CGameStateCampaign.cpp 18 KB

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  1. /*
  2. * CGameStateCampaign.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 "CGameStateCampaign.h"
  12. #include "CGameState.h"
  13. #include "QuestInfo.h"
  14. #include "../campaign/CampaignState.h"
  15. #include "../mapping/CMapEditManager.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../networkPacks/ArtifactLocation.h"
  18. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  19. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  20. #include "../StartInfo.h"
  21. #include "../CBuildingHandler.h"
  22. #include "../CHeroHandler.h"
  23. #include "../mapping/CMap.h"
  24. #include "../ArtifactUtils.h"
  25. #include "../CPlayerState.h"
  26. #include "../serializer/CMemorySerializer.h"
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
  29. hero(hero),
  30. heroPlaceholderId(heroPlaceholderId)
  31. {
  32. }
  33. CGameStateCampaign::CGameStateCampaign(CGameState * owner):
  34. gameState(owner)
  35. {
  36. assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
  37. assert(gameState->scenarioOps->campState != nullptr);
  38. }
  39. std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
  40. {
  41. auto campaignState = gameState->scenarioOps->campState;
  42. return campaignState->getBonus(*campaignState->currentScenario());
  43. }
  44. std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
  45. {
  46. auto campaignState = gameState->scenarioOps->campState;
  47. auto bonus = currentBonus();
  48. if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  49. return static_cast<CampaignScenarioID>(bonus->info2);
  50. return campaignState->lastScenario();
  51. }
  52. void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CampaignTravel & travelOptions)
  53. {
  54. // create heroes list for convenience iterating
  55. std::vector<CGHeroInstance *> crossoverHeroes;
  56. crossoverHeroes.reserve(campaignHeroReplacements.size());
  57. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  58. {
  59. crossoverHeroes.push_back(campaignHeroReplacement.hero);
  60. }
  61. // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
  62. if(!travelOptions.whatHeroKeeps.experience)
  63. {
  64. //trimming experience
  65. for(CGHeroInstance * cgh : crossoverHeroes)
  66. {
  67. cgh->initExp(gameState->getRandomGenerator());
  68. }
  69. }
  70. if(!travelOptions.whatHeroKeeps.primarySkills)
  71. {
  72. //trimming prim skills
  73. for(CGHeroInstance * cgh : crossoverHeroes)
  74. {
  75. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  76. {
  77. auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
  78. .And(Selector::subtype()(BonusSubtypeID(g)))
  79. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  80. cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g.getNum()];
  81. }
  82. }
  83. }
  84. if(!travelOptions.whatHeroKeeps.secondarySkills)
  85. {
  86. //trimming sec skills
  87. for(CGHeroInstance * cgh : crossoverHeroes)
  88. {
  89. cgh->secSkills = cgh->type->secSkillsInit;
  90. cgh->recreateSecondarySkillsBonuses();
  91. }
  92. }
  93. if(!travelOptions.whatHeroKeeps.spells)
  94. {
  95. for(CGHeroInstance * cgh : crossoverHeroes)
  96. {
  97. cgh->removeSpellbook();
  98. }
  99. }
  100. if(!travelOptions.whatHeroKeeps.artifacts)
  101. {
  102. //trimming artifacts
  103. for(CGHeroInstance * hero : crossoverHeroes)
  104. {
  105. const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition)
  106. {
  107. if(artifactPosition == ArtifactPosition::SPELLBOOK)
  108. return; // do not handle spellbook this way
  109. const ArtSlotInfo *info = hero->getSlot(artifactPosition);
  110. if(!info)
  111. return;
  112. // TODO: why would there be nullptr artifacts?
