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- /*
- * CGameStateCampaign.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
- *
- */
- #include "StdInc.h"
- #include "CGameStateCampaign.h"
- #include "CGameState.h"
- #include "QuestInfo.h"
- #include "../campaign/CampaignState.h"
- #include "../mapping/CMapEditManager.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../mapObjects/CGTownInstance.h"
- #include "../networkPacks/ArtifactLocation.h"
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../StartInfo.h"
- #include "../CBuildingHandler.h"
- #include "../CHeroHandler.h"
- #include "../mapping/CMap.h"
- #include "../ArtifactUtils.h"
- #include "../CPlayerState.h"
- #include "../serializer/CMemorySerializer.h"
- VCMI_LIB_NAMESPACE_BEGIN
- CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
- hero(hero),
- heroPlaceholderId(heroPlaceholderId)
- {
- }
- CGameStateCampaign::CGameStateCampaign(CGameState * owner):
- gameState(owner)
- {
- assert(gameState->scenarioOps->mode == EStartMode::CAMPAIGN);
- assert(gameState->scenarioOps->campState != nullptr);
- }
- std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
- {
- auto campaignState = gameState->scenarioOps->campState;
- return campaignState->getBonus(*campaignState->currentScenario());
- }
- std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
- {
- auto campaignState = gameState->scenarioOps->campState;
- auto bonus = currentBonus();
- if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
- return static_cast<CampaignScenarioID>(bonus->info2);
- return campaignState->lastScenario();
- }
- void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CampaignTravel & travelOptions)
- {
- // create heroes list for convenience iterating
- std::vector<CGHeroInstance *> crossoverHeroes;
- crossoverHeroes.reserve(campaignHeroReplacements.size());
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- crossoverHeroes.push_back(campaignHeroReplacement.hero);
- }
- // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
- if(!travelOptions.whatHeroKeeps.experience)
- {
- //trimming experience
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->initExp(gameState->getRandomGenerator());
- }
- }
- if(!travelOptions.whatHeroKeeps.primarySkills)
- {
- //trimming prim skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
- {
- auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
- .And(Selector::subtype()(BonusSubtypeID(g)))
- .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
- cgh->getLocalBonus(sel)->val = cgh->type->heroClass->primarySkillInitial[g.getNum()];
- }
- }
- }
- if(!travelOptions.whatHeroKeeps.secondarySkills)
- {
- //trimming sec skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->secSkills = cgh->type->secSkillsInit;
- cgh->recreateSecondarySkillsBonuses();
- }
- }
- if(!travelOptions.whatHeroKeeps.spells)
- {
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->removeSpellbook();
- }
- }
- if(!travelOptions.whatHeroKeeps.artifacts)
- {
- //trimming artifacts
- for(CGHeroInstance * hero : crossoverHeroes)
- {
- const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition)
- {
- if(artifactPosition == ArtifactPosition::SPELLBOOK)
- return; // do not handle spellbook this way
- const ArtSlotInfo *info = hero->getSlot(artifactPosition);
- if(!info)
- return;
- // TODO: why would there be nullptr artifacts?
- const CArtifactInstance *art = info->artifact;
- if(!art)
- return;
- bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
- ArtifactLocation al(hero->id, artifactPosition);
- if(!takeable && !hero->getSlot(al.slot)->locked) //don't try removing locked artifacts -> it crashes #1719
- hero->getArt(al.slot)->removeFrom(*hero, al.slot);
- };
- // process on copy - removal of artifact will invalidate container
- auto artifactsWorn = hero->artifactsWorn;
- for(const auto & art : artifactsWorn)
- checkAndRemoveArtifact(art.first);
- // process in reverse - removal of artifact will shift all artifacts after this one
- for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
- checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
- }
- }
- //trimming creatures
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
- {
- CreatureID crid = j.second->getCreatureID();
- return !travelOptions.monstersKeptByHero.count(crid);
- };
- auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
- for(auto &slotPair : stacksCopy)
- if(shouldSlotBeErased(slotPair))
- cgh->eraseStack(slotPair.first);
- }
- // Removing short-term bonuses
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
- .Or(CSelector(Bonus::OneWeek))
- .Or(CSelector(Bonus::NTurns))
- .Or(CSelector(Bonus::NDays))
- .Or(CSelector(Bonus::OneBattle)));
- }
- }
- void CGameStateCampaign::placeCampaignHeroes()
- {
- // place bonus hero
- auto campaignState = gameState->scenarioOps->campState;
- auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
- bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
- if(campaignGiveHero)
- {
- auto playerColor = PlayerColor(campaignBonus->info1);
- auto it = gameState->scenarioOps->playerInfos.find(playerColor);
