CGameState.cpp 56 KB

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  1. /*
  2. * CGameState.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 "CGameState.h"
  12. #include "EVictoryLossCheckResult.h"
  13. #include "InfoAboutArmy.h"
  14. #include "TavernHeroesPool.h"
  15. #include "CGameStateCampaign.h"
  16. #include "SThievesGuildInfo.h"
  17. #include "../ArtifactUtils.h"
  18. #include "../CBuildingHandler.h"
  19. #include "../CGeneralTextHandler.h"
  20. #include "../CHeroHandler.h"
  21. #include "../CPlayerState.h"
  22. #include "../CStopWatch.h"
  23. #include "../GameSettings.h"
  24. #include "../StartInfo.h"
  25. #include "../TerrainHandler.h"
  26. #include "../VCMIDirs.h"
  27. #include "../VCMI_Lib.h"
  28. #include "../battle/BattleInfo.h"
  29. #include "../campaign/CampaignState.h"
  30. #include "../constants/StringConstants.h"
  31. #include "../filesystem/ResourcePath.h"
  32. #include "../json/JsonBonus.h"
  33. #include "../json/JsonUtils.h"
  34. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  35. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  36. #include "../mapObjectConstructors/DwellingInstanceConstructor.h"
  37. #include "../mapObjects/CGHeroInstance.h"
  38. #include "../mapObjects/CGTownInstance.h"
  39. #include "../mapObjects/CQuest.h"
  40. #include "../mapObjects/MiscObjects.h"
  41. #include "../mapping/CMap.h"
  42. #include "../mapping/CMapEditManager.h"
  43. #include "../mapping/CMapService.h"
  44. #include "../modding/IdentifierStorage.h"
  45. #include "../modding/ModScope.h"
  46. #include "../pathfinder/CPathfinder.h"
  47. #include "../pathfinder/PathfinderOptions.h"
  48. #include "../registerTypes/RegisterTypesClientPacks.h"
  49. #include "../rmg/CMapGenerator.h"
  50. #include "../serializer/CMemorySerializer.h"
  51. #include "../serializer/CTypeList.h"
  52. #include "../spells/CSpellHandler.h"
  53. VCMI_LIB_NAMESPACE_BEGIN
  54. boost::shared_mutex CGameState::mutex;
  55. template <typename T> class CApplyOnGS;
  56. class CBaseForGSApply
  57. {
  58. public:
  59. virtual void applyOnGS(CGameState *gs, CPack * pack) const =0;
  60. virtual ~CBaseForGSApply() = default;
  61. template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
  62. {
  63. return new CApplyOnGS<U>();
  64. }
  65. };
  66. template <typename T> class CApplyOnGS : public CBaseForGSApply
  67. {
  68. public:
  69. void applyOnGS(CGameState *gs, CPack * pack) const override
  70. {
  71. T *ptr = static_cast<T*>(pack);
  72. ptr->applyGs(gs);
  73. }
  74. };
  75. HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
  76. {
  77. const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
  78. if(ps.hero >= HeroTypeID(0) && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
  79. {
  80. return HeroTypeID(ps.hero);
  81. }
  82. return pickUnusedHeroTypeRandomly(owner);
  83. }
  84. HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
  85. {
  86. //list of available heroes for this faction and others
  87. std::vector<HeroTypeID> factionHeroes;
  88. std::vector<HeroTypeID> otherHeroes;
  89. const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
  90. for(const HeroTypeID & hid : getUnusedAllowedHeroes())
  91. {
  92. if(hid.toHeroType()->heroClass->faction == ps.castle)
  93. factionHeroes.push_back(hid);
  94. else
  95. otherHeroes.push_back(hid);
  96. }
  97. // select random hero native to "our" faction
  98. if(!factionHeroes.empty())
  99. {
  100. return *RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator());
  101. }
  102. logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());
  103. if(!otherHeroes.empty())
  104. {
  105. return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());
  106. }
  107. logGlobal->error("No free allowed heroes!");
  108. auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
  109. if(!notAllowedHeroesButStillBetterThanCrash.empty())
  110. return *notAllowedHeroesButStillBetterThanCrash.begin();
  111. logGlobal->error("No free heroes at all!");
  112. throw std::runtime_error("Can not allocate hero. All heroes are already used.");
  113. }
  114. int CGameState::getDate(Date mode) const
  115. {
  116. int temp;
  117. switch (mode)
  118. {
  119. case Date::DAY:
  120. return day;
  121. case Date::DAY_OF_WEEK: //day of week
  122. temp = (day)%7; // 1 - Monday, 7 - Sunday
  123. return temp ? temp : 7;
  124. case Date::WEEK: //current week
  125. temp = ((day-1)/7)+1;
  126. if (!(temp%4))
  127. return 4;
  128. else
  129. return (temp%4);
  130. case Date::MONTH: //current month
  131. return ((day-1)/28)+1;
  132. case Date::DAY_OF_MONTH: //day of month
  133. temp = (day)%28;
  134. if (temp)
  135. return temp;
  136. else return 28;
  137. }
  138. return 0;
  139. }
  140. CGameState::CGameState()
  141. {
  142. gs = this;
  143. heroesPool = std::make_unique<TavernHeroesPool>();
  144. applier = std::make_shared<CApplier<CBaseForGSApply>>();
  145. registerTypesClientPacks(*applier);
  146. globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
  147. }
  148. CGameState::~CGameState()
  149. {
  150. // explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState
  151. currentBattles.clear();
  152. map.dellNull();
  153. scenarioOps.dellNull();
  154. initialOpts.dellNull();
  155. }
  156. void CGameState::preInit(Services * newServices, IGameCallback * newCallback)
  157. {
  158. services = newServices;
  159. callback = newCallback;
  160. }
  161. void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
  162. {
  163. assert(services);
  164. assert(callback);
  165. logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
  166. getRandomGenerator().setSeed(si->seedToBeUsed);
  167. scenarioOps = CMemorySerializer::deepCopy(*si).release();
  168. initialOpts = CMemorySerializer::deepCopy(*si).release();
  169. si = nullptr;
  170. switch(scenarioOps->mode)
  171. {
  172. case EStartMode::NEW_GAME:
  173. initNewGame(mapService, allowSavingRandomMap, progressTracking);
  174. break;
  175. case EStartMode::CAMPAIGN:
  176. initCampaign();
  177. break;
  178. default:
  179. logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
  180. return;
  181. }
  182. logGlobal->info("Map loaded!");
  183. checkMapChecksum();
  184. day = 0;
  185. logGlobal->debug("Initialization:");
  186. initGlobalBonuses();
  187. initPlayerStates();
  188. if (campaign)
  189. campaign->placeCampaignHeroes();
  190. removeHeroPlaceholders();
  191. initGrailPosition();
  192. initRandomFactionsForPlayers();
  193. randomizeMapObjects();
  194. placeStartingHeroes();
  195. initDifficulty();
  196. initHeroes();
  197. initStartingBonus();
  198. initTowns();
  199. initTownNames();
  200. placeHeroesInTowns();
  201. initMapObjects();
  202. buildBonusSystemTree();
  203. initVisitingAndGarrisonedHeroes();
  204. initFogOfWar();
  205. for(auto & elem : teams)
  206. {
  207. map->obelisksVisited[elem.first] = 0;
  208. }
  209. logGlobal->debug("\tChecking objectives");
  210. map->checkForObjectives(); //needs to be run when all objects are properly placed
  211. auto seedAfterInit = getRandomGenerator().nextInt();
  212. logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
  213. if(scenarioOps->seedPostInit > 0)
  214. {
  215. //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
