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- /*
- * PlayerLocalState.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 "PlayerLocalState.h"
- #include "../lib/callback/CCallback.h"
- #include "../lib/json/JsonNode.h"
- #include "../lib/mapObjects/CGHeroInstance.h"
- #include "../lib/mapObjects/CGTownInstance.h"
- #include "../lib/pathfinder/CGPathNode.h"
- #include "CPlayerInterface.h"
- #include "adventureMap/AdventureMapInterface.h"
- PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
- : owner(owner)
- , currentSelection(nullptr)
- {
- }
- const PlayerSpellbookSetting & PlayerLocalState::getSpellbookSettings() const
- {
- return spellbookSettings;
- }
- void PlayerLocalState::setSpellbookSettings(const PlayerSpellbookSetting & newSettings)
- {
- spellbookSettings = newSettings;
- }
- void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
- {
- paths[h] = path;
- syncronizeState();
- }
- const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
- {
- assert(hasPath(h));
- return paths.at(h);
- }
- bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
- {
- return paths.count(h) > 0;
- }
- bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
- {
- CGPath path;
- if(!owner.getPathsInfo(h)->getPath(path, destination))
- {
- paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired)
- syncronizeState();
- return false;
- }
- setPath(h, path);
- return true;
- }
- void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
- {
- assert(hasPath(h));
- if(!hasPath(h))
- return;
- auto & path = paths[h];
- path.nodes.pop_back();
- if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
- erasePath(h);
- }
- void PlayerLocalState::erasePath(const CGHeroInstance * h)
- {
- paths.erase(h);
- adventureInt->onHeroChanged(h);
- syncronizeState();
- }
- void PlayerLocalState::verifyPath(const CGHeroInstance * h)
- {
- if(!hasPath(h))
- return;
- setPath(h, getPath(h).endPos());
- }
- SpellID PlayerLocalState::getCurrentSpell() const
- {
- return currentSpell;
- }
- void PlayerLocalState::setCurrentSpell(SpellID castedSpell)
- {
- currentSpell = castedSpell;
- }
- const CGHeroInstance * PlayerLocalState::getCurrentHero() const
- {
- if(currentSelection && currentSelection->ID == Obj::HERO)
- return dynamic_cast<const CGHeroInstance *>(currentSelection);
- else
- return nullptr;
- }
- const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero)
- {
- bool currentHeroFound = false;
- const CGHeroInstance * firstSuitable = nullptr;
- const CGHeroInstance * nextSuitable = nullptr;
- for(const auto * hero : getWanderingHeroes())
- {
- if (hero == currentHero)
- {
- currentHeroFound = true;
- continue;
- }
- if (isHeroSleeping(hero))
- continue;
- if (hero->movementPointsRemaining() == 0)
- continue;
- if (!firstSuitable)
- firstSuitable = hero;
- if (!nextSuitable && currentHeroFound)
- nextSuitable = hero;
- }
- // if we found suitable hero after currently selected hero -> return this hero
- if (nextSuitable)
- return nextSuitable;
- // othervice -> loop over and return first suitable hero in the list (or null if none)
- return firstSuitable;
- }
- const CGTownInstance * PlayerLocalState::getCurrentTown() const
- {
- if(currentSelection && currentSelection->ID == Obj::TOWN)
- return dynamic_cast<const CGTownInstance *>(currentSelection);
- else
- return nullptr;
- }
- const CArmedInstance * PlayerLocalState::getCurrentArmy() const
- {
- if(currentSelection)
- return dynamic_cast<const CArmedInstance *>(currentSelection);
- else
- return nullptr;
- }
- void PlayerLocalState::setSelection(const CArmedInstance * selection)
- {
