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