CGameState.h 7.4 KB

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  1. /*
  2. * CGameState.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "bonuses/CBonusSystemNode.h"
  12. #include "IGameCallback.h"
  13. namespace boost
  14. {
  15. class shared_mutex;
  16. }
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. class EVictoryLossCheckResult;
  19. class Services;
  20. class IMapService;
  21. class CMap;
  22. struct CPack;
  23. class CHeroClass;
  24. struct EventCondition;
  25. struct CampaignTravel;
  26. class CStackInstance;
  27. class CGameStateCampaign;
  28. class TavernHeroesPool;
  29. struct SThievesGuildInfo;
  30. template<typename T> class CApplier;
  31. class CBaseForGSApply;
  32. struct DLL_LINKAGE RumorState
  33. {
  34. enum ERumorType : ui8
  35. {
  36. TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
  37. };
  38. enum ERumorTypeSpecial : ui8
  39. {
  40. RUMOR_OBELISKS = 208,
  41. RUMOR_ARTIFACTS = 209,
  42. RUMOR_ARMY = 210,
  43. RUMOR_INCOME = 211,
  44. RUMOR_GRAIL = 212
  45. };
  46. ERumorType type;
  47. std::map<ERumorType, std::pair<int, int>> last;
  48. RumorState(){type = TYPE_NONE;};
  49. bool update(int id, int extra);
  50. template <typename Handler> void serialize(Handler &h, const int version)
  51. {
  52. h & type;
  53. h & last;
  54. }
  55. };
  56. struct UpgradeInfo
  57. {
  58. CreatureID oldID; //creature to be upgraded
  59. std::vector<CreatureID> newID; //possible upgrades
  60. std::vector<ResourceSet> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
  61. UpgradeInfo(){oldID = CreatureID::NONE;};
  62. };
  63. class BattleInfo;
  64. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
  65. class DLL_LINKAGE CGameState : public CNonConstInfoCallback
  66. {
  67. friend class CGameStateCampaign;
  68. public:
  69. //we have here all heroes available on this map that are not hired
  70. std::unique_ptr<TavernHeroesPool> heroesPool;
  71. CGameState();
  72. virtual ~CGameState();
  73. void preInit(Services * services);
  74. void init(const IMapService * mapService, StartInfo * si, bool allowSavingRandomMap = false);
  75. void updateOnLoad(StartInfo * si);
  76. ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
  77. PlayerColor currentPlayer; //ID of player currently having turn
  78. ConstTransitivePtr<BattleInfo> curB; //current battle
  79. ui32 day; //total number of days in game
  80. ConstTransitivePtr<CMap> map;
  81. std::map<PlayerColor, PlayerState> players;
  82. std::map<TeamID, TeamState> teams;
  83. CBonusSystemNode globalEffects;
  84. RumorState rumor;
  85. static boost::shared_mutex mutex;
  86. void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
  87. bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
  88. void apply(CPack *pack);
  89. BattleField battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
  90. void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
  91. PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
  92. bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
  93. void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out) override; //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
  94. void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) override;
  95. int3 guardingCreaturePosition (int3 pos) const override;
  96. std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
  97. void updateRumor();
  98. // ----- victory, loss condition checks -----
  99. EVictoryLossCheckResult checkForVictoryAndLoss(const PlayerColor & player) const;
  100. bool checkForVictory(const PlayerColor & player, const EventCondition & condition) const; //checks if given player is winner
  101. PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
  102. bool checkForStandardLoss(const PlayerColor & player) const; //checks if given player lost the game
  103. void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
  104. bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
  105. bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;
  106. int getDate(Date::EDateType mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  107. // ----- getters, setters -----
  108. /// This RNG should only be used inside GS or CPackForClient-derived applyGs
  109. /// If this doesn't work for your code that mean you need a new netpack
  110. ///
  111. /// Client-side must use CRandomGenerator::getDefault which is not serialized
  112. ///
  113. /// CGameHandler have it's own getter for CRandomGenerator::getDefault
  114. /// Any server-side code outside of GH must use CRandomGenerator::getDefault
  115. CRandomGenerator & getRandomGenerator();
  116. template <typename Handler> void serialize(Handler &h, const int version)
  117. {
  118. h & scenarioOps;
  119. h & initialOpts;
  120. h & currentPlayer;
  121. h & day;
  122. h & map;
  123. h & players;
  124. h & teams;
  125. h & heroesPool;
  126. h & globalEffects;
  127. h & rand;
  128. h & rumor;
  129. h & campaign;
  130. BONUS_TREE_DESERIALIZATION_FIX
  131. }
  132. private:
  133. // ----- initialization -----
  134. void preInitAuto();
  135. void initNewGame(const IMapService * mapService, bool allowSavingRandomMap);
  136. void checkMapChecksum();
  137. void initGlobalBonuses();
  138. void initGrailPosition();
  139. void initRandomFactionsForPlayers();
  140. void randomizeMapObjects();
  141. void randomizeObject(CGObjectInstance *cur);
  142. void initPlayerStates();
  143. void placeStartingHeroes();
  144. void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
  145. void removeHeroPlaceholders();
  146. void initStartingResources();
  147. void initHeroes();
  148. void placeHeroesInTowns();
  149. void initFogOfWar();
  150. void initStartingBonus();
  151. void initTowns();
  152. void initMapObjects();
  153. void initVisitingAndGarrisonedHeroes();
  154. void initCampaign();
  155. // ----- bonus system handling -----
  156. void buildBonusSystemTree();
  157. void attachArmedObjects();
  158. void buildGlobalTeamPlayerTree();
  159. void deserializationFix();
  160. // ---- misc helpers -----
  161. CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
  162. bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
  163. std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
  164. std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
  165. HeroTypeID pickUnusedHeroTypeRandomly(const PlayerColor & owner); // picks a unused hero type randomly
  166. HeroTypeID pickNextHeroType(const PlayerColor & owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
  167. UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
  168. // ---- data -----
  169. std::shared_ptr<CApplier<CBaseForGSApply>> applier;
  170. CRandomGenerator rand;
  171. Services * services;
  172. /// Ponter to campaign state manager. Nullptr for single scenarios
  173. std::unique_ptr<CGameStateCampaign> campaign;
  174. friend class IGameCallback;
  175. friend class CMapHandler;
  176. friend class CGameHandler;
  177. };
  178. VCMI_LIB_NAMESPACE_END