| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702 | /* * 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 "../entities/building/CBuilding.h"#include "../entities/building/CBuildingHandler.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 "../CHeroHandler.h"#include "../mapping/CMap.h"#include "../ArtifactUtils.h"#include "../CPlayerState.h"#include "../serializer/CMemorySerializer.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINCampaignHeroReplacement::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(const CampaignTravel & travelOptions){	// 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(auto & hero : campaignHeroReplacements)		{			hero.hero->initExp(gameState->getRandomGenerator());		}	}	if(!travelOptions.whatHeroKeeps.primarySkills)	{		//trimming prim skills		for(auto & hero : campaignHeroReplacements)		{			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));				hero.hero->getLocalBonus(sel)->val = hero.hero->type->heroClass->primarySkillInitial[g.getNum()];			}		}	}	if(!travelOptions.whatHeroKeeps.secondarySkills)	{		//trimming sec skills		for(auto & hero : campaignHeroReplacements)		{			hero.hero->secSkills = hero.hero->type->secSkillsInit;			hero.hero->recreateSecondarySkillsBonuses();		}	}	if(!travelOptions.whatHeroKeeps.spells)	{		for(auto & hero : campaignHeroReplacements)		{			hero.hero->removeSpellbook();		}	}	if(!travelOptions.whatHeroKeeps.artifacts)	{		//trimming artifacts		for(auto & hero : campaignHeroReplacements)		{			const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition) -> bool			{				if(artifactPosition == ArtifactPosition::SPELLBOOK)					return false; // do not handle spellbook this way				const ArtSlotInfo *info = hero.hero->getSlot(artifactPosition);				if(!info)					return false;				// FIXME: double-check how H3 handles case of transferring components of a combined artifact if entire combined artifact is not transferrable				// For example, what happens if hero has assembled Angelic Alliance, AA is not marked is transferrable, but Sandals can be transferred? Should artifact be disassembled?				if (info->locked)					return false;				// TODO: why would there be nullptr artifacts?				const CArtifactInstance *art = info->artifact;				if(!art)					return false;				ArtifactLocation al(hero.hero->id, artifactPosition);				bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());				bool locked = hero.hero->getSlot(al.slot)->locked;				if (!locked && takeable)				{					logGlobal->debug("Artifact %s from slot %d of hero %s will be transferred to next scenario", art->artType->getJsonKey(), al.slot.getNum(), hero.hero->getHeroTypeName());					hero.transferrableArtifacts.push_back(artifactPosition);				}				if (!locked && !takeable)				{					logGlobal->debug("Removing artifact %s from slot %d of hero %s", art->artType->getJsonKey(), al.slot.getNum(), hero.hero->getHeroTypeName());					gameState->map->removeArtifactInstance(*hero.hero, al.slot);					return true;				}				return false;			};			// process on copy - removal of artifact will invalidate container			auto artifactsWorn = hero.hero->artifactsWorn;			for(const auto & art : artifactsWorn)				checkAndRemoveArtifact(art.first);			for (int slotNumber = 0; slotNumber < hero.hero->artifactsInBackpack.size();)			{				if (checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber))					continue; // artifact was removed and backpack slots were shifted -> test this slot again				else					slotNumber++; // artifact was kept for transfer -> test next slot			};		}	}	//trimming creatures	for(auto & hero : campaignHeroReplacements)	{		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool		{			CreatureID crid = j.second->getCreatureID();			return !travelOptions.monstersKeptByHero.count(crid);		};		auto stacksCopy = hero.hero->stacks; //copy of the map, so we can iterate iover it and remove stacks		for(auto &slotPair : stacksCopy)			if(shouldSlotBeErased(slotPair))				hero.hero->eraseStack(slotPair.first);	}	// Removing short-term bonuses	for(auto & hero : campaignHeroReplacements)	{		hero.hero->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");	generateCampaignHeroesToReplace();	logGlobal->debug("\tPrepare crossover heroes");	trimCrossoverHeroesParameters(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 & replacement : campaignHeroReplacements)		if (replacement.heroPlaceholderId.hasValue())			heroesToRemove.insert(replacement.