CGameState.cpp 54 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/RegisterTypes.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. registerTypesClientPacks1(*applier);
  143. registerTypesClientPacks2(*applier);
  144. globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
  145. }
  146. CGameState::~CGameState()
  147. {
  148. // explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState
  149. currentBattles.clear();
  150. map.dellNull();
  151. }
  152. void CGameState::preInit(Services * services)
  153. {
  154. this->services = services;
  155. }
  156. void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
  157. {
  158. preInitAuto();
  159. logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
  160. getRandomGenerator().setSeed(si->seedToBeUsed);
  161. scenarioOps = CMemorySerializer::deepCopy(*si).release();
  162. initialOpts = CMemorySerializer::deepCopy(*si).release();
  163. si = nullptr;
  164. switch(scenarioOps->mode)
  165. {
  166. case StartInfo::NEW_GAME:
  167. initNewGame(mapService, allowSavingRandomMap, progressTracking);
  168. break;
  169. case StartInfo::CAMPAIGN:
  170. initCampaign();
  171. break;
  172. default:
  173. logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
  174. return;
  175. }
  176. VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
  177. logGlobal->info("Map loaded!");
  178. checkMapChecksum();
  179. day = 0;
  180. logGlobal->debug("Initialization:");
  181. initGlobalBonuses();
  182. initPlayerStates();
  183. if (campaign)
  184. campaign->placeCampaignHeroes();
  185. removeHeroPlaceholders();
  186. initGrailPosition();
  187. initRandomFactionsForPlayers();
  188. randomizeMapObjects();
  189. placeStartingHeroes();
  190. initDifficulty();
  191. initHeroes();
  192. initStartingBonus();
  193. initTowns();
  194. placeHeroesInTowns();
  195. initMapObjects();
  196. buildBonusSystemTree();
  197. initVisitingAndGarrisonedHeroes();
  198. initFogOfWar();
  199. // Explicitly initialize static variables
  200. for(auto & elem : players)
  201. {
  202. CGKeys::playerKeyMap[elem.first] = std::set<ui8>();
  203. }
  204. for(auto & elem : teams)
  205. {
  206. CGObelisk::visited[elem.first] = 0;
  207. }
  208. logGlobal->debug("\tChecking objectives");
  209. map->checkForObjectives(); //needs to be run when all objects are properly placed
  210. auto seedAfterInit = getRandomGenerator().nextInt();
  211. logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
  212. if(scenarioOps->seedPostInit > 0)
  213. {
  214. //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
  215. assert(scenarioOps->seedPostInit == seedAfterInit);
  216. }
  217. else
  218. {
  219. scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
  220. }
  221. }
  222. void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
  223. {
  224. switch(metatype)
  225. {
  226. case Metatype::ARTIFACT_INSTANCE:
  227. logGlobal->error("Artifact instance update is not implemented");
  228. break;
  229. case Metatype::CREATURE_INSTANCE:
  230. logGlobal->error("Creature instance update is not implemented");
  231. break;
  232. case Metatype::HERO_INSTANCE:
  233. //index is hero type
  234. if(index >= 0 && index < map->allHeroes.size())
  235. {
  236. CGHeroInstance * hero = map->allHeroes.at(index);
  237. hero->updateFrom(data);
  238. }
  239. else
  240. {
  241. logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
  242. }
  243. break;
  244. case Metatype::MAP_OBJECT_INSTANCE:
  245. if(index >= 0 && index < map->objects.size())
  246. {
  247. CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
  248. obj->updateFrom(data);
  249. }
  250. else
  251. {
  252. logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
  253. }
  254. break;
  255. default:
  256. services->updateEntity(metatype, index, data);
  257. break;
  258. }
  259. }
  260. void CGameState::updateOnLoad(StartInfo * si)
  261. {
  262. preInitAuto();
  263. scenarioOps->playerInfos = si->playerInfos;
  264. for(auto & i : si->playerInfos)
  265. gs->players[i.first].human = i.second.isControlledByHuman();
  266. }
  267. void CGameState::preInitAuto()
  268. {
  269. if(services == nullptr)
  270. {
  271. logGlobal->error("Game state preinit missing");
  272. preInit(VLC);
  273. }
  274. }
  275. void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
  276. {
  277. if(scenarioOps->createRandomMap())
  278. {
  279. logGlobal->info("Create random map.");
  280. CStopWatch sw;
  281. // Gen map
  282. CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, scenarioOps->seedToBeUsed);
  283. progressTracking.include(mapGenerator);
  284. std::unique_ptr<CMap> randomMap = mapGenerator.generate();
  285. progressTracking.exclude(mapGenerator);
  286. if(allowSavingRandomMap)
  287. {
  288. try
  289. {
  290. auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps";
  291. boost::filesystem::create_directories(path);
  292. std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
  293. const std::string templateName = options->getMapTemplate()->getName();
  294. const ui32 seed = scenarioOps->seedToBeUsed;
  295. const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  296. const std::string fileName = boost::str(boost::format("%s_%s_%d.vmap") % dt % templateName % seed );
  297. const auto fullPath = path / fileName;
  298. randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt));
  299. mapService->saveMap(randomMap, fullPath);
  300. logGlobal->info("Random map has been saved to:");
  301. logGlobal->info(fullPath.string());
  302. }
  303. catch(...)
