAYER_AI && pSettings.name.empty())
- {
- pSettings.name = VLC->generaltexth->allTexts[468];
- }
- pSettings.color = i;
- }
- else
- {
- scenarioOps->playerInfos.erase(i);
- }
- }
- }
- else
- {
- tlog0 << "Open map file: " << scenarioOps->mapname << std::endl;
- map = CMapService::loadMap(scenarioOps->mapname).release();
- }
- }
- break;
- case StartInfo::CAMPAIGN:
- {
- tlog0 << "Open campaign map file: " << scenarioOps->campState->currentMap << std::endl;
- auto campaign = scenarioOps->campState;
- assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap));
- std::string & mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap];
- auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
- map = CMapService::loadMap(buffer, mapContent.size()).release();
- }
- break;
- case StartInfo::DUEL:
- initDuel();
- return;
- default:
- tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;
- return;
- }
- VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
- tlog0 << "Map loaded!" << std::endl;
- //tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
- tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
- if(scenarioOps->mapfileChecksum)
- {
- tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum << std::endl;
- if(map->checksum != scenarioOps->mapfileChecksum)
- {
- tlog1 << "Wrong map checksum!!!" << std::endl;
- throw std::runtime_error("Wrong checksum");
- }
- }
- else
- scenarioOps->mapfileChecksum = map->checksum;
- day = 0;
- tlog4 << "Initialization:";
- tlog4 << "\tPicking grail position";
- //pick grail location
- if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
- {
- if(!map->grailRadious) //radius not given -> anywhere on map
- map->grailRadious = map->width * 2;
- std::vector<int3> allowedPos;
- // add all not blocked tiles in range
- for (int i = 0; i < map->width ; i++)
- {
- for (int j = 0; j < map->height ; j++)
- {
- for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
- {
- const TerrainTile &t = map->terrain[i][j][k];
- if(!t.blocked
- && !t.visitable
- && t.terType != ETerrainType::WATER
- && t.terType != ETerrainType::ROCK
- && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
- allowedPos.push_back(int3(i,j,k));
- }
- }
- }
- //remove tiles with holes
- for(ui32 no=0; no<map->objects.size(); ++no)
- if(map->objects[no] && map->objects[no]->ID == Obj::HOLE)
- allowedPos -= map->objects[no]->pos;
- if(allowedPos.size())
- map->grailPos = allowedPos[ran() % allowedPos.size()];
- else
- tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
- }
- //picking random factions for players
- tlog4 << "\tPicking random factions for players";
- for(auto it = scenarioOps->playerInfos.begin();
- it != scenarioOps->playerInfos.end(); ++it)
- {
- if(it->second.castle==-1)
- {
- int randomID = ran() % map->players[it->first].allowedFactions.size();
- auto iter = map->players[it->first].allowedFactions.begin();
- std::advance(iter, randomID);
- it->second.castle = *iter;
- }
- }
- //randomizing objects
- tlog4 << "\tRandomizing objects";
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- if(!obj)
- continue;
- randomizeObject(obj);
- obj->hoverName = VLC->generaltexth->names[obj->ID];
- //handle Favouring Winds - mark tiles under it
- if(obj->ID == Obj::FAVORABLE_WINDS)
- for (int i = 0; i < obj->getWidth() ; i++)
- for (int j = 0; j < obj->getHeight() ; j++)
- {
- int3 pos = obj->pos - int3(i,j,0);
- if(map->isInTheMap(pos))
- map->getTile(pos).extTileFlags |= 128;
- }
- }
- //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
- /*********creating players entries in gs****************************************/
- tlog4 << "\tCreating player entries in gs";
- for(auto it = scenarioOps->playerInfos.begin();
- it != scenarioOps->playerInfos.end(); ++it)
- {
- std::pair<TPlayerColor,PlayerState> ins(it->first,PlayerState());
- ins.second.color=ins.first;
- ins.second.human = it->second.playerID;
- ins.second.team = map->players[ins.first].team;
- teams[ins.second.team].id = ins.second.team;//init team
- teams[ins.second.team].players.insert(ins.first);//add player to team
- players.insert(ins);
- }
- /*********give starting hero****************************************/
- tlog4 << "\tGiving starting hero";
- {
- bool campaignGiveHero = false;
- if(scenarioOps->campState)
- {
- auto bonus = scenarioOps->campState->getBonusForCurrentMap();
- if(bonus.is_initialized())
- {
- campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN &&
- bonus.get().type == CScenarioTravel::STravelBonus::HERO;
- }
- }
- for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
- {
- const PlayerInfo &p = map->players[it->first];
- bool generateHero = (p.generateHeroAtMainTown ||
- (it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown;
- if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first))
- {
- int3 hpos = p.posOfMainTown;
- hpos.x+=1;
- int h = pickHero(it->first);
- if(it->second.hero == -1)
- it->second.hero = h;
- CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));
- nnn->id = map->objects.size();
- nnn->initHero();
- map->heroes.push_back(nnn);
- map->objects.push_back(nnn);
- map->addBlockVisTiles(nnn);
- }
- }
- }
- /*************************replace hero placeholders*****************************/
- tlog4 << "\tReplacing hero placeholders";
- std::vector<std::pair<CGHeroInstance*, int> > campHeroReplacements; //instance, id in vector
- if (scenarioOps->campState)
- {
- auto replaceHero = [&](int objId, CGHeroInstance * ghi)
- {
- campHeroReplacements.push_back(std::make_pair(ghi, objId));
- // ghi->tempOwner = getHumanPlayerInfo()[0]->color;
- // ghi->id = objId;
- // gs->map->objects[objId] = ghi;
- // gs->map->heroes.push_back(ghi);
- };
- auto campaign = scenarioOps->campState;
- auto bonus = campaign->getBonusForCurrentMap();
- if(bonus.is_initialized())
- {
- std::vector<CGHeroInstance*> Xheroes;
- if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
- {
- Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
- }
- //selecting heroes by type
- for(int g=0; g<map->objects.size(); ++g)
- {
- CGObjectInstance * obj = map->objects[g];
- if (obj->ID != Obj::HERO_PLACEHOLDER)
- {
- continue;
- }
- CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
- if(hp->subID != 0xFF) //select by type
- {
- bool found = false;
- BOOST_FOREACH(auto ghi, Xheroes)
- {
- if (ghi->subID == hp->subID)
- {
- found = true;
- replaceHero(g, ghi);
- Xheroes -= ghi;
- break;
- }
- }
- if (!found)
- {
- CGHeroInstance * nh = new CGHeroInstance();