- if(it != gameState->scenarioOps->playerInfos.end())
- {
- HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
- if(heroTypeId.getNum() == 0xffff) // random bonus hero
- {
- heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
- }
- gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
- }
- }
- logGlobal->debug("\tGenerate list of hero placeholders");
- auto campaignHeroReplacements = generateCampaignHeroesToReplace();
- logGlobal->debug("\tPrepare crossover heroes");
- trimCrossoverHeroesParameters(campaignHeroReplacements, campaignState->scenario(*campaignState->currentScenario()).travelOptions);
- // remove same heroes on the map which will be added through crossover heroes
- // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
- // with the same hero type id
- std::vector<CGHeroInstance *> removedHeroes;
- std::set<HeroTypeID> reservedHeroes = campaignState->getReservedHeroes();
- std::set<HeroTypeID> heroesToRemove;
- for (auto const & heroID : reservedHeroes )
- {
- // Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear
- if (!campaignState->getHeroByType(heroID).isNull())
- heroesToRemove.insert(heroID);
- }
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- heroesToRemove.insert(campaignHeroReplacement.hero->getHeroType());
- for(auto & heroID : heroesToRemove)
- {
- auto * hero = gameState->getUsedHero(heroID);
- if(hero)
- {
- removedHeroes.push_back(hero);
- gameState->map->heroesOnMap -= hero;
- gameState->map->objects[hero->id.getNum()] = nullptr;
- gameState->map->removeBlockVisTiles(hero, true);
- }
- }
- logGlobal->debug("\tReplace placeholders with heroes");
- replaceHeroesPlaceholders(campaignHeroReplacements);
- // now add removed heroes again with unused type ID
- for(auto * hero : removedHeroes)
- {
- HeroTypeID heroTypeId;
- if(hero->ID == Obj::HERO)
- {
- heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
- }
- else if(hero->ID == Obj::PRISON)
- {
- auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
- if(!unusedHeroTypeIds.empty())
- {
- heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
- }
- else
- {
- logGlobal->error("No free hero type ID found to replace prison.");
- assert(0);
- }
- }
- else
- {
- assert(0); // should not happen
- }
- hero->setHeroType(heroTypeId);
- gameState->map->getEditManager()->insertObject(hero);
- }
- }
- void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
- {
- auto curBonus = currentBonus();
- if(!curBonus)
- return;
- assert(curBonus->isBonusForHero());
- //apply bonus
- switch(curBonus->type)
- {
- case CampaignBonusType::SPELL:
- {
- hero->addSpellToSpellbook(SpellID(curBonus->info2));
- break;
- }
- case CampaignBonusType::MONSTER:
- {
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- {
- if(hero->slotEmpty(SlotID(i)))
- {
- hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
- break;
- }
- }
- break;
- }
- case CampaignBonusType::ARTIFACT:
- {
- if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
- logGlobal->error("Cannot give starting artifact - no free slots!");
- break;
- }
- case CampaignBonusType::SPELL_SCROLL:
- {
- CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
- const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
- if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
- scroll->putAt(*hero, slot);
- else
- logGlobal->error("Cannot give starting scroll - no free slots!");
- break;
- }
- case CampaignBonusType::PRIMARY_SKILL:
- {
- const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
- for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
- {
- int val = ptr[g.getNum()];
- if(val == 0)
- continue;
- auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
- auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
- hero->addNewBonus(bb);
- }
- break;
- }
- case CampaignBonusType::SECONDARY_SKILL:
- {
- hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
- break;
- }
- }
- }
- void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
- {
- for(const auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
- CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
- heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
- if(heroPlaceholder->tempOwner.isValidPlayer())
- heroToPlace->tempOwner = heroPlaceholder->tempOwner;
- heroToPlace->pos = heroPlaceholder->pos;
- heroToPlace->type = heroToPlace->getHeroType().toHeroType();
- heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
- gameState->map->removeBlockVisTiles(heroPlaceholder, true);
- gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
- gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
- gameState->map->heroesOnMap.emplace_back(heroToPlace);
- gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
- gameState->map->addBlockVisTiles(heroToPlace);
- gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
- delete heroPlaceholder;
- }
- }
- std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace()
- {
- auto campaignState = gameState->scenarioOps->campState;
- std::vector<CampaignHeroReplacement> campaignHeroReplacements;
- std::vector<CGHeroPlaceholder *> placeholdersByPower;