  304. {
  305. logGlobal->error("Saving random map failed with exception");
  306. }
  307. }
  308. map = randomMap.release();
  309. // Update starting options
  310. for(int i = 0; i < map->players.size(); ++i)
  311. {
  312. const auto & playerInfo = map->players[i];
  313. if(playerInfo.canAnyonePlay())
  314. {
  315. PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
  316. playerSettings.compOnly = !playerInfo.canHumanPlay;
  317. playerSettings.castle = playerInfo.defaultCastle();
  318. if(playerSettings.isControlledByAI() && playerSettings.name.empty())
  319. {
  320. playerSettings.name = VLC->generaltexth->allTexts[468];
  321. }
  322. playerSettings.color = PlayerColor(i);
  323. }
  324. else
  325. {
  326. scenarioOps->playerInfos.erase(PlayerColor(i));
  327. }
  328. }
  329. logGlobal->info("Generated random map in %i ms.", sw.getDiff());
  330. }
  331. else
  332. {
  333. logGlobal->info("Open map file: %s", scenarioOps->mapname);
  334. const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
  335. map = mapService->loadMap(mapURI).release();
  336. }
  337. }
  338. void CGameState::initCampaign()
  339. {
  340. campaign = std::make_unique<CGameStateCampaign>(this);
  341. map = campaign->getCurrentMap().release();
  342. }
  343. void CGameState::checkMapChecksum()
  344. {
  345. logGlobal->info("\tOur checksum for the map: %d", map->checksum);
  346. if(scenarioOps->mapfileChecksum)
  347. {
  348. logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
  349. if(map->checksum != scenarioOps->mapfileChecksum)
  350. {
  351. logGlobal->error("Wrong map checksum!!!");
  352. throw std::runtime_error("Wrong checksum");
  353. }
  354. }
  355. else
  356. {
  357. scenarioOps->mapfileChecksum = map->checksum;
  358. }
  359. }
  360. void CGameState::initGlobalBonuses()
  361. {
  362. const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
  363. logGlobal->debug("\tLoading global bonuses");
  364. for(const auto & b : baseBonuses.Struct())
  365. {
  366. auto bonus = JsonUtils::parseBonus(b.second);
  367. bonus->source = BonusSource::GLOBAL;//for all
  368. bonus->sid = BonusSourceID(); //there is one global object
  369. globalEffects.addNewBonus(bonus);
  370. }
  371. VLC->creh->loadCrExpBon(globalEffects);
  372. }
  373. void CGameState::initDifficulty()
  374. {
  375. logGlobal->debug("\tLoading difficulty settings");
  376. const JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
  377. const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
  378. const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
  379. auto setDifficulty = [](PlayerState & state, const JsonNode & json)
  380. {
  381. //set starting resources
  382. state.resources = TResources(json["resources"]);
  383. //set global bonuses
  384. for(auto & jsonBonus : json["globalBonuses"].Vector())
  385. if(auto bonus = JsonUtils::parseBonus(jsonBonus))
  386. state.addNewBonus(bonus);
  387. //set battle bonuses
  388. for(auto & jsonBonus : json["battleBonuses"].Vector())
  389. if(auto bonus = JsonUtils::parseBonus(jsonBonus))
  390. state.battleBonuses.push_back(*bonus);
  391. };
  392. for (auto & elem : players)
  393. {
  394. PlayerState &p = elem.second;
  395. setDifficulty(p, p.human ? difficultyHuman : difficultyAI);
  396. }
  397. if (campaign)
  398. campaign->initStartingResources();
  399. }
  400. void CGameState::initGrailPosition()
  401. {
  402. logGlobal->debug("\tPicking grail position");
  403. //pick grail location
  404. if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
  405. {
  406. if(!map->grailRadius) //radius not given -> anywhere on map
  407. map->grailRadius = map->width * 2;
  408. std::vector<int3> allowedPos;
  409. static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
  410. // add all not blocked tiles in range
  411. for (int z = 0; z < map->levels(); z++)
  412. {
  413. for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
  414. {
  415. for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
  416. {
  417. const TerrainTile &t = map->getTile(int3(x, y, z));
  418. if(!t.blocked
  419. && !t.visitable
  420. && t.terType->isLand()
  421. && t.terType->isPassable()
  422. && (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
  423. allowedPos.emplace_back(x, y, z);
  424. }
  425. }
  426. }
  427. //remove tiles with holes
  428. for(auto & elem : map->objects)
  429. if(elem && elem->ID == Obj::HOLE)
  430. allowedPos -= elem->pos;
  431. if(!allowedPos.empty())
  432. {
  433. map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
  434. }
  435. else
  436. {
  437. logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
  438. }
  439. }
  440. }
  441. void CGameState::initRandomFactionsForPlayers()
  442. {
  443. logGlobal->debug("\tPicking random factions for players");
  444. for(auto & elem : scenarioOps->playerInfos)
  445. {
  446. if(elem.second.castle==FactionID::RANDOM)
  447. {
  448. auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
  449. auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
  450. std::advance(iter, randomID);
  451. elem.second.castle = *iter;
  452. }
  453. }
  454. }
  455. void CGameState::randomizeMapObjects()
  456. {
  457. logGlobal->debug("\tRandomizing objects");
  458. for(CGObjectInstance *object : map->objects)
  459. {
  460. if(!object)
  461. continue;
  462. object->pickRandomObject(getRandomGenerator());
  463. auto * hero = dynamic_cast<CGHeroInstance *>(object);
  464. auto * town = dynamic_cast<CGTownInstance *>(object);
  465. if (hero)
  466. map->heroesOnMap.emplace_back(hero);
  467. if (town)
  468. map->towns.emplace_back(town);
  469. //handle Favouring Winds - mark tiles under it
  470. if(object->ID == Obj::FAVORABLE_WINDS)
  471. {
  472. for (int i = 0; i < object->getWidth() ; i++)
  473. {
  474. for (int j = 0; j < object->getHeight() ; j++)
  475. {
  476. int3 pos = object->pos - int3(i,j,0);
  477. if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
  478. }
  479. }
  480. }
  481. }
  482. }
  483. void CGameState::initPlayerStates()
  484. {
  485. logGlobal->debug("\tCreating player entries in gs");
  486. for(auto & elem : scenarioOps->playerInfos)
  487. {
  488. PlayerState & p = players[elem.first];
  489. p.color=elem.first;
  490. p.human = elem.second.isControlledByHuman();
  491. p.team = map->players[elem.first.getNum()].team;
  492. teams[p.team].id = p.team;//init team
  493. teams[p.team].players.insert(elem.first);//add player to team
  494. }
  495. }
  496. void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
  497. {
  498. for(auto town : map->towns)
  499. {
  500. if(town->getPosition() == townPos)
  501. {
  502. townPos = town->visitablePos();
  503. break;
  504. }
  505. }
  506. auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, VLC->heroh->objects[heroTypeId]->heroClass->getIndex());
  507. CGObjectInstance * hero = handler->create(handler->getTemplates().front());
  508. hero->ID = Obj::HERO;
  509. hero->subID = VLC->heroh->objects[heroTypeId]->heroClass->getIndex();
  510. hero->tempOwner = playerColor;
  511. hero->pos = townPos;
