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