CGameStateCampaign.cpp 20 KB

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  1. /*
  2. * CGameStateCampaign.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameStateCampaign.h"
  12. #include "CGameState.h"
  13. #include "QuestInfo.h"
  14. #include "../campaign/CampaignState.h"
  15. #include "../mapping/CMapEditManager.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../mapObjects/CGTownInstance.h"
  18. #include "../networkPacks/ArtifactLocation.h"
  19. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  20. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  21. #include "../StartInfo.h"
  22. #include "../CBuildingHandler.h"
  23. #include "../CHeroHandler.h"
  24. #include "../mapping/CMap.h"
  25. #include "../ArtifactUtils.h"
  26. #include "../CPlayerState.h"
  27. #include "../serializer/CMemorySerializer.h"
  28. #include <vstd/RNG.h>
  29. VCMI_LIB_NAMESPACE_BEGIN
  30. CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
  31. hero(hero),
  32. heroPlaceholderId(heroPlaceholderId)
  33. {
  34. }
  35. CGameStateCampaign::CGameStateCampaign(CGameState * owner):
  36. gameState(owner)
  37. {
  38. assert(gameState->scenarioOps->mode == EStartMode::CAMPAIGN);
  39. assert(gameState->scenarioOps->campState != nullptr);
  40. }
  41. std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
  42. {
  43. auto campaignState = gameState->scenarioOps->campState;
  44. return campaignState->getBonus(*campaignState->currentScenario());
  45. }
  46. std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
  47. {
  48. auto campaignState = gameState->scenarioOps->campState;
  49. auto bonus = currentBonus();
  50. if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  51. return static_cast<CampaignScenarioID>(bonus->info2);
  52. return campaignState->lastScenario();
  53. }
  54. void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & travelOptions)
  55. {
  56. // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
  57. if(!travelOptions.whatHeroKeeps.experience)
  58. {
  59. //trimming experience
  60. for(auto & hero : campaignHeroReplacements)
  61. {
  62. hero.hero->initExp(gameState->getRandomGenerator());
  63. }
  64. }
  65. if(!travelOptions.whatHeroKeeps.primarySkills)
  66. {
  67. //trimming prim skills
  68. for(auto & hero : campaignHeroReplacements)
  69. {
  70. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  71. {
  72. auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
  73. .And(Selector::subtype()(BonusSubtypeID(g)))
  74. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  75. hero.hero->getLocalBonus(sel)->val = hero.hero->type->heroClass->primarySkillInitial[g.getNum()];
  76. }
  77. }
  78. }
  79. if(!travelOptions.whatHeroKeeps.secondarySkills)
  80. {
  81. //trimming sec skills
  82. for(auto & hero : campaignHeroReplacements)
  83. {
  84. hero.hero->secSkills = hero.hero->type->secSkillsInit;
  85. hero.hero->recreateSecondarySkillsBonuses();
  86. }
  87. }
  88. if(!travelOptions.whatHeroKeeps.spells)
  89. {
  90. for(auto & hero : campaignHeroReplacements)
  91. {
  92. hero.hero->removeSpellbook();
  93. }
  94. }
  95. if(!travelOptions.whatHeroKeeps.artifacts)
  96. {
  97. //trimming artifacts
  98. for(auto & hero : campaignHeroReplacements)
  99. {
  100. const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition) -> bool
  101. {
  102. if(artifactPosition == ArtifactPosition::SPELLBOOK)
  103. return false; // do not handle spellbook this way
  104. const ArtSlotInfo *info = hero.hero->getSlot(artifactPosition);
  105. if(!info)
  106. return false;
  107. // FIXME: double-check how H3 handles case of transferring components of a combined artifact if entire combined artifact is not transferrable
  108. // For example, what happens if hero has assembled Angelic Alliance, AA is not marked is transferrable, but Sandals can be transferred? Should artifact be disassembled?
  109. if (info->locked)
  110. return false;
  111. // TODO: why would there be nullptr artifacts?