  512. hero->pos += hero->getVisitableOffset();
  513. map->getEditManager()->insertObject(hero);
  514. }
  515. void CGameState::placeStartingHeroes()
  516. {
  517. logGlobal->debug("\tGiving starting hero");
  518. for(auto & playerSettingPair : scenarioOps->playerInfos)
  519. {
  520. auto playerColor = playerSettingPair.first;
  521. auto & playerInfo = map->players[playerColor.getNum()];
  522. if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
  523. {
  524. // Do not place a starting hero if the hero was already placed due to a campaign bonus
  525. if (campaign && campaign->playerHasStartingHero(playerColor))
  526. continue;
  527. HeroTypeID heroTypeId = pickNextHeroType(playerColor);
  528. if(playerSettingPair.second.hero == HeroTypeID::NONE)
  529. playerSettingPair.second.hero = heroTypeId;
  530. placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
  531. }
  532. }
  533. }
  534. void CGameState::removeHeroPlaceholders()
  535. {
  536. // remove any hero placeholders that remain on map after (potential) campaign heroes placement
  537. for(auto obj : map->objects)
  538. {
  539. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  540. {
  541. auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  542. map->removeBlockVisTiles(heroPlaceholder, true);
  543. map->instanceNames.erase(obj->instanceName);
  544. map->objects[heroPlaceholder->id.getNum()] = nullptr;
  545. delete heroPlaceholder;
  546. }
  547. }
  548. }
  549. void CGameState::initHeroes()
  550. {
  551. for(auto hero : map->heroesOnMap) //heroes instances initialization
  552. {
  553. if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
  554. {
  555. logGlobal->warn("Hero with uninitialized owner!");
  556. continue;
  557. }
  558. hero->initHero(getRandomGenerator());
  559. getPlayerState(hero->getOwner())->heroes.push_back(hero);
  560. map->allHeroes[hero->type->getIndex()] = hero;
  561. }
  562. // generate boats for all heroes on water
  563. for(auto hero : map->heroesOnMap)
  564. {
  565. assert(map->isInTheMap(hero->visitablePos()));
  566. const auto & tile = map->getTile(hero->visitablePos());
  567. if (tile.terType->isWater())
  568. {
  569. auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
  570. CGBoat * boat = dynamic_cast<CGBoat*>(handler->create());
  571. handler->configureObject(boat, gs->getRandomGenerator());
  572. boat->pos = hero->pos;
  573. boat->appearance = handler->getTemplates().front();
  574. boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
  575. map->objects.emplace_back(boat);
  576. map->addBlockVisTiles(boat);
  577. hero->attachToBoat(boat);
  578. }
  579. }
  580. for(auto obj : map->objects) //prisons
  581. {
  582. if(obj && obj->ID == Obj::PRISON)
  583. map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
  584. }
  585. std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
  586. for(auto ph : map->predefinedHeroes)
  587. {
  588. if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
  589. continue;
  590. ph->initHero(getRandomGenerator());
  591. heroesPool->addHeroToPool(ph);
  592. heroesToCreate.erase(ph->type->getId());
  593. map->allHeroes[ph->subID] = ph;
  594. }
  595. for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
  596. {
  597. auto * vhi = new CGHeroInstance();
  598. vhi->initHero(getRandomGenerator(), htype);
  599. int typeID = htype.getNum();
  600. map->allHeroes[typeID] = vhi;
  601. heroesPool->addHeroToPool(vhi);
  602. }
  603. for(auto & elem : map->disposedHeroes)
  604. heroesPool->setAvailability(elem.heroId, elem.players);
  605. if (campaign)
  606. campaign->initHeroes();
  607. }
  608. void CGameState::initFogOfWar()
  609. {
  610. logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
  611. int layers = map->levels();
  612. for(auto & elem : teams)
  613. {
  614. auto fow = elem.second.fogOfWarMap;
  615. fow->resize(boost::extents[layers][map->width][map->height]);
  616. std::fill(fow->data(), fow->data() + fow->num_elements(), 0);
  617. for(CGObjectInstance *obj : map->objects)
  618. {
  619. if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
  620. std::unordered_set<int3> tiles;
  621. getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
  622. for(const int3 & tile : tiles)
  623. {
  624. (*elem.second.fogOfWarMap)[tile.z][tile.x][tile.y] = 1;
  625. }
  626. }
  627. }
  628. }
  629. void CGameState::initStartingBonus()
  630. {
  631. if (scenarioOps->mode == StartInfo::CAMPAIGN)
  632. return;
  633. // These are the single scenario bonuses; predefined
  634. // campaign bonuses are spread out over other init* functions.
  635. logGlobal->debug("\tStarting bonuses");
  636. for(auto & elem : players)
  637. {
  638. //starting bonus
  639. if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
  640. scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));
  641. switch(scenarioOps->playerInfos[elem.first].bonus)
  642. {
  643. case PlayerStartingBonus::GOLD:
  644. elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
  645. break;
  646. case PlayerStartingBonus::RESOURCE:
  647. {
  648. auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
  649. if(res == EGameResID::WOOD_AND_ORE)
  650. {
  651. int amount = getRandomGenerator().nextInt(5, 10);
  652. elem.second.resources[EGameResID::WOOD] += amount;
  653. elem.second.resources[EGameResID::ORE] += amount;
  654. }
  655. else
  656. {
  657. elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
  658. }
  659. break;
  660. }
  661. case PlayerStartingBonus::ARTIFACT:
  662. {
  663. if(elem.second.heroes.empty())
  664. {
  665. logGlobal->error("Cannot give starting artifact - no heroes!");
  666. break;
  667. }
  668. const Artifact * toGive = VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toArtifact(VLC->artifacts());
  669. CGHeroInstance *hero = elem.second.heroes[0];
  670. if(!giveHeroArtifact(hero, toGive->getId()))
  671. logGlobal->error("Cannot give starting artifact - no free slots!");
  672. }
  673. break;
  674. }
  675. }
  676. }
  677. void CGameState::initTowns()
  678. {
  679. logGlobal->debug("\tTowns");
  680. if (campaign)
  681. campaign->initTowns();
  682. CGTownInstance::universitySkills.clear();
  683. for ( int i=0; i<4; i++)
  684. CGTownInstance::universitySkills.push_back(14+i);//skills for university
  685. for (auto & elem : map->towns)
  686. {
  687. CGTownInstance * vti =(elem);
  688. if(!vti->town)
  689. {
  690. vti->town = (*VLC->townh)[vti->subID]->town;
  691. }
  692. if(vti->getNameTranslated().empty())
  693. {
  694. size_t nameID = getRandomGenerator().nextInt(vti->getTown()->getRandomNamesCount() - 1);
  695. vti->setNameTextId(vti->getTown()->getRandomNameTextID(nameID));
  696. }
  697. 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 };
  698. 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 };
  699. 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 };
  700. //init buildings
  701. if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
  702. {
  703. vti->builtBuildings.erase(BuildingID::DEFAULT);
  704. vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
