CGameStateCampaign.cpp 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656
  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 "../mapping/CMapEditManager.h"
  15. #include "../mapping/CCampaignHandler.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../registerTypes/RegisterTypes.h"
  18. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  19. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  20. #include "../StartInfo.h"
  21. #include "../CBuildingHandler.h"
  22. #include "../CHeroHandler.h"
  23. #include "../mapping/CMap.h"
  24. #include "../ArtifactUtils.h"
  25. #include "../CPlayerState.h"
  26. #include "../serializer/CMemorySerializer.h"
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
  29. {
  30. heroesFromPreviousScenario.push_back(hero);
  31. heroesFromAnyPreviousScenarios.push_back(hero);
  32. }
  33. void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
  34. {
  35. heroesFromPreviousScenario -= hero;
  36. heroesFromAnyPreviousScenarios -= hero;
  37. }
  38. CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
  39. hero(hero),
  40. heroPlaceholderId(heroPlaceholderId)
  41. {
  42. }
  43. CGameStateCampaign::CGameStateCampaign(CGameState * owner):
  44. gameState(owner)
  45. {
  46. assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
  47. assert(gameState->scenarioOps->campState != nullptr);
  48. }
  49. CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const
  50. {
  51. CrossoverHeroesList crossoverHeroes;
  52. auto campaignState = gameState->scenarioOps->campState;
  53. auto bonus = campaignState->getBonusForCurrentMap();
  54. if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
  55. {
  56. std::vector<CGHeroInstance *> heroes;
  57. for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
  58. {
  59. auto * h = CCampaignState::crossoverDeserialize(node);
  60. heroes.push_back(h);
  61. }
  62. crossoverHeroes.heroesFromAnyPreviousScenarios = heroes;
  63. crossoverHeroes.heroesFromPreviousScenario = heroes;
  64. return crossoverHeroes;
  65. }
  66. if(campaignState->mapsConquered.empty())
  67. return crossoverHeroes;
  68. for(auto mapNr : campaignState->mapsConquered)
  69. {
  70. // create a list of deleted heroes
  71. auto & scenario = campaignState->camp->scenarios[mapNr];
  72. auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
  73. // remove heroes which didn't reached the end of the scenario, but were available at the start
  74. for(auto * hero : lostCrossoverHeroes)
  75. {
  76. // auto hero = CCampaignState::crossoverDeserialize(node);
  77. vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
  78. {
  79. return hero->subID == h->subID;
  80. });
  81. }
  82. // now add heroes which completed the scenario
  83. for(auto node : scenario.crossoverHeroes)
  84. {
  85. auto * hero = CCampaignState::crossoverDeserialize(node);
  86. // add new heroes and replace old heroes with newer ones
  87. auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
  88. {
  89. return hero->subID == h->subID;
  90. });
  91. if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
  92. {
  93. // replace old hero with newer one
  94. crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
  95. }
  96. else
  97. {
  98. // add new hero
  99. crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
  100. }
  101. if(mapNr == campaignState->mapsConquered.back())
  102. {
  103. crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
  104. }
  105. }
  106. }
  107. return crossoverHeroes;
  108. }
  109. void CGameStateCampaign::prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
  110. {
  111. // create heroes list for convenience iterating
  112. std::vector<CGHeroInstance *> crossoverHeroes;
  113. crossoverHeroes.reserve(campaignHeroReplacements.size());
  114. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  115. {
  116. crossoverHeroes.push_back(campaignHeroReplacement.hero);
  117. }
  118. // TODO replace magic numbers with named constants
  119. // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
  120. if(!travelOptions.whatHeroKeeps.experience)
  121. {
  122. //trimming experience
  123. for(CGHeroInstance * cgh : crossoverHeroes)
  124. {
  125. cgh->initExp(gameState->getRandomGenerator());
  126. }
  127. }
  128. if(!travelOptions.whatHeroKeeps.primarySkills)
  129. {
  130. //trimming prim skills
  131. for(CGHeroInstance * cgh : crossoverHeroes)
  132. {
  133. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  134. {
  135. auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
  136. .And(Selector::subtype()(g))
  137. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  138. cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
  139. }
  140. }
  141. }
  142. if(!travelOptions.whatHeroKeeps.secondarySkills)
  143. {
  144. //trimming sec skills
  145. for(CGHeroInstance * cgh : crossoverHeroes)
  146. {
  147. cgh->secSkills = cgh->type->secSkillsInit;
  148. cgh->recreateSecondarySkillsBonuses();
  149. }
  150. }
  151. if(!travelOptions.whatHeroKeeps.spells)
  152. {
  153. for(CGHeroInstance * cgh : crossoverHeroes)
  154. {
  155. cgh->removeSpellbook();
  156. }
  157. }
  158. if(!travelOptions.whatHeroKeeps.artifacts)
  159. {
  160. //trimming artifacts
  161. for(CGHeroInstance * hero : crossoverHeroes)
  162. {
  163. size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
  164. for (size_t i = 0; i < totalArts; i++ )
  165. {
  166. auto artifactPosition = ArtifactPosition((si32)i);
  167. if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
  168. const ArtSlotInfo *info = hero->getSlot(artifactPosition);
  169. if(!info)
  170. continue;
  171. // TODO: why would there be nullptr artifacts?