  216. assert(scenarioOps->seedPostInit == seedAfterInit);
  217. }
  218. else
  219. {
  220. scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
  221. }
  222. }
  223. void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
  224. {
  225. switch(metatype)
  226. {
  227. case Metatype::ARTIFACT_INSTANCE:
  228. logGlobal->error("Artifact instance update is not implemented");
  229. break;
  230. case Metatype::CREATURE_INSTANCE:
  231. logGlobal->error("Creature instance update is not implemented");
  232. break;
  233. case Metatype::HERO_INSTANCE:
  234. //index is hero type
  235. if(index >= 0 && index < map->allHeroes.size())
  236. {
  237. CGHeroInstance * hero = map->allHeroes.at(index);
  238. hero->updateFrom(data);
  239. }
  240. else
  241. {
  242. logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
  243. }
  244. break;
  245. case Metatype::MAP_OBJECT_INSTANCE:
  246. if(index >= 0 && index < map->objects.size())
  247. {
  248. CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
  249. obj->updateFrom(data);
  250. }
  251. else
  252. {
  253. logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
  254. }
  255. break;
  256. default:
  257. logGlobal->error("This metatype update is not implemented");
  258. break;
  259. }
  260. }
  261. void CGameState::updateOnLoad(StartInfo * si)
  262. {
  263. assert(services);
  264. assert(callback);
  265. scenarioOps->playerInfos = si->playerInfos;
  266. for(auto & i : si->playerInfos)
  267. gs->players[i.first].human = i.second.isControlledByHuman();
  268. scenarioOps->extraOptionsInfo = si->extraOptionsInfo;
  269. }
  270. void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
  271. {
  272. if(scenarioOps->createRandomMap())
  273. {
  274. logGlobal->info("Create random map.");
  275. CStopWatch sw;
  276. // Gen map
  277. CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, callback, scenarioOps->seedToBeUsed);
  278. progressTracking.include(mapGenerator);
  279. std::unique_ptr<CMap> randomMap = mapGenerator.generate();
  280. progressTracking.exclude(mapGenerator);
  281. if(allowSavingRandomMap)
  282. {
  283. try
  284. {
  285. auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps";
  286. boost::filesystem::create_directories(path);
  287. std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
  288. const std::string templateName = options->getMapTemplate()->getName();
  289. const ui32 seed = scenarioOps->seedToBeUsed;
  290. const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  291. const std::string fileName = boost::str(boost::format("%s_%s_%d.vmap") % dt % templateName % seed );
  292. const auto fullPath = path / fileName;
  293. randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt));
  294. mapService->saveMap(randomMap, fullPath);
  295. logGlobal->info("Random map has been saved to:");
  296. logGlobal->info(fullPath.string());
  297. }
  298. catch(...)
  299. {
  300. logGlobal->error("Saving random map failed with exception");
  301. }
  302. }
  303. map = randomMap.release();
  304. // Update starting options
  305. for(int i = 0; i < map->players.size(); ++i)
  306. {
  307. const auto & playerInfo = map->players[i];
  308. if(playerInfo.canAnyonePlay())
  309. {
  310. PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
  311. playerSettings.compOnly = !playerInfo.canHumanPlay;
  312. playerSettings.castle = playerInfo.defaultCastle();
  313. if(playerSettings.isControlledByAI() && playerSettings.name.empty())
  314. {
  315. playerSettings.name = VLC->generaltexth->allTexts[468];
  316. }
  317. playerSettings.color = PlayerColor(i);
  318. }
  319. else
  320. {
  321. scenarioOps->playerInfos.erase(PlayerColor(i));
  322. }
  323. }
  324. logGlobal->info("Generated random map in %i ms.", sw.getDiff());
  325. }
  326. else
  327. {
  328. logGlobal->info("Open map file: %s", scenarioOps->mapname);
  329. const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
  330. map = mapService->loadMap(mapURI, callback).release();
  331. }
  332. }
  333. void CGameState::initCampaign()
  334. {
  335. campaign = std::make_unique<CGameStateCampaign>(this);
  336. map = campaign->getCurrentMap().release();
  337. }
  338. void CGameState::checkMapChecksum()
  339. {
  340. logGlobal->info("\tOur checksum for the map: %d", map->checksum);
  341. if(scenarioOps->mapfileChecksum)
  342. {
  343. logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
  344. if(map->checksum != scenarioOps->mapfileChecksum)
  345. {
  346. logGlobal->error("Wrong map checksum!!!");
  347. throw std::runtime_error("Wrong checksum");
  348. }
  349. }
  350. else
  351. {
  352. scenarioOps->mapfileChecksum = map->checksum;
  353. }
  354. }
  355. void CGameState::initGlobalBonuses()
  356. {
  357. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
  358. logGlobal->debug("\tLoading global bonuses");
  359. for(const auto & b : baseBonuses.Struct())
  360. {
  361. auto bonus = JsonUtils::parseBonus(b.second);
  362. bonus->source = BonusSource::GLOBAL;//for all
  363. bonus->sid = BonusSourceID(); //there is one global object
  364. globalEffects.addNewBonus(bonus);
  365. }
  366. VLC->creh->loadCrExpBon(globalEffects);
  367. }
  368. void CGameState::initDifficulty()
  369. {
  370. logGlobal->debug("\tLoading difficulty settings");
  371. JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
  372. config.setModScope(ModScope::scopeGame()); // FIXME: should be set to actual mod
  373. const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
  374. const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
  375. auto setDifficulty = [](PlayerState & state, const JsonNode & json)
  376. {
  377. //set starting resources
  378. state.resources = TResources(json["resources"]);
  379. //set global bonuses
  380. for(auto & jsonBonus : json["globalBonuses"].Vector())
  381. if(auto bonus = JsonUtils::parseBonus(jsonBonus))
  382. state.addNewBonus(bonus);
  383. //set battle bonuses
  384. for(auto & jsonBonus : json["battleBonuses"].Vector())
  385. if(auto bonus = JsonUtils::parseBonus(jsonBonus))
  386. state.battleBonuses.push_back(*bonus);
  387. };
  388. for (auto & elem : players)
  389. {
  390. PlayerState &p = elem.second;
  391. setDifficulty(p, p.human ? difficultyHuman : difficultyAI);
  392. }
  393. if (campaign)
  394. campaign->initStartingResources();
  395. }
  396. void CGameState::initGrailPosition()
  397. {
  398. logGlobal->debug("\tPicking grail position");
  399. //pick grail location
  400. if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
  401. {
  402. if(!map->grailRadius) //radius not given -> anywhere on map
  403. map->grailRadius = map->width * 2;
  404. std::vector<int3> allowedPos;
  405. static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
  406. // add all not blocked tiles in range
  407. for (int z = 0; z < map->levels(); z++)
  408. {
  409. for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
  410. {
  411. for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
  412. {
  413. const TerrainTile &t = map->getTile(int3(x, y, z));
  414. if(!t.blocked
  415. && !t.visitable
  416. && t.terType->isLand()
  417. && t.terType->isPassable()
  418. && (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
  419. allowedPos.emplace_back(x, y, z);
  420. }