- if (currentSelection == selection)
- return;
- currentSelection = selection;
- if (adventureInt && selection)
- adventureInt->onSelectionChanged(selection);
- syncronizeState();
- }
- bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
- {
- return vstd::contains(sleepingHeroes, hero);
- }
- void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
- {
- assert(hero);
- assert(vstd::contains(wanderingHeroes, hero));
- assert(!vstd::contains(sleepingHeroes, hero));
- sleepingHeroes.push_back(hero);
- syncronizeState();
- }
- void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
- {
- assert(hero);
- assert(vstd::contains(wanderingHeroes, hero));
- assert(vstd::contains(sleepingHeroes, hero));
- vstd::erase(sleepingHeroes, hero);
- syncronizeState();
- }
- const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
- {
- return wanderingHeroes;
- }
- const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
- {
- if(index < wanderingHeroes.size())
- return wanderingHeroes[index];
- throw std::runtime_error("No hero with index " + std::to_string(index));
- }
- void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
- {
- assert(hero);
- assert(!vstd::contains(wanderingHeroes, hero));
- wanderingHeroes.push_back(hero);
- if (currentSelection == nullptr)
- setSelection(hero);
- syncronizeState();
- }
- void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
- {
- assert(hero);
- assert(vstd::contains(wanderingHeroes, hero));
- if (hero == currentSelection)
- {
- auto const * nextHero = getNextWanderingHero(hero);
- if (nextHero)
- setSelection(nextHero);
- else if (!ownedTowns.empty())
- setSelection(ownedTowns.front());
- else
- setSelection(nullptr);
- }
- vstd::erase(wanderingHeroes, hero);
- vstd::erase(sleepingHeroes, hero);
- if (currentSelection == nullptr && !wanderingHeroes.empty())
- setSelection(wanderingHeroes.front());
- if (currentSelection == nullptr && !ownedTowns.empty())
- setSelection(ownedTowns.front());
- syncronizeState();
- }
- void PlayerLocalState::swapWanderingHero(size_t pos1, size_t pos2)
- {
- assert(wanderingHeroes[pos1] && wanderingHeroes[pos2]);
- std::swap(wanderingHeroes.at(pos1), wanderingHeroes.at(pos2));
- adventureInt->onHeroOrderChanged();
- syncronizeState();
- }
- const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
- {
- return ownedTowns;
- }
- const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
- {
- if(index < ownedTowns.size())
- return ownedTowns[index];
- throw std::runtime_error("No town with index " + std::to_string(index));
- }
- void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
- {
- assert(town);
- assert(!vstd::contains(ownedTowns, town));
- ownedTowns.push_back(town);
- if (currentSelection == nullptr)
- setSelection(town);
- syncronizeState();
- }
- void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
- {
- assert(town);
- assert(vstd::contains(ownedTowns, town));
- vstd::erase(ownedTowns, town);
- if (town == currentSelection)
- setSelection(nullptr);
- if (currentSelection == nullptr && !wanderingHeroes.empty())
- setSelection(wanderingHeroes.front());
- if (currentSelection == nullptr && !ownedTowns.empty())
- setSelection(ownedTowns.front());
- syncronizeState();
- }
- void PlayerLocalState::swapOwnedTowns(size_t pos1, size_t pos2)
- {
- assert(ownedTowns[pos1] && ownedTowns[pos2]);
- std::swap(ownedTowns.at(pos1), ownedTowns.at(pos2));
- syncronizeState();
- adventureInt->onTownOrderChanged();
- }
- void PlayerLocalState::syncronizeState()
- {
- JsonNode data;
- serialize(data);
- owner.cb->saveLocalState(data);
- }
- void PlayerLocalState::serialize(JsonNode & dest) const