  705. if(vti->tempOwner != PlayerColor::NEUTRAL)
  706. vti->builtBuildings.insert(BuildingID::TAVERN);
  707. auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
  708. for(int i = 0; i < definesBuildingsChances.size(); i++)
  709. {
  710. if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
  711. {
  712. vti->builtBuildings.insert(basicDwellings[i]);
  713. }
  714. }
  715. }
  716. // village hall must always exist
  717. vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
  718. //init hordes
  719. for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
  720. {
  721. if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
  722. {
  723. vti->builtBuildings.erase(hordes[i]);//remove old ID
  724. if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
  725. {
  726. vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
  727. //if we have upgraded dwelling as well
  728. if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
  729. vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
  730. }
  731. if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
  732. {
  733. vti->builtBuildings.insert(BuildingID::HORDE_2);
  734. if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
  735. vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
  736. }
  737. }
  738. }
  739. //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
  740. //But DO NOT remove horde placeholders before they are replaced
  741. vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
  742. {
  743. return !vti->getTown()->buildings.count(bid) || !vti->getTown()->buildings.at(bid);
  744. });
  745. if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
  746. vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
  747. //Early check for #1444-like problems
  748. for([[maybe_unused]] const auto & building : vti->builtBuildings)
  749. {
  750. assert(vti->getTown()->buildings.at(building) != nullptr);
  751. }
  752. //town events
  753. for(CCastleEvent &ev : vti->events)
  754. {
  755. for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
  756. if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
  757. {
  758. ev.buildings.erase(hordes[i]);
  759. if (vti->getTown()->hordeLvl.at(0) == i)
  760. ev.buildings.insert(BuildingID::HORDE_1);
  761. if (vti->getTown()->hordeLvl.at(1) == i)
  762. ev.buildings.insert(BuildingID::HORDE_2);
  763. }
  764. }
  765. //init spells
  766. vti->spells.resize(GameConstants::SPELL_LEVELS);
  767. for(ui32 z=0; z<vti->obligatorySpells.size();z++)
  768. {
  769. const auto * s = vti->obligatorySpells[z].toSpell();
  770. vti->spells[s->getLevel()-1].push_back(s->id);
  771. vti->possibleSpells -= s->id;
  772. }
  773. while(!vti->possibleSpells.empty())
  774. {
  775. ui32 total=0;
  776. int sel = -1;
  777. for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
  778. total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
  779. if (total == 0) // remaining spells have 0 probability
  780. break;
  781. auto r = getRandomGenerator().nextInt(total - 1);
  782. for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
  783. {
  784. r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
  785. if(r<0)
  786. {
  787. sel = ps;
  788. break;
  789. }
  790. }
  791. if(sel<0)
  792. sel=0;
  793. const auto * s = vti->possibleSpells[sel].toSpell();
  794. vti->spells[s->getLevel()-1].push_back(s->id);
  795. vti->possibleSpells -= s->id;
  796. }
  797. vti->possibleSpells.clear();
  798. if(vti->getOwner() != PlayerColor::NEUTRAL)
  799. getPlayerState(vti->getOwner())->towns.emplace_back(vti);
  800. }
  801. }
  802. void CGameState::initMapObjects()
  803. {
  804. logGlobal->debug("\tObject initialization");
  805. // objCaller->preInit();
  806. for(CGObjectInstance *obj : map->objects)
  807. {
  808. if(obj)
  809. {
  810. logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);
  811. obj->initObj(getRandomGenerator());
  812. }
  813. }
  814. for(CGObjectInstance *obj : map->objects)
  815. {
  816. if(!obj)
  817. continue;
  818. switch (obj->ID)
  819. {
  820. case Obj::QUEST_GUARD:
  821. case Obj::SEER_HUT:
  822. {
  823. auto * q = dynamic_cast<CGSeerHut *>(obj);
  824. assert (q);
  825. q->setObjToKill();
  826. }
  827. }
  828. }
  829. CGSubterraneanGate::postInit(); //pairing subterranean gates
  830. map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
  831. }
  832. void CGameState::placeHeroesInTowns()
  833. {
  834. for(auto & player : players)
  835. {
  836. if(player.first == PlayerColor::NEUTRAL)
  837. continue;
  838. for(CGHeroInstance * h : player.second.heroes)
  839. {
  840. for(CGTownInstance * t : player.second.towns)
  841. {
  842. if(h->visitablePos().z != t->visitablePos().z)
  843. continue;
  844. bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
  845. // current hero position is at one of blocking tiles of current town
  846. // assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
  847. if (heroOnTownBlockableTile)
  848. {
  849. int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
  850. map->removeBlockVisTiles(h);
  851. h->pos = correctedPos;
  852. map->addBlockVisTiles(h);
  853. assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
  854. }
  855. }
  856. }
  857. }
  858. }
  859. void CGameState::initVisitingAndGarrisonedHeroes()
  860. {
  861. for(auto & player : players)
  862. {
  863. if(player.first == PlayerColor::NEUTRAL)
  864. continue;
  865. //init visiting and garrisoned heroes
  866. for(CGHeroInstance * h : player.second.heroes)
  867. {
  868. for(CGTownInstance * t : player.second.towns)
  869. {
  870. if(h->visitablePos().z != t->visitablePos().z)
  871. continue;
  872. if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
  873. {
  874. assert(t->visitingHero == nullptr);
  875. t->setVisitingHero(h);
  876. }
  877. }
  878. }
  879. }
  880. for (auto hero : map->heroesOnMap)
  881. {
  882. if (hero->visitedTown)
  883. {
  884. assert (hero->visitedTown->visitingHero == hero);
  885. }
  886. }
  887. }
  888. const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
  889. {
  890. if (!player.isValidPlayer())
  891. return nullptr;
  892. for (const auto & battlePtr : currentBattles)
  893. if (battlePtr->sides[0].color == player || battlePtr->sides[1].color == player)
  894. return battlePtr.get();
  895. return nullptr;
  896. }
  897. const BattleInfo * CGameState::getBattle(const BattleID & battle) const
  898. {
  899. for (const auto & battlePtr : currentBattles)
  900. if (battlePtr->battleID == battle)
  901. return battlePtr.get();
  902. return nullptr;
  903. }
  904. BattleInfo * CGameState::getBattle(const BattleID & battle)
  905. {
  906. for (const auto & battlePtr : currentBattles)
  907. if (battlePtr->battleID == battle)
  908. return battlePtr.get();
  909. return nullptr;
  910. }
  911. BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
  912. {
  913. assert(tile.valid());
  914. if(!tile.valid())
  915. return BattleField::NONE;
  916. const TerrainTile &t = map->getTile(tile);
  917. auto * topObject = t.visitableObjects.front();