  421. }
  422. }
  423. //remove tiles with holes
  424. for(auto & elem : map->objects)
  425. if(elem && elem->ID == Obj::HOLE)
  426. allowedPos -= elem->pos;
  427. if(!allowedPos.empty())
  428. {
  429. map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
  430. }
  431. else
  432. {
  433. logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
  434. }
  435. }
  436. }
  437. void CGameState::initRandomFactionsForPlayers()
  438. {
  439. logGlobal->debug("\tPicking random factions for players");
  440. for(auto & elem : scenarioOps->playerInfos)
  441. {
  442. if(elem.second.castle==FactionID::RANDOM)
  443. {
  444. auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
  445. auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
  446. std::advance(iter, randomID);
  447. elem.second.castle = *iter;
  448. }
  449. }
  450. }
  451. void CGameState::randomizeMapObjects()
  452. {
  453. logGlobal->debug("\tRandomizing objects");
  454. for(CGObjectInstance *object : map->objects)
  455. {
  456. if(!object)
  457. continue;
  458. object->pickRandomObject(getRandomGenerator());
  459. //handle Favouring Winds - mark tiles under it
  460. if(object->ID == Obj::FAVORABLE_WINDS)
  461. {
  462. for (int i = 0; i < object->getWidth() ; i++)
  463. {
  464. for (int j = 0; j < object->getHeight() ; j++)
  465. {
  466. int3 pos = object->pos - int3(i,j,0);
  467. if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
  468. }
  469. }
  470. }
  471. }
  472. }
  473. void CGameState::initPlayerStates()
  474. {
  475. logGlobal->debug("\tCreating player entries in gs");
  476. for(auto & elem : scenarioOps->playerInfos)
  477. {
  478. PlayerState & p = players[elem.first];
  479. p.color=elem.first;
  480. p.human = elem.second.isControlledByHuman();
  481. p.team = map->players[elem.first.getNum()].team;
  482. teams[p.team].id = p.team;//init team
  483. teams[p.team].players.insert(elem.first);//add player to team
  484. }
  485. }
  486. void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
  487. {
  488. for(auto town : map->towns)
  489. {
  490. if(town->getPosition() == townPos)
  491. {
  492. townPos = town->visitablePos();
  493. break;
  494. }
  495. }
  496. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());
  497. CGObjectInstance * obj = handler->create(callback, handler->getTemplates().front());
  498. CGHeroInstance * hero = dynamic_cast<CGHeroInstance *>(obj);
  499. hero->ID = Obj::HERO;
  500. hero->setHeroType(heroTypeId);
  501. hero->tempOwner = playerColor;
  502. hero->pos = townPos;
  503. hero->pos += hero->getVisitableOffset();
  504. map->getEditManager()->insertObject(hero);
  505. }
  506. void CGameState::placeStartingHeroes()
  507. {
  508. logGlobal->debug("\tGiving starting hero");
  509. for(auto & playerSettingPair : scenarioOps->playerInfos)
  510. {
  511. auto playerColor = playerSettingPair.first;
  512. auto & playerInfo = map->players[playerColor.getNum()];
  513. if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
  514. {
  515. // Do not place a starting hero if the hero was already placed due to a campaign bonus
  516. if (campaign && campaign->playerHasStartingHero(playerColor))
  517. continue;
  518. HeroTypeID heroTypeId = pickNextHeroType(playerColor);
  519. if(playerSettingPair.second.hero == HeroTypeID::NONE)
  520. playerSettingPair.second.hero = heroTypeId;
  521. placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
  522. }
  523. }
  524. }
  525. void CGameState::removeHeroPlaceholders()
  526. {
  527. // remove any hero placeholders that remain on map after (potential) campaign heroes placement
  528. for(auto obj : map->objects)
  529. {
  530. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  531. {
  532. auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  533. map->removeBlockVisTiles(heroPlaceholder, true);
  534. map->instanceNames.erase(obj->instanceName);
  535. map->objects[heroPlaceholder->id.getNum()] = nullptr;
  536. delete heroPlaceholder;
  537. }
  538. }
  539. }
  540. void CGameState::initHeroes()
  541. {
  542. for(auto hero : map->heroesOnMap) //heroes instances initialization
  543. {
  544. if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
  545. {
  546. logGlobal->warn("Hero with uninitialized owner!");
  547. continue;
  548. }
  549. hero->initHero(getRandomGenerator());
  550. getPlayerState(hero->getOwner())->heroes.push_back(hero);
  551. map->allHeroes[hero->getHeroType().getNum()] = hero;
  552. }
  553. // generate boats for all heroes on water
  554. for(auto hero : map->heroesOnMap)
  555. {
  556. assert(map->isInTheMap(hero->visitablePos()));
  557. const auto & tile = map->getTile(hero->visitablePos());
  558. if (tile.terType->isWater())
  559. {
  560. auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
  561. auto boat = dynamic_cast<CGBoat*>(handler->create(callback, nullptr));
  562. handler->configureObject(boat, gs->getRandomGenerator());
  563. boat->pos = hero->pos;
  564. boat->appearance = handler->getTemplates().front();
  565. boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  566. map->objects.emplace_back(boat);
  567. hero->attachToBoat(boat);
  568. }
  569. }
  570. for(auto obj : map->objects) //prisons
  571. {
  572. if(obj && obj->ID == Obj::PRISON)
  573. {
  574. auto * hero = dynamic_cast<CGHeroInstance*>(obj.get());
  575. hero->initHero(getRandomGenerator());
  576. map->allHeroes[hero->getHeroType().getNum()] = hero;
  577. }
  578. }
  579. std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
  580. for(auto ph : map->predefinedHeroes)
  581. {
  582. if(!vstd::contains(heroesToCreate, ph->getHeroType()))
  583. continue;
  584. ph->initHero(getRandomGenerator());
  585. heroesPool->addHeroToPool(ph);
  586. heroesToCreate.erase(ph->type->getId());
  587. map->allHeroes[ph->getHeroType().getNum()] = ph;
  588. }
  589. for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
  590. {
  591. auto * vhi = new CGHeroInstance(callback);
  592. vhi->initHero(getRandomGenerator(), htype);
  593. int typeID = htype.getNum();
  594. map->allHeroes[typeID] = vhi;
  595. heroesPool->addHeroToPool(vhi);
  596. }
  597. for(auto & elem : map->disposedHeroes)
  598. heroesPool->setAvailability(elem.heroId, elem.players);
  599. if (campaign)
  600. campaign->initHeroes();
  601. }
  602. void CGameState::initFogOfWar()
  603. {
  604. logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
  605. int layers = map->levels();
  606. for(auto & elem : teams)
  607. {
  608. auto & fow = elem.second.fogOfWarMap;
  609. fow.resize(boost::extents[layers][map->width][map->height]);
  610. std::fill(fow.data(), fow.data() + fow.num_elements(), 0);
  611. for(CGObjectInstance *obj : map->objects)
  612. {
  613. if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
  614. std::unordered_set<int3> tiles;
  615. getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
  616. for(const int3 & tile : tiles)
  617. {
  618. elem.second.fogOfWarMap[tile.z][tile.x][tile.y] = 1;
  619. }
  620. }
  621. }
  622. }
  623. void CGameState::initStartingBonus()
  624. {
  625. if (scenarioOps->mode == EStartMode::CAMPAIGN)
  626. return;
  627. // These are the single scenario bonuses; predefined
  628. // campaign bonuses are spread out over other init* functions.