- nh->initHero(hp->subID);
- replaceHero(g, nh);
- }
- }
- }
- //selecting heroes by power
- std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
- {
- return a->getHeroStrength() > b->getHeroStrength();
- }); //sort, descending strength
- for(int g=0; g<map->objects.size(); ++g)
- {
- CGObjectInstance * obj = map->objects[g];
- if (obj->ID != Obj::HERO_PLACEHOLDER)
- {
- continue;
- }
- CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
- if (hp->subID == 0xFF) //select by power
- {
- if(Xheroes.size() > hp->power - 1)
- replaceHero(g, Xheroes[hp->power - 1]);
- else
- {
- tlog3 << "Warning, no hero to replace!\n";
- map->removeBlockVisTiles(hp, true);
- delete hp;
- map->objects[g] = NULL;
- }
- //we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
- }
- }
- }
- }
- /******************RESOURCES****************************************************/
- tlog4 << "\tSetting up resources";
- const JsonNode config(ResourceID("config/startres.json"));
- const JsonVector &vector = config["difficulty"].Vector();
- const JsonNode &level = vector[scenarioOps->difficulty];
- TResources startresAI(level["ai"]);
- TResources startresHuman(level["human"]);
- for (auto i = players.begin(); i!=players.end(); i++)
- {
- PlayerState &p = i->second;
- if (p.human)
- p.resources = startresHuman;
- else
- p.resources = startresAI;
- }
- //give start resource bonus in case of campaign
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if(chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
- {
- std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
- BOOST_FOREACH(const PlayerSettings *ps, people)
- {
- std::vector<int> res; //resources we will give
- switch (chosenBonus->info1)
- {
- case 0: case 1: case 2: case 3: case 4: case 5: case 6:
- res.push_back(chosenBonus->info1);
- break;
- case 0xFD: //wood+ore
- res.push_back(Res::WOOD); res.push_back(Res::ORE);
- break;
- case 0xFE: //rare
- res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
- break;
- default:
- assert(0);
- break;
- }
- //increasing resource quantity
- for (int n=0; n<res.size(); ++n)
- {
- players[ps->color].resources[res[n]] += chosenBonus->info2;
- }
- }
- }
- }
- /*************************HEROES************************************************/
- tlog4 << "\tSetting up heroes";
- //Replace placeholders with heroes from previous missions
- BOOST_FOREACH(auto obj, campHeroReplacements)
- {
- CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(&*map->objects[obj.second]);
- CGHeroInstance *heroToPlace = obj.first;
- heroToPlace->id = obj.second;
- heroToPlace->tempOwner = placeholder->tempOwner;
- heroToPlace->pos = placeholder->pos;
- heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID];
- BOOST_FOREACH(auto &&i, heroToPlace->stacks)
- i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
- auto fixArtifact = [&](CArtifactInstance * art)
- {
- art->artType = VLC->arth->artifacts[art->artType->id];
- gs->map->artInstances.push_back(art);
- art->id = gs->map->artInstances.size() - 1;
- };
- BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
- fixArtifact(i.second.artifact);
- BOOST_FOREACH(auto &&i, heroToPlace->artifactsInBackpack)
- fixArtifact(i.artifact);
- map->heroes.push_back(heroToPlace);
- map->objects[heroToPlace->id] = heroToPlace;
- map->addBlockVisTiles(heroToPlace);
- //const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
- }
- std::set<int> hids; //hero ids to create pool
- for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
- if(map->allowedHeroes[i])
- hids.insert(i);
- for (ui32 i=0; i<map->heroes.size();i++) //heroes instances initialization
- {
- if (map->heroes[i]->getOwner()<0)
- {
- tlog2 << "Warning - hero with uninitialized owner!\n";
- continue;
- }
- CGHeroInstance * vhi = map->heroes[i];
- vhi->initHero();
- players.find(vhi->getOwner())->second.heroes.push_back(vhi);
- hids.erase(vhi->subID);
- }
- BOOST_FOREACH(auto obj, map->objects) //prisons
- {
- if(obj && obj->ID == Obj::PRISON)
- hids.erase(obj->subID);
- }
- BOOST_FOREACH(auto ph, map->predefinedHeroes)
- {
- if(!vstd::contains(hids, ph->subID))
- continue;
- ph->initHero();
- hpool.heroesPool[ph->subID] = ph;
- hpool.pavailable[ph->subID] = 0xff;
- hids.erase(ph->subID);
- }
- BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
- {
- CGHeroInstance * vhi = new CGHeroInstance();
- vhi->initHero(hid);
- hpool.heroesPool[hid] = vhi;
- hpool.pavailable[hid] = 0xff;
- }
- for(ui32 i=0; i<map->disposedHeroes.size(); i++)
- {
- hpool.pavailable[map->disposedHeroes[i].heroId] = map->disposedHeroes[i].players;
- }
- if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus.is_initialized() && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
- {
- //find human player
- int humanPlayer=GameConstants::NEUTRAL_PLAYER;
- for (auto it=players.begin(); it != players.end(); ++it)
- {
- if(it->second.human)
- {
- humanPlayer = it->first;
- break;
- }
- }
- assert(humanPlayer != GameConstants::NEUTRAL_PLAYER);
- std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
- if (chosenBonus->info1 == 0xFFFD) //most powerful
- {
- int maxB = -1;
- for (int b=0; b<heroes.size(); ++b)
- {
- if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
- {
- maxB = b;
- }
- }
- if(maxB < 0)
- tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";
- else
- giveCampaignBonusToHero(heroes[maxB]);
- }
- else //specific hero
- {
- for (int b=0; b<heroes.size(); ++b)
- {
- if (heroes[b]->subID == chosenBonus->info1)
- {
- giveCampaignBonusToHero(heroes[b]);
- break;
- }
- }
- }
- }
- }
- /*************************FOG**OF**WAR******************************************/
- tlog4 << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
- for(auto k=teams.begin(); k!=teams.end(); ++k)
- {
- k->second.fogOfWarMap.resize(map->width);
- for(int g=0; g<map->width; ++g)
- k->second.fogOfWarMap[g].resize(map->height);
- for(int g=-0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- k->second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
- for(int g=0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
- k->second.fogOfWarMap[g][h][v] = 0;
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- if(!obj || !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
- boost::unordered_set<int3, ShashInt3> tiles;
- obj->getSightTiles(tiles);
- BOOST_FOREACH(int3 tile, tiles)
- {
- k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
- }
- }
- }
- tlog4 << "\tStarting bonuses";