  113. const CArtifactInstance *art = info->artifact;
  114. if(!art)
  115. return;
  116. bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
  117. ArtifactLocation al(hero->id, artifactPosition);
  118. if(!takeable && !hero->getSlot(al.slot)->locked) //don't try removing locked artifacts -> it crashes #1719
  119. hero->getArt(al.slot)->removeFrom(*hero, al.slot);
  120. };
  121. // process on copy - removal of artifact will invalidate container
  122. auto artifactsWorn = hero->artifactsWorn;
  123. for(const auto & art : artifactsWorn)
  124. checkAndRemoveArtifact(art.first);
  125. // process in reverse - removal of artifact will shift all artifacts after this one
  126. for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  127. checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
  128. }
  129. }
  130. //trimming creatures
  131. for(CGHeroInstance * cgh : crossoverHeroes)
  132. {
  133. auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  134. {
  135. CreatureID crid = j.second->getCreatureID();
  136. return !travelOptions.monstersKeptByHero.count(crid);
  137. };
  138. auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
  139. for(auto &slotPair : stacksCopy)
  140. if(shouldSlotBeErased(slotPair))
  141. cgh->eraseStack(slotPair.first);
  142. }
  143. // Removing short-term bonuses
  144. for(CGHeroInstance * cgh : crossoverHeroes)
  145. {
  146. cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
  147. .Or(CSelector(Bonus::OneWeek))
  148. .Or(CSelector(Bonus::NTurns))
  149. .Or(CSelector(Bonus::NDays))
  150. .Or(CSelector(Bonus::OneBattle)));
  151. }
  152. }
  153. void CGameStateCampaign::placeCampaignHeroes()
  154. {
  155. // place bonus hero
  156. auto campaignState = gameState->scenarioOps->campState;
  157. auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
  158. bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
  159. if(campaignGiveHero)
  160. {
  161. auto playerColor = PlayerColor(campaignBonus->info1);
  162. auto it = gameState->scenarioOps->playerInfos.find(playerColor);
  163. if(it != gameState->scenarioOps->playerInfos.end())
  164. {
  165. HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
  166. if(heroTypeId.getNum() == 0xffff) // random bonus hero
  167. {
  168. heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
  169. }
  170. gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
  171. }
  172. }
  173. logGlobal->debug("\tGenerate list of hero placeholders");
  174. auto campaignHeroReplacements = generateCampaignHeroesToReplace();
  175. logGlobal->debug("\tPrepare crossover heroes");
  176. trimCrossoverHeroesParameters(campaignHeroReplacements, campaignState->scenario(*campaignState->currentScenario()).travelOptions);
  177. // remove same heroes on the map which will be added through crossover heroes
  178. // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
  179. // with the same hero type id
  180. std::vector<CGHeroInstance *> removedHeroes;
  181. std::set<HeroTypeID> heroesToRemove = campaignState->getReservedHeroes();
  182. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  183. heroesToRemove.insert(campaignHeroReplacement.hero->getHeroType());
  184. for(auto & heroID : heroesToRemove)
  185. {
  186. // Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear
  187. if (campaignState->getHeroByType(heroID).isNull())
  188. continue;
  189. auto * hero = gameState->getUsedHero(heroID);
  190. if(hero)
  191. {
  192. removedHeroes.push_back(hero);
  193. gameState->map->heroesOnMap -= hero;
  194. gameState->map->objects[hero->id.getNum()] = nullptr;
  195. gameState->map->removeBlockVisTiles(hero, true);
  196. }
  197. }
  198. logGlobal->debug("\tReplace placeholders with heroes");
  199. replaceHeroesPlaceholders(campaignHeroReplacements);
  200. // now add removed heroes again with unused type ID
  201. for(auto * hero : removedHeroes)
  202. {
  203. HeroTypeID heroTypeId;
  204. if(hero->ID == Obj::HERO)
  205. {
  206. heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
  207. }
  208. else if(hero->ID == Obj::PRISON)
  209. {
  210. auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
  211. if(!unusedHeroTypeIds.empty())
  212. {
  213. heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
  214. }
  215. else
  216. {
  217. logGlobal->error("No free hero type ID found to replace prison.");
  218. assert(0);
  219. }
  220. }
  221. else
  222. {
  223. assert(0); // should not happen
  224. }
  225. hero->setHeroType(heroTypeId);
  226. gameState->map->getEditManager()->insertObject(hero);
  227. }
  228. }
  229. void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
  230. {
  231. auto curBonus = currentBonus();