  112. const CArtifactInstance *art = info->artifact;
  113. if(!art)
  114. return false;
  115. bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
  116. if (takeable)
  117. hero.transferrableArtifacts.push_back(artifactPosition);
  118. ArtifactLocation al(hero.hero->id, artifactPosition);
  119. if(!takeable && !hero.hero->getSlot(al.slot)->locked) //don't try removing locked artifacts -> it crashes #1719
  120. {
  121. hero.hero->getArt(al.slot)->removeFrom(*hero.hero, al.slot);
  122. return true;
  123. }
  124. return false;
  125. };
  126. // process on copy - removal of artifact will invalidate container
  127. auto artifactsWorn = hero.hero->artifactsWorn;
  128. for(const auto & art : artifactsWorn)
  129. checkAndRemoveArtifact(art.first);
  130. for (int slotNumber = 0; slotNumber < hero.hero->artifactsInBackpack.size();)
  131. {
  132. if (checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber))
  133. continue; // artifact was removed and backpack slots were shifted -> test this slot again
  134. else
  135. slotNumber++; // artifact was kept for transfer -> test next slot
  136. };
  137. }
  138. }
  139. //trimming creatures
  140. for(auto & hero : campaignHeroReplacements)
  141. {
  142. auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  143. {
  144. CreatureID crid = j.second->getCreatureID();
  145. return !travelOptions.monstersKeptByHero.count(crid);
  146. };
  147. auto stacksCopy = hero.hero->stacks; //copy of the map, so we can iterate iover it and remove stacks
  148. for(auto &slotPair : stacksCopy)
  149. if(shouldSlotBeErased(slotPair))
  150. hero.hero->eraseStack(slotPair.first);
  151. }
  152. // Removing short-term bonuses
  153. for(auto & hero : campaignHeroReplacements)
  154. {
  155. hero.hero->removeBonusesRecursive(CSelector(Bonus::OneDay)
  156. .Or(CSelector(Bonus::OneWeek))
  157. .Or(CSelector(Bonus::NTurns))
  158. .Or(CSelector(Bonus::NDays))
  159. .Or(CSelector(Bonus::OneBattle)));
  160. }
  161. }
  162. void CGameStateCampaign::placeCampaignHeroes()
  163. {
  164. // place bonus hero
  165. auto campaignState = gameState->scenarioOps->campState;
  166. auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
  167. bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
  168. if(campaignGiveHero)
  169. {
  170. auto playerColor = PlayerColor(campaignBonus->info1);
  171. auto it = gameState->scenarioOps->playerInfos.find(playerColor);
  172. if(it != gameState->scenarioOps->playerInfos.end())
  173. {
  174. HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
  175. if(heroTypeId.getNum() == 0xffff) // random bonus hero
  176. {
  177. heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
  178. }
  179. gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
  180. }
  181. }
  182. logGlobal->debug("\tGenerate list of hero placeholders");
  183. generateCampaignHeroesToReplace();
  184. logGlobal->debug("\tPrepare crossover heroes");
  185. trimCrossoverHeroesParameters(campaignState->scenario(*campaignState->currentScenario()).travelOptions);
  186. // remove same heroes on the map which will be added through crossover heroes
  187. // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
  188. // with the same hero type id
  189. std::vector<CGHeroInstance *> removedHeroes;
  190. std::set<HeroTypeID> reservedHeroes = campaignState->getReservedHeroes();
  191. std::set<HeroTypeID> heroesToRemove;
  192. for (auto const & heroID : reservedHeroes )
  193. {
  194. // Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear
  195. if (!campaignState->getHeroByType(heroID).isNull())
  196. heroesToRemove.insert(heroID);
  197. }
  198. for(auto & replacement : campaignHeroReplacements)
  199. if (replacement.heroPlaceholderId.hasValue())
  200. heroesToRemove.insert(replacement.hero->getHeroType());
  201. for(auto & heroID : heroesToRemove)
  202. {
  203. auto * hero = gameState->getUsedHero(heroID);
  204. if(hero)
  205. {
  206. removedHeroes.push_back(hero);
  207. gameState->map->heroesOnMap -= hero;
  208. gameState->map->objects[hero->id.getNum()] = nullptr;
  209. gameState->map->removeBlockVisTiles(hero, true);
  210. }
  211. }
  212. logGlobal->debug("\tReplace placeholders with heroes");