  918. if(topObject && topObject->getBattlefield() != BattleField::NONE)
  919. {
  920. return topObject->getBattlefield();
  921. }
  922. for(auto &obj : map->objects)
  923. {
  924. //look only for objects covering given tile
  925. if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
  926. continue;
  927. auto customBattlefield = obj->getBattlefield();
  928. if(customBattlefield != BattleField::NONE)
  929. return customBattlefield;
  930. }
  931. if(map->isCoastalTile(tile)) //coastal tile is always ground
  932. return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
  933. return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
  934. }
  935. void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
  936. {
  937. assert(obj);
  938. assert(obj->hasStackAtSlot(stackPos));
  939. out = fillUpgradeInfo(obj->getStack(stackPos));
  940. }
  941. UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
  942. {
  943. UpgradeInfo ret;
  944. const CCreature *base = stack.type;
  945. if (stack.armyObj->ID == Obj::HERO)
  946. {
  947. auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
  948. hero->fillUpgradeInfo(ret, stack);
  949. if (hero->visitedTown)
  950. {
  951. hero->visitedTown->fillUpgradeInfo(ret, stack);
  952. }
  953. else
  954. {
  955. auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
  956. auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
  957. if (object != hero && upgradeSource != nullptr)
  958. upgradeSource->fillUpgradeInfo(ret, stack);
  959. }
  960. }
  961. if (stack.armyObj->ID == Obj::TOWN)
  962. {
  963. auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
  964. town->fillUpgradeInfo(ret, stack);
  965. }
  966. if(!ret.newID.empty())
  967. ret.oldID = base->getId();
  968. for (ResourceSet &cost : ret.cost)
  969. cost.positive(); //upgrade cost can't be negative, ignore missing resources
  970. return ret;
  971. }
  972. PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
  973. {
  974. if ( color1 == color2 )
  975. return PlayerRelations::SAME_PLAYER;
  976. if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
  977. return PlayerRelations::ENEMIES;
  978. const TeamState * ts = getPlayerTeam(color1);
  979. if (ts && vstd::contains(ts->players, color2))
  980. return PlayerRelations::ALLIES;
  981. return PlayerRelations::ENEMIES;
  982. }
  983. void CGameState::apply(CPack *pack)
  984. {
  985. ui16 typ = typeList.getTypeID(pack);
  986. applier->getApplier(typ)->applyOnGS(this, pack);
  987. }
  988. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
  989. {
  990. calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
  991. }
  992. void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
  993. {
  994. //FIXME: creating pathfinder is costly, maybe reset / clear is enough?
  995. CPathfinder pathfinder(this, config);
  996. pathfinder.calculatePaths();
  997. }
  998. /**
  999. * Tells if the tile is guarded by a monster as well as the position
  1000. * of the monster that will attack on it.
  1001. *
  1002. * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
  1003. * the monster guarding the tile.
  1004. */
  1005. std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
  1006. {
  1007. std::vector<CGObjectInstance*> guards;
  1008. const int3 originalPos = pos;
  1009. if (!map->isInTheMap(pos))
  1010. return guards;
  1011. const TerrainTile &posTile = map->getTile(pos);
  1012. if (posTile.visitable)
  1013. {
  1014. for (CGObjectInstance* obj : posTile.visitableObjects)
  1015. {
  1016. if(obj->isBlockedVisitable())
  1017. {
  1018. if (obj->ID == Obj::MONSTER) // Monster
  1019. guards.push_back(obj);
  1020. }
  1021. }
  1022. }
  1023. pos -= int3(1, 1, 0); // Start with top left.
  1024. for (int dx = 0; dx < 3; dx++)
  1025. {
  1026. for (int dy = 0; dy < 3; dy++)
  1027. {
  1028. if (map->isInTheMap(pos))
  1029. {
  1030. const auto & tile = map->getTile(pos);
  1031. if (tile.visitable && (tile.isWater() == posTile.isWater()))
  1032. {
  1033. for (CGObjectInstance* obj : tile.visitableObjects)
  1034. {
  1035. if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
  1036. {
  1037. guards.push_back(obj);
  1038. }
  1039. }
  1040. }
  1041. }
  1042. pos.y++;
  1043. }
  1044. pos.y -= 3;
  1045. pos.x++;
  1046. }
  1047. return guards;
  1048. }
  1049. int3 CGameState::guardingCreaturePosition (int3 pos) const
  1050. {
  1051. return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
  1052. }
  1053. void CGameState::updateRumor()
  1054. {
  1055. static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
  1056. std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
  1057. RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
  1058. if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
  1059. sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
  1060. int rumorId = -1;
  1061. int rumorExtra = -1;
  1062. auto & rand = getRandomGenerator();
  1063. rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
  1064. do
  1065. {
  1066. switch(rumor.type)
  1067. {
  1068. case RumorState::TYPE_SPECIAL:
  1069. {
  1070. SThievesGuildInfo tgi;
  1071. obtainPlayersStats(tgi, 20);
  1072. rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
  1073. if(rumorId == RumorState::RUMOR_GRAIL)
  1074. {
  1075. rumorExtra = getTile(map->grailPos)->terType->getIndex();
  1076. break;
  1077. }
  1078. std::vector<PlayerColor> players = {};
  1079. switch(rumorId)
  1080. {
  1081. case RumorState::RUMOR_OBELISKS:
  1082. players = tgi.obelisks[0];
  1083. break;
  1084. case RumorState::RUMOR_ARTIFACTS:
  1085. players = tgi.artifacts[0];
  1086. break;
  1087. case RumorState::RUMOR_ARMY:
  1088. players = tgi.army[0];
  1089. break;
  1090. case RumorState::RUMOR_INCOME:
  1091. players = tgi.income[0];
  1092. break;
  1093. }
  1094. rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
  1095. break;
  1096. }
  1097. case RumorState::TYPE_MAP:
  1098. // Makes sure that map rumors only used if there enough rumors too choose from
  1099. if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
  1100. {
  1101. rumorId = rand.nextInt((int)map->rumors.size() - 1);
  1102. break;
  1103. }
  1104. else
  1105. rumor.type = RumorState::TYPE_RAND;
  1106. [[fallthrough]];
  1107. case RumorState::TYPE_RAND:
  1108. auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
  1109. rumorId = rand.nextInt((int)vector.size() - 1);
  1110. break;
  1111. }
  1112. }
  1113. while(!rumor.update(rumorId, rumorExtra));
  1114. }
  1115. bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
  1116. {
  1117. if (!map->isInTheMap(pos))
  1118. return false;
  1119. if (!player)
  1120. return true;
  1121. if(player == PlayerColor::NEUTRAL)
  1122. return false;
  1123. if(player->isSpectator())
  1124. return true;
  1125. return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
  1126. }
  1127. bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
  1128. {
  1129. if(!player)
  1130. return true;
  1131. //we should always see our own heroes - but sometimes not visible heroes cause crash :?