  172. const CArtifactInstance *art = info->artifact;
  173. if(!art)
  174. continue;
  175. bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
  176. ArtifactLocation al(hero, artifactPosition);
  177. if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
  178. al.removeArtifact();
  179. }
  180. }
  181. }
  182. //trimming creatures
  183. for(CGHeroInstance * cgh : crossoverHeroes)
  184. {
  185. auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  186. {
  187. CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
  188. return !travelOptions.monstersKeptByHero.count(crid);
  189. };
  190. auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
  191. for(auto &slotPair : stacksCopy)
  192. if(shouldSlotBeErased(slotPair))
  193. cgh->eraseStack(slotPair.first);
  194. }
  195. // Removing short-term bonuses
  196. for(CGHeroInstance * cgh : crossoverHeroes)
  197. {
  198. cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
  199. .Or(CSelector(Bonus::OneWeek))
  200. .Or(CSelector(Bonus::NTurns))
  201. .Or(CSelector(Bonus::NDays))
  202. .Or(CSelector(Bonus::OneBattle)));
  203. }
  204. }
  205. void CGameStateCampaign::placeCampaignHeroes()
  206. {
  207. // place bonus hero
  208. auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  209. bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
  210. if(campaignGiveHero)
  211. {
  212. auto playerColor = PlayerColor(campaignBonus->info1);
  213. auto it = gameState->scenarioOps->playerInfos.find(playerColor);
  214. if(it != gameState->scenarioOps->playerInfos.end())
  215. {
  216. auto heroTypeId = campaignBonus->info2;
  217. if(heroTypeId == 0xffff) // random bonus hero
  218. {
  219. heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
  220. }
  221. gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
  222. }
  223. }
  224. // replace heroes placeholders
  225. auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
  226. if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
  227. {
  228. logGlobal->debug("\tGenerate list of hero placeholders");
  229. auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
  230. logGlobal->debug("\tPrepare crossover heroes");
  231. prepareCrossoverHeroes(campaignHeroReplacements, gameState->scenarioOps->campState->getCurrentScenario().travelOptions);
  232. // remove same heroes on the map which will be added through crossover heroes
  233. // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
  234. // with the same hero type id
  235. std::vector<CGHeroInstance *> removedHeroes;
  236. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  237. {
  238. auto * hero = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
  239. if(hero)
  240. {
  241. removedHeroes.push_back(hero);
  242. gameState->map->heroesOnMap -= hero;
  243. gameState->map->objects[hero->id.getNum()] = nullptr;
  244. gameState->map->removeBlockVisTiles(hero, true);
  245. }
  246. }
  247. logGlobal->debug("\tReplace placeholders with heroes");
  248. replaceHeroesPlaceholders(campaignHeroReplacements);
  249. // now add removed heroes again with unused type ID
  250. for(auto * hero : removedHeroes)
  251. {
  252. si32 heroTypeId = 0;
  253. if(hero->ID == Obj::HERO)
  254. {
  255. heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
  256. }
  257. else if(hero->ID == Obj::PRISON)
  258. {
  259. auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
  260. if(!unusedHeroTypeIds.empty())
  261. {
  262. heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum();
  263. }
  264. else
  265. {
  266. logGlobal->error("No free hero type ID found to replace prison.");
  267. assert(0);
  268. }
  269. }
  270. else
  271. {
  272. assert(0); // should not happen
  273. }
  274. hero->subID = heroTypeId;
  275. hero->portrait = hero->subID;
  276. gameState->map->getEditManager()->insertObject(hero);
  277. }
  278. }
  279. // remove hero placeholders on map
  280. for(auto obj : gameState->map->objects)
  281. {
  282. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  283. {
  284. auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  285. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  286. gameState->map->instanceNames.erase(obj->instanceName);
  287. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  288. delete heroPlaceholder;
  289. }
  290. }
  291. }
  292. void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
  293. {
  294. const std::optional<CScenarioTravel::STravelBonus> & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  295. if(!curBonus)
  296. return;
  297. assert(curBonus->isBonusForHero());
  298. //apply bonus
  299. switch(curBonus->type)
  300. {