  213. replaceHeroesPlaceholders();
  214. // now add removed heroes again with unused type ID
  215. for(auto * hero : removedHeroes)
  216. {
  217. HeroTypeID heroTypeId;
  218. if(hero->ID == Obj::HERO)
  219. {
  220. heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
  221. }
  222. else if(hero->ID == Obj::PRISON)
  223. {
  224. auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
  225. if(!unusedHeroTypeIds.empty())
  226. {
  227. heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
  228. }
  229. else
  230. {
  231. logGlobal->error("No free hero type ID found to replace prison.");
  232. assert(0);
  233. }
  234. }
  235. else
  236. {
  237. assert(0); // should not happen
  238. }
  239. hero->setHeroType(heroTypeId);
  240. gameState->map->getEditManager()->insertObject(hero);
  241. }
  242. }
  243. void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
  244. {
  245. auto curBonus = currentBonus();
  246. if(!curBonus)
  247. return;
  248. assert(curBonus->isBonusForHero());
  249. //apply bonus
  250. switch(curBonus->type)
  251. {
  252. case CampaignBonusType::SPELL:
  253. {
  254. hero->addSpellToSpellbook(SpellID(curBonus->info2));
  255. break;
  256. }
  257. case CampaignBonusType::MONSTER:
  258. {
  259. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  260. {
  261. if(hero->slotEmpty(SlotID(i)))
  262. {
  263. hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
  264. break;
  265. }
  266. }
  267. break;
  268. }
  269. case CampaignBonusType::ARTIFACT:
  270. {
  271. if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
  272. logGlobal->error("Cannot give starting artifact - no free slots!");
  273. break;
  274. }
  275. case CampaignBonusType::SPELL_SCROLL:
  276. {
  277. CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
  278. const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
  279. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  280. scroll->putAt(*hero, slot);
  281. else
  282. logGlobal->error("Cannot give starting scroll - no free slots!");
  283. break;
  284. }
  285. case CampaignBonusType::PRIMARY_SKILL:
  286. {
  287. const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
  288. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  289. {
  290. int val = ptr[g.getNum()];
  291. if(val == 0)
  292. continue;
  293. auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
  294. auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
  295. hero->addNewBonus(bb);
  296. }
  297. break;
  298. }
  299. case CampaignBonusType::SECONDARY_SKILL:
  300. {
  301. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  302. break;
  303. }
  304. }
  305. }
  306. void CGameStateCampaign::replaceHeroesPlaceholders()
  307. {
  308. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  309. {
  310. if (!campaignHeroReplacement.heroPlaceholderId.hasValue())
  311. continue;
  312. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
  313. CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
  314. heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
  315. if(heroPlaceholder->tempOwner.isValidPlayer())
  316. heroToPlace->tempOwner = heroPlaceholder->tempOwner;
  317. heroToPlace->pos = heroPlaceholder->pos;
  318. heroToPlace->type = heroToPlace->getHeroType().toHeroType();
  319. heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
  320. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  321. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  322. gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
  323. gameState->map->heroesOnMap.emplace_back(heroToPlace);
  324. gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
  325. gameState->map->addBlockVisTiles(heroToPlace);
  326. gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
  327. delete heroPlaceholder;
  328. }
  329. }
  330. void CGameStateCampaign::transferMissingArtifacts(const CampaignTravel & travelOptions)
  331. {
  332. CGHeroInstance * receiver = nullptr;
  333. for(auto obj : gameState->map->objects)
  334. {
  335. if (!obj)
  336. continue;
  337. if (obj->ID != Obj::HERO)
  338. continue;
  339. auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
  340. if (gameState->getPlayerState(hero->getOwner())->isHuman())