  232. if(!curBonus)
  233. return;
  234. assert(curBonus->isBonusForHero());
  235. //apply bonus
  236. switch(curBonus->type)
  237. {
  238. case CampaignBonusType::SPELL:
  239. {
  240. hero->addSpellToSpellbook(SpellID(curBonus->info2));
  241. break;
  242. }
  243. case CampaignBonusType::MONSTER:
  244. {
  245. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  246. {
  247. if(hero->slotEmpty(SlotID(i)))
  248. {
  249. hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
  250. break;
  251. }
  252. }
  253. break;
  254. }
  255. case CampaignBonusType::ARTIFACT:
  256. {
  257. if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
  258. logGlobal->error("Cannot give starting artifact - no free slots!");
  259. break;
  260. }
  261. case CampaignBonusType::SPELL_SCROLL:
  262. {
  263. CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
  264. const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
  265. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  266. scroll->putAt(*hero, slot);
  267. else
  268. logGlobal->error("Cannot give starting scroll - no free slots!");
  269. break;
  270. }
  271. case CampaignBonusType::PRIMARY_SKILL:
  272. {
  273. const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
  274. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  275. {
  276. int val = ptr[g.getNum()];
  277. if(val == 0)
  278. continue;
  279. auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
  280. auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
  281. hero->addNewBonus(bb);
  282. }
  283. break;
  284. }
  285. case CampaignBonusType::SECONDARY_SKILL:
  286. {
  287. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  288. break;
  289. }
  290. }
  291. }
  292. void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
  293. {
  294. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  295. {
  296. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
  297. CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
  298. heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
  299. if(heroPlaceholder->tempOwner.isValidPlayer())
  300. heroToPlace->tempOwner = heroPlaceholder->tempOwner;
  301. heroToPlace->pos = heroPlaceholder->pos;
  302. heroToPlace->type = VLC->heroh->objects[heroToPlace->getHeroType().getNum()];
  303. heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
  304. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  305. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  306. gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
  307. gameState->map->heroesOnMap.emplace_back(heroToPlace);
  308. gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
  309. gameState->map->addBlockVisTiles(heroToPlace);
  310. gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
  311. delete heroPlaceholder;
  312. }
  313. }
  314. std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace()
  315. {
  316. auto campaignState = gameState->scenarioOps->campState;
  317. std::vector<CampaignHeroReplacement> campaignHeroReplacements;
  318. std::vector<CGHeroPlaceholder *> placeholdersByPower;
  319. std::vector<CGHeroPlaceholder *> placeholdersByType;
  320. // find all placeholders on map
  321. for(auto obj : gameState->map->objects)
  322. {
  323. if(!obj)
  324. continue;
  325. if (obj->ID != Obj::HERO_PLACEHOLDER)
  326. continue;
  327. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  328. // only 1 field must be set
  329. assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());
  330. if(heroPlaceholder->powerRank)
  331. placeholdersByPower.push_back(heroPlaceholder);
  332. if(heroPlaceholder->heroType)
  333. placeholdersByType.push_back(heroPlaceholder);
  334. }
  335. //selecting heroes by type
  336. for(const auto * placeholder : placeholdersByType)
  337. {
  338. const auto & node = campaignState->getHeroByType(*placeholder->heroType);
  339. if (node.isNull())
  340. {
  341. logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
  342. continue;
  343. }
  344. CGHeroInstance * hero = CampaignState::crossoverDeserialize(node, gameState->map);
  345. logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
  346. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  347. }
  348. auto lastScenario = getHeroesSourceScenario();
  349. if (!placeholdersByPower.empty() && lastScenario)
  350. {
  351. // sort hero placeholders descending power
  352. boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
  353. {
  354. return *a->powerRank > *b->powerRank;
  355. });
  356. const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
  357. auto nodeListIter = nodeList.begin();
  358. for(const auto * placeholder : placeholdersByPower)