  301. case CScenarioTravel::STravelBonus::SPELL:
  302. {
  303. hero->addSpellToSpellbook(SpellID(curBonus->info2));
  304. break;
  305. }
  306. case CScenarioTravel::STravelBonus::MONSTER:
  307. {
  308. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  309. {
  310. if(hero->slotEmpty(SlotID(i)))
  311. {
  312. hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
  313. break;
  314. }
  315. }
  316. break;
  317. }
  318. case CScenarioTravel::STravelBonus::ARTIFACT:
  319. {
  320. if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
  321. logGlobal->error("Cannot give starting artifact - no free slots!");
  322. break;
  323. }
  324. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  325. {
  326. CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
  327. const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
  328. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  329. scroll->putAt(ArtifactLocation(hero, slot));
  330. else
  331. logGlobal->error("Cannot give starting scroll - no free slots!");
  332. break;
  333. }
  334. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  335. {
  336. const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
  337. for(int g = 0; g < GameConstants::PRIMARY_SKILLS; ++g)
  338. {
  339. int val = ptr[g];
  340. if(val == 0)
  341. {
  342. continue;
  343. }
  344. auto bb = std::make_shared<Bonus>(
  345. BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *gameState->scenarioOps->campState->currentMap, g
  346. );
  347. hero->addNewBonus(bb);
  348. }
  349. break;
  350. }
  351. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  352. {
  353. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  354. break;
  355. }
  356. }
  357. }
  358. void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
  359. {
  360. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  361. {
  362. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
  363. CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
  364. heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
  365. heroToPlace->tempOwner = heroPlaceholder->tempOwner;
  366. heroToPlace->pos = heroPlaceholder->pos;
  367. heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
  368. heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
  369. heroToPlace->type->heroClass->getIndex())->getTemplates().front();
  370. for(auto &&i : heroToPlace->stacks)
  371. i.second->type = VLC->creh->objects[i.second->getCreatureID()];
  372. auto fixArtifact = [&](CArtifactInstance * art)
  373. {
  374. art->artType = VLC->arth->objects[art->artType->getId()];
  375. gameState->map->artInstances.emplace_back(art);
  376. art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1);
  377. };
  378. for(auto &&i : heroToPlace->artifactsWorn)
  379. fixArtifact(i.second.artifact);
  380. for(auto &&i : heroToPlace->artifactsInBackpack)
  381. fixArtifact(i.artifact);
  382. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  383. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  384. gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
  385. gameState->map->heroesOnMap.emplace_back(heroToPlace);
  386. gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
  387. gameState->map->addBlockVisTiles(heroToPlace);
  388. gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
  389. delete heroPlaceholder;
  390. gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
  391. }
  392. }
  393. std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
  394. {
  395. std::vector<CampaignHeroReplacement> campaignHeroReplacements;
  396. //selecting heroes by type
  397. for(auto obj : gameState->map->objects)
  398. {
  399. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  400. {
  401. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  402. if(heroPlaceholder->subID != 0xFF) //select by type
  403. {
  404. auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
  405. {
  406. return hero->subID == heroPlaceholder->subID;
  407. });
  408. if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
  409. {
  410. auto * hero = *it;
  411. crossoverHeroes.removeHeroFromBothLists(hero);
  412. campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
  413. }
  414. }
  415. }
  416. }
  417. //selecting heroes by power
  418. range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
  419. {
  420. return a->getHeroStrength() > b->getHeroStrength();
  421. }); //sort, descending strength
  422. // sort hero placeholders descending power
  423. std::vector<CGHeroPlaceholder *> heroPlaceholders;
  424. for(auto obj : gameState->map->objects)
  425. {
  426. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  427. {