  629. logGlobal->debug("\tStarting bonuses");
  630. for(auto & elem : players)
  631. {
  632. //starting bonus
  633. if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
  634. scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));
  635. switch(scenarioOps->playerInfos[elem.first].bonus)
  636. {
  637. case PlayerStartingBonus::GOLD:
  638. elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
  639. break;
  640. case PlayerStartingBonus::RESOURCE:
  641. {
  642. auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
  643. if(res == EGameResID::WOOD_AND_ORE)
  644. {
  645. int amount = getRandomGenerator().nextInt(5, 10);
  646. elem.second.resources[EGameResID::WOOD] += amount;
  647. elem.second.resources[EGameResID::ORE] += amount;
  648. }
  649. else
  650. {
  651. elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
  652. }
  653. break;
  654. }
  655. case PlayerStartingBonus::ARTIFACT:
  656. {
  657. if(elem.second.heroes.empty())
  658. {
  659. logGlobal->error("Cannot give starting artifact - no heroes!");
  660. break;
  661. }
  662. const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(VLC);
  663. CGHeroInstance *hero = elem.second.heroes[0];
  664. if(!giveHeroArtifact(hero, toGive->getId()))
  665. logGlobal->error("Cannot give starting artifact - no free slots!");
  666. }
  667. break;
  668. }
  669. }
  670. }
  671. void CGameState::initTownNames()
  672. {
  673. std::map<FactionID, std::vector<int>> availableNames;
  674. for(const auto & faction : VLC->townh->getDefaultAllowed())
  675. {
  676. std::vector<int> potentialNames;
  677. if(faction.toFaction()->town->getRandomNamesCount() > 0)
  678. {
  679. for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i)
  680. potentialNames.push_back(i);
  681. availableNames[faction] = potentialNames;
  682. }
  683. }
  684. for(auto & vti : map->towns)
  685. {
  686. assert(vti->town);
  687. if(!vti->getNameTextID().empty())
  688. continue;
  689. FactionID faction = vti->getFaction();
  690. if(availableNames.empty())
  691. {
  692. logGlobal->warn("Failed to find available name for a random town!");
  693. vti->setNameTextId("core.genrltxt.508"); // Unnamed
  694. continue;
  695. }
  696. // If town has no available names (for example - all were picked) - pick names from some other faction that still has names available
  697. if(!availableNames.count(faction))
  698. faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;
  699. auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());
  700. vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));
  701. availableNames[faction].erase(nameIt);
  702. if(availableNames[faction].empty())
  703. availableNames.erase(faction);
  704. }
  705. }
  706. void CGameState::initTowns()
  707. {
  708. logGlobal->debug("\tTowns");
  709. if (campaign)
  710. campaign->initTowns();
  711. map->townUniversitySkills.clear();
  712. map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::FIRE_MAGIC));
  713. map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::AIR_MAGIC));
  714. map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC));
  715. map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC));
  716. for (auto & vti : map->towns)
  717. {
  718. assert(vti->town);
  719. constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
  720. constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
  721. constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
  722. //init buildings
  723. if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
  724. {
  725. vti->builtBuildings.erase(BuildingID::DEFAULT);
  726. vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
  727. if(vti->tempOwner != PlayerColor::NEUTRAL)
  728. vti->builtBuildings.insert(BuildingID::TAVERN);
  729. auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
  730. for(int i = 0; i < definesBuildingsChances.size(); i++)
  731. {
  732. if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
  733. {
  734. vti->builtBuildings.insert(basicDwellings[i]);
  735. }
  736. }
  737. }
  738. // village hall must always exist
  739. vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
  740. //init hordes
  741. for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
  742. {
  743. if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
  744. {
  745. vti->builtBuildings.erase(hordes[i]);//remove old ID
  746. if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
  747. {
  748. vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
  749. //if we have upgraded dwelling as well
  750. if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
  751. vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
  752. }
  753. if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
  754. {
  755. vti->builtBuildings.insert(BuildingID::HORDE_2);
  756. if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
  757. vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
  758. }
  759. }
  760. }
  761. //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
  762. //But DO NOT remove horde placeholders before they are replaced
  763. vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
  764. {
  765. return !vti->getTown()->buildings.count(bid) || !vti->getTown()->buildings.at(bid);
  766. });
  767. if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
  768. vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
  769. //Early check for #1444-like problems
  770. for([[maybe_unused]] const auto & building : vti->builtBuildings)
  771. {
  772. assert(vti->getTown()->buildings.at(building) != nullptr);
  773. }
  774. //town events
  775. for(CCastleEvent &ev : vti->events)
  776. {
  777. for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
  778. if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
  779. {
  780. ev.buildings.erase(hordes[i]);
  781. if (vti->getTown()->hordeLvl.at(0) == i)
  782. ev.buildings.insert(BuildingID::HORDE_1);
  783. if (vti->getTown()->hordeLvl.at(1) == i)
  784. ev.buildings.insert(BuildingID::HORDE_2);
  785. }
  786. }
  787. //init spells
  788. vti->spells.resize(GameConstants::SPELL_LEVELS);
  789. for(ui32 z=0; z<vti->obligatorySpells.size();z++)
  790. {
  791. const auto * s = vti->obligatorySpells[z].toSpell();
  792. vti->spells[s->getLevel()-1].push_back(s->id);
  793. vti->possibleSpells -= s->id;
  794. }
  795. while(!vti->possibleSpells.empty())
  796. {
  797. ui32 total=0;
  798. int sel = -1;
  799. for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
  800. total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
  801. if (total == 0) // remaining spells have 0 probability
  802. break;
  803. auto r = getRandomGenerator().nextInt(total - 1);
  804. for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
  805. {
  806. r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
  807. if(r<0)
  808. {
  809. sel = ps;
  810. break;
  811. }
  812. }
  813. if(sel<0)
  814. sel=0;
  815. const auto * s = vti->possibleSpells[sel].toSpell();
  816. vti->spells[s->getLevel()-1].push_back(s->id);
  817. vti->possibleSpells -= s->id;
  818. }
  819. vti->possibleSpells.clear();
  820. if(vti->getOwner() != PlayerColor::NEUTRAL)
  821. getPlayerState(vti->getOwner())->towns.emplace_back(vti);
  822. }
  823. }
  824. void CGameState::initMapObjects()
  825. {
  826. logGlobal->debug("\tObject initialization");
  827. // objCaller->preInit();
  828. for(CGObjectInstance *obj : map->objects)
  829. {
  830. if(obj)
  831. obj->initObj(getRandomGenerator());
  832. }
  833. logGlobal->debug("\tObject initialization done");
  834. for(CGObjectInstance *obj : map->objects)
  835. {
  836. if(!obj)
  837. continue;
  838. switch(obj->ID.toEnum())
  839. {
  840. case Obj::QUEST_GUARD:
  841. case Obj::SEER_HUT:
  842. {
  843. auto * q = dynamic_cast<CGSeerHut *>(obj);
  844. assert (q);
  845. q->setObjToKill();
  846. }
  847. }
  848. }
  849. CGSubterraneanGate::postInit(callback); //pairing subterranean gates
  850. map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
  851. }
  852. void CGameState::placeHeroesInTowns()
  853. {
  854. for(auto & player : players)
  855. {
  856. if(player.first == PlayerColor::NEUTRAL)
  857. continue;
  858. for(CGHeroInstance * h : player.second.heroes)
  859. {
  860. for(CGTownInstance * t : player.second.towns)
  861. {
  862. if(h->visitablePos().z != t->visitablePos().z)
  863. continue;
  864. bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
  865. // current hero position is at one of blocking tiles of current town
  866. // assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
  867. if (heroOnTownBlockableTile)
  868. {
  869. int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
  870. map->removeBlockVisTiles(h);
  871. h->pos = correctedPos;
  872. map->addBlockVisTiles(h);
  873. assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
  874. }
  875. }
  876. }
  877. }
  878. }
  879. void CGameState::initVisitingAndGarrisonedHeroes()
  880. {
  881. for(auto & player : players)