  341. {
  342. receiver = hero;
  343. break;
  344. }
  345. }
  346. assert(receiver);
  347. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  348. {
  349. if (campaignHeroReplacement.heroPlaceholderId.hasValue())
  350. continue;
  351. auto * donorHero = campaignHeroReplacement.hero;
  352. if (!donorHero)
  353. throw std::runtime_error("Failed to find hero to take artifacts from! Scenario: " + gameState->map->name.toString());
  354. for (auto const & artLocation : campaignHeroReplacement.transferrableArtifacts)
  355. {
  356. auto * artifact = donorHero->getArt(artLocation);
  357. if (!donorHero)
  358. throw std::runtime_error("Failed to find artifacts to transfer to travelling hero! Scenario: " + gameState->map->name.toString());
  359. artifact->removeFrom(*donorHero, artLocation);
  360. if (receiver)
  361. {
  362. const auto slot = ArtifactUtils::getArtAnyPosition(receiver, artifact->getTypeId());
  363. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  364. artifact->putAt(*receiver, slot);
  365. else
  366. logGlobal->error("Cannot transfer artifact - no free slots!");
  367. }
  368. else
  369. logGlobal->error("Cannot transfer artifact - no receiver hero!");
  370. }
  371. delete donorHero;
  372. }
  373. }
  374. void CGameStateCampaign::generateCampaignHeroesToReplace()
  375. {
  376. auto campaignState = gameState->scenarioOps->campState;
  377. std::vector<CGHeroPlaceholder *> placeholdersByPower;
  378. std::vector<CGHeroPlaceholder *> placeholdersByType;
  379. campaignHeroReplacements.clear();
  380. // find all placeholders on map
  381. for(auto obj : gameState->map->objects)
  382. {
  383. if(!obj)
  384. continue;
  385. if (obj->ID != Obj::HERO_PLACEHOLDER)
  386. continue;
  387. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  388. // only 1 field must be set
  389. assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());
  390. if(heroPlaceholder->powerRank)
  391. placeholdersByPower.push_back(heroPlaceholder);
  392. if(heroPlaceholder->heroType)
  393. placeholdersByType.push_back(heroPlaceholder);
  394. }
  395. //selecting heroes by type
  396. for(const auto * placeholder : placeholdersByType)
  397. {
  398. const auto & node = campaignState->getHeroByType(*placeholder->heroType);
  399. if (node.isNull())
  400. {
  401. logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
  402. continue;
  403. }
  404. CGHeroInstance * hero = campaignState->crossoverDeserialize(node, gameState->map);
  405. logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
  406. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  407. }
  408. auto lastScenario = getHeroesSourceScenario();
  409. if (lastScenario)
  410. {
  411. // sort hero placeholders descending power
  412. boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
  413. {
  414. return *a->powerRank > *b->powerRank;
  415. });
  416. const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
  417. auto nodeListIter = nodeList.begin();
  418. for(const auto * placeholder : placeholdersByPower)
  419. {
  420. if (nodeListIter == nodeList.end())
  421. break;
  422. CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
  423. nodeListIter++;
  424. logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
  425. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  426. }
  427. // Add remaining heroes without placeholders - to transfer their artifacts to placed heroes
  428. for (;nodeListIter != nodeList.end(); ++nodeListIter)
  429. {
  430. CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
  431. campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE);
  432. }
  433. }
  434. }
  435. void CGameStateCampaign::initHeroes()
  436. {
  437. auto chosenBonus = currentBonus();
  438. if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  439. {
  440. //find human player
  441. PlayerColor humanPlayer=PlayerColor::NEUTRAL;
  442. for (auto & elem : gameState->players)
  443. {
  444. if(elem.second.human)
  445. {
  446. humanPlayer = elem.first;
  447. break;
  448. }
  449. }
  450. assert(humanPlayer != PlayerColor::NEUTRAL);
  451. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
  452. if (chosenBonus->info1 == 0xFFFD) //most powerful
  453. {