- std::vector<CGHeroPlaceholder *> placeholdersByType;
- // find all placeholders on map
- for(auto obj : gameState->map->objects)
- {
- if(!obj)
- continue;
- if (obj->ID != Obj::HERO_PLACEHOLDER)
- continue;
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- // only 1 field must be set
- assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());
- if(heroPlaceholder->powerRank)
- placeholdersByPower.push_back(heroPlaceholder);
- if(heroPlaceholder->heroType)
- placeholdersByType.push_back(heroPlaceholder);
- }
- //selecting heroes by type
- for(const auto * placeholder : placeholdersByType)
- {
- const auto & node = campaignState->getHeroByType(*placeholder->heroType);
- if (node.isNull())
- {
- logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
- continue;
- }
- CGHeroInstance * hero = campaignState->crossoverDeserialize(node, gameState->map);
- logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
- campaignHeroReplacements.emplace_back(hero, placeholder->id);
- }
- auto lastScenario = getHeroesSourceScenario();
- if (!placeholdersByPower.empty() && lastScenario)
- {
- // sort hero placeholders descending power
- boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
- {
- return *a->powerRank > *b->powerRank;
- });
- const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
- auto nodeListIter = nodeList.begin();
- for(const auto * placeholder : placeholdersByPower)
- {
- if (nodeListIter == nodeList.end())
- break;
- CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
- nodeListIter++;
- logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
- campaignHeroReplacements.emplace_back(hero, placeholder->id);
- }
- }
- return campaignHeroReplacements;
- }
- void CGameStateCampaign::initHeroes()
- {
- auto chosenBonus = currentBonus();
- if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
- {
- //find human player
- PlayerColor humanPlayer=PlayerColor::NEUTRAL;
- for (auto & elem : gameState->players)
- {
- if(elem.second.human)
- {
- humanPlayer = elem.first;
- break;
- }
- }
- assert(humanPlayer != PlayerColor::NEUTRAL);
- std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->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)
- logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
- else
- giveCampaignBonusToHero(heroes[maxB]);
- }
- else //specific hero
- {
- for (auto & heroe : heroes)
- {
- if (heroe->getHeroType().getNum() == chosenBonus->info1)
- {
- giveCampaignBonusToHero(heroe);
- break;
- }
- }
- }
- }
- }
- void CGameStateCampaign::initStartingResources()
- {
- auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
- {
- std::vector<const PlayerSettings *> ret;
- for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
- {
- if(playerInfo.second.isControlledByHuman())
- ret.push_back(&playerInfo.second);
- }
- return ret;
- };
- auto chosenBonus = currentBonus();
- if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
- {
- std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
- for(const PlayerSettings *ps : people)
- {
- std::vector<GameResID> 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(GameResID(EGameResID::WOOD));
- res.push_back(GameResID(EGameResID::ORE));
- break;
- case 0xFE: //rare
- res.push_back(GameResID(EGameResID::MERCURY));
- res.push_back(GameResID(EGameResID::SULFUR));
- res.push_back(GameResID(EGameResID::CRYSTAL));
- res.push_back(GameResID(EGameResID::GEMS));
- break;
- default:
- assert(0);
- break;
- }
- //increasing resource quantity
- for (auto & re : res)
- {
- gameState->players[ps->color].resources[re] += chosenBonus->info2;
- }
- }
- }
- }
- void CGameStateCampaign::initTowns()
- {
- auto chosenBonus = currentBonus();
- if (!chosenBonus)
- return;
- if (chosenBonus->type != CampaignBonusType::BUILDING)
- return;
- for (int g=0; g<gameState->map->towns.size(); ++g)
- {
- CGTownInstance * town = gameState->map->towns[g];
- PlayerState * owner = gameState->getPlayerState(town->getOwner());
- if (!owner)
- continue;
- PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
- if (!owner->human)
- continue;
- if (town->pos != pi.posOfMainTown)
- continue;
- BuildingID newBuilding;
- if(gameState->scenarioOps->campState->formatVCMI())
- newBuilding = BuildingID(chosenBonus->info1);
- else
- newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->builtBuildings);
- // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
- while(true)
- {
- if (newBuilding == BuildingID::NONE)
- break;
- if (town->builtBuildings.count(newBuilding) != 0)
- break;
- town->builtBuildings.insert(newBuilding);
- auto building = town->town->buildings.at(newBuilding);
- newBuilding = building->upgrade;
- }
- break;
- }
- }
- bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
- {
- auto campaignBonus = currentBonus();
- if (!campaignBonus)
- return false;
- if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
- return true;
- return false;
- }
- std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
- {
- return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState->callback);
- }
- VCMI_LIB_NAMESPACE_END
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