  882. {
  883. if(player.first == PlayerColor::NEUTRAL)
  884. continue;
  885. //init visiting and garrisoned heroes
  886. for(CGHeroInstance * h : player.second.heroes)
  887. {
  888. for(CGTownInstance * t : player.second.towns)
  889. {
  890. if(h->visitablePos().z != t->visitablePos().z)
  891. continue;
  892. if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
  893. {
  894. assert(t->visitingHero == nullptr);
  895. t->setVisitingHero(h);
  896. }
  897. }
  898. }
  899. }
  900. for (auto hero : map->heroesOnMap)
  901. {
  902. if (hero->visitedTown)
  903. {
  904. assert (hero->visitedTown->visitingHero == hero);
  905. }
  906. }
  907. }
  908. const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
  909. {
  910. if (!player.isValidPlayer())
  911. return nullptr;
  912. for (const auto & battlePtr : currentBattles)
  913. if (battlePtr->sides[0].color == player || battlePtr->sides[1].color == player)
  914. return battlePtr.get();
  915. return nullptr;
  916. }
  917. const BattleInfo * CGameState::getBattle(const BattleID & battle) const
  918. {
  919. for (const auto & battlePtr : currentBattles)
  920. if (battlePtr->battleID == battle)
  921. return battlePtr.get();
  922. return nullptr;
  923. }
  924. BattleInfo * CGameState::getBattle(const BattleID & battle)
  925. {
  926. for (const auto & battlePtr : currentBattles)
  927. if (battlePtr->battleID == battle)
  928. return battlePtr.get();
  929. return nullptr;
  930. }
  931. BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
  932. {
  933. assert(tile.valid());
  934. if(!tile.valid())
  935. return BattleField::NONE;
  936. const TerrainTile &t = map->getTile(tile);
  937. auto * topObject = t.visitableObjects.front();
  938. if(topObject && topObject->getBattlefield() != BattleField::NONE)
  939. {
  940. return topObject->getBattlefield();
  941. }
  942. for(auto &obj : map->objects)
  943. {
  944. //look only for objects covering given tile
  945. if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
  946. continue;
  947. auto customBattlefield = obj->getBattlefield();
  948. if(customBattlefield != BattleField::NONE)
  949. return customBattlefield;
  950. }
  951. if(map->isCoastalTile(tile)) //coastal tile is always ground
  952. return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
  953. if (t.terType->battleFields.empty())
  954. throw std::runtime_error("Failed to find battlefield for terrain " + t.terType->getJsonKey());
  955. return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
  956. }
  957. void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
  958. {
  959. assert(obj);
  960. assert(obj->hasStackAtSlot(stackPos));
  961. out = fillUpgradeInfo(obj->getStack(stackPos));
  962. }
  963. UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
  964. {
  965. UpgradeInfo ret;
  966. const CCreature *base = stack.type;
  967. if (stack.armyObj->ID == Obj::HERO)
  968. {
  969. auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
  970. hero->fillUpgradeInfo(ret, stack);
  971. if (hero->visitedTown)
  972. {
  973. hero->visitedTown->fillUpgradeInfo(ret, stack);
  974. }
  975. else
  976. {
  977. auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
  978. auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
  979. if (object != hero && upgradeSource != nullptr)
  980. upgradeSource->fillUpgradeInfo(ret, stack);
  981. }
  982. }
  983. if (stack.armyObj->ID == Obj::TOWN)
  984. {
  985. auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
  986. town->fillUpgradeInfo(ret, stack);
  987. }
  988. if(!ret.newID.empty())
  989. ret.oldID = base->getId();
  990. for (ResourceSet &cost : ret.cost)
  991. cost.positive(); //upgrade cost can't be negative, ignore missing resources
  992. return ret;
  993. }
  994. PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
  995. {
  996. if ( color1 == color2 )
  997. return PlayerRelations::SAME_PLAYER;
  998. if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
  999. return PlayerRelations::ENEMIES;
  1000. const TeamState * ts = getPlayerTeam(color1);
  1001. if (ts && vstd::contains(ts->players, color2))
  1002. return PlayerRelations::ALLIES;
  1003. return PlayerRelations::ENEMIES;
  1004. }
  1005. void CGameState::apply(CPack *pack)
  1006. {
  1007. ui16 typ = CTypeList::getInstance().getTypeID(pack);
  1008. applier->getApplier(typ)->applyOnGS(this, pack);
  1009. }
  1010. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
  1011. {
  1012. calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
  1013. }
  1014. void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
  1015. {
  1016. //FIXME: creating pathfinder is costly, maybe reset / clear is enough?
  1017. CPathfinder pathfinder(this, config);
  1018. pathfinder.calculatePaths();
  1019. }
  1020. /**
  1021. * Tells if the tile is guarded by a monster as well as the position
  1022. * of the monster that will attack on it.
  1023. *
  1024. * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
  1025. * the monster guarding the tile.
  1026. */
  1027. std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
  1028. {
  1029. std::vector<CGObjectInstance*> guards;
  1030. const int3 originalPos = pos;
  1031. if (!map->isInTheMap(pos))
  1032. return guards;
  1033. const TerrainTile &posTile = map->getTile(pos);
  1034. if (posTile.visitable)
  1035. {
  1036. for (CGObjectInstance* obj : posTile.visitableObjects)
  1037. {
  1038. if(obj->isBlockedVisitable())
  1039. {
  1040. if (obj->ID == Obj::MONSTER) // Monster
  1041. guards.push_back(obj);
  1042. }
  1043. }
  1044. }
  1045. pos -= int3(1, 1, 0); // Start with top left.
  1046. for (int dx = 0; dx < 3; dx++)
  1047. {
  1048. for (int dy = 0; dy < 3; dy++)
  1049. {
  1050. if (map->isInTheMap(pos))
  1051. {
  1052. const auto & tile = map->getTile(pos);
  1053. if (tile.visitable && (tile.isWater() == posTile.isWater()))
  1054. {
  1055. for (CGObjectInstance* obj : tile.visitableObjects)
  1056. {
  1057. if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
  1058. {
  1059. guards.push_back(obj);
  1060. }
  1061. }
  1062. }
  1063. }
  1064. pos.y++;
  1065. }
  1066. pos.y -= 3;
  1067. pos.x++;
  1068. }
  1069. return guards;
  1070. }
  1071. int3 CGameState::guardingCreaturePosition (int3 pos) const
  1072. {
  1073. return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
  1074. }
  1075. void CGameState::updateRumor()
  1076. {
  1077. static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  1078. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  1079. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  1080. if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  1081. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  1082. int rumorId = -1;
  1083. int rumorExtra = -1;
  1084. auto & rand = getRandomGenerator();
  1085. rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  1086. do
  1087. {
  1088. switch(rumor.type)
  1089. {
  1090. case RumorState::TYPE_SPECIAL:
  1091. {
  1092. SThievesGuildInfo tgi;
  1093. obtainPlayersStats(tgi, 20);
  1094. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  1095. if(rumorId == RumorState::RUMOR_GRAIL)
  1096. {
  1097. rumorExtra = getTile(map->grailPos)->terType->getIndex();
  1098. break;
  1099. }
  1100. std::vector<PlayerColor> players = {};
  1101. switch(rumorId)
  1102. {
  1103. case RumorState::RUMOR_OBELISKS:
  1104. players = tgi.obelisks[0];
  1105. break;
  1106. case RumorState::RUMOR_ARTIFACTS:
  1107. players = tgi.artifacts[0];
  1108. break;
  1109. case RumorState::RUMOR_ARMY:
  1110. players = tgi.army[0];
  1111. break;
  1112. case RumorState::RUMOR_INCOME:
  1113. players = tgi.income[0];
  1114. break;
  1115. }
  1116. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  1117. break;
  1118. }
  1119. case RumorState::TYPE_MAP:
  1120. // Makes sure that map rumors only used if there enough rumors too choose from
  1121. if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
  1122. {
  1123. rumorId = rand.nextInt((int)map->rumors.size() - 1);
  1124. break;
  1125. }
  1126. else
  1127. rumor.type = RumorState::TYPE_RAND;
  1128. [[fallthrough]];
  1129. case RumorState::TYPE_RAND:
  1130. auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
  1131. rumorId = rand.nextInt((int)vector.size() - 1);
  1132. break;
  1133. }
  1134. }
  1135. while(!rumor.update(rumorId, rumorExtra));
  1136. }
  1137. bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
  1138. {
  1139. if (!map->isInTheMap(pos))
  1140. return false;
  1141. if (!player)
  1142. return true;
  1143. if(player == PlayerColor::NEUTRAL)
  1144. return false;
  1145. if(player->isSpectator())
  1146. return true;
  1147. return getPlayerTeam(*player)->fogOfWarMap[pos.z][pos.x][pos.y];
  1148. }
  1149. bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
  1150. {
  1151. if(!player)
  1152. return true;
  1153. //we should always see our own heroes - but sometimes not visible heroes cause crash :?
