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- /*
- * CGameState.h, 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
- *
- */
- #pragma once
- #include "CCreatureHandler.h"
- #include "VCMI_Lib.h"
- #include "HeroBonus.h"
- #include "CCreatureSet.h"
- #include "ConstTransitivePtr.h"
- #include "IGameCallback.h"
- #include "ResourceSet.h"
- #include "int3.h"
- #include "CRandomGenerator.h"
- #include "CGameStateFwd.h"
- #include "CPathfinder.h"
- namespace boost
- {
- class shared_mutex;
- }
- VCMI_LIB_NAMESPACE_BEGIN
- class CTown;
- class IGameCallback;
- class CCreatureSet;
- class CQuest;
- class CGHeroInstance;
- class CGTownInstance;
- class CArmedInstance;
- class CGDwelling;
- class CObjectScript;
- class CGObjectInstance;
- class CCreature;
- class CMap;
- struct StartInfo;
- struct SetObjectProperty;
- struct MetaString;
- struct CPack;
- class CSpell;
- struct TerrainTile;
- class CHeroClass;
- class CCampaign;
- class CCampaignState;
- class IModableArt;
- class CGGarrison;
- struct QuestInfo;
- class CQuest;
- class CCampaignScenario;
- struct EventCondition;
- class CScenarioTravel;
- class IMapService;
- template<typename T> class CApplier;
- class CBaseForGSApply;
- struct DLL_LINKAGE SThievesGuildInfo
- {
- std::vector<PlayerColor> playerColors; //colors of players that are in-game
- std::vector< std::vector< PlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
- std::map<PlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
- std::map<PlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
- std::map<PlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
- // template <typename Handler> void serialize(Handler &h, const int version)
- // {
- // h & playerColors;
- // h & numOfTowns;
- // h & numOfHeroes;
- // h & gold;
- // h & woodOre;
- // h & mercSulfCrystGems;
- // h & obelisks;
- // h & artifacts;
- // h & army;
- // h & income;
- // h & colorToBestHero;
- // h & personality;
- // h & bestCreature;
- // }
- };
- struct DLL_LINKAGE RumorState
- {
- enum ERumorType : ui8
- {
- TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
- };
- enum ERumorTypeSpecial : ui8
- {
- RUMOR_OBELISKS = 208,
- RUMOR_ARTIFACTS = 209,
- RUMOR_ARMY = 210,
- RUMOR_INCOME = 211,
- RUMOR_GRAIL = 212
- };
- ERumorType type;
- std::map<ERumorType, std::pair<int, int>> last;
- RumorState(){type = TYPE_NONE;};
- bool update(int id, int extra);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & type;
- h & last;
- }
- };
- struct UpgradeInfo
- {
- CreatureID oldID; //creature to be upgraded
- std::vector<CreatureID> newID; //possible upgrades
- std::vector<TResources> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
- UpgradeInfo(){oldID = CreatureID::NONE;};
- };
- class BattleInfo;
- DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
- class DLL_LINKAGE CGameState : public CNonConstInfoCallback
- {
- public:
- struct DLL_LINKAGE HeroesPool
- {
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
- std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
- CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town,
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass *bannedClass = nullptr) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroesPool;
- h & pavailable;
- }
- } hpool; //we have here all heroes available on this map that are not hired
- CGameState();
- virtual ~CGameState();
- void preInit(Services * services);
- void init(const IMapService * mapService, StartInfo * si, bool allowSavingRandomMap = false);
- void updateOnLoad(StartInfo * si);
- ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
- PlayerColor currentPlayer; //ID of player currently having turn
- ConstTransitivePtr<BattleInfo> curB; //current battle
- ui32 day; //total number of days in game
- ConstTransitivePtr<CMap> map;
- std::map<PlayerColor, PlayerState> players;
- std::map<TeamID, TeamState> teams;
- CBonusSystemNode globalEffects;
- RumorState rumor;
- static boost::shared_mutex mutex;
- void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
- void giveHeroArtifact(CGHeroInstance *h, ArtifactID aid);
- void apply(CPack *pack);
- BattleField battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
- void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
- PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
- bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
- 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
- void calculatePaths(std::shared_ptr<PathfinderConfig> config) override;
- int3 guardingCreaturePosition (int3 pos) const override;
- std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
- void updateRumor();
- // ----- victory, loss condition checks -----
- EVictoryLossCheckResult checkForVictoryAndLoss(PlayerColor player) const;
- bool checkForVictory(PlayerColor player, const EventCondition & condition) const; //checks if given player is winner
- PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
- bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
- void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
- bool isVisible(int3 pos, boost::optional<PlayerColor> player) const override;
- bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player) const override;
- int getDate(Date::EDateType mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
- // ----- getters, setters -----
- /// This RNG should only be used inside GS or CPackForClient-derived applyGs
- /// If this doesn't work for your code that mean you need a new netpack
- ///
- /// Client-side must use CRandomGenerator::getDefault which is not serialized
- ///
- /// CGameHandler have it's own getter for CRandomGenerator::getDefault
- /// Any server-side code outside of GH must use CRandomGenerator::getDefault
- CRandomGenerator & getRandomGenerator();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & scenarioOps;
- h & initialOpts;
- h & currentPlayer;
- h & day;
- h & map;
- h & players;
- h & teams;
- h & hpool;
- h & globalEffects;
- h & rand;
- h & rumor;
- BONUS_TREE_DESERIALIZATION_FIX
- }
- private:
- struct CrossoverHeroesList
- {
- std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
- void addHeroToBothLists(CGHeroInstance * hero);
- void removeHeroFromBothLists(CGHeroInstance * hero);
- };
- struct CampaignHeroReplacement
- {
- CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId);
- CGHeroInstance * hero;
- ObjectInstanceID heroPlaceholderId;
- };
- // ----- initialization -----
- void preInitAuto();
- void initNewGame(const IMapService * mapService, bool allowSavingRandomMap);
- void initCampaign();
- void checkMapChecksum();
- void initGrailPosition();
- void initRandomFactionsForPlayers();
- void randomizeMapObjects();
- void randomizeObject(CGObjectInstance *cur);
- void initPlayerStates();
- void placeCampaignHeroes();
- CrossoverHeroesList getCrossoverHeroesFromPreviousScenarios() const;
- /// returns heroes and placeholders in where heroes will be put
- std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
- /// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
- void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions);
- void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
- void placeStartingHeroes();
- void placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos);
- void initStartingResources();
- void initHeroes();
- void placeHeroesInTowns();
- void giveCampaignBonusToHero(CGHeroInstance * hero);
- void initFogOfWar();
- void initStartingBonus();
- void initTowns();
- void initMapObjects();
- void initVisitingAndGarrisonedHeroes();
- // ----- bonus system handling -----
- void buildBonusSystemTree();
- void attachArmedObjects();
- void buildGlobalTeamPlayerTree();
- void deserializationFix();
- // ---- misc helpers -----
- CGHeroInstance * getUsedHero(HeroTypeID hid) const;
- bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
- std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
- std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
- int pickUnusedHeroTypeRandomly(PlayerColor owner); // picks a unused hero type randomly
- int pickNextHeroType(PlayerColor owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
- UpgradeInfo getUpgradeInfo(const CStackInstance &stack) const;
- // ---- data -----
- std::shared_ptr<CApplier<CBaseForGSApply>> applier;
- CRandomGenerator rand;
- Services * services;
- friend class CCallback;
- friend class CClient;
- friend class IGameCallback;
- friend class CMapHandler;
- friend class CGameHandler;
- };
- VCMI_LIB_NAMESPACE_END
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