  1132. if (player == obj->tempOwner)
  1133. return true;
  1134. if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
  1135. return false;
  1136. //object is visible when at least one blocked tile is visible
  1137. for(int fy=0; fy < obj->getHeight(); ++fy)
  1138. {
  1139. for(int fx=0; fx < obj->getWidth(); ++fx)
  1140. {
  1141. int3 pos = obj->pos + int3(-fx, -fy, 0);
  1142. if ( map->isInTheMap(pos) &&
  1143. obj->coveringAt(pos.x, pos.y) &&
  1144. isVisible(pos, *player))
  1145. return true;
  1146. }
  1147. }
  1148. return false;
  1149. }
  1150. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  1151. {
  1152. const TerrainTile * pom = &map->getTile(dst);
  1153. return map->checkForVisitableDir(src, pom, dst);
  1154. }
  1155. EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
  1156. {
  1157. const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
  1158. const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
  1159. const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
  1160. const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
  1161. auto evaluateEvent = [=](const EventCondition & condition)
  1162. {
  1163. return this->checkForVictory(player, condition);
  1164. };
  1165. const PlayerState *p = CGameInfoCallback::getPlayerState(player);
  1166. //cheater or tester, but has entered the code...
  1167. if (p->enteredWinningCheatCode)
  1168. return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
  1169. if (p->enteredLosingCheatCode)
  1170. return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
  1171. for (const TriggeredEvent & event : map->triggeredEvents)
  1172. {
  1173. if (event.trigger.test(evaluateEvent))
  1174. {
  1175. if (event.effect.type == EventEffect::VICTORY)
  1176. return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
  1177. if (event.effect.type == EventEffect::DEFEAT)
  1178. return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
  1179. }
  1180. }
  1181. if (checkForStandardLoss(player))
  1182. {
  1183. return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
  1184. }
  1185. return EVictoryLossCheckResult();
  1186. }
  1187. bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const
  1188. {
  1189. const PlayerState *p = CGameInfoCallback::getPlayerState(player);
  1190. switch (condition.condition)
  1191. {
  1192. case EventCondition::STANDARD_WIN:
  1193. {
  1194. return player == checkForStandardWin();
  1195. }
  1196. case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
  1197. {
  1198. for(const auto & elem : p->heroes)
  1199. if(elem->hasArt(ArtifactID(condition.objectType)))
  1200. return true;
  1201. return false;
  1202. }
  1203. case EventCondition::HAVE_CREATURES:
  1204. {
  1205. //check if in players armies there is enough creatures
  1206. int total = 0; //creature counter
  1207. for(auto object : map->objects)
  1208. {
  1209. const CArmedInstance *ai = nullptr;
  1210. if(object
  1211. && object->tempOwner == player //object controlled by player
  1212. && (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
  1213. {
  1214. for(const auto & elem : ai->Slots()) //iterate through army
  1215. if(elem.second->type->getIndex() == condition.objectType) //it's searched creature
  1216. total += elem.second->count;
  1217. }
  1218. }
  1219. return total >= condition.value;
  1220. }
  1221. case EventCondition::HAVE_RESOURCES:
  1222. {
  1223. return p->resources[condition.objectType] >= condition.value;
  1224. }
  1225. case EventCondition::HAVE_BUILDING:
  1226. {
  1227. if (condition.object) // specific town
  1228. {
  1229. const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
  1230. return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
  1231. }
  1232. else // any town
  1233. {
  1234. for (const CGTownInstance * t : p->towns)
  1235. {
  1236. if (t->hasBuilt(BuildingID(condition.objectType)))
  1237. return true;
  1238. }
  1239. return false;
  1240. }
  1241. }
  1242. case EventCondition::DESTROY:
  1243. {
  1244. if (condition.object) // mode A - destroy specific object of this type
  1245. {
  1246. if(const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object))
  1247. return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
  1248. else
  1249. return getObj(condition.object->id) == nullptr;
  1250. }
  1251. else
  1252. {
  1253. for(const auto & elem : map->objects) // mode B - destroy all objects of this type
  1254. {
  1255. if(elem && elem->ID.getNum() == condition.objectType)
  1256. return false;
  1257. }
  1258. return true;
  1259. }
  1260. }
  1261. case EventCondition::CONTROL:
  1262. {
  1263. // list of players that need to control object to fulfull condition
  1264. // NOTE: cgameinfocallback specified explicitly in order to get const version
  1265. const auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
  1266. if (condition.object) // mode A - flag one specific object, like town
  1267. {
  1268. return team.count(condition.object->tempOwner) != 0;
  1269. }
  1270. else
  1271. {
  1272. for(const auto & elem : map->objects) // mode B - flag all objects of this type
  1273. {
  1274. //check not flagged objs
  1275. if ( elem && elem->ID.getNum() == condition.objectType && team.count(elem->tempOwner) == 0 )
  1276. return false;
  1277. }
  1278. return true;
  1279. }
  1280. }
  1281. case EventCondition::TRANSPORT:
  1282. {
  1283. const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
  1284. return (t->visitingHero && t->visitingHero->hasArt(ArtifactID(condition.objectType))) ||
  1285. (t->garrisonHero && t->garrisonHero->hasArt(ArtifactID(condition.objectType)));
  1286. }
  1287. case EventCondition::DAYS_PASSED:
  1288. {
  1289. return (si32)gs->day > condition.value;
  1290. }
  1291. case EventCondition::IS_HUMAN:
  1292. {
  1293. return p->human ? condition.value == 1 : condition.value == 0;
  1294. }
  1295. case EventCondition::DAYS_WITHOUT_TOWN:
  1296. {
  1297. if (p->daysWithoutCastle)
  1298. return p->daysWithoutCastle >= condition.value;
  1299. else
  1300. return false;
  1301. }
  1302. case EventCondition::CONST_VALUE:
  1303. {
  1304. return condition.value; // just convert to bool
  1305. }
  1306. case EventCondition::HAVE_0:
  1307. {
  1308. logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
  1309. //TODO: support new condition format
  1310. return false;
  1311. }
  1312. case EventCondition::HAVE_BUILDING_0:
  1313. {
  1314. logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
  1315. //TODO: support new condition format