  1154. if (player == obj->tempOwner)
  1155. return true;
  1156. if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
  1157. return false;
  1158. //object is visible when at least one blocked tile is visible
  1159. for(int fy=0; fy < obj->getHeight(); ++fy)
  1160. {
  1161. for(int fx=0; fx < obj->getWidth(); ++fx)
  1162. {
  1163. int3 pos = obj->pos + int3(-fx, -fy, 0);
  1164. if ( map->isInTheMap(pos) &&
  1165. obj->coveringAt(pos.x, pos.y) &&
  1166. isVisible(pos, *player))
  1167. return true;
  1168. }
  1169. }
  1170. return false;
  1171. }
  1172. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  1173. {
  1174. const TerrainTile * pom = &map->getTile(dst);
  1175. return map->checkForVisitableDir(src, pom, dst);
  1176. }
  1177. EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
  1178. {
  1179. const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
  1180. const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
  1181. const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
  1182. const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
  1183. auto evaluateEvent = [=](const EventCondition & condition)
  1184. {
  1185. return this->checkForVictory(player, condition);
  1186. };
  1187. const PlayerState *p = CGameInfoCallback::getPlayerState(player);
  1188. //cheater or tester, but has entered the code...
  1189. if (p->enteredWinningCheatCode)
  1190. return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
  1191. if (p->enteredLosingCheatCode)
  1192. return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
  1193. for (const TriggeredEvent & event : map->triggeredEvents)
  1194. {
  1195. if (event.trigger.test(evaluateEvent))
  1196. {
  1197. if (event.effect.type == EventEffect::VICTORY)
  1198. return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
  1199. if (event.effect.type == EventEffect::DEFEAT)
  1200. return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
  1201. }
  1202. }
  1203. if (checkForStandardLoss(player))
  1204. {
  1205. return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
  1206. }
  1207. return EVictoryLossCheckResult();
  1208. }
  1209. bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const
  1210. {
  1211. const PlayerState *p = CGameInfoCallback::getPlayerState(player);
  1212. switch (condition.condition)
  1213. {
  1214. case EventCondition::STANDARD_WIN:
  1215. {
  1216. return player == checkForStandardWin();
  1217. }
  1218. case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
  1219. {
  1220. for(const auto & elem : p->heroes)
  1221. if(elem->hasArt(condition.objectType.as<ArtifactID>()))
  1222. return true;
  1223. return false;
  1224. }
  1225. case EventCondition::HAVE_CREATURES:
  1226. {
  1227. //check if in players armies there is enough creatures
  1228. int total = 0; //creature counter
  1229. for(auto object : map->objects)
  1230. {
  1231. const auto * ai = dynamic_cast<const CArmedInstance *>(object.get());
  1232. if(ai && ai->getOwner() == player)
  1233. {
  1234. for(const auto & elem : ai->Slots()) //iterate through army
  1235. if(elem.second->getId() == condition.objectType.as<CreatureID>()) //it's searched creature
  1236. total += elem.second->count;
  1237. }
  1238. }
  1239. return total >= condition.value;
  1240. }
  1241. case EventCondition::HAVE_RESOURCES:
  1242. {
  1243. return p->resources[condition.objectType.as<GameResID>()] >= condition.value;
  1244. }
  1245. case EventCondition::HAVE_BUILDING:
  1246. {
  1247. if (condition.objectID != ObjectInstanceID::NONE) // specific town
  1248. {
  1249. const auto * t = getTown(condition.objectID);
  1250. return (t->tempOwner == player && t->hasBuilt(condition.objectType.as<BuildingID>()));
  1251. }
  1252. else // any town
  1253. {
  1254. for (const CGTownInstance * t : p->towns)
  1255. {
  1256. if (t->hasBuilt(condition.objectType.as<BuildingID>()))
  1257. return true;
  1258. }
  1259. return false;
  1260. }
  1261. }
  1262. case EventCondition::DESTROY:
  1263. {
  1264. if (condition.objectID != ObjectInstanceID::NONE) // mode A - destroy specific object of this type
  1265. {
  1266. return p->destroyedObjects.count(condition.objectID);
  1267. }
  1268. else
  1269. {
  1270. for(const auto & elem : map->objects) // mode B - destroy all objects of this type
  1271. {
  1272. if(elem && elem->ID == condition.objectType.as<MapObjectID>())
  1273. return false;
  1274. }
  1275. return true;
  1276. }
  1277. }
  1278. case EventCondition::CONTROL:
  1279. {
  1280. // list of players that need to control object to fulfull condition
  1281. // NOTE: cgameinfocallback specified explicitly in order to get const version
  1282. const auto * team = CGameInfoCallback::getPlayerTeam(player);
  1283. if (condition.objectID != ObjectInstanceID::NONE) // mode A - flag one specific object, like town
  1284. {
  1285. const auto * object = getObjInstance(condition.objectID);
  1286. if (!object)
  1287. return false;
  1288. return team->players.count(object->getOwner()) != 0;
  1289. }
  1290. else
  1291. {
  1292. for(const auto & elem : map->objects) // mode B - flag all objects of this type
  1293. {
  1294. //check not flagged objs
  1295. if ( elem && elem->ID == condition.objectType.as<MapObjectID>() && team->players.count(elem->getOwner()) == 0 )
  1296. return false;
  1297. }
  1298. return true;
  1299. }
  1300. }
  1301. case EventCondition::TRANSPORT:
  1302. {
  1303. const auto * t = getTown(condition.objectID);
  1304. return (t->visitingHero && t->visitingHero->getOwner() == player && t->visitingHero->hasArt(condition.objectType.as<ArtifactID>())) ||
  1305. (t->garrisonHero && t->garrisonHero->getOwner() == player && t->garrisonHero->hasArt(condition.objectType.as<ArtifactID>()));
  1306. }
  1307. case EventCondition::DAYS_PASSED:
  1308. {
  1309. return (si32)gs->day > condition.value;
  1310. }
  1311. case EventCondition::IS_HUMAN:
  1312. {
  1313. return p->human ? condition.value == 1 : condition.value == 0;
  1314. }
  1315. case EventCondition::DAYS_WITHOUT_TOWN:
  1316. {
  1317. if (p->daysWithoutCastle)
  1318. return p->daysWithoutCastle >= condition.value;
  1319. else
  1320. return false;
  1321. }
  1322. case EventCondition::CONST_VALUE:
  1323. {
  1324. return condition.value; // just convert to bool
  1325. }
  1326. default:
  1327. logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
  1328. return false;
  1329. }
  1330. }
  1331. PlayerColor CGameState::checkForStandardWin() const
  1332. {
  1333. //std victory condition is:
  1334. //all enemies lost
  1335. PlayerColor supposedWinner = PlayerColor::NEUTRAL;
  1336. TeamID winnerTeam = TeamID::NO_TEAM;
  1337. for(const auto & elem : players)
  1338. {
  1339. if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
  1340. {
  1341. if(supposedWinner == PlayerColor::NEUTRAL)
  1342. {
  1343. //first player remaining ingame - candidate for victory
  1344. supposedWinner = elem.second.color;
  1345. winnerTeam = elem.second.team;