  428. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  429. if(heroPlaceholder->subID == 0xFF) //select by power
  430. {
  431. heroPlaceholders.push_back(heroPlaceholder);
  432. }
  433. }
  434. }
  435. range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
  436. {
  437. return a->power > b->power;
  438. });
  439. for(int i = 0; i < heroPlaceholders.size(); ++i)
  440. {
  441. auto * heroPlaceholder = heroPlaceholders[i];
  442. if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
  443. {
  444. auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
  445. campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
  446. }
  447. }
  448. return campaignHeroReplacements;
  449. }
  450. void CGameStateCampaign::initHeroes()
  451. {
  452. auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  453. if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  454. {
  455. //find human player
  456. PlayerColor humanPlayer=PlayerColor::NEUTRAL;
  457. for (auto & elem : gameState->players)
  458. {
  459. if(elem.second.human)
  460. {
  461. humanPlayer = elem.first;
  462. break;
  463. }
  464. }
  465. assert(humanPlayer != PlayerColor::NEUTRAL);
  466. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
  467. if (chosenBonus->info1 == 0xFFFD) //most powerful
  468. {
  469. int maxB = -1;
  470. for (int b=0; b<heroes.size(); ++b)
  471. {
  472. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  473. {
  474. maxB = b;
  475. }
  476. }
  477. if(maxB < 0)
  478. logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
  479. else
  480. giveCampaignBonusToHero(heroes[maxB]);
  481. }
  482. else //specific hero
  483. {
  484. for (auto & heroe : heroes)
  485. {
  486. if (heroe->subID == chosenBonus->info1)
  487. {
  488. giveCampaignBonusToHero(heroe);
  489. break;
  490. }
  491. }
  492. }
  493. }
  494. }
  495. void CGameStateCampaign::initStartingResources()
  496. {
  497. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  498. {
  499. std::vector<const PlayerSettings *> ret;
  500. for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
  501. {
  502. if(playerInfo.second.isControlledByHuman())
  503. ret.push_back(&playerInfo.second);
  504. }
  505. return ret;
  506. };
  507. auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  508. if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
  509. {
  510. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  511. for(const PlayerSettings *ps : people)
  512. {
  513. std::vector<int> res; //resources we will give
  514. switch (chosenBonus->info1)
  515. {
  516. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  517. res.push_back(chosenBonus->info1);
  518. break;
  519. case 0xFD: //wood+ore
  520. res.push_back(GameResID(EGameResID::WOOD));
  521. res.push_back(GameResID(EGameResID::ORE));
  522. break;
  523. case 0xFE: //rare
  524. res.push_back(GameResID(EGameResID::MERCURY));
  525. res.push_back(GameResID(EGameResID::SULFUR));
  526. res.push_back(GameResID(EGameResID::CRYSTAL));
  527. res.push_back(GameResID(EGameResID::GEMS));
  528. break;
  529. default:
  530. assert(0);
  531. break;
  532. }
  533. //increasing resource quantity
  534. for (auto & re : res)
  535. {
  536. gameState->players[ps->color].resources[re] += chosenBonus->info2;
  537. }
  538. }
  539. }
  540. }
  541. void CGameStateCampaign::initTowns()
  542. {
  543. auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  544. if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
  545. {
  546. for (int g=0; g<gameState->map->towns.size(); ++g)
  547. {
  548. PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner());
  549. if (owner)
  550. {
  551. PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
  552. if (owner->human && //human-owned
  553. gameState->map->towns[g]->pos == pi.posOfMainTown)
  554. {
  555. BuildingID buildingId;
  556. if(gameState->scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
  557. buildingId = BuildingID(chosenBonus->info1);
  558. else
  559. buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings);
  560. gameState->map->towns[g]->builtBuildings.insert(buildingId);
  561. break;
  562. }
  563. }
  564. }
  565. }
  566. }
  567. bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
  568. {
  569. auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  570. if (!campaignBonus)
  571. return false;
  572. if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
  573. return true;
  574. return false;
  575. }
  576. CMap * CGameStateCampaign::getCurrentMap() const
  577. {
  578. return gameState->scenarioOps->campState->getMap();
  579. }
  580. VCMI_LIB_NAMESPACE_END