  1316. return false;
  1317. }
  1318. case EventCondition::DESTROY_0:
  1319. {
  1320. logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
  1321. //TODO: support new condition format
  1322. return false;
  1323. }
  1324. default:
  1325. logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
  1326. return false;
  1327. }
  1328. }
  1329. PlayerColor CGameState::checkForStandardWin() const
  1330. {
  1331. //std victory condition is:
  1332. //all enemies lost
  1333. PlayerColor supposedWinner = PlayerColor::NEUTRAL;
  1334. TeamID winnerTeam = TeamID::NO_TEAM;
  1335. for(const auto & elem : players)
  1336. {
  1337. if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
  1338. {
  1339. if(supposedWinner == PlayerColor::NEUTRAL)
  1340. {
  1341. //first player remaining ingame - candidate for victory
  1342. supposedWinner = elem.second.color;
  1343. winnerTeam = elem.second.team;
  1344. }
  1345. else if(winnerTeam != elem.second.team)
  1346. {
  1347. //current candidate has enemy remaining in game -> no vicotry
  1348. return PlayerColor::NEUTRAL;
  1349. }
  1350. }
  1351. }
  1352. return supposedWinner;
  1353. }
  1354. bool CGameState::checkForStandardLoss(const PlayerColor & player) const
  1355. {
  1356. //std loss condition is: player lost all towns and heroes
  1357. const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
  1358. return pState.checkVanquished();
  1359. }
  1360. struct statsHLP
  1361. {
  1362. using TStat = std::pair<PlayerColor, si64>;
  1363. //converts [<player's color, value>] to vec[place] -> platers
  1364. static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
  1365. {
  1366. std::sort(stats.begin(), stats.end(), statsHLP());
  1367. //put first element
  1368. std::vector< std::vector<PlayerColor> > ret;
  1369. std::vector<PlayerColor> tmp;
  1370. tmp.push_back( stats[0].first );
  1371. ret.push_back( tmp );
  1372. //the rest of elements
  1373. for(int g=1; g<stats.size(); ++g)
  1374. {
  1375. if(stats[g].second == stats[g-1].second)
  1376. {
  1377. (ret.end()-1)->push_back( stats[g].first );
  1378. }
  1379. else
  1380. {
  1381. //create next occupied rank
  1382. std::vector<PlayerColor> tmp;
  1383. tmp.push_back(stats[g].first);
  1384. ret.push_back(tmp);
  1385. }
  1386. }
  1387. return ret;
  1388. }
  1389. bool operator()(const TStat & a, const TStat & b) const
  1390. {
  1391. return a.second > b.second;
  1392. }
  1393. static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
  1394. {
  1395. std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
  1396. if(h.empty())
  1397. return nullptr;
  1398. //best hero will be that with highest exp
  1399. int best = 0;
  1400. for(int b=1; b<h.size(); ++b)
  1401. {
  1402. if(h[b]->exp > h[best]->exp)
  1403. {
  1404. best = b;
  1405. }
  1406. }
  1407. return h[best];
  1408. }
  1409. //calculates total number of artifacts that belong to given player
  1410. static int getNumberOfArts(const PlayerState * ps)
  1411. {
  1412. int ret = 0;
  1413. for(auto h : ps->heroes)
  1414. {
  1415. ret += (int)h->artifactsInBackpack.size() + (int)h->artifactsWorn.size();
  1416. }
  1417. return ret;
  1418. }
  1419. // get total strength of player army
  1420. static si64 getArmyStrength(const PlayerState * ps)
  1421. {
  1422. si64 str = 0;
  1423. for(auto h : ps->heroes)
  1424. {
  1425. if(!h->inTownGarrison) //original h3 behavior
  1426. str += h->getArmyStrength();
  1427. }
  1428. return str;
  1429. }
  1430. // get total gold income
  1431. static int getIncome(const PlayerState * ps)
  1432. {
  1433. int totalIncome = 0;
  1434. const CGObjectInstance * heroOrTown = nullptr;
  1435. //Heroes can produce gold as well - skill, specialty or arts
  1436. for(const auto & h : ps->heroes)
  1437. {
  1438. totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD))));
  1439. if(!heroOrTown)
  1440. heroOrTown = h;
  1441. }
  1442. //Add town income of all towns
  1443. for(const auto & t : ps->towns)
  1444. {
  1445. totalIncome += t->dailyIncome()[EGameResID::GOLD];
  1446. if(!heroOrTown)
  1447. heroOrTown = t;
  1448. }
  1449. /// FIXME: Dirty dirty hack
  1450. /// Stats helper need some access to gamestate.
  1451. std::vector<const CGObjectInstance *> ownedObjects;
  1452. for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
  1453. {
  1454. if(obj && obj->tempOwner == ps->color)
  1455. ownedObjects.push_back(obj);
  1456. }
  1457. /// This is code from CPlayerSpecificInfoCallback::getMyObjects
  1458. /// I'm really need to find out about callback interface design...
  1459. for(const auto * object : ownedObjects)
  1460. {
  1461. //Mines
  1462. if ( object->ID == Obj::MINE )
  1463. {
  1464. const auto * mine = dynamic_cast<const CGMine *>(object);
  1465. assert(mine);
  1466. if (mine->producedResource == EGameResID::GOLD)
  1467. totalIncome += mine->producedQuantity;
  1468. }
  1469. }
  1470. return totalIncome;
  1471. }
  1472. };
  1473. void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
  1474. {
  1475. auto playerInactive = [&](const PlayerColor & color)
  1476. {
  1477. return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
  1478. };
  1479. #define FILL_FIELD(FIELD, VAL_GETTER) \
  1480. { \
  1481. std::vector< std::pair< PlayerColor, si64 > > stats; \
  1482. for(auto g = players.begin(); g != players.end(); ++g) \
  1483. { \
  1484. if(playerInactive(g->second.color)) \
  1485. continue; \
  1486. std::pair< PlayerColor, si64 > stat; \
  1487. stat.first = g->second.color; \
  1488. stat.second = VAL_GETTER; \
  1489. stats.push_back(stat); \
  1490. } \
  1491. tgi.FIELD = statsHLP::getRank(stats); \
  1492. }
  1493. for(auto & elem : players)
  1494. {
  1495. if(!playerInactive(elem.second.color))
  1496. tgi.playerColors.push_back(elem.second.color);
  1497. }
  1498. if(level >= 0) //num of towns & num of heroes
  1499. {
  1500. //num of towns
  1501. FILL_FIELD(numOfTowns, g->second.towns.size())
  1502. //num of heroes
  1503. FILL_FIELD(numOfHeroes, g->second.heroes.size())
  1504. }
  1505. if(level >= 1) //best hero's portrait
  1506. {
  1507. for(const auto & player : players)
  1508. {
  1509. if(playerInactive(player.second.color))
  1510. continue;
  1511. const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
  1512. InfoAboutHero iah;
  1513. iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
  1514. iah.army.clear();
  1515. tgi.colorToBestHero[player.second.color] = iah;
  1516. }
  1517. }
  1518. if(level >= 2) //gold
  1519. {
