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- #include "StdInc.h"
- #include "CGameState.h"
- #include "mapping/CCampaignHandler.h"
- #include "CDefObjInfoHandler.h"
- #include "CArtHandler.h"
- #include "CBuildingHandler.h"
- #include "CGeneralTextHandler.h"
- #include "CTownHandler.h"
- #include "CSpellHandler.h"
- #include "CHeroHandler.h"
- #include "CObjectHandler.h"
- #include "CCreatureHandler.h"
- #include "CModHandler.h"
- #include "VCMI_Lib.h"
- #include "Connection.h"
- #include "mapping/CMap.h"
- #include "mapping/CMapService.h"
- #include "StartInfo.h"
- #include "NetPacks.h"
- #include "registerTypes/RegisterTypes.h"
- #include "mapping/CMapInfo.h"
- #include "BattleState.h"
- #include "JsonNode.h"
- #include "filesystem/Filesystem.h"
- #include "GameConstants.h"
- #include "rmg/CMapGenerator.h"
- #include "CStopWatch.h"
- #include "mapping/CMapEditManager.h"
- class CGObjectInstance;
- #ifdef min
- #undef min
- #endif
- #ifdef max
- #undef max
- #endif
- /*
- * CGameState.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- template <typename T> class CApplyOnGS;
- class CBaseForGSApply
- {
- public:
- virtual void applyOnGS(CGameState *gs, void *pack) const =0;
- virtual ~CBaseForGSApply(){};
- template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
- {
- return new CApplyOnGS<U>;
- }
- };
- template <typename T> class CApplyOnGS : public CBaseForGSApply
- {
- public:
- void applyOnGS(CGameState *gs, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
- ptr->applyGs(gs);
- }
- };
- static CApplier<CBaseForGSApply> *applierGs = nullptr;
- // class IObjectCaller
- // {
- // public:
- // virtual ~IObjectCaller(){};
- // virtual void preInit()=0;
- // virtual void postInit()=0;
- // };
- //
- // template <typename T>
- // class CObjectCaller : public IObjectCaller
- // {
- // public:
- // void preInit()
- // {
- // //T::preInit();
- // }
- // void postInit()
- // {
- // //T::postInit();
- // }
- // };
- // class CObjectCallersHandler
- // {
- // public:
- // std::vector<IObjectCaller*> apps;
- //
- // template<typename T> void registerType(const T * t=nullptr)
- // {
- // apps.push_back(new CObjectCaller<T>);
- // }
- //
- // CObjectCallersHandler()
- // {
- // registerTypesMapObjects(*this);
- // }
- //
- // ~CObjectCallersHandler()
- // {
- // for (auto & elem : apps)
- // delete elem;
- // }
- //
- // void preInit()
- // {
- // // for (size_t i = 0; i < apps.size(); i++)
- // // apps[i]->preInit();
- // }
- //
- // void postInit()
- // {
- // //for (size_t i = 0; i < apps.size(); i++)
- // //apps[i]->postInit();
- // }
- // } *objCaller = nullptr;
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
- {
- int type = txt.first, ser = txt.second;
- if(type == ART_NAMES)
- {
- dst = VLC->arth->artifacts[ser]->Name();
- }
- else if(type == CRE_PL_NAMES)
- {
- dst = VLC->creh->creatures[ser]->namePl;
- }
- else if(type == MINE_NAMES)
- {
- dst = VLC->generaltexth->mines[ser].first;
- }
- else if(type == MINE_EVNTS)
- {
- dst = VLC->generaltexth->mines[ser].second;
- }
- else if(type == SPELL_NAME)
- {
- dst = SpellID(ser).toSpell()->name;
- }
- else if(type == CRE_SING_NAMES)
- {
- dst = VLC->creh->creatures[ser]->nameSing;
- }
- else if(type == ART_DESCR)
- {
- dst = VLC->arth->artifacts[ser]->Description();
- }
- else if (type == ART_EVNTS)
- {
- dst = VLC->arth->artifacts[ser]->EventText();
- }
- else
- {
- std::vector<std::string> *vec;
- switch(type)
- {
- case GENERAL_TXT:
- vec = &VLC->generaltexth->allTexts;
- break;
- case XTRAINFO_TXT:
- vec = &VLC->generaltexth->xtrainfo;
- break;
- case OBJ_NAMES:
- vec = &VLC->generaltexth->names;
- break;
- case RES_NAMES:
- vec = &VLC->generaltexth->restypes;
- break;
- case ARRAY_TXT:
- vec = &VLC->generaltexth->arraytxt;
- break;
- case CREGENS:
- vec = &VLC->generaltexth->creGens;
- break;
- case CREGENS4:
- vec = &VLC->generaltexth->creGens4;
- break;
- case ADVOB_TXT:
- vec = &VLC->generaltexth->advobtxt;
- break;
- case SEC_SKILL_NAME:
- vec = &VLC->generaltexth->skillName;
- break;
- case COLOR:
- vec = &VLC->generaltexth->capColors;
- break;
- default:
- logGlobal->errorStream() << "Failed string substitution because type is " << type;
- dst = "#@#";
- return;
- }
- if(vec->size() <= ser)
- {
- logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
- dst = "#!#";
- }
- else
- dst = (*vec)[ser];
- }
- }
- DLL_LINKAGE void MetaString::toString(std::string &dst) const
- {
- size_t exSt = 0, loSt = 0, nums = 0;
- dst.clear();
- for(auto & elem : message)
- {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
- switch(elem)
- {
- case TEXACT_STRING:
- dst += exactStrings[exSt++];
- break;
- case TLOCAL_STRING:
- {
- std::string hlp;
- getLocalString(localStrings[loSt++], hlp);
- dst += hlp;
- }
- break;
- case TNUMBER:
- dst += boost::lexical_cast<std::string>(numbers[nums++]);
- break;
- case TREPLACE_ESTRING:
- boost::replace_first(dst, "%s", exactStrings[exSt++]);
- break;
- case TREPLACE_LSTRING:
- {
- std::string hlp;
- getLocalString(localStrings[loSt++], hlp);
- boost::replace_first(dst, "%s", hlp);
- }
- break;
- case TREPLACE_NUMBER:
- boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- case TREPLACE_PLUSNUMBER:
- boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- logGlobal->errorStream() << "MetaString processing error!";
- break;
- }
- }
- }
- DLL_LINKAGE std::string MetaString::toString() const
- {
- std::string ret;
- toString(ret);
- return ret;
- }
- DLL_LINKAGE std::string MetaString::buildList () const
- ///used to handle loot from creature bank
- {
- size_t exSt = 0, loSt = 0, nums = 0;
- std::string lista;
- for (int i = 0; i < message.size(); ++i)
- {
- if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
- {
- if (exSt == exactStrings.size() - 1)
- lista += VLC->generaltexth->allTexts[141]; //" and "
- else
- lista += ", ";
- }
- switch (message[i])
- {
- case TEXACT_STRING:
- lista += exactStrings[exSt++];
- break;
- case TLOCAL_STRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista += hlp;
- }
- break;
- case TNUMBER:
- lista += boost::lexical_cast<std::string>(numbers[nums++]);
- break;
- case TREPLACE_ESTRING:
- lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
- break;
- case TREPLACE_LSTRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista.replace (lista.find("%s"), 2, hlp);
- }
- break;
- case TREPLACE_NUMBER:
- lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- logGlobal->errorStream() << "MetaString processing error!";
- }
- }
- return lista;
- }
- void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
- {
- if (!count)
- addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
- else if (count == 1)
- addReplacement (CRE_SING_NAMES, id);
- else
- addReplacement (CRE_PL_NAMES, id);
- }
- void MetaString::addReplacement(const CStackBasicDescriptor &stack)
- {
- assert(stack.type); //valid type
- addCreReplacement(stack.type->idNumber, stack.count);
- }
- static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
- {
- CGObjectInstance * nobj;
- switch(id)
- {
- case Obj::HERO:
- nobj = new CGHeroInstance();
- nobj->appearance = VLC->dobjinfo->pickCandidates(id, VLC->heroh->heroes[subid]->heroClass->id).front();
- break;
- case Obj::TOWN:
- nobj = new CGTownInstance;
- break;
- default: //rest of objects
- nobj = new CGObjectInstance;
- break;
- }
- nobj->ID = id;
- nobj->subID = subid;
- nobj->pos = pos;
- nobj->tempOwner = owner;
- if (id != Obj::HERO)
- nobj->appearance = VLC->dobjinfo->pickCandidates(id, subid).front();
- return nobj;
- }
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
- {
- CGHeroInstance *ret = nullptr;
- if(player>=PlayerColor::PLAYER_LIMIT)
- {
- logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
- return nullptr;
- }
- std::vector<CGHeroInstance *> pool;
- if(native)
- {
- for(auto & elem : available)
- {
- if(pavailable.find(elem.first)->second & 1<<player.getNum()
- && elem.second->type->heroClass->faction == town->faction->index)
- {
- pool.push_back(elem.second); //get all available heroes
- }
- }
- if(!pool.size())
- {
- logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
- return pickHeroFor(false, player, town, available, rand);
- }
- else
- {
- ret = *RandomGeneratorUtil::nextItem(pool, rand);
- }
- }
- else
- {
- int sum=0, r;
- for(auto & elem : available)
- {
- if (pavailable.find(elem.first)->second & (1<<player.getNum()) && // hero is available
- ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
- {
- pool.push_back(elem.second);
- sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
- }
- }
- if(!pool.size() || sum == 0)
- {
- logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
- return nullptr;
- }
- r = rand.nextInt(sum - 1);
- for (auto & elem : pool)
- {
- r -= elem->type->heroClass->selectionProbability[town->faction->index];
- if(r < 0)
- {
- ret = elem;
- break;
- }
- }
- if(!ret)
- ret = pool.back();
- }
- available.erase(ret->subID);
- return ret;
- }
- void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
- {
- heroesFromPreviousScenario.push_back(hero);
- heroesFromAnyPreviousScenarios.push_back(hero);
- }
- void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
- {
- heroesFromPreviousScenario -= hero;
- heroesFromAnyPreviousScenarios -= hero;
- }
- CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
- {
- }
- int CGameState::pickNextHeroType(PlayerColor owner)
- {
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
- {
- return ps.hero;
- }
- return pickUnusedHeroTypeRandomly(owner);
- }
- int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
- {
- //list of available heroes for this faction and others
- std::vector<HeroTypeID> factionHeroes, otherHeroes;
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- for(HeroTypeID hid : getUnusedAllowedHeroes())
- {
- if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
- factionHeroes.push_back(hid);
- else
- otherHeroes.push_back(hid);
- }
- // select random hero native to "our" faction
- if(!factionHeroes.empty())
- {
- return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
- }
- logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
- if(!otherHeroes.empty())
- {
- return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
- }
- logGlobal->errorStream() << "No free allowed heroes!";
- auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
- if(notAllowedHeroesButStillBetterThanCrash.size())
- return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
- logGlobal->errorStream() << "No free heroes at all!";