- {
- dest.clear();
- for (auto const * town : ownedTowns)
- {
- JsonNode record;
- record["id"].Integer() = town->id.getNum();
- dest["towns"].Vector().push_back(record);
- }
- for (auto const * hero : wanderingHeroes)
- {
- JsonNode record;
- record["id"].Integer() = hero->id.getNum();
- if (vstd::contains(sleepingHeroes, hero))
- record["sleeping"].Bool() = true;
- if (paths.count(hero))
- {
- record["path"]["x"].Integer() = paths.at(hero).lastNode().coord.x;
- record["path"]["y"].Integer() = paths.at(hero).lastNode().coord.y;
- record["path"]["z"].Integer() = paths.at(hero).lastNode().coord.z;
- }
- dest["heroes"].Vector().push_back(record);
- }
- dest["spellbook"]["pageBattle"].Integer() = spellbookSettings.spellbookLastPageBattle;
- dest["spellbook"]["pageAdvmap"].Integer() = spellbookSettings.spellbookLastPageAdvmap;
- dest["spellbook"]["tabBattle"].Integer() = spellbookSettings.spellbookLastTabBattle;
- dest["spellbook"]["tabAdvmap"].Integer() = spellbookSettings.spellbookLastTabAdvmap;
- if (currentSelection)
- dest["currentSelection"].Integer() = currentSelection->id.getNum();
- }
- void PlayerLocalState::deserialize(const JsonNode & source)
- {
- // this method must be called after player state has been initialized
- assert(currentSelection != nullptr);
- assert(!ownedTowns.empty() || !wanderingHeroes.empty());
- auto oldHeroes = wanderingHeroes;
- auto oldTowns = ownedTowns;
- paths.clear();
- sleepingHeroes.clear();
- wanderingHeroes.clear();
- ownedTowns.clear();
- for (auto const & town : source["towns"].Vector())
- {
- ObjectInstanceID objID(town["id"].Integer());
- const CGTownInstance * townPtr = owner.cb->getTown(objID);
- if (!townPtr)
- continue;
- if (!vstd::contains(oldTowns, townPtr))
- continue;
- ownedTowns.push_back(townPtr);
- vstd::erase(oldTowns, townPtr);
- }
- for (auto const & hero : source["heroes"].Vector())
- {
- ObjectInstanceID objID(hero["id"].Integer());
- const CGHeroInstance * heroPtr = owner.cb->getHero(objID);
- if (!heroPtr)
- continue;
- if (!vstd::contains(oldHeroes, heroPtr))
- continue;
- wanderingHeroes.push_back(heroPtr);
- vstd::erase(oldHeroes, heroPtr);
- if (hero["sleeping"].Bool())
- sleepingHeroes.push_back(heroPtr);
- if (hero["path"]["x"].isNumber() && hero["path"]["y"].isNumber() && hero["path"]["z"].isNumber())
- {
- int3 pathTarget(hero["path"]["x"].Integer(), hero["path"]["y"].Integer(), hero["path"]["z"].Integer());
- setPath(heroPtr, pathTarget);
- }
- }
- if (!source["spellbook"].isNull())
- {
- spellbookSettings.spellbookLastPageBattle = source["spellbook"]["pageBattle"].Integer();
- spellbookSettings.spellbookLastPageAdvmap = source["spellbook"]["pageAdvmap"].Integer();
- spellbookSettings.spellbookLastTabBattle = SpellSchool(source["spellbook"]["tabBattle"].Integer());
- spellbookSettings.spellbookLastTabAdvmap = SpellSchool(source["spellbook"]["tabAdvmap"].Integer());
- }
- // append any owned heroes / towns that were not present in loaded state
- wanderingHeroes.insert(wanderingHeroes.end(), oldHeroes.begin(), oldHeroes.end());
- ownedTowns.insert(ownedTowns.end(), oldTowns.begin(), oldTowns.end());
- //FIXME: broken, anything that is selected in here will be overwritten on PlayerStartsTurn pack
- // ObjectInstanceID selectedObjectID(source["currentSelection"].Integer());
- // const CGObjectInstance * objectPtr = owner.cb->getObjInstance(selectedObjectID);
- // const CArmedInstance * armyPtr = dynamic_cast<const CArmedInstance*>(objectPtr);
- //
- // if (armyPtr)
- // setSelection(armyPtr);
- }
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