  1520. FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
  1521. }
  1522. if(level >= 2) //wood & ore
  1523. {
  1524. FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
  1525. }
  1526. if(level >= 3) //mercury, sulfur, crystal, gems
  1527. {
  1528. FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
  1529. }
  1530. if(level >= 3) //obelisks found
  1531. {
  1532. auto getObeliskVisited = [](const TeamID & t)
  1533. {
  1534. if(CGObelisk::visited.count(t))
  1535. return CGObelisk::visited[t];
  1536. else
  1537. return ui8(0);
  1538. };
  1539. FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
  1540. }
  1541. if(level >= 4) //artifacts
  1542. {
  1543. FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
  1544. }
  1545. if(level >= 4) //army strength
  1546. {
  1547. FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
  1548. }
  1549. if(level >= 5) //income
  1550. {
  1551. FILL_FIELD(income, statsHLP::getIncome(&g->second))
  1552. }
  1553. if(level >= 2) //best hero's stats
  1554. {
  1555. //already set in lvl 1 handling
  1556. }
  1557. if(level >= 3) //personality
  1558. {
  1559. for(const auto & player : players)
  1560. {
  1561. if(playerInactive(player.second.color)) //do nothing for neutral player
  1562. continue;
  1563. if(player.second.human)
  1564. {
  1565. tgi.personality[player.second.color] = EAiTactic::NONE;
  1566. }
  1567. else //AI
  1568. {
  1569. tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
  1570. }
  1571. }
  1572. }
  1573. if(level >= 4) //best creature
  1574. {
  1575. //best creatures belonging to player (highest AI value)
  1576. for(const auto & player : players)
  1577. {
  1578. if(playerInactive(player.second.color)) //do nothing for neutral player
  1579. continue;
  1580. int bestCre = -1; //best creature's ID
  1581. for(const auto & elem : player.second.heroes)
  1582. {
  1583. for(const auto & it : elem->Slots())
  1584. {
  1585. int toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
  1586. if(bestCre == -1 || VLC->creh->objects[bestCre]->getAIValue() < VLC->creh->objects[toCmp]->getAIValue())
  1587. {
  1588. bestCre = toCmp;
  1589. }
  1590. }
  1591. }
  1592. tgi.bestCreature[player.second.color] = bestCre;
  1593. }
  1594. }
  1595. #undef FILL_FIELD
  1596. }
  1597. void CGameState::buildBonusSystemTree()
  1598. {
  1599. buildGlobalTeamPlayerTree();
  1600. attachArmedObjects();
  1601. for(CGTownInstance *t : map->towns)
  1602. {
  1603. t->deserializationFix();
  1604. }
  1605. // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
  1606. // are provided on initializing / deserializing
  1607. // NOTE: calling deserializationFix() might be more correct option, but might lead to side effects
  1608. for (auto hero : map->heroesOnMap)
  1609. hero->boatDeserializationFix();
  1610. }
  1611. void CGameState::deserializationFix()
  1612. {
  1613. buildGlobalTeamPlayerTree();
  1614. attachArmedObjects();
  1615. }
  1616. void CGameState::buildGlobalTeamPlayerTree()
  1617. {
  1618. for(auto & team : teams)
  1619. {
  1620. TeamState * t = &team.second;
  1621. t->attachTo(globalEffects);
  1622. for(const PlayerColor & teamMember : team.second.players)
  1623. {
  1624. PlayerState *p = getPlayerState(teamMember);
  1625. assert(p);
  1626. p->attachTo(*t);
  1627. }
  1628. }
  1629. }
  1630. void CGameState::attachArmedObjects()
  1631. {
  1632. for(CGObjectInstance *obj : map->objects)
  1633. {
  1634. if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
  1635. {
  1636. armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
  1637. }
  1638. }
  1639. }
  1640. bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
  1641. {
  1642. CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
  1643. CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(artifact);
  1644. map->addNewArtifactInstance(ai);
  1645. auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
  1646. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  1647. {
  1648. ai->putAt(*h, slot);
  1649. return true;
  1650. }
  1651. else
  1652. {
  1653. return false;
  1654. }
  1655. }
  1656. std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
  1657. {
  1658. std::set<HeroTypeID> ret;
  1659. for(int i = 0; i < map->allowedHeroes.size(); i++)
  1660. if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
  1661. ret.insert(HeroTypeID(i));
  1662. for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
  1663. {
  1664. if(playerSettingPair.second.hero != HeroTypeID::RANDOM)
  1665. ret -= HeroTypeID(playerSettingPair.second.hero);
  1666. }
  1667. for(auto hero : map->heroesOnMap) //heroes instances initialization
  1668. {
  1669. if(hero->type)
  1670. ret -= hero->type->getId();
  1671. else
  1672. ret -= HeroTypeID(hero->subID);
  1673. }
  1674. for(auto obj : map->objects) //prisons
  1675. if(obj && obj->ID == Obj::PRISON)
  1676. ret -= HeroTypeID(obj->subID);
  1677. return ret;
  1678. }
  1679. bool CGameState::isUsedHero(const HeroTypeID & hid) const
  1680. {
  1681. return getUsedHero(hid);
  1682. }
  1683. CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
  1684. {
  1685. for(auto hero : map->heroesOnMap) //heroes instances initialization
  1686. {
  1687. if(hero->type && hero->type->getId() == hid)
  1688. {
  1689. return hero;
  1690. }
  1691. }
  1692. for(auto obj : map->objects) //prisons
  1693. {
  1694. if(obj && obj->ID == Obj::PRISON )
  1695. {
  1696. auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
  1697. assert(hero);
  1698. if ( hero->type && hero->type->getId() == hid )
  1699. return hero;
  1700. }
  1701. }
  1702. return nullptr;
  1703. }
  1704. bool RumorState::update(int id, int extra)
  1705. {
  1706. if(vstd::contains(last, type))
  1707. {
  1708. if(last[type].first != id)
  1709. {
  1710. last[type].first = id;
  1711. last[type].second = extra;
  1712. }
  1713. else
  1714. return false;
  1715. }
  1716. else
  1717. last[type] = std::make_pair(id, extra);
  1718. return true;
  1719. }
  1720. TeamState::TeamState()
  1721. {
  1722. setNodeType(TEAM);
  1723. fogOfWarMap = std::make_shared<boost::multi_array<ui8, 3>>();
  1724. }
  1725. TeamState::TeamState(TeamState && other) noexcept:
  1726. CBonusSystemNode(std::move(other)),
  1727. id(other.id)
  1728. {
  1729. std::swap(players, other.players);
  1730. std::swap(fogOfWarMap, other.fogOfWarMap);
  1731. }
  1732. CRandomGenerator & CGameState::getRandomGenerator()
  1733. {
  1734. return rand;
  1735. }
  1736. VCMI_LIB_NAMESPACE_END