  1346. }
  1347. else if(winnerTeam != elem.second.team)
  1348. {
  1349. //current candidate has enemy remaining in game -> no vicotry
  1350. return PlayerColor::NEUTRAL;
  1351. }
  1352. }
  1353. }
  1354. return supposedWinner;
  1355. }
  1356. bool CGameState::checkForStandardLoss(const PlayerColor & player) const
  1357. {
  1358. //std loss condition is: player lost all towns and heroes
  1359. const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
  1360. return pState.checkVanquished();
  1361. }
  1362. struct statsHLP
  1363. {
  1364. using TStat = std::pair<PlayerColor, si64>;
  1365. //converts [<player's color, value>] to vec[place] -> platers
  1366. static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
  1367. {
  1368. std::sort(stats.begin(), stats.end(), statsHLP());
  1369. //put first element
  1370. std::vector< std::vector<PlayerColor> > ret;
  1371. std::vector<PlayerColor> tmp;
  1372. tmp.push_back( stats[0].first );
  1373. ret.push_back( tmp );
  1374. //the rest of elements
  1375. for(int g=1; g<stats.size(); ++g)
  1376. {
  1377. if(stats[g].second == stats[g-1].second)
  1378. {
  1379. (ret.end()-1)->push_back( stats[g].first );
  1380. }
  1381. else
  1382. {
  1383. //create next occupied rank
  1384. std::vector<PlayerColor> tmp;
  1385. tmp.push_back(stats[g].first);
  1386. ret.push_back(tmp);
  1387. }
  1388. }
  1389. return ret;
  1390. }
  1391. bool operator()(const TStat & a, const TStat & b) const
  1392. {
  1393. return a.second > b.second;
  1394. }
  1395. static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
  1396. {
  1397. std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
  1398. if(h.empty())
  1399. return nullptr;
  1400. //best hero will be that with highest exp
  1401. int best = 0;
  1402. for(int b=1; b<h.size(); ++b)
  1403. {
  1404. if(h[b]->exp > h[best]->exp)
  1405. {
  1406. best = b;
  1407. }
  1408. }
  1409. return h[best];
  1410. }
  1411. //calculates total number of artifacts that belong to given player
  1412. static int getNumberOfArts(const PlayerState * ps)
  1413. {
  1414. int ret = 0;
  1415. for(auto h : ps->heroes)
  1416. {
  1417. ret += (int)h->artifactsInBackpack.size() + (int)h->artifactsWorn.size();
  1418. }
  1419. return ret;
  1420. }
  1421. // get total strength of player army
  1422. static si64 getArmyStrength(const PlayerState * ps)
  1423. {
  1424. si64 str = 0;
  1425. for(auto h : ps->heroes)
  1426. {
  1427. if(!h->inTownGarrison) //original h3 behavior
  1428. str += h->getArmyStrength();
  1429. }
  1430. return str;
  1431. }
  1432. // get total gold income
  1433. static int getIncome(const PlayerState * ps)
  1434. {
  1435. int totalIncome = 0;
  1436. const CGObjectInstance * heroOrTown = nullptr;
  1437. //Heroes can produce gold as well - skill, specialty or arts
  1438. for(const auto & h : ps->heroes)
  1439. {
  1440. totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD))));
  1441. if(!heroOrTown)
  1442. heroOrTown = h;
  1443. }
  1444. //Add town income of all towns
  1445. for(const auto & t : ps->towns)
  1446. {
  1447. totalIncome += t->dailyIncome()[EGameResID::GOLD];
  1448. if(!heroOrTown)
  1449. heroOrTown = t;
  1450. }
  1451. /// FIXME: Dirty dirty hack
  1452. /// Stats helper need some access to gamestate.
  1453. std::vector<const CGObjectInstance *> ownedObjects;
  1454. for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
  1455. {
  1456. if(obj && obj->tempOwner == ps->color)
  1457. ownedObjects.push_back(obj);
  1458. }
  1459. /// This is code from CPlayerSpecificInfoCallback::getMyObjects
  1460. /// I'm really need to find out about callback interface design...
  1461. for(const auto * object : ownedObjects)
  1462. {
  1463. //Mines
  1464. if ( object->ID == Obj::MINE )
  1465. {
  1466. const auto * mine = dynamic_cast<const CGMine *>(object);
  1467. assert(mine);
  1468. if (mine->producedResource == EGameResID::GOLD)
  1469. totalIncome += mine->producedQuantity;
  1470. }
  1471. }
  1472. return totalIncome;
  1473. }
  1474. };
  1475. void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
  1476. {
  1477. auto playerInactive = [&](const PlayerColor & color)
  1478. {
  1479. return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
  1480. };
  1481. #define FILL_FIELD(FIELD, VAL_GETTER) \
  1482. { \
  1483. std::vector< std::pair< PlayerColor, si64 > > stats; \
  1484. for(auto g = players.begin(); g != players.end(); ++g) \
  1485. { \
  1486. if(playerInactive(g->second.color)) \
  1487. continue; \
  1488. std::pair< PlayerColor, si64 > stat; \
  1489. stat.first = g->second.color; \
  1490. stat.second = VAL_GETTER; \
  1491. stats.push_back(stat); \
  1492. } \
  1493. tgi.FIELD = statsHLP::getRank(stats); \
  1494. }
  1495. for(auto & elem : players)
  1496. {
  1497. if(!playerInactive(elem.second.color))
  1498. tgi.playerColors.push_back(elem.second.color);
  1499. }
  1500. if(level >= 0) //num of towns & num of heroes
  1501. {
  1502. //num of towns
  1503. FILL_FIELD(numOfTowns, g->second.towns.size())
  1504. //num of heroes
  1505. FILL_FIELD(numOfHeroes, g->second.heroes.size())
  1506. }
  1507. if(level >= 1) //best hero's portrait
  1508. {
  1509. for(const auto & player : players)
  1510. {
  1511. if(playerInactive(player.second.color))
  1512. continue;
  1513. const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
  1514. InfoAboutHero iah;
  1515. iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
  1516. iah.army.clear();
  1517. tgi.colorToBestHero[player.second.color] = iah;
  1518. }
  1519. }
  1520. if(level >= 2) //gold
  1521. {
  1522. FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
  1523. }
  1524. if(level >= 2) //wood & ore
  1525. {
  1526. FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
  1527. }
  1528. if(level >= 3) //mercury, sulfur, crystal, gems
  1529. {
  1530. FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
  1531. }
  1532. if(level >= 3) //obelisks found
  1533. {
  1534. auto getObeliskVisited = [&](const TeamID & t)
  1535. {
  1536. if(map->obelisksVisited.count(t))
  1537. return map->obelisksVisited[t];
  1538. else
  1539. return ui8(0);
  1540. };
  1541. FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
  1542. }
  1543. if(level >= 4) //artifacts
  1544. {
  1545. FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
  1546. }
  1547. if(level >= 4) //army strength
  1548. {
  1549. FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
  1550. }
  1551. if(level >= 5) //income
  1552. {
  1553. FILL_FIELD(income, statsHLP::getIncome(&g->second))
  1554. }
  1555. if(level >= 2) //best hero's stats
  1556. {
  1557. //already set in lvl 1 handling
  1558. }
  1559. if(level >= 3) //personality
  1560. {
  1561. for(const auto & player : players)
  1562. {
  1563. if(playerInactive(player.second.color)) //do nothing for neutral player
  1564. continue;
  1565. if(player.second.human)
  1566. {
  1567. tgi.personality[player.second.color] = EAiTactic::NONE;