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();	// 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))				gameState->map->putArtifactInstance(*hero, scroll, 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(){	for(const auto & campaignHeroReplacement : campaignHeroReplacements)	{		if (!campaignHeroReplacement.heroPlaceholderId.hasValue())			continue;		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->setAnchorPos(heroPlaceholder->anchorPos());		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;	}}void CGameStateCampaign::transferMissingArtifacts(const CampaignTravel & travelOptions){	CGHeroInstance * receiver = nullptr;	for(auto obj : gameState->map->objects)	{		if (!obj)			continue;		if (obj->ID != Obj::HERO)			continue;		auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());		if (gameState->getPlayerState(hero->getOwner())->isHuman())		{			receiver = hero;			break;		}	}	assert(receiver);	for(const auto & campaignHeroReplacement : campaignHeroReplacements)	{		if (campaignHeroReplacement.heroPlaceholderId.hasValue())			continue;		auto * donorHero = campaignHeroReplacement.hero;		if (!donorHero)			throw std::runtime_error("Failed to find hero to take artifacts from! Scenario: " + gameState->map->name.toString());		// process in reverse - 2nd artifact from a backpack must be processed before 1st one to avoid invalidation of artifact positions		for (auto const & artLocation : boost::adaptors::reverse(campaignHeroReplacement.transferrableArtifacts))		{			auto * artifact = donorHero->getArt(artLocation);			logGlobal->debug("Removing artifact %s from slot %d of hero %s for transfer", artifact->artType->getJsonKey(), artLocation.getNum(), donorHero->getHeroTypeName());			gameState->map->removeArtifactInstance(*donorHero, artLocation);			if (receiver)			{				logGlobal->debug("Granting artifact %s to hero %s for transfer", artifact->artType->getJsonKey(), receiver->getHeroTypeName());				const auto slot = ArtifactUtils::getArtAnyPosition(receiver, artifact->getTypeId());				if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))					gameState->map->putArtifactInstance(*receiver, artifact, slot);				else					logGlobal->error("Cannot transfer artifact - no free slots!");			}			else				logGlobal->error("Cannot transfer artifact - no receiver hero!");		}		delete donorHero;	}}void CGameStateCampaign::generateCampaignHeroesToReplace(){	auto campaignState = gameState->scenarioOps->campState;	std::vector<CGHeroPlaceholder *> placeholdersByPower;	std::vector<CGHeroPlaceholder *> placeholdersByType;	campaignHeroReplacements.clear();	// 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 (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);		}		// Add remaining heroes without placeholders - to transfer their artifacts to placed heroes		for (;nodeListIter != nodeList.end(); ++nodeListIter)		{			CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);			campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE);		}	}}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);		const auto & heroes = gameState->players[humanPlayer].getHeroes();		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 & hero : heroes)			{				if (hero->getHeroType().getNum() == chosenBonus->info1)				{					giveCampaignBonusToHero(hero);					break;				}			}		}	}	auto campaignState = gameState->scenarioOps->campState;	auto * yog = gameState->getUsedHero(HeroTypeID::SOLMYR);	if (yog && boost::starts_with(campaignState->getFilename(), "DATA/YOG") && campaignState->currentScenario()->getNum() == 2)	{		assert(yog->isCampaignYog());		gameState->giveHeroArtifact(yog, ArtifactID::ANGELIC_ALLIANCE);	}	transferMissingArtifacts(campaignState->scenario(*campaignState->currentScenario()).travelOptions);}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->anchorPos() != pi.posOfMainTown)			continue;		BuildingID newBuilding;		if(gameState->scenarioOps->campState->formatVCMI())			newBuilding = BuildingID(chosenBonus->info1);		else			newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->getBuildings());		// 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->hasBuilt(newBuilding))				break;			town->addBuilding(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(){	return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState->callback);}VCMI_LIB_NAMESPACE_END
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