  454. int maxB = -1;
  455. for (int b=0; b<heroes.size(); ++b)
  456. {
  457. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  458. {
  459. maxB = b;
  460. }
  461. }
  462. if(maxB < 0)
  463. logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
  464. else
  465. giveCampaignBonusToHero(heroes[maxB]);
  466. }
  467. else //specific hero
  468. {
  469. for (auto & hero : heroes)
  470. {
  471. if (hero->getHeroType().getNum() == chosenBonus->info1)
  472. {
  473. giveCampaignBonusToHero(hero);
  474. break;
  475. }
  476. }
  477. }
  478. }
  479. auto campaignState = gameState->scenarioOps->campState;
  480. auto * yog = gameState->getUsedHero(HeroTypeID::SOLMYR);
  481. if (yog && boost::starts_with(campaignState->getFilename(), "DATA/YOG") && campaignState->currentScenario()->getNum() == 2)
  482. {
  483. assert(yog->isCampaignYog());
  484. gameState->giveHeroArtifact(yog, ArtifactID::ANGELIC_ALLIANCE);
  485. }
  486. transferMissingArtifacts(campaignState->scenario(*campaignState->currentScenario()).travelOptions);
  487. }
  488. void CGameStateCampaign::initStartingResources()
  489. {
  490. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  491. {
  492. std::vector<const PlayerSettings *> ret;
  493. for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
  494. {
  495. if(playerInfo.second.isControlledByHuman())
  496. ret.push_back(&playerInfo.second);
  497. }
  498. return ret;
  499. };
  500. auto chosenBonus = currentBonus();
  501. if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
  502. {
  503. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  504. for(const PlayerSettings *ps : people)
  505. {
  506. std::vector<GameResID> res; //resources we will give
  507. switch (chosenBonus->info1)
  508. {
  509. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  510. res.push_back(chosenBonus->info1);
  511. break;
  512. case 0xFD: //wood+ore
  513. res.push_back(GameResID(EGameResID::WOOD));
  514. res.push_back(GameResID(EGameResID::ORE));
  515. break;
  516. case 0xFE: //rare
  517. res.push_back(GameResID(EGameResID::MERCURY));
  518. res.push_back(GameResID(EGameResID::SULFUR));
  519. res.push_back(GameResID(EGameResID::CRYSTAL));
  520. res.push_back(GameResID(EGameResID::GEMS));
  521. break;
  522. default:
  523. assert(0);
  524. break;
  525. }
  526. //increasing resource quantity
  527. for (auto & re : res)
  528. {
  529. gameState->players[ps->color].resources[re] += chosenBonus->info2;
  530. }
  531. }
  532. }
  533. }
  534. void CGameStateCampaign::initTowns()
  535. {
  536. auto chosenBonus = currentBonus();
  537. if (!chosenBonus)
  538. return;
  539. if (chosenBonus->type != CampaignBonusType::BUILDING)
  540. return;
  541. for (int g=0; g<gameState->map->towns.size(); ++g)
  542. {
  543. CGTownInstance * town = gameState->map->towns[g];
  544. PlayerState * owner = gameState->getPlayerState(town->getOwner());
  545. if (!owner)
  546. continue;
  547. PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
  548. if (!owner->human)
  549. continue;
  550. if (town->pos != pi.posOfMainTown)
  551. continue;
  552. BuildingID newBuilding;
  553. if(gameState->scenarioOps->campState->formatVCMI())
  554. newBuilding = BuildingID(chosenBonus->info1);
  555. else
  556. newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->builtBuildings);
  557. // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
  558. while(true)
  559. {
  560. if (newBuilding == BuildingID::NONE)
  561. break;
  562. if (town->builtBuildings.count(newBuilding) != 0)
  563. break;
  564. town->builtBuildings.insert(newBuilding);
  565. auto building = town->town->buildings.at(newBuilding);
  566. newBuilding = building->upgrade;
  567. }
  568. break;
  569. }
  570. }
  571. bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
  572. {
  573. auto campaignBonus = currentBonus();
  574. if (!campaignBonus)
  575. return false;
  576. if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
  577. return true;
  578. return false;
  579. }
  580. std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap()
  581. {
  582. return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState->callback);
  583. }
  584. VCMI_LIB_NAMESPACE_END