- for(auto k=players.begin(); k!=players.end(); ++k)
- {
- //starting bonus
- if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::RANDOM)
- scenarioOps->playerInfos[k->first].bonus = static_cast<PlayerSettings::Ebonus>(ran()%3);
- switch(scenarioOps->playerInfos[k->first].bonus)
- {
- case PlayerSettings::GOLD:
- k->second.resources[Res::GOLD] += 500 + (ran()%6)*100;
- break;
- case PlayerSettings::RESOURCE:
- {
- int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].castle].primaryRes;
- if(res == 127)
- {
- k->second.resources[Res::WOOD] += 5 + ran()%6;
- k->second.resources[Res::ORE] += 5 + ran()%6;
- }
- else
- {
- k->second.resources[res] += 3 + ran()%4;
- }
- break;
- }
- case PlayerSettings::ARTIFACT:
- {
- if(!k->second.heroes.size())
- {
- tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
- break;
- }
- CArtifact *toGive;
- toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
- CGHeroInstance *hero = k->second.heroes[0];
- giveHeroArtifact(hero, toGive->id);
- }
- break;
- }
- }
- /****************************TOWNS************************************************/
- tlog4 << "\tTowns";
- CGTownInstance::universitySkills.clear();
- for ( int i=0; i<4; i++)
- CGTownInstance::universitySkills.push_back(14+i);//skills for university
- for (ui32 i=0;i<map->towns.size();i++)
- {
- CGTownInstance * vti =(map->towns[i]);
- if(!vti->town)
- vti->town = &VLC->townh->towns[vti->subID];
- if (vti->name.length()==0) // if town hasn't name we draw it
- vti->name = vti->town->names[ran()%vti->town->names.size()];
- //init buildings
- if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
- {
- vti->builtBuildings.erase(-50);
- vti->builtBuildings.insert(EBuilding::VILLAGE_HALL);
- vti->builtBuildings.insert(EBuilding::TAVERN);
- vti->builtBuildings.insert(EBuilding::DWELL_FIRST);
- if(ran()%2)
- vti->builtBuildings.insert(EBuilding::DWELL_FIRST+1);
- }
- if (vstd::contains(vti->builtBuildings, EBuilding::SHIPYARD) && vti->state()==IBoatGenerator::TILE_BLOCKED)
- vti->builtBuildings.erase(EBuilding::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
- //init hordes
- for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
- if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
- {
- vti->builtBuildings.erase(-31-i);//remove old ID
- if (vti->town->hordeLvl[0] == i)//if town first horde is this one
- {
- vti->builtBuildings.insert(EBuilding::HORDE_1);//add it
- if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
- vti->builtBuildings.insert(EBuilding::HORDE_1_UPGR);//add it as well
- }
- if (vti->town->hordeLvl[1] == i)//if town second horde is this one
- {
- vti->builtBuildings.insert(EBuilding::HORDE_2);
- if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))
- vti->builtBuildings.insert(EBuilding::HORDE_2_UPGR);
- }
- }
- //town events
- BOOST_FOREACH(CCastleEvent *ev, vti->events)
- {
- for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
- if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level
- {
- ev->buildings.erase(-31-i);
- if (vti->town->hordeLvl[0] == i)
- ev->buildings.insert(EBuilding::HORDE_1);
- if (vti->town->hordeLvl[1] == i)
- ev->buildings.insert(EBuilding::HORDE_2);
- }
- }
- //init spells
- vti->spells.resize(GameConstants::SPELL_LEVELS);
- CSpell *s;
- for(ui32 z=0; z<vti->obligatorySpells.size();z++)
- {
- s = VLC->spellh->spells[vti->obligatorySpells[z]];
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- while(vti->possibleSpells.size())
- {
- ui32 total=0;
- int sel = -1;
- for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
- total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
- if (total == 0) // remaining spells have 0 probability
- break;
- int r = ran()%total;
- for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
- {
- r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
- if(r<0)
- {
- sel = ps;
- break;
- }
- }
- if(sel<0)
- sel=0;
- CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- vti->possibleSpells.clear();
- if(vti->getOwner() != 255)
- getPlayer(vti->getOwner())->towns.push_back(vti);
- }
- //campaign bonuses for towns
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
- {
- for (int g=0; g<map->towns.size(); ++g)
- {
- PlayerState * owner = getPlayer(map->towns[g]->getOwner());
- if (owner)
- {
- PlayerInfo & pi = map->players[owner->color];
- if (owner->human && //human-owned
- map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
- {
- map->towns[g]->builtBuildings.insert(
- CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
- break;
- }
- }
- }
- }
- }
- tlog4 << "\tObject initialization";
- objCaller->preInit();
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- if(obj)
- obj->initObj();
- }
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- if(!obj)
- continue;
- switch (obj->ID)
- {
- case Obj::QUEST_GUARD:
- case Obj::SEER_HUT:
- {
- auto q = static_cast<CGSeerHut*>(obj);
- assert (q);
- q->setObjToKill();
- }
- }
- }
- CGTeleport::postInit(); //pairing subterranean gates
- buildBonusSystemTree();
- for(auto k=players.begin(); k!=players.end(); ++k)
- {
- if(k->first==GameConstants::NEUTRAL_PLAYER)
- continue;
- //init visiting and garrisoned heroes
- BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
- {
- BOOST_FOREACH(CGTownInstance *t, k->second.towns)
- {
- int3 vistile = t->pos; vistile.x--; //tile next to the entrance
- if(vistile == h->pos || h->pos==t->pos)
- {
- t->setVisitingHero(h);
- if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
- {
- map->removeBlockVisTiles(h);
- h->pos.x -= 1;
- map->addBlockVisTiles(h);
- }
- break;
- }
- }
- }
- }
- tlog4 << "\tChecking objectives";
- map->checkForObjectives(); //needs to be run when all objects are properly placed
- int seedAfterInit = ran();
- tlog0 << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")" << std::endl;
- if(scenarioOps->seedPostInit > 0)
- {
- //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
- assert(scenarioOps->seedPostInit == seedAfterInit);
- }
- else
- {
- scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
- }
- }
- void CGameState::initDuel()
- {
- DuelParameters dp;
- try //CLoadFile likes throwing
- {
- if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
- {
- tlog0 << "Loading duel settings from JSON file: " << scenarioOps->mapname << std::endl;
- dp = DuelParameters::fromJSON(scenarioOps->mapname);
- tlog0 << "JSON file has been successfully read!\n";
- }
- else
- {
- CLoadFile lf(scenarioOps->mapname);
- lf >> dp;
- }
- }
- catch(...)