- assert(0); //current code can't handle this situation
- return -1; // no available heroes at all
- }
- std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
- {
- switch(obj->ID)
- {
- case Obj::RANDOM_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
- case Obj::RANDOM_TREASURE_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
- case Obj::RANDOM_MINOR_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
- case Obj::RANDOM_MAJOR_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
- case Obj::RANDOM_RELIC_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
- case Obj::RANDOM_HERO:
- return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
- case Obj::RANDOM_MONSTER:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
- case Obj::RANDOM_MONSTER_L1:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
- case Obj::RANDOM_MONSTER_L2:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
- case Obj::RANDOM_MONSTER_L3:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
- case Obj::RANDOM_MONSTER_L4:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
- case Obj::RANDOM_RESOURCE:
- return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
- case Obj::RANDOM_TOWN:
- {
- PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
- si32 f; // can be negative (for random)
- if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
- {
- if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
- f = -1; //random
- else
- f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
- }
- else
- {
- f = scenarioOps->getIthPlayersSettings(align).castle;
- }
- if(f<0)
- {
- do
- {
- f = rand.nextInt(VLC->townh->factions.size() - 1);
- }
- while (VLC->townh->factions[f]->town == nullptr); // find playable faction
- }
- return std::make_pair(Obj::TOWN,f);
- }
- case Obj::RANDOM_MONSTER_L5:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
- case Obj::RANDOM_MONSTER_L6:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
- case Obj::RANDOM_MONSTER_L7:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7));
- case Obj::RANDOM_DWELLING:
- case Obj::RANDOM_DWELLING_LVL:
- case Obj::RANDOM_DWELLING_FACTION:
- {
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- int faction;
- //if castle alignment available
- if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
- {
- faction = rand.nextInt(VLC->townh->factions.size() - 1);
- if (info->asCastle)
- {
- for(auto & elem : map->objects)
- {
- if(!elem)
- continue;
- if(elem->ID==Obj::RANDOM_TOWN
- && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
- {
- randomizeObject(elem); //we have to randomize the castle first
- faction = elem->subID;
- break;
- }
- else if(elem->ID==Obj::TOWN
- && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
- {
- faction = elem->subID;
- break;
- }
- }
- }
- else
- {
- while(!(info->castles[0]&(1<<faction)))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = rand.nextInt(GameConstants::F_NUMBER - 1);
- }
- }
- }
- else // castle alignment fixed
- faction = obj->subID;
- int level;
- //if level set to range
- if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
- {
- level = rand.nextInt(info->minLevel, info->maxLevel);
- }
- else // fixed level
- {
- level = obj->subID;
- }
- delete dwl->info;
- dwl->info = nullptr;
- std::pair<Obj, int> result(Obj::NO_OBJ, -1);
- CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
- //golem factory is not in list of cregens but can be placed as random object
- static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
- CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
- std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
- if (vstd::contains(factory, cid))
- result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
- //NOTE: this will pick last dwelling with this creature (Mantis #900)
- //check for block map equality is better but more complex solution
- for(auto &iter : VLC->objh->cregens)
- if (iter.second == cid)
- result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
- if (result.first == Obj::NO_OBJ)
- {
- logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);
- result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first);
- }
- return result;
- }
- }
- return std::make_pair(Obj::NO_OBJ,-1);
- }
- void CGameState::randomizeObject(CGObjectInstance *cur)
- {
- std::pair<Obj,int> ran = pickObject(cur);
- if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
- {
- if(cur->ID==Obj::TOWN) //town - set def
- {
- const TerrainTile &tile = map->getTile(cur->visitablePos());
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- t->town = VLC->townh->factions[t->subID]->town;
- t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN, t->subID, tile.terType).front();
- t->updateAppearance();
- }
- return;
- }
- else if(ran.first==Obj::HERO)//special code for hero
- {
- CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
- if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<<cur->pos; return;}
- cur->ID = ran.first;
- cur->subID = ran.second;
- h->type = VLC->heroh->heroes[ran.second];
- h->portrait = h->type->imageIndex;
- h->randomizeArmy(h->type->heroClass->faction);
- map->heroesOnMap.push_back(h);
- return; //TODO: maybe we should do something with definfo?
- }
- else if(ran.first==Obj::TOWN)//special code for town
- {
- const TerrainTile &tile = map->getTile(cur->visitablePos());
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- if(!t) {logGlobal->warnStream()<<"Wrong random town at "<<cur->pos; return;}
- cur->ID = ran.first;
- cur->subID = ran.second;
- //FIXME: copy-pasted from above
- t->town = VLC->townh->factions[t->subID]->town;
- t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN,t->subID, tile.terType).front();
- t->updateAppearance();
- t->randomizeArmy(t->subID);
- map->towns.push_back(t);
- return;
- }
- else
- {
- if (ran.first != cur->appearance.id ||
- ran.second != cur->appearance.subid)
- {
- const TerrainTile &tile = map->getTile(cur->visitablePos());
- cur->appearance = VLC->dobjinfo->pickCandidates(Obj(ran.first),ran.second, tile.terType).front();
- }
- }
- //we have to replace normal random object
- cur->ID = ran.first;
- cur->subID = ran.second;
- map->removeBlockVisTiles(cur, true); //recalculate blockvis tiles - picked object might have different than random placeholder
- map->addBlockVisTiles(cur);
- }
- int CGameState::getDate(Date::EDateType mode) const
- {
- int temp;
- switch (mode)
- {
- case Date::DAY:
- return day;
- case Date::DAY_OF_WEEK: //day of week
- temp = (day)%7; // 1 - Monday, 7 - Sunday
- return temp ? temp : 7;
- case Date::WEEK: //current week
- temp = ((day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- case Date::MONTH: //current month
- return ((day-1)/28)+1;
- case Date::DAY_OF_MONTH: //day of month
- temp = (day)%28;
- if (temp)
- return temp;
- else return 28;
- }
- return 0;
- }
- CGameState::CGameState()
- {
- gs = this;
- mx = new boost::shared_mutex();
- applierGs = new CApplier<CBaseForGSApply>;
- registerTypesClientPacks1(*applierGs);
- registerTypesClientPacks2(*applierGs);
- //objCaller = new CObjectCallersHandler;
- globalEffects.setDescription("Global effects");
- }
- CGameState::~CGameState()
- {
- //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
- map.dellNull();
- curB.dellNull();
- //delete scenarioOps; //TODO: fix for loading ind delete
- //delete initialOpts;
- delete applierGs;
- //delete objCaller;
- for(auto ptr : hpool.heroesPool) // clean hero pool
- ptr.second.dellNull();
- }
- BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
- {
- const TerrainTile &t = map->getTile(tile);
- ETerrainType terrain = t.terType;
- if(t.isCoastal() && !t.isWater())
- terrain = ETerrainType::SAND;
- BFieldType terType = battleGetBattlefieldType(tile);
- return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
- }
- void CGameState::init(StartInfo * si)
- {
- logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
- rand.setSeed(si->seedToBeUsed);
- scenarioOps = CMemorySerializer::deepCopy(*si).release();
- initialOpts = CMemorySerializer::deepCopy(*si).release();
- si = nullptr;
- switch(scenarioOps->mode)
- {
- case StartInfo::NEW_GAME:
- initNewGame();
- break;
- case StartInfo::CAMPAIGN:
- initCampaign();
- break;
- case StartInfo::DUEL:
- initDuel();
- return;
- default:
- logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
- return;
- }
- VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
- logGlobal->infoStream() << "Map loaded!";
- checkMapChecksum();
- day = 0;
- logGlobal->debugStream() << "Initialization:";
- initPlayerStates();
- placeCampaignHeroes();
- initGrailPosition();
- initRandomFactionsForPlayers();
- randomizeMapObjects();
- placeStartingHeroes();
- initStartingResources();
- initHeroes();
- initStartingBonus();
- initTowns();
- initMapObjects();
- buildBonusSystemTree();
- initVisitingAndGarrisonedHeroes();
- initFogOfWar();
- logGlobal->debugStream() << "\tChecking objectives";
- map->checkForObjectives(); //needs to be run when all objects are properly placed
- auto seedAfterInit = rand.nextInt();
- logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
- if(scenarioOps->seedPostInit > 0)
- {
- //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
- assert(scenarioOps->seedPostInit == seedAfterInit);
- }
- else
- {
- scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
- }
- }
- void CGameState::initNewGame()
- {
- if(scenarioOps->createRandomMap())
- {
- logGlobal->infoStream() << "Create random map.";
- CStopWatch sw;
- // Gen map
- CMapGenerator mapGenerator;
- map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
- // Update starting options
- for(int i = 0; i < map->players.size(); ++i)
- {
- const auto & playerInfo = map->players[i];
- if(playerInfo.canAnyonePlay())
- {
- PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
- playerSettings.compOnly = !playerInfo.canHumanPlay;
- playerSettings.team = playerInfo.team;
- playerSettings.castle = playerInfo.defaultCastle();
- if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
- {
- playerSettings.name = VLC->generaltexth->allTexts[468];
- }
- playerSettings.color = PlayerColor(i);
- }
- else
- {
- scenarioOps->playerInfos.erase(PlayerColor(i));
- }
- }
- logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
- }
- else
- {
- logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
- map = CMapService::loadMap(scenarioOps->mapname).release();
- }
- }
- void CGameState::initCampaign()
- {
- logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
- auto campaign = scenarioOps->campState;
- assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
- std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
- boost::to_lower(scenarioName);
- scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
- std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
- auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
- map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
- }
- void CGameState::initDuel()
- {
- DuelParameters dp;
- try //CLoadFile likes throwing
- {
- if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
- {
- logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
- dp = DuelParameters::fromJSON(scenarioOps->mapname);
- logGlobal->infoStream() << "JSON file has been successfully read!";
- }
- else
- {
- CLoadFile lf(scenarioOps->mapname);
- lf >> dp;
- }
- }
- catch(...)
- {
- logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
- throw;
- }
- const CArmedInstance *armies[2] = {nullptr};
- const CGHeroInstance *heroes[2] = {nullptr};
- CGTownInstance *town = nullptr;
- for(int i = 0; i < 2; i++)
- {
- CArmedInstance *obj = nullptr;
- if(dp.sides[i].heroId >= 0)
- {
- const DuelParameters::SideSettings &ss = dp.sides[i];
- auto h = new CGHeroInstance();
- armies[i] = heroes[i] = h;
- obj = h;
- h->subID = ss.heroId;
- for(int i = 0; i < ss.heroPrimSkills.size(); i++)
- h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
- if(!ss.spells.empty())
- {
- h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
- boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
- }
- for(auto &parka : ss.artifacts)
- {
- h->putArtifact(ArtifactPosition(parka.first), parka.second);
- }
- typedef const std::pair<si32, si8> &TSecSKill;
- for(TSecSKill secSkill : ss.heroSecSkills)
- h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
- h->initHero(HeroTypeID(h->subID));
- obj->initObj();
- }
- else
- {
- auto c = new CGCreature();
- armies[i] = obj = c;
- //c->subID = 34;
- }
- obj->setOwner(PlayerColor(i));
- for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
- {
- CreatureID cre = dp.sides[i].stacks[j].type;
- TQuantity count = dp.sides[i].stacks[j].count;
- if(count || obj->hasStackAtSlot(SlotID(j)))
- obj->setCreature(SlotID(j), cre, count);
- }
- for(const DuelParameters::CusomCreature &cc : dp.creatures)
- {
- CCreature *c = VLC->creh->creatures[cc.id];
- if(cc.attack >= 0)
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
- if(cc.defense >= 0)
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
- if(cc.speed >= 0)
- c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
- if(cc.HP >= 0)
- c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
- if(cc.dmg >= 0)
- {
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
- c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
- }
- if(cc.shoots >= 0)
- c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
- }
- }
- curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
- curB->obstacles = dp.obstacles;
- curB->localInit();
- }
- void CGameState::checkMapChecksum()
- {
- logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
- if(scenarioOps->mapfileChecksum)
- {
- logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
- if(map->checksum != scenarioOps->mapfileChecksum)
- {
- logGlobal->errorStream() << "Wrong map checksum!!!";
- throw std::runtime_error("Wrong checksum");
- }
- }
- else
- {
- scenarioOps->mapfileChecksum = map->checksum;
- }
- }
- void CGameState::initGrailPosition()
- {
- logGlobal->debugStream() << "\tPicking grail position";
- //pick grail location
- if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
- {
- if(!map->grailRadious) //radius not given -> anywhere on map
- map->grailRadious = map->width * 2;
- std::vector<int3> allowedPos;
- static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
- // add all not blocked tiles in range
- for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
- {
- for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
- {
- for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
- {
- const TerrainTile &t = map->getTile(int3(i, j, k));
- if(!t.blocked
- && !t.visitable
- && t.terType != ETerrainType::WATER
- && t.terType != ETerrainType::ROCK
- && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
- allowedPos.push_back(int3(i,j,k));
- }
- }
- }
- //remove tiles with holes
- for(auto & elem : map->objects)
- if(elem && elem->ID == Obj::HOLE)
- allowedPos -= elem->pos;
- if(!allowedPos.empty())
- {
- map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand);
- }
- else
- {
- logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
- }
- }
- }
- void CGameState::initRandomFactionsForPlayers()
- {
- logGlobal->debugStream() << "\tPicking random factions for players";
- for(auto & elem : scenarioOps->playerInfos)
- {
- if(elem.second.castle==-1)
- {
- auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1);
- auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
- std::advance(iter, randomID);
- elem.second.castle = *iter;
- }
- }
- }
- void CGameState::randomizeMapObjects()
- {
- logGlobal->debugStream() << "\tRandomizing objects";
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj) continue;
- randomizeObject(obj);
- obj->hoverName = VLC->generaltexth->names[obj->ID];
- //handle Favouring Winds - mark tiles under it
- if(obj->ID == Obj::FAVORABLE_WINDS)
- {
- for (int i = 0; i < obj->getWidth() ; i++)
- {
- for (int j = 0; j < obj->getHeight() ; j++)
- {
- int3 pos = obj->pos - int3(i,j,0);
- if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
- }
- }
- }
- }
- }
- void CGameState::initPlayerStates()
- {
- logGlobal->debugStream() << "\tCreating player entries in gs";
- for(auto & elem : scenarioOps->playerInfos)
- {
- std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
- ins.second.color=ins.first;
- ins.second.human = elem.second.playerID;
- ins.second.team = map->players[ins.first.getNum()].team;
- teams[ins.second.team].id = ins.second.team;//init team
- teams[ins.second.team].players.insert(ins.first);//add player to team
- players.insert(ins);
- }
- }
- void CGameState::placeCampaignHeroes()
- {
- if (scenarioOps->campState)
- {
- // place bonus hero
- auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
- bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
- if(campaignGiveHero)
- {
- auto playerColor = PlayerColor(campaignBonus->info1);
- auto it = scenarioOps->playerInfos.find(playerColor);
- if(it != scenarioOps->playerInfos.end())
- {
- auto heroTypeId = campaignBonus->info2;
- if(heroTypeId == 0xffff) // random bonus hero
- {
- heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
- }
- placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
- }
- }
- // replace heroes placeholders
- auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
- if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
- {
- logGlobal->debugStream() << "\tGenerate list of hero placeholders";
- auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
- logGlobal->debugStream() << "\tPrepare crossover heroes";
- prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
- // remove same heroes on the map which will be added through crossover heroes
- // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
- // with the same hero type id
- std::vector<CGHeroInstance *> removedHeroes;
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
- if(hero)
- {
- removedHeroes.push_back(hero);
- map->heroesOnMap -= hero;
- map->objects[hero->id.getNum()] = nullptr;
- map->removeBlockVisTiles(hero, true);
- }
- }
- logGlobal->debugStream() << "\tReplace placeholders with heroes";
- replaceHeroesPlaceholders(campaignHeroReplacements);
- // remove hero placeholders on map
- for(auto obj : map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- map->removeBlockVisTiles(heroPlaceholder, true);
- map->objects[heroPlaceholder->id.getNum()] = nullptr;
- delete heroPlaceholder;
- }
- }
- // now add removed heroes again with unused type ID
- for(auto hero : removedHeroes)
- {
- si32 heroTypeId = 0;
- if(hero->ID == Obj::HERO)
- {
- heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
- }
- else if(hero->ID == Obj::PRISON)
- {
- auto unusedHeroTypeIds = getUnusedAllowedHeroes();
- if(!unusedHeroTypeIds.empty())
- {
- heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
- }
- else
- {
- logGlobal->errorStream() << "No free hero type ID found to replace prison.";
- assert(0);
- }
- }
- else
- {
- assert(0); // should not happen
- }
- hero->subID = heroTypeId;
- hero->portrait = hero->subID;
- map->getEditManager()->insertObject(hero, hero->pos);
- }
- }
- }
- }
- void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
- {
- townPos.x += 1;
- CGHeroInstance * hero = static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
- map->getEditManager()->insertObject(hero, townPos);
- }
- CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
- {
- CrossoverHeroesList crossoverHeroes;
- auto campaignState = scenarioOps->campState;
- auto bonus = campaignState->getBonusForCurrentMap();
- if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
- {
- crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
- }
- else
- {
- if(!campaignState->mapsConquered.empty())
- {
- crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
- for(auto mapNr : campaignState->mapsConquered)
- {
- // create a list of deleted heroes
- auto & scenario = campaignState->camp->scenarios[mapNr];
- auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
- // remove heroes which didn't reached the end of the scenario, but were available at the start
- for(auto hero : lostCrossoverHeroes)
- {
- crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
- CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
- }
- // now add heroes which completed the scenario
- for(auto hero : scenario.crossoverHeroes)
- {
- // add new heroes and replace old heroes with newer ones
- auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
- if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
- {
- // replace old hero with newer one
- crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
- }
- else
- {
- // add new hero
- crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
- }
- }
- }
- }
- }
- // Now we need to perform deep copies of all heroes
- // The lambda below replaces pointer to a hero with a pointer to its deep copy.
- auto replaceWithDeepCopy = [](CGHeroInstance *&hero)
- {
- // We cache map original hero => copy.
- // We may be called multiple times with the same hero and should return a single copy.
- static std::map<CGHeroInstance*, CGHeroInstance*> oldToCopy;
- if(!oldToCopy[hero])
- oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release();
- hero = oldToCopy[hero];
- };
- range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy);
- range::for_each(crossoverHeroes.heroesFromPreviousScenario, replaceWithDeepCopy);
- return crossoverHeroes;
- }
- void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
- {
- // create heroes list for convenience iterating
- std::vector<CGHeroInstance *> crossoverHeroes;
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- crossoverHeroes.push_back(campaignHeroReplacement.hero);
- }
- // TODO replace magic numbers with named constants
- // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
- if(!(travelOptions.whatHeroKeeps & 1))
- {
- //trimming experience
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->initExp();
- }
- }
- if(!(travelOptions.whatHeroKeeps & 2))
- {
- //trimming prim skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- auto sel = Selector::type(Bonus::PRIMARY_SKILL)
- .And(Selector::subtype(g))
- .And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
- cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
- }
- }
- }
- if(!(travelOptions.whatHeroKeeps & 4))
- {
- //trimming sec skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->secSkills = cgh->type->secSkillsInit;
- cgh->recreateSecondarySkillsBonuses();
- }
- }
- if(!(travelOptions.whatHeroKeeps & 8))
- {
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- // Trimming spells
- cgh->spells.clear();
- // Spellbook will also be removed
- if (cgh->hasSpellbook())
- ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
- }
- }
- if(!(travelOptions.whatHeroKeeps & 16))
- {
- //trimming artifacts
- for(CGHeroInstance * hero : crossoverHeroes)
- {
- size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
- for (size_t i = 0; i < totalArts; i++ )
- {
- auto artifactPosition = ArtifactPosition(i);
- if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
- const ArtSlotInfo *info = hero->getSlot(artifactPosition);
- if(!info)
- continue;
- // TODO: why would there be nullptr artifacts?
- const CArtifactInstance *art = info->artifact;
- if(!art)
- continue;
- int id = art->artType->id;
- assert( 8*18 > id );//number of arts that fits into h3m format
- bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
- ArtifactLocation al(hero, artifactPosition);
- if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
- al.removeArtifact();
- }
- }
- }
- //trimming creatures
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
- {
- CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
- return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
- };
- auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
- for(auto &slotPair : stacksCopy)
- if(shouldSlotBeErased(slotPair))
- cgh->eraseStack(slotPair.first);
- }
- // Removing short-term bonuses
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY));
- cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK));
- cgh->popBonuses(Selector::durationType(Bonus::N_TURNS));
- cgh->popBonuses(Selector::durationType(Bonus::N_DAYS));
- cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE));
- }
- }
- void CGameState::placeStartingHeroes()
- {
- logGlobal->debugStream() << "\tGiving starting hero";
- for(auto & playerSettingPair : scenarioOps->playerInfos)
- {
- auto playerColor = playerSettingPair.first;
- auto & playerInfo = map->players[playerColor.getNum()];
- if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
- {
- // Do not place a starting hero if the hero was already placed due to a campaign bonus
- if(scenarioOps->campState)
- {
- if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
- {
- if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
- }
- }
- int heroTypeId = pickNextHeroType(playerColor);
- if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
- placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
- }
- }
- }
- void CGameState::initStartingResources()
- {
- logGlobal->debugStream() << "\tSetting up resources";
- const JsonNode config(ResourceID("config/startres.json"));
- const JsonVector &vector = config["difficulty"].Vector();
- const JsonNode &level = vector[scenarioOps->difficulty];
- TResources startresAI(level["ai"]);
- TResources startresHuman(level["human"]);
- for (auto & elem : players)
- {
- PlayerState &p = elem.second;
- if (p.human)
- p.resources = startresHuman;
- else
- p.resources = startresAI;
- }
- auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
- {
- std::vector<const PlayerSettings *> ret;
- for(auto it = scenarioOps->playerInfos.cbegin();
- it != scenarioOps->playerInfos.cend(); ++it)
- {
- if(it->second.playerID != PlayerSettings::PLAYER_AI)
- ret.push_back(&it->second);
- }
- return ret;
- };
- //give start resource bonus in case of campaign
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
- {
- std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
- for(const PlayerSettings *ps : people)
- {
- std::vector<int> res; //resources we will give
- switch (chosenBonus->info1)
- {
- case 0: case 1: case 2: case 3: case 4: case 5: case 6:
- res.push_back(chosenBonus->info1);
- break;
- case 0xFD: //wood+ore
- res.push_back(Res::WOOD); res.push_back(Res::ORE);
- break;
- case 0xFE: //rare
- res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
- break;
- default:
- assert(0);
- break;
- }
- //increasing resource quantity
- for (auto & re : res)
- {
- players[ps->color].resources[re] += chosenBonus->info2;
- }
- }
- }
- }
- }
- void CGameState::initHeroes()
- {
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- {
- if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
- {
- logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
- continue;
- }
- hero->initHero();
- getPlayer(hero->getOwner())->heroes.push_back(hero);
- map->allHeroes[hero->type->ID.getNum()] = hero;
- }
- for(auto obj : map->objects) //prisons
- {
- if(obj && obj->ID == Obj::PRISON)
- map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
- }
- std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
- for(auto ph : map->predefinedHeroes)
- {
- if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
- continue;
- ph->initHero();
- hpool.heroesPool[ph->subID] = ph;
- hpool.pavailable[ph->subID] = 0xff;
- heroesToCreate.erase(ph->type->ID);
- map->allHeroes[ph->subID] = ph;
- }
- for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
- {
- auto vhi = new CGHeroInstance();
- vhi->initHero(htype);
- int typeID = htype.getNum();
- map->allHeroes[typeID] = vhi;
- hpool.heroesPool[typeID] = vhi;
- hpool.pavailable[typeID] = 0xff;
- }
- for(auto & elem : map->disposedHeroes)
- {
- hpool.pavailable[elem.heroId] = elem.players;
- }
- if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
- {
- //find human player
- PlayerColor humanPlayer=PlayerColor::NEUTRAL;
- for (auto & elem : players)
- {
- if(elem.second.human)
- {
- humanPlayer = elem.first;
- break;
- }
- }
- assert(humanPlayer != PlayerColor::NEUTRAL);
- std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
- if (chosenBonus->info1 == 0xFFFD) //most powerful
- {
- int maxB = -1;
- for (int b=0; b<heroes.size(); ++b)
- {
- if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
- {
- maxB = b;
- }
- }
- if(maxB < 0)
- logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
- else
- giveCampaignBonusToHero(heroes[maxB]);
- }
- else //specific hero
- {
- for (auto & heroe : heroes)
- {
- if (heroe->subID == chosenBonus->info1)
- {
- giveCampaignBonusToHero(heroe);
- break;
- }
- }
- }
- }
- }
- }
- void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
- {
- const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
- if(!curBonus)
- return;
- if(curBonus->isBonusForHero())
- {
- //apply bonus
- switch (curBonus->type)
- {
- case CScenarioTravel::STravelBonus::SPELL:
- hero->spells.insert(SpellID(curBonus->info2));
- break;
- case CScenarioTravel::STravelBonus::MONSTER:
- {
- for(int i=0; i<GameConstants::ARMY_SIZE; i++)
- {
- if(hero->slotEmpty(SlotID(i)))
- {
- hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
- break;
- }
- }
- }
- break;
- case CScenarioTravel::STravelBonus::ARTIFACT:
- gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
- break;
- case CScenarioTravel::STravelBonus::SPELL_SCROLL:
- {
- CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
- scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
- }
- break;
- case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
- {
- const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
- for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- int val = ptr[g];
- if (val == 0)
- {
- continue;
- }
- auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
- hero->addNewBonus(bb);
- }
- }
- break;
- case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
- hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
- break;
- }
- }
- }
- void CGameState::initFogOfWar()
- {
- logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
- for(auto & elem : teams)
- {
- elem.second.fogOfWarMap.resize(map->width);
- for(int g=0; g<map->width; ++g)
- elem.second.fogOfWarMap[g].resize(map->height);
- for(int g=-0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
- for(int g=0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
- elem.second.fogOfWarMap[g][h][v] = 0;
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
- std::unordered_set<int3, ShashInt3> tiles;
- obj->getSightTiles(tiles);
- for(int3 tile : tiles)
- {
- elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
- }
- }
- }
- }
- void CGameState::initStartingBonus()
- {
- logGlobal->debugStream() << "\tStarting bonuses";
- for(auto & elem : players)
- {
- //starting bonus
- if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
- scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
- switch(scenarioOps->playerInfos[elem.first].bonus)
- {
- case PlayerSettings::GOLD:
- elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
- break;
- case PlayerSettings::RESOURCE:
- {
- int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
- if(res == Res::WOOD_AND_ORE)
- {
- elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
- elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
- }
- else
- {
- elem.second.resources[res] += rand.nextInt(3, 6);
- }
- break;
- }
- case PlayerSettings::ARTIFACT:
- {
- if(!elem.second.heroes.size())
- {
- logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
- break;
- }
- CArtifact *toGive;
- toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
- CGHeroInstance *hero = elem.second.heroes[0];
- giveHeroArtifact(hero, toGive->id);
- }
- break;
- }
- }
- }
- void CGameState::initTowns()
- {
- logGlobal->debugStream() << "\tTowns";
- //campaign bonuses for towns
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
- {
- for (int g=0; g<map->towns.size(); ++g)
- {
- PlayerState * owner = getPlayer(map->towns[g]->getOwner());
- if (owner)
- {
- PlayerInfo & pi = map->players[owner->color.getNum()];
- if (owner->human && //human-owned
- map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
- {
- map->towns[g]->builtBuildings.insert(
- CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
- break;
- }
- }
- }
- }
- }
- CGTownInstance::universitySkills.clear();
- for ( int i=0; i<4; i++)
- CGTownInstance::universitySkills.push_back(14+i);//skills for university
- for (auto & elem : map->towns)
- {
- CGTownInstance * vti =(elem);
- if(!vti->town)
- {
- vti->town = VLC->townh->factions[vti->subID]->town;
- }
- if(vti->name.empty())
- {
- vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
- }
- //init buildings
- if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
- {
- vti->builtBuildings.erase(BuildingID::DEFAULT);
- vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
- vti->builtBuildings.insert(BuildingID::TAVERN);
- vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
- if(rand.nextInt(1) == 1)
- {
- vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
- }
- }
- //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
- vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
- return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); });
- if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
- vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
- //init hordes
- for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
- if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
- {
- vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
- if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
- {
- vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
- if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
- vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
- }
- if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
- {
- vti->builtBuildings.insert(BuildingID::HORDE_2);
- if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
- vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
- }
- }
- //Early check for #1444-like problems
- for(auto building : vti->builtBuildings)
- {
- assert(vti->town->buildings.at(building) != nullptr);
- UNUSED(