CGameState.h 8.0 KB

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  1. /*
  2. * CGameState.h, 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. #pragma once
  11. #include "../bonuses/CBonusSystemNode.h"
  12. #include "../IGameCallback.h"
  13. #include "../LoadProgress.h"
  14. #include "RumorState.h"
  15. #include "GameStatistics.h"
  16. namespace boost
  17. {
  18. class shared_mutex;
  19. }
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. class EVictoryLossCheckResult;
  22. class Services;
  23. class IMapService;
  24. class CMap;
  25. struct CPack;
  26. class CHeroClass;
  27. struct EventCondition;
  28. struct CampaignTravel;
  29. class CStackInstance;
  30. class CGameStateCampaign;
  31. class TavernHeroesPool;
  32. struct SThievesGuildInfo;
  33. class CRandomGenerator;
  34. class GameSettings;
  35. class BattleInfo;
  36. class UpgradeInfo;
  37. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
  38. class DLL_LINKAGE CGameState : public CNonConstInfoCallback, public Serializeable
  39. {
  40. friend class CGameStateCampaign;
  41. std::unique_ptr<StartInfo> initialOpts; //copy of settings received from pregame (not randomized)
  42. std::unique_ptr<StartInfo> scenarioOps;
  43. std::unique_ptr<CMap> map;
  44. public:
  45. /// Stores number of times each artifact was placed on map via randomization
  46. std::map<ArtifactID, int> allocatedArtifacts;
  47. /// List of currently ongoing battles
  48. std::vector<std::unique_ptr<BattleInfo>> currentBattles;
  49. /// ID that can be allocated to next battle
  50. BattleID nextBattleID = BattleID(0);
  51. //we have here all heroes available on this map that are not hired
  52. std::unique_ptr<TavernHeroesPool> heroesPool;
  53. /// list of players currently making turn. Usually - just one, except for simturns
  54. std::set<PlayerColor> actingPlayers;
  55. IGameCallback * callback;
  56. CGameState();
  57. virtual ~CGameState();
  58. void preInit(Services * services, IGameCallback * callback);
  59. void init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
  60. void updateOnLoad(StartInfo * si);
  61. ui32 day; //total number of days in game
  62. std::map<PlayerColor, PlayerState> players;
  63. std::map<TeamID, TeamState> teams;
  64. CBonusSystemNode globalEffects;
  65. RumorState currentRumor;
  66. StatisticDataSet statistic;
  67. // NOTE: effectively AI mutex, only used by adventure map AI
  68. static std::shared_mutex mutex;
  69. void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
  70. bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
  71. /// picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
  72. HeroTypeID pickNextHeroType(const PlayerColor & owner);
  73. void apply(CPackForClient & pack);
  74. BattleField battleGetBattlefieldType(int3 tile, vstd::RNG & rand);
  75. void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
  76. PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
  77. bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
  78. void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const override;
  79. int3 guardingCreaturePosition (int3 pos) const override;
  80. std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
  81. /// Gets a artifact ID randomly and removes the selected artifact from this handler.
  82. ArtifactID pickRandomArtifact(vstd::RNG & rand, int flags);
  83. ArtifactID pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts);
  84. ArtifactID pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts);
  85. ArtifactID pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> filtered);
  86. /// Returns battle in which selected player is engaged, or nullptr if none.
  87. /// Can NOT be used with neutral player, use battle by ID instead
  88. const BattleInfo * getBattle(const PlayerColor & player) const;
  89. /// Returns battle by its unique identifier, or nullptr if not found
  90. const BattleInfo * getBattle(const BattleID & battle) const;
  91. BattleInfo * getBattle(const BattleID & battle);
  92. // ----- victory, loss condition checks -----
  93. EVictoryLossCheckResult checkForVictoryAndLoss(const PlayerColor & player) const;
  94. bool checkForVictory(const PlayerColor & player, const EventCondition & condition) const; //checks if given player is winner
  95. PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
  96. bool checkForStandardLoss(const PlayerColor & player) const; //checks if given player lost the game
  97. void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
  98. const IGameSettings & getSettings() const;
  99. StartInfo * getStartInfo()
  100. {
  101. return scenarioOps.get();
  102. }
  103. const StartInfo * getStartInfo() const final
  104. {
  105. return scenarioOps.get();
  106. }
  107. const StartInfo * getInitialStartInfo() const final
  108. {
  109. return initialOpts.get();
  110. }
  111. CMap & getMap()
  112. {
  113. return *map;
  114. }
  115. const CMap & getMap() const
  116. {
  117. return *map;
  118. }
  119. bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
  120. bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;
  121. static int getDate(int day, Date mode);
  122. int getDate(Date mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  123. // ----- getters, setters -----
  124. /// This RNG should only be used inside GS or CPackForClient-derived applyGs
  125. /// If this doesn't work for your code that mean you need a new netpack
  126. ///
  127. /// Client-side must use vstd::RNG::getDefault which is not serialized
  128. ///
  129. /// CGameHandler have it's own getter for vstd::RNG::getDefault
  130. /// Any server-side code outside of GH must use vstd::RNG::getDefault
  131. vstd::RNG & getRandomGenerator();
  132. template <typename Handler> void serialize(Handler &h)
  133. {
  134. h & scenarioOps;
  135. h & initialOpts;
  136. h & actingPlayers;
  137. h & day;
  138. h & map;
  139. h & players;
  140. if (h.version < Handler::Version::PLAYER_STATE_OWNED_OBJECTS)
  141. generateOwnedObjectsAfterDeserialize();
  142. h & teams;
  143. h & heroesPool;
  144. h & globalEffects;
  145. if (h.version < Handler::Version::REMOVE_LIB_RNG)
  146. {
  147. std::string oldStateOfRNG;
  148. h & oldStateOfRNG;
  149. }
  150. h & currentRumor;
  151. h & campaign;
  152. h & allocatedArtifacts;
  153. if (h.version >= Handler::Version::STATISTICS)
  154. h & statistic;
  155. BONUS_TREE_DESERIALIZATION_FIX
  156. }
  157. private:
  158. // ----- initialization -----
  159. void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
  160. void initGlobalBonuses();
  161. void initGrailPosition();
  162. void initRandomFactionsForPlayers();
  163. void initOwnedObjects();
  164. void randomizeMapObjects();
  165. void initPlayerStates();
  166. void placeStartingHeroes();
  167. void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
  168. void removeHeroPlaceholders();
  169. void initDifficulty();
  170. void initHeroes();
  171. void placeHeroesInTowns();
  172. void initFogOfWar();
  173. void initStartingBonus();
  174. void initTowns();
  175. void initTownNames();
  176. void initMapObjects();
  177. void initVisitingAndGarrisonedHeroes();
  178. void initCampaign();
  179. void generateOwnedObjectsAfterDeserialize();
  180. // ----- bonus system handling -----
  181. void buildBonusSystemTree();
  182. void attachArmedObjects();
  183. void buildGlobalTeamPlayerTree();
  184. void deserializationFix();
  185. // ---- misc helpers -----
  186. CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
  187. bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
  188. std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
  189. HeroTypeID pickUnusedHeroTypeRandomly(const PlayerColor & owner); // picks a unused hero type randomly
  190. UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
  191. // ---- data -----
  192. Services * services;
  193. /// Pointer to campaign state manager. Nullptr for single scenarios
  194. std::unique_ptr<CGameStateCampaign> campaign;
  195. friend class IGameCallback;
  196. friend class CMapHandler;
  197. friend class CGameHandler;
  198. };
  199. VCMI_LIB_NAMESPACE_END