- {
- tlog1 << "Cannot load duel settings from " << scenarioOps->mapname << std::endl;
- throw;
- }
- const CArmedInstance *armies[2] = {0};
- const CGHeroInstance *heroes[2] = {0};
- CGTownInstance *town = NULL;
- for(int i = 0; i < 2; i++)
- {
- CArmedInstance *obj = NULL;
- if(dp.sides[i].heroId >= 0)
- {
- const DuelParameters::SideSettings &ss = dp.sides[i];
- CGHeroInstance *h = new CGHeroInstance();
- armies[i] = heroes[i] = h;
- obj = h;
- h->subID = ss.heroId;
- for(int i = 0; i < ss.heroPrimSkills.size(); i++)
- h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
- if(ss.spells.size())
- {
- h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
- boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
- }
- BOOST_FOREACH(auto &parka, ss.artifacts)
- {
- h->putArtifact(static_cast<ArtifactPosition::ArtifactPosition>(parka.first), parka.second);
- }
- typedef const std::pair<si32, si8> &TSecSKill;
- BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills)
- h->setSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(secSkill.first), secSkill.second, 1);
- h->initHero(h->subID);
- obj->initObj();
- }
- else
- {
- CGCreature *c = new CGCreature();
- armies[i] = obj = c;
- //c->subID = 34;
- }
- obj->setOwner(i);
- for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
- {
- CreatureID::CreatureID cre = dp.sides[i].stacks[j].type;
- TQuantity count = dp.sides[i].stacks[j].count;
- if(count || obj->hasStackAtSlot(j))
- obj->setCreature(j, cre, count);
- }
- BOOST_FOREACH(const DuelParameters::CusomCreature &cc, dp.creatures)
- {
- CCreature *c = VLC->creh->creatures[cc.id];
- if(cc.attack >= 0)
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
- if(cc.defense >= 0)
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
- if(cc.speed >= 0)
- c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
- if(cc.HP >= 0)
- c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
- if(cc.dmg >= 0)
- {
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
- }
- if(cc.shoots >= 0)
- c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
- }
- }
- curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
- curB->obstacles = dp.obstacles;
- curB->localInit();
- return;
- }
- BFieldType::BFieldType CGameState::battleGetBattlefieldType(int3 tile) const
- {
- if(tile==int3() && curB)
- tile = curB->tile;
- else if(tile==int3() && !curB)
- return BFieldType::NONE;
- const TerrainTile &t = map->getTile(tile);
- //fight in mine -> subterranean
- if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
- return BFieldType::SUBTERRANEAN;
- BOOST_FOREACH(auto &obj, map->objects)
- {
- //look only for objects covering given tile
- if( !obj || obj->pos.z != tile.z
- || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
- continue;
- switch(obj->ID)
- {
- case Obj::CLOVER_FIELD:
- return BFieldType::CLOVER_FIELD;
- case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
- return BFieldType::CURSED_GROUND;
- case Obj::EVIL_FOG:
- return BFieldType::EVIL_FOG;
- case Obj::FAVORABLE_WINDS:
- return BFieldType::FAVOURABLE_WINDS;
- case Obj::FIERY_FIELDS:
- return BFieldType::FIERY_FIELDS;
- case Obj::HOLY_GROUNDS:
- return BFieldType::HOLY_GROUND;
- case Obj::LUCID_POOLS:
- return BFieldType::LUCID_POOLS;
- case Obj::MAGIC_CLOUDS:
- return BFieldType::MAGIC_CLOUDS;
- case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
- return BFieldType::MAGIC_PLAINS;
- case Obj::ROCKLANDS:
- return BFieldType::ROCKLANDS;
- }
- }
- if(!t.isWater() && t.isCoastal())
- return BFieldType::SAND_SHORE;
- switch(t.terType)
- {
- case ETerrainType::DIRT:
- return static_cast<BFieldType::BFieldType>(rand()%3+3);
- case ETerrainType::SAND:
- return BFieldType::SAND_MESAS; //TODO: coast support
- case ETerrainType::GRASS:
- return static_cast<BFieldType::BFieldType>(rand()%2+6);
- case ETerrainType::SNOW:
- return static_cast<BFieldType::BFieldType>(rand()%2+10);
- case ETerrainType::SWAMP:
- return BFieldType::SWAMP_TREES;
- case ETerrainType::ROUGH:
- return BFieldType::ROUGH;
- case ETerrainType::SUBTERRANEAN:
- return BFieldType::SUBTERRANEAN;
- case ETerrainType::LAVA:
- return BFieldType::LAVA;
- case ETerrainType::WATER:
- return BFieldType::SHIP;
- case ETerrainType::ROCK:
- return BFieldType::ROCKLANDS;
- default:
- return BFieldType::NONE;
- }
- }
- UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
- {
- UpgradeInfo ret;
- const CCreature *base = stack.type;
- const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
- const CGTownInstance *t = NULL;
- if(stack.armyObj->ID == Obj::TOWN)
- t = static_cast<const CGTownInstance *>(stack.armyObj);
- else if(h)
- { //hero specialty
- TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
- BOOST_FOREACH(const Bonus *it, *lista)
- {
- auto nid = static_cast<CreatureID::CreatureID>(it->additionalInfo);
- if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
- {
- ret.newID.push_back(nid);
- ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
- }
- }
- t = h->visitedTown;
- }
- if(t)
- {
- BOOST_FOREACH(const CGTownInstance::TCreaturesSet::value_type & dwelling, t->creatures)
- {
- if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
- {
- BOOST_FOREACH(auto upgrID, dwelling.second)
- {
- if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
- {
- ret.newID.push_back(upgrID);
- ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
- }
- }
- }
- }
- }
- //hero is visiting Hill Fort
- if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
- {
- static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
- const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
- BOOST_FOREACH(auto nid, base->upgrades)
- {
- ret.newID.push_back(nid);
- ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
- }
- }
- if(ret.newID.size())
- ret.oldID = base->idNumber;
- return ret;
- }
- PlayerRelations::PlayerRelations CGameState::getPlayerRelations( TPlayerColor color1, TPlayerColor color2 )
- {
- if ( color1 == color2 )
- return PlayerRelations::SAME_PLAYER;
- if(color1 == GameConstants::NEUTRAL_PLAYER || color2 == GameConstants::NEUTRAL_PLAYER) //neutral player has no friends
- return PlayerRelations::ENEMIES;
- const TeamState * ts = getPlayerTeam(color1);
- if (ts && vstd::contains(ts->players, color2))
- return PlayerRelations::ALLIES;
- return PlayerRelations::ENEMIES;
- }
- void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
- {
- static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
- int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
- for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
- {
- const int3 hlp = tile + dirs[i];
- if(!map->isInTheMap(hlp))
- continue;
- const TerrainTile &hlpt = map->getTile(hlp);
- // //we cannot visit things from blocked tiles
- // if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
- // {
- // continue;
- // }
- if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dirs[i].x && dirs[i].y) //diagonal move through water
- {
- int3 hlp1 = tile,
- hlp2 = tile;
- hlp1.x += dirs[i].x;
- hlp2.y += dirs[i].y;
- if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
- continue;
- }
- if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
- && hlpt.terType != ETerrainType::ROCK)
- {
- vec.push_back(hlp);
- }
- }
- }
- int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
- {
- if(src == dest) //same tile
- return 0;
- TerrainTile &s = map->terrain[src.x][src.y][src.z],
- &d = map->terrain[dest.x][dest.y][dest.z];
- //get basic cost
- int ret = h->getTileCost(d,s);
- if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
- {
- bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
- if(!freeFlying)
- {
- ret *= 1.4; //40% penalty for movement over blocked tile
- }
- }
- else if (d.terType == ETerrainType::WATER)
- {
- if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
- ret *= 0.666;
- else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
- ret *= 1.4; //40% penalty for water walking
- }
- if(src.x != dest.x && src.y != dest.y) //it's diagonal move
- {
- int old = ret;
- ret *= 1.414213;
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
- if(ret > remainingMovePoints && remainingMovePoints >= old)
- {
- return remainingMovePoints;
- }
- }
- int left = remainingMovePoints-ret;
- if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
- {
- std::vector<int3> vec;
- getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
- for(size_t i=0; i < vec.size(); i++)
- {
- int fcost = getMovementCost(h,dest,vec[i],left,false);
- if(fcost <= left)
- {
- return ret;
- }
- }
- ret = remainingMovePoints;
- }
- return ret;
- }
- void CGameState::apply(CPack *pack)
- {
- ui16 typ = typeList.getTypeID(pack);
- applierGs->apps[typ]->applyOnGS(this,pack);
- }
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
- {
- CPathfinder pathfinder(out, this, hero);
- pathfinder.calculatePaths(src, movement);
- }
- /**
- * Tells if the tile is guarded by a monster as well as the position
- * of the monster that will attack on it.
- *
- * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
- * the monster guarding the tile.
- */
- std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
- {
- std::vector<CGObjectInstance*> guards;
- const int3 originalPos = pos;
- if (!map->isInTheMap(pos))
- return guards;
- const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
- if (posTile.visitable)
- {
- BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
- {
- if(obj->blockVisit)
- {
- if (obj->ID == Obj::MONSTER) // Monster
- guards.push_back(obj);
- }
- }
- }
- pos -= int3(1, 1, 0); // Start with top left.
- for (int dx = 0; dx < 3; dx++)
- {
- for (int dy = 0; dy < 3; dy++)
- {
- if (map->isInTheMap(pos))
- {
- TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
- if (tile.visitable && (tile.isWater() == posTile.isWater()))
- {
- BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
- {
- if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
- {
- guards.push_back(obj);
- }
- }
- }
- }
- pos.y++;
- }
- pos.y -= 3;
- pos.x++;
- }
- return guards;
- }
- int3 CGameState::guardingCreaturePosition (int3 pos) const
- {
- const int3 originalPos = pos;
- // Give monster at position priority.
- if (!map->isInTheMap(pos))
- return int3(-1, -1, -1);
- const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
- if (posTile.visitable)
- {
- BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
- {
- if(obj->blockVisit)
- {
- if (obj->ID == Obj::MONSTER) // Monster
- return pos;
- else
- return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
- }
- }
- }
- // See if there are any monsters adjacent.
- pos -= int3(1, 1, 0); // Start with top left.
- for (int dx = 0; dx < 3; dx++)
- {
- for (int dy = 0; dy < 3; dy++)
- {
- if (map->isInTheMap(pos))
- {
- TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
- if (tile.visitable && (tile.isWater() == posTile.isWater()))
- {
- BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
- {
- if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
- {
- return pos;
- }
- }
- }
- }
- pos.y++;
- }
- pos.y -= 3;
- pos.x++;
- }
- return int3(-1, -1, -1);
- }
- bool CGameState::isVisible(int3 pos, TPlayerColor player)
- {
- if(player == GameConstants::NEUTRAL_PLAYER)
- return false;
- return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
- }
- bool CGameState::isVisible( const CGObjectInstance *obj, int player )
- {
- if(player == -1)
- return true;
- if(player == GameConstants::NEUTRAL_PLAYER) //-> TODO ??? needed?
- return false;
- //object is visible when at least one blocked tile is visible
- for(int fx=0; fx<8; ++fx)
- {
- for(int fy=0; fy<6; ++fy)
- {
- int3 pos = obj->pos + int3(fx-7,fy-5,0);
- if(map->isInTheMap(pos)
- && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
- && isVisible(pos, player) )
- return true;
- }
- }
- return false;
- }
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
- {
- const TerrainTile * pom = &map->getTile(dst);
- return checkForVisitableDir(src, pom, dst);
- }
- bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
- {
- for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
- {
- if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
- continue;
- CGDefInfo * di = pom->visitableObjects[b]->defInfo;
- if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
- {
- return false;
- }
- if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
- {
- return false;
- }
- if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
- {
- return false;
- }
- if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
- {
- return false;
- }
- if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
- {
- return false;
- }
- if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
- {
- return false;
- }
- if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
- {
- return false;
- }
- if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
- {
- return false;
- }
- }
- return true;
- }
- int CGameState::victoryCheck( ui8 player ) const
- {
- const PlayerState *p = CGameInfoCallback::getPlayer(player);
- if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD || map->victoryCondition.allowNormalVictory
- || (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard)
- {
- if(player == checkForStandardWin())
- return -1;
- }
- if (p->enteredWinningCheatCode)
- { //cheater or tester, but has entered the code...
- if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
- return -1;
- else
- return 1;
- }
- if(p->human || map->victoryCondition.appliesToAI)
- {
- switch(map->victoryCondition.condition)
- {
- case EVictoryConditionType::ARTIFACT:
- //check if any hero has winning artifact
- for(size_t i = 0; i < p->heroes.size(); i++)
- if(p->heroes[i]->hasArt(map->victoryCondition.objectId))
- return 1;
- break;
- case EVictoryConditionType::GATHERTROOP:
- {
- //check if in players armies there is enough creatures
- int total = 0; //creature counter
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- const CArmedInstance *ai = NULL;
- if(map->objects[i]
- && map->objects[i]->tempOwner == player //object controlled by player
- && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
- {
- for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
- if(i->second->type->idNumber == map->victoryCondition.objectId) //it's searched creature
- total += i->second->count;
- }
- }
- if(total >= map->victoryCondition.count)
- return 1;
- }
- break;
- case EVictoryConditionType::GATHERRESOURCE:
- if(p->resources[map->victoryCondition.objectId] >= map->victoryCondition.count)
- return 1;
- break;
- case EVictoryConditionType::BUILDCITY:
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
- if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.objectId && t->hallLevel()-1 >= map->victoryCondition.count)
- return 1;
- }
- break;
- case EVictoryConditionType::BUILDGRAIL:
- BOOST_FOREACH(const CGTownInstance *t, map->towns)
- if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
- && t->tempOwner == player
- && t->hasBuilt(EBuilding::GRAIL))
- return 1;
- break;
- case EVictoryConditionType::BEATHERO:
- if(map->victoryCondition.obj->tempOwner >= GameConstants::PLAYER_LIMIT) //target hero not present on map
- return 1;
- break;
- case EVictoryConditionType::CAPTURECITY:
- {
- if(map->victoryCondition.obj->tempOwner == player)
- return 1;
- }
- break;
- case EVictoryConditionType::BEATMONSTER:
- if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
- return 1;
- break;
- case EVictoryConditionType::TAKEDWELLINGS:
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
- {
- switch(map->objects[i]->ID)
- {
- case 17: case 18: case 19: case 20: //dwellings
- case 216: case 217: case 218:
- return 0; //found not flagged dwelling - player not won
- }
- }
- }
- return 1;
- break;
- case EVictoryConditionType::TAKEMINES:
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
- {
- switch(map->objects[i]->ID)
- {
- case 53: case 220:
- return 0; //found not flagged mine - player not won
- }
- }
- }
- return 1;
- break;
- case EVictoryConditionType::TRANSPORTITEM:
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
- if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.objectId))
- || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.objectId)))
- {
- return 1;
- }
- }
- break;
- }
- }
- return 0;
- }
- ui8 CGameState::checkForStandardWin() const
- {
- //std victory condition is:
- //all enemies lost
- TPlayerColor supposedWinner = 255, winnerTeam = 255;
- for(auto i = players.begin(); i != players.end(); i++)
- {
- if(i->second.status == EPlayerStatus::INGAME && i->first < GameConstants::PLAYER_LIMIT)
- {
- if(supposedWinner == 255)
- {
- //first player remaining ingame - candidate for victory
- supposedWinner = i->second.color;
- winnerTeam = i->second.team;
- }
- else if(winnerTeam != i->second.team)
- {
- //current candidate has enemy remaining in game -> no vicotry
- return 255;
- }
- }
- }
- return supposedWinner;
- }
- bool CGameState::checkForStandardLoss( TPlayerColor player ) const
- {
- //std loss condition is: player lost all towns and heroes
- const PlayerState &p = *CGameInfoCallback::getPlayer(player);
- return !p.heroes.size() && !p.towns.size();
- }
- struct statsHLP
- {
- typedef std::pair< TPlayerColor, si64 > TStat;
- //converts [<player's color, value>] to vec[place] -> platers
- static std::vector< std::vector< TPlayerColor > > getRank( std::vector<TStat> stats )
- {
- std::sort(stats.begin(), stats.end(), statsHLP());
- //put first element
- std::vector< std::vector<TPlayerColor> > ret;
- std::vector<TPlayerColor> tmp;
- tmp.push_back( stats[0].first );
- ret.push_back( tmp );
- //the rest of elements
- for(int g=1; g<stats.size(); ++g)
- {
- if(stats[g].second == stats[g-1].second)
- {
- (ret.end()-1)->push_back( stats[g].first );
- }
- else
- {
- //create next occupied rank
- std::vector<TPlayerColor> tmp;
- tmp.push_back(stats[g].first);
- ret.push_back(tmp);
- }
- }
- return ret;
- }
- bool operator()(const TStat & a, const TStat & b) const
- {
- return a.second > b.second;
- }
- static const CGHeroInstance * findBestHero(CGameState * gs, int color)
- {
- std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
- if(!h.size())
- return NULL;
- //best hero will be that with highest exp
- int best = 0;
- for(int b=1; b<h.size(); ++b)
- {
- if(h[b]->exp > h[best]->exp)
- {
- best = b;
- }
- }
- return h[best];
- }
- //calculates total number of artifacts that belong to given player
- static int getNumberOfArts(const PlayerState * ps)
- {
- int ret = 0;
- BOOST_FOREACH(auto h, ps->heroes)
- {
- ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
- }
- return ret;
- }
- // get total strength of player army
- static si64 getArmyStrength(const PlayerState * ps)
- {
- si64 str = 0;
- BOOST_FOREACH(auto h, ps->heroes)
- {
- if(!h->inTownGarrison) //original h3 behavior
- str += h->getArmyStrength();
- }
- return str;
- }
- };
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
- {
- #define FILL_FIELD(FIELD, VAL_GETTER) \
- { \
- std::vector< std::pair< TPlayerColor, si64 > > stats; \
- for(auto g = players.begin(); g != players.end(); ++g) \
- { \
- if(g->second.color == 255) \
- continue; \
- std::pair< ui8, si64 > stat; \
- stat.first = g->second.color; \
- stat.second = VAL_GETTER; \
- stats.push_back(stat); \
- } \
- tgi.FIELD = statsHLP::getRank(stats); \
- }
- for(auto g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color != 255)
- tgi.playerColors.push_back(g->second.color);
- }
- if(level >= 1) //num of towns & num of heroes
- {
- //num of towns
- FILL_FIELD(numOfTowns, g->second.towns.size())
- //num of heroes
- FILL_FIELD(numOfHeroes, g->second.heroes.size())
- //best hero's portrait
- for(auto g = players.cbegin(); g != players.cend(); ++g)
- {
- if(g->second.color == 255)
- continue;
- const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
- InfoAboutHero iah;
- iah.initFromHero(best, level >= 8);
- iah.army.clear();
- tgi.colorToBestHero[g->second.color] = iah;
- }
- }
- if(level >= 2) //gold
- {
- FILL_FIELD(gold, g->second.resources[Res::GOLD])
- }
- if(level >= 2) //wood & ore
- {
- FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
- }
- if(level >= 3) //mercury, sulfur, crystal, gems
- {
- FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
- }
- if(level >= 4) //obelisks found
- {
- //TODO: obtainPlayersStats - obelisks found
- }
- if(level >= 5) //artifacts
- {
- FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
- }
- if(level >= 6) //army strength
- {
- FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
- }
- if(level >= 7) //income
- {
- //TODO:obtainPlayersStats - income
- }
- if(level >= 8) //best hero's stats
- {
- //already set in lvl 1 handling
- }
- if(level >= 9) //personality
- {
- for(auto g = players.cbegin(); g != players.cend(); ++g)
- {
- if(g->second.color == 255) //do nothing for neutral player
- continue;
- if(g->second.human)
- {
- tgi.personality[g->second.color] = EAiTactic::NONE;
- }
- else //AI
- {
- tgi.personality[g->second.color] = map->players[g->second.color].aiTactic;
- }
- }
- }
- if(level >= 10) //best creature
- {
- //best creatures belonging to player (highest AI value)
- for(auto g = players.cbegin(); g != players.cend(); ++g)
- {
- if(g->second.color == 255) //do nothing for neutral player
- continue;
- int bestCre = -1; //best creature's ID
- for(int b=0; b<g->second.heroes.size(); ++b)
- {
- for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
- {
- int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
- if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
- {
- bestCre = toCmp;
- }
- }
- }
- tgi.bestCreature[g->second.color] = bestCre;
- }
- }
- #undef FILL_FIELD
- }
- int CGameState::lossCheck( TPlayerColor player ) const
- {
- const PlayerState *p = CGameInfoCallback::getPlayer(player);
- //if(map->lossCondition.typeOfLossCon == lossStandard)
- if(checkForStandardLoss(player))
- return -1;
- if (p->enteredLosingCheatCode)
- {
- return 1;
- }
- if(p->human) //special loss condition applies only to human player
- {
- switch(map->lossCondition.typeOfLossCon)
- {
- case ELossConditionType::LOSSCASTLE:
- case ELossConditionType::LOSSHERO:
- {
- const CGObjectInstance *obj = map->lossCondition.obj;
- assert(obj);
- if(obj->tempOwner != player)
- return 1;
- }
- break;
- case ELossConditionType::TIMEEXPIRES:
- if(map->lossCondition.timeLimit < day)
- return 1;
- break;
- }
- }
- if(!p->towns.size() && p->daysWithoutCastle >= 7)
- return 2;
- return false;
- }
- bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
- {
- bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
- for ( auto i = players.cbegin() ; i != players.cend();i++)
- for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
- if(*j)
- pool.erase((**j).subID);
- return pool;
- }
- void CGameState::buildBonusSystemTree()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- BOOST_FOREACH(CGTownInstance *t, map->towns)
- {
- t->deserializationFix();
- }
- // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
- // are provided on initializing / deserializing
- }
- void CGameState::deserializationFix()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- }
- void CGameState::buildGlobalTeamPlayerTree()
- {
- for(auto k=teams.begin(); k!=teams.end(); ++k)
- {
- TeamState *t = &k->second;
- t->attachTo(&globalEffects);
- BOOST_FOREACH(ui8 teamMember, k->second.players)
- {
- PlayerState *p = getPlayer(teamMember);
- assert(p);
- p->attachTo(t);
- }
- }
- }
- void CGameState::attachArmedObjects()
- {
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
- armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
- }
- }
- void CGameState::giveHeroArtifact(CGHeroInstance *h, int aid)
- {
- CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
- CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
- map->addNewArtifactInstance(ai);
- ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
- }
- CGPathNode::CGPathNode()
- :coord(-1,-1,-1)
- {
- accessible = NOT_SET;
- land = 0;
- moveRemains = 0;
- turns = 255;
- theNodeBefore = NULL;
- }
- bool CGPathNode::reachable() const
- {
- return turns < 255;
- }
- bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
- {
- assert(isValid);
- out.nodes.clear();
- const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
- if(!curnode->theNodeBefore)
- return false;
- while(curnode)
- {
- CGPathNode cpn = *curnode;
- curnode = curnode->theNodeBefore;
- out.nodes.push_back(cpn);
- }
- return true;
- }
- CPathsInfo::CPathsInfo( const int3 &Sizes )
- :sizes(Sizes)
- {
- hero = NULL;
- nodes = new CGPathNode**[sizes.x];
- for(int i = 0; i < sizes.x; i++)
- {
- nodes[i] = new CGPathNode*[sizes.y];
- for (int j = 0; j < sizes.y; j++)
- {
- nodes[i][j] = new CGPathNode[sizes.z];
- }
- }
- }
- CPathsInfo::~CPathsInfo()
- {
- for(int i = 0; i < sizes.x; i++)
- {
- for (int j = 0; j < sizes.y; j++)
- {
- delete [] nodes[i][j];
- }
- delete [] nodes[i];
- }
- delete [] nodes;
- }
- int3 CGPath::startPos() const
- {
- return nodes[nodes.size()-1].coord;
- }
- int3 CGPath::endPos() const
- {
- return nodes[0].coord;
- }
- void CGPath::convert( ui8 mode )
- {
- if(mode==0)
- {
- for(ui32 i=0;i<nodes.size();i++)
- {
- nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
- }
- }
- }
- PlayerState::PlayerState()
- : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
- enteredLosingCheatCode(0), status(EPlayerStatus::INGAME), daysWithoutCastle(0)
- {
- setNodeType(PLAYER);
- }
- std::string PlayerState::nodeName() const
- {
- return "Player " + (color < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast<std::string>(color));
- }
- // void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
- // {
- // return; //no loops possible
- // }
- //
- // void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
- // {
- // for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)
- // {
- // if (*it != root)
- // (*it)->getBonuses(out, selector, this);
- // }
- // }
- InfoAboutArmy::InfoAboutArmy():
- owner(GameConstants::NEUTRAL_PLAYER)
- {}
- InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
- {
- initFromArmy(Army, detailed);
- }
- void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
- {
- army = ArmyDescriptor(Army, detailed);
- owner = Army->tempOwner;
- name = Army->getHoverText();
- }
- void InfoAboutHero::assign(const InfoAboutHero & iah)
- {
- InfoAboutArmy::operator = (iah);
- details = (iah.details ? new Details(*iah.details) : NULL);
- hclass = iah.hclass;
- portrait = iah.portrait;
- }
- InfoAboutHero::InfoAboutHero():
- details(nullptr),
- hclass(nullptr),
- portrait(-1)
- {}
- InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
- InfoAboutArmy()
- {
- assign(iah);
- }
- InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
- : details(nullptr),
- hclass(nullptr),
- portrait(-1)
- {
- initFromHero(h, detailed);
- }
- InfoAboutHero::~InfoAboutHero()
- {
- delete details;
- }
- InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
- {
- assign(iah);
- return *this;
- }
- void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
- {
- if(!h)
- return;
- initFromArmy(h, detailed);
- hclass = h->type->heroClass;
- name = h->name;
- portrait = h->portrait;
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->luck = h->LuckVal();
- details->morale = h->MoraleVal();
- details->mana = h->mana;
- details->primskills.resize(GameConstants::PRIMARY_SKILLS);
- for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
- {
- details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
- }
- }
- }
- InfoAboutTown::InfoAboutTown():
- details(nullptr),
- tType(nullptr),
- built(0),
- fortLevel(0)
- {
- }
- InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
- {
- initFromTown(t, detailed);
- }
- InfoAboutTown::~InfoAboutTown()
- {
- delete details;
- }
- void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
- {
- initFromArmy(t, detailed);
- army = ArmyDescriptor(t->getUpperArmy(), detailed);
- built = t->builded;
- fortLevel = t->fortLevel();
- name = t->name;
- tType = t->town;
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->goldIncome = t->dailyIncome();
- details->customRes = t->hasBuilt(EBuilding::RESOURCE_SILO);
- details->hallLevel = t->hallLevel();
- details->garrisonedHero = t->garrisonHero;
- }
- }
- ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
- : isDetailed(detailed)
- {
- for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++)
- {
- if(detailed)
- (*this)[i->first] = *i->second;
- else
- (*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID());
- }
- }
- ArmyDescriptor::ArmyDescriptor()
- : isDetailed(false)
- {
- }
- int ArmyDescriptor::getStrength() const
- {
- ui64 ret = 0;
- if(isDetailed)
- {
- for(const_iterator i = begin(); i != end(); i++)
- ret += i->second.type->AIValue * i->second.count;
- }
- else
- {
- for(const_iterator i = begin(); i != end(); i++)
- ret += i->second.type->AIValue * CCreature::estimateCreatureCount(i->second.count);
- }
- return ret;
- }
- DuelParameters::SideSettings::StackSettings::StackSettings()
- : type(CreatureID::NONE), count(0)
- {
- }
- DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID::CreatureID Type, si32 Count)
- : type(Type), count(Count)
- {
- }
- DuelParameters::SideSettings::SideSettings()
- {
- heroId = -1;
- }
- DuelParameters::DuelParameters()
- {
- terType = ETerrainType::DIRT;
- bfieldType = BFieldType::ROCKLANDS;
- }
- DuelParameters DuelParameters::fromJSON(const std::string &fname)
- {
- DuelParameters ret;
- const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
- ret.terType = static_cast<ETerrainType::ETerrainType>((int)duelData["terType"].Float());
- ret.bfieldType = static_cast<BFieldType::BFieldType>((int)duelData["bfieldType"].Float());
- BOOST_FOREACH(const JsonNode &n, duelData["sides"].Vector())
- {
- SideSettings &ss = ret.sides[(int)n["side"].Float()];
- int i = 0;
- BOOST_FOREACH(const JsonNode &stackNode, n["army"].Vector())
- {
- ss.stacks[i].type = static_cast<CreatureID::CreatureID>((si32)stackNode.Vector()[0].Float());
- ss.stacks[i].count = stackNode.Vector()[1].Float();
- i++;
- }
- if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
- ss.heroId = n["heroid"].Float();
- else
- ss.heroId = -1;
- BOOST_FOREACH(const JsonNode &n, n["heroPrimSkills"].Vector())
- ss.heroPrimSkills.push_back(n.Float());
- BOOST_FOREACH(const JsonNode &skillNode, n["heroSecSkills"].Vector())
- {
- std::pair<si32, si8> secSkill;
- secSkill.first = skillNode.Vector()[0].Float();
- secSkill.second = skillNode.Vector()[1].Float();
- ss.heroSecSkills.push_back(secSkill);
- }
- assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
- if(ss.heroId != -1)
- {
- const JsonNode & spells = n["spells"];
- if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
- {
- BOOST_FOREACH(auto spell, VLC->spellh->spells)
- if(spell->id <= Spells::SUMMON_AIR_ELEMENTAL)
- ss.spells.insert(spell->id);
- }
- else
- BOOST_FOREACH(const JsonNode &spell, n["spells"].Vector())
- ss.spells.insert(spell.Float());
- }
- }
- BOOST_FOREACH(const JsonNode &n, duelData["obstacles"].Vector())
- {
- auto oi = make_shared<CObstacleInstance>();
- if(n.getType() == JsonNode::DATA_VECTOR)
- {
- oi->ID = n.Vector()[0].Float();
- oi->pos = n.Vector()[1].Float();
- }
- else
- {
- assert(n.getType() == JsonNode::DATA_FLOAT);
- oi->ID = 21;
- oi->pos = n.Float();
- }
- oi->uniqueID = ret.obstacles.size();
- ret.obstacles.push_back(oi);
- }
- BOOST_FOREACH(const JsonNode &n, duelData["creatures"].Vector())
- {
- CusomCreature cc;
- cc.id = n["id"].Float();
- #define retreive(name) \
- if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
- cc.name = n[ #name ].Float(); \
- else \
- cc.name = -1;
- retreive(attack);
- retreive(defense);
- retreive(HP);
- retreive(dmg);
- retreive(shoots);
- retreive(speed);
- ret.creatures.push_back(cc);
- }
- return ret;
- }
- TeamState::TeamState()
- {
- setNodeType(TEAM);
- }
- void CPathfinder::initializeGraph()
- {
- CGPathNode ***graph = out.nodes;
- for(size_t i=0; i < out.sizes.x; ++i)
- {
- for(size_t j=0; j < out.sizes.y; ++j)
- {
- for(size_t k=0; k < out.sizes.z; ++k)
- {
- curPos = int3(i,j,k);
- const TerrainTile *tinfo = &gs->map->terrain[i][j][k];
- CGPathNode &node = graph[i][j][k];
- node.accessible = evaluateAccessibility(tinfo);
- node.turns = 0xff;
- node.moveRemains = 0;
- node.coord.x = i;
- node.coord.y = j;
- node.coord.z = k;
- node.land = tinfo->terType != ETerrainType::WATER;
- node.theNodeBefore = NULL;
- }
- }
- }
- }
- void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
- {
- assert(hero);
- assert(hero == getHero(hero->id));
- if(src.x < 0)
- src = hero->getPosition(false);
- if(movement < 0)
- movement = hero->movement;
- out.hero = hero;
- out.hpos = src;
- if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
- {
- tlog1 << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...\n";
- return;
- }
- initializeGraph();
- //initial tile - set cost on 0 and add to the queue
- CGPathNode &initialNode = *getNode(src);
- initialNode.turns = 0;
- initialNode.moveRemains = movement;
- mq.push_back(&initialNode);
- std::vector<int3> neighbours;
- neighbours.reserve(16);
- while(!mq.empty())
- {
- cp = mq.front();
- mq.pop_front();
- const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);
- bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
- ct = &gs->map->getTile(cp->coord);
- int movement = cp->moveRemains, turn = cp->turns;
- if(!movement)
- {
- movement = hero->maxMovePoints(cp->land);
- turn++;
- }
- //add accessible neighbouring nodes to the queue
- neighbours.clear();
- //handling subterranean gate => it's exit is the only neighbour
- bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
- if(subterraneanEntry)
- {
- //try finding the exit gate
- if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
- {
- const int3 outPos = outGate->visitablePos();
- //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
- neighbours.push_back(outPos);
- }
- else
- {
- //gate with no exit (blocked) -> do nothing with this node
- continue;
- }
- }
- gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
- for(ui32 i=0; i < neighbours.size(); i++)
- {
- const int3 &n = neighbours[i]; //current neighbor
- dp = getNode(n);
- dt = &gs->map->getTile(n);
- destTopVisObjID = dt->topVisitableId();
- useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
- int turnAtNextTile = turn;
- const bool destIsGuardian = sourceGuardPosition == n;
- if(!goodForLandSeaTransition())
- continue;
- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
- continue;
- //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
- if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
- guardedSource = false;
- int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
- //special case -> moving from src Subterranean gate to dest gate -> it's free
- if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
- cost = 0;
- int remains = movement - cost;
- if(useEmbarkCost)
- {
- remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
- cost = movement - remains;
- }
- if(remains < 0)
- {
- //occurs rarely, when hero with low movepoints tries to leave the road
- turnAtNextTile++;
- int moveAtNextTile = hero->maxMovePoints(cp->land);
- cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
- remains = moveAtNextTile - cost;
- }
- if((dp->turns==0xff //we haven't been here before
- || dp->turns > turnAtNextTile
- || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
- && (!guardedSource || destIsGuardian)) // Can step into tile of guard
- {
- assert(dp != cp->theNodeBefore); //two tiles can't point to each other
- dp->moveRemains = remains;
- dp->turns = turnAtNextTile;
- dp->theNodeBefore = cp;
- const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)
- && dp->accessible == CGPathNode::BLOCKVIS;
- if (dp->accessible == CGPathNode::ACCESSIBLE
- || (useEmbarkCost && allowEmbarkAndDisembark)
- || destTopVisObjID == Obj::SUBTERRANEAN_GATE
- || (guardedDst && !guardedSource)) // Can step into a hostile tile once.
- {
- mq.push_back(dp);
- }
- }
- } //neighbours loop
- } //queue loop
- out.isValid = true;
- }
- CGPathNode *CPathfinder::getNode(const int3 &coord)
- {
- return &out.nodes[coord.x][coord.y][coord.z];
- }
- bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
- {
- return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
- }
- CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
- {
- CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
- if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
- return CGPathNode::BLOCKED;
- if(tinfo->visitable)
- {
- if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
- {
- return CGPathNode::BLOCKED;
- }
- else
- {
- BOOST_FOREACH(const CGObjectInstance *obj, tinfo->visitableObjects)
- {
- if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
- {
- ret = CGPathNode::ACCESSIBLE;
- }
- else if(obj->blockVisit)
- {
- return CGPathNode::BLOCKVIS;
- }
- else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
- {
- ret = CGPathNode::VISITABLE;
- }
- }
- }
- }
- else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))
- && !tinfo->blocked)
- {
- // Monster close by; blocked visit for battle.
- return CGPathNode::BLOCKVIS;
- }
- return ret;
- }
- bool CPathfinder::goodForLandSeaTransition()
- {
- if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
- {
- if(cp->land) //from land to sea -> embark or assault hero on boat
- {
- if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
- return false;
- if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
- return false;
- if(destTopVisObjID == Obj::BOAT)
- useEmbarkCost = 1;
- }
- else //disembark
- {
- //can disembark only on coastal tiles
- if(!dt->isCoastal())
- return false;
- //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
- if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
- || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
- return false;;
- useEmbarkCost = 2;
- }
- }
- return true;
- }
- CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, -1), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
- {
- useSubterraneanGates = true;
- allowEmbarkAndDisembark = true;
- }
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