CGameState.h 7.6 KB

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  1. /*
  2. * CGameState.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "bonuses/CBonusSystemNode.h"
  12. #include "IGameCallback.h"
  13. #include "LoadProgress.h"
  14. #include "ConstTransitivePtr.h"
  15. namespace boost
  16. {
  17. class shared_mutex;
  18. }
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. class EVictoryLossCheckResult;
  21. class Services;
  22. class IMapService;
  23. class CMap;
  24. struct CPack;
  25. class CHeroClass;
  26. struct EventCondition;
  27. struct CampaignTravel;
  28. class CStackInstance;
  29. class CGameStateCampaign;
  30. class TavernHeroesPool;
  31. struct SThievesGuildInfo;
  32. template<typename T> class CApplier;
  33. class CBaseForGSApply;
  34. struct DLL_LINKAGE RumorState
  35. {
  36. enum ERumorType : ui8
  37. {
  38. TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
  39. };
  40. enum ERumorTypeSpecial : ui8
  41. {
  42. RUMOR_OBELISKS = 208,
  43. RUMOR_ARTIFACTS = 209,
  44. RUMOR_ARMY = 210,
  45. RUMOR_INCOME = 211,
  46. RUMOR_GRAIL = 212
  47. };
  48. ERumorType type;
  49. std::map<ERumorType, std::pair<int, int>> last;
  50. RumorState(){type = TYPE_NONE;};
  51. bool update(int id, int extra);
  52. template <typename Handler> void serialize(Handler &h, const int version)
  53. {
  54. h & type;
  55. h & last;
  56. }
  57. };
  58. struct UpgradeInfo
  59. {
  60. CreatureID oldID; //creature to be upgraded
  61. std::vector<CreatureID> newID; //possible upgrades
  62. std::vector<ResourceSet> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
  63. UpgradeInfo(){oldID = CreatureID::NONE;};
  64. };
  65. class BattleInfo;
  66. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
  67. class DLL_LINKAGE CGameState : public CNonConstInfoCallback
  68. {
  69. friend class CGameStateCampaign;
  70. public:
  71. //we have here all heroes available on this map that are not hired
  72. std::unique_ptr<TavernHeroesPool> heroesPool;
  73. /// list of players currently making turn. Usually - just one, except for simturns
  74. std::set<PlayerColor> actingPlayers;
  75. CGameState();
  76. virtual ~CGameState();
  77. void preInit(Services * services);
  78. void init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator &, bool allowSavingRandomMap = false);
  79. void updateOnLoad(StartInfo * si);
  80. ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
  81. ConstTransitivePtr<BattleInfo> curB; //current battle
  82. ui32 day; //total number of days in game
  83. ConstTransitivePtr<CMap> map;
  84. std::map<PlayerColor, PlayerState> players;
  85. std::map<TeamID, TeamState> teams;
  86. CBonusSystemNode globalEffects;
  87. RumorState rumor;
  88. static boost::shared_mutex mutex;
  89. void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
  90. bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
  91. void apply(CPack *pack);
  92. BattleField battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
  93. void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
  94. PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
  95. bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
  96. void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out) override; //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
  97. void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) override;
  98. int3 guardingCreaturePosition (int3 pos) const override;
  99. std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
  100. void updateRumor();
  101. // ----- victory, loss condition checks -----
  102. EVictoryLossCheckResult checkForVictoryAndLoss(const PlayerColor & player) const;
  103. bool checkForVictory(const PlayerColor & player, const EventCondition & condition) const; //checks if given player is winner
  104. PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
  105. bool checkForStandardLoss(const PlayerColor & player) const; //checks if given player lost the game
  106. void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
  107. bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
  108. bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;
  109. int getDate(Date mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  110. // ----- getters, setters -----
  111. /// This RNG should only be used inside GS or CPackForClient-derived applyGs
  112. /// If this doesn't work for your code that mean you need a new netpack
  113. ///
  114. /// Client-side must use CRandomGenerator::getDefault which is not serialized
  115. ///
  116. /// CGameHandler have it's own getter for CRandomGenerator::getDefault
  117. /// Any server-side code outside of GH must use CRandomGenerator::getDefault
  118. CRandomGenerator & getRandomGenerator();
  119. template <typename Handler> void serialize(Handler &h, const int version)
  120. {
  121. h & scenarioOps;
  122. h & initialOpts;
  123. h & actingPlayers;
  124. h & day;
  125. h & map;
  126. h & players;
  127. h & teams;
  128. h & heroesPool;
  129. h & globalEffects;
  130. h & rand;
  131. h & rumor;
  132. h & campaign;
  133. BONUS_TREE_DESERIALIZATION_FIX
  134. }
  135. private:
  136. // ----- initialization -----
  137. void preInitAuto();
  138. void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
  139. void checkMapChecksum();
  140. void initGlobalBonuses();
  141. void initGrailPosition();
  142. void initRandomFactionsForPlayers();
  143. void randomizeMapObjects();
  144. void randomizeObject(CGObjectInstance *cur);
  145. void initPlayerStates();
  146. void placeStartingHeroes();
  147. void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
  148. void removeHeroPlaceholders();
  149. void initStartingResources();
  150. void initHeroes();
  151. void placeHeroesInTowns();
  152. void initFogOfWar();
  153. void initStartingBonus();
  154. void initTowns();
  155. void initMapObjects();
  156. void initVisitingAndGarrisonedHeroes();
  157. void initCampaign();
  158. // ----- bonus system handling -----
  159. void buildBonusSystemTree();
  160. void attachArmedObjects();
  161. void buildGlobalTeamPlayerTree();
  162. void deserializationFix();
  163. // ---- misc helpers -----
  164. CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
  165. bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
  166. std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
  167. std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
  168. HeroTypeID pickUnusedHeroTypeRandomly(const PlayerColor & owner); // picks a unused hero type randomly
  169. HeroTypeID pickNextHeroType(const PlayerColor & owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
  170. UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
  171. // ---- data -----
  172. std::shared_ptr<CApplier<CBaseForGSApply>> applier;
  173. CRandomGenerator rand;
  174. Services * services;
  175. /// Ponter to campaign state manager. Nullptr for single scenarios
  176. std::unique_ptr<CGameStateCampaign> campaign;
  177. friend class IGameCallback;
  178. friend class CMapHandler;
  179. friend class CGameHandler;
  180. };
  181. VCMI_LIB_NAMESPACE_END