  359. {
  360. if (nodeListIter == nodeList.end())
  361. break;
  362. CGHeroInstance * hero = CampaignState::crossoverDeserialize(*nodeListIter, gameState->map);
  363. nodeListIter++;
  364. logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
  365. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  366. }
  367. }
  368. return campaignHeroReplacements;
  369. }
  370. void CGameStateCampaign::initHeroes()
  371. {
  372. auto chosenBonus = currentBonus();
  373. if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  374. {
  375. //find human player
  376. PlayerColor humanPlayer=PlayerColor::NEUTRAL;
  377. for (auto & elem : gameState->players)
  378. {
  379. if(elem.second.human)
  380. {
  381. humanPlayer = elem.first;
  382. break;
  383. }
  384. }
  385. assert(humanPlayer != PlayerColor::NEUTRAL);
  386. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
  387. if (chosenBonus->info1 == 0xFFFD) //most powerful
  388. {
  389. int maxB = -1;
  390. for (int b=0; b<heroes.size(); ++b)
  391. {
  392. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  393. {
  394. maxB = b;
  395. }
  396. }
  397. if(maxB < 0)
  398. logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
  399. else
  400. giveCampaignBonusToHero(heroes[maxB]);
  401. }
  402. else //specific hero
  403. {
  404. for (auto & heroe : heroes)
  405. {
  406. if (heroe->getHeroType().getNum() == chosenBonus->info1)
  407. {
  408. giveCampaignBonusToHero(heroe);
  409. break;
  410. }
  411. }
  412. }
  413. }
  414. }
  415. void CGameStateCampaign::initStartingResources()
  416. {
  417. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  418. {
  419. std::vector<const PlayerSettings *> ret;
  420. for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
  421. {
  422. if(playerInfo.second.isControlledByHuman())
  423. ret.push_back(&playerInfo.second);
  424. }
  425. return ret;
  426. };
  427. auto chosenBonus = currentBonus();
  428. if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
  429. {
  430. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  431. for(const PlayerSettings *ps : people)
  432. {
  433. std::vector<GameResID> res; //resources we will give
  434. switch (chosenBonus->info1)
  435. {
  436. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  437. res.push_back(chosenBonus->info1);
  438. break;
  439. case 0xFD: //wood+ore
  440. res.push_back(GameResID(EGameResID::WOOD));
  441. res.push_back(GameResID(EGameResID::ORE));
  442. break;
  443. case 0xFE: //rare
  444. res.push_back(GameResID(EGameResID::MERCURY));
  445. res.push_back(GameResID(EGameResID::SULFUR));
  446. res.push_back(GameResID(EGameResID::CRYSTAL));
  447. res.push_back(GameResID(EGameResID::GEMS));
  448. break;
  449. default:
  450. assert(0);
  451. break;
  452. }
  453. //increasing resource quantity
  454. for (auto & re : res)
  455. {
  456. gameState->players[ps->color].resources[re] += chosenBonus->info2;
  457. }
  458. }
  459. }
  460. }
  461. void CGameStateCampaign::initTowns()
  462. {
  463. auto chosenBonus = currentBonus();
  464. if (!chosenBonus)
  465. return;
  466. if (chosenBonus->type != CampaignBonusType::BUILDING)
  467. return;
  468. for (int g=0; g<gameState->map->towns.size(); ++g)
  469. {
  470. CGTownInstance * town = gameState->map->towns[g];
  471. PlayerState * owner = gameState->getPlayerState(town->getOwner());
  472. if (!owner)
  473. continue;
  474. PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
  475. if (!owner->human)
  476. continue;
  477. if (town->pos != pi.posOfMainTown)
  478. continue;
  479. BuildingID newBuilding;
  480. if(gameState->scenarioOps->campState->formatVCMI())
  481. newBuilding = BuildingID(chosenBonus->info1);
  482. else
  483. newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->builtBuildings);
  484. // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
  485. while(true)
  486. {
  487. if (newBuilding == BuildingID::NONE)
  488. break;
  489. if (town->builtBuildings.count(newBuilding) != 0)
  490. break;
  491. town->builtBuildings.insert(newBuilding);
  492. auto building = town->town->buildings.at(newBuilding);
  493. newBuilding = building->upgrade;
  494. }
  495. break;
  496. }
  497. }
  498. bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
  499. {
  500. auto campaignBonus = currentBonus();
  501. if (!campaignBonus)
  502. return false;
  503. if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
  504. return true;
  505. return false;
  506. }
  507. std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
  508. {
  509. return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE);
  510. }
  511. VCMI_LIB_NAMESPACE_END