  1568. }
  1569. else //AI
  1570. {
  1571. tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
  1572. }
  1573. }
  1574. }
  1575. if(level >= 4) //best creature
  1576. {
  1577. //best creatures belonging to player (highest AI value)
  1578. for(const auto & player : players)
  1579. {
  1580. if(playerInactive(player.second.color)) //do nothing for neutral player
  1581. continue;
  1582. CreatureID bestCre; //best creature's ID
  1583. for(const auto & elem : player.second.heroes)
  1584. {
  1585. for(const auto & it : elem->Slots())
  1586. {
  1587. CreatureID toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
  1588. if(bestCre == CreatureID::NONE || bestCre.toEntity(VLC)->getAIValue() < toCmp.toEntity(VLC)->getAIValue())
  1589. {
  1590. bestCre = toCmp;
  1591. }
  1592. }
  1593. }
  1594. tgi.bestCreature[player.second.color] = bestCre;
  1595. }
  1596. }
  1597. #undef FILL_FIELD
  1598. }
  1599. void CGameState::buildBonusSystemTree()
  1600. {
  1601. buildGlobalTeamPlayerTree();
  1602. attachArmedObjects();
  1603. for(CGTownInstance *t : map->towns)
  1604. {
  1605. t->deserializationFix();
  1606. }
  1607. }
  1608. void CGameState::deserializationFix()
  1609. {
  1610. buildGlobalTeamPlayerTree();
  1611. attachArmedObjects();
  1612. }
  1613. void CGameState::buildGlobalTeamPlayerTree()
  1614. {
  1615. for(auto & team : teams)
  1616. {
  1617. TeamState * t = &team.second;
  1618. t->attachTo(globalEffects);
  1619. for(const PlayerColor & teamMember : team.second.players)
  1620. {
  1621. PlayerState *p = getPlayerState(teamMember);
  1622. assert(p);
  1623. p->attachTo(*t);
  1624. }
  1625. }
  1626. }
  1627. void CGameState::attachArmedObjects()
  1628. {
  1629. for(CGObjectInstance *obj : map->objects)
  1630. {
  1631. if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
  1632. {
  1633. armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
  1634. }
  1635. }
  1636. }
  1637. bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
  1638. {
  1639. CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(aid);
  1640. map->addNewArtifactInstance(ai);
  1641. auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
  1642. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  1643. {
  1644. ai->putAt(*h, slot);
  1645. return true;
  1646. }
  1647. else
  1648. {
  1649. return false;
  1650. }
  1651. }
  1652. std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
  1653. {
  1654. std::set<HeroTypeID> ret = map->allowedHeroes;
  1655. for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
  1656. {
  1657. if(playerSettingPair.second.hero != HeroTypeID::RANDOM)
  1658. ret -= HeroTypeID(playerSettingPair.second.hero);
  1659. }
  1660. for(auto hero : map->heroesOnMap) //heroes instances initialization
  1661. {
  1662. if(hero->type)
  1663. ret -= hero->type->getId();
  1664. else
  1665. ret -= hero->getHeroType();
  1666. }
  1667. for(auto obj : map->objects) //prisons
  1668. {
  1669. auto * hero = dynamic_cast<const CGHeroInstance *>(obj.get());
  1670. if(hero && hero->ID == Obj::PRISON)
  1671. ret -= hero->getHeroType();
  1672. }
  1673. return ret;
  1674. }
  1675. bool CGameState::isUsedHero(const HeroTypeID & hid) const
  1676. {
  1677. return getUsedHero(hid);
  1678. }
  1679. CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
  1680. {
  1681. for(auto obj : map->objects) //prisons
  1682. {
  1683. if (!obj)
  1684. continue;
  1685. if ( obj->ID !=Obj::PRISON && obj->ID != Obj::HERO)
  1686. continue;
  1687. auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
  1688. assert(hero);
  1689. if (hero->getHeroType() == hid)
  1690. return hero;
  1691. }
  1692. return nullptr;
  1693. }
  1694. bool RumorState::update(int id, int extra)
  1695. {
  1696. if(vstd::contains(last, type))
  1697. {
  1698. if(last[type].first != id)
  1699. {
  1700. last[type].first = id;
  1701. last[type].second = extra;
  1702. }
  1703. else
  1704. return false;
  1705. }
  1706. else
  1707. last[type] = std::make_pair(id, extra);
  1708. return true;
  1709. }
  1710. TeamState::TeamState()
  1711. {
  1712. setNodeType(TEAM);
  1713. }
  1714. CRandomGenerator & CGameState::getRandomGenerator()
  1715. {
  1716. return rand;
  1717. }
  1718. ArtifactID CGameState::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts)
  1719. {
  1720. std::set<ArtifactID> potentialPicks;
  1721. // Select artifacts that satisfy provided criteria
  1722. for (auto const & artifactID : map->allowedArtifact)
  1723. {
  1724. if (!VLC->arth->legalArtifact(artifactID))
  1725. continue;
  1726. auto const * artifact = artifactID.toArtifact();
  1727. assert(artifact->aClass != CArtifact::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized
  1728. if ((flags & CArtifact::ART_TREASURE) == 0 && artifact->aClass == CArtifact::ART_TREASURE)
  1729. continue;
  1730. if ((flags & CArtifact::ART_MINOR) == 0 && artifact->aClass == CArtifact::ART_MINOR)
  1731. continue;
  1732. if ((flags & CArtifact::ART_MAJOR) == 0 && artifact->aClass == CArtifact::ART_MAJOR)
  1733. continue;
  1734. if ((flags & CArtifact::ART_RELIC) == 0 && artifact->aClass == CArtifact::ART_RELIC)
  1735. continue;
  1736. if (!accepts(artifact->getId()))
  1737. continue;
  1738. potentialPicks.insert(artifact->getId());
  1739. }
  1740. return pickRandomArtifact(rand, potentialPicks);
  1741. }
  1742. ArtifactID CGameState::pickRandomArtifact(CRandomGenerator & rand, std::set<ArtifactID> potentialPicks)
  1743. {
  1744. // No allowed artifacts at all - give Grail - this can't be banned (hopefully)
  1745. // FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior
  1746. if (potentialPicks.empty())
  1747. {
  1748. logGlobal->warn("Failed to find artifact that matches requested parameters!");
  1749. return ArtifactID::GRAIL;
  1750. }
  1751. // Find how many times least used artifacts were picked by randomizer
  1752. int leastUsedTimes = std::numeric_limits<int>::max();
  1753. for (auto const & artifact : potentialPicks)
  1754. if (allocatedArtifacts[artifact] < leastUsedTimes)
  1755. leastUsedTimes = allocatedArtifacts[artifact];
  1756. // Pick all artifacts that were used least number of times
  1757. std::set<ArtifactID> preferredPicks;
  1758. for (auto const & artifact : potentialPicks)
  1759. if (allocatedArtifacts[artifact] == leastUsedTimes)
  1760. preferredPicks.insert(artifact);
  1761. assert(!preferredPicks.empty());
  1762. ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, rand);
  1763. allocatedArtifacts[artID] += 1; // record +1 more usage
  1764. return artID;
  1765. }
  1766. ArtifactID CGameState::pickRandomArtifact(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts)
  1767. {
  1768. return pickRandomArtifact(rand, 0xff, std::move(accepts));
  1769. }
  1770. ArtifactID CGameState::pickRandomArtifact(CRandomGenerator & rand, int flags)
  1771. {
  1772. return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; });
  1773. }
  1774. VCMI_LIB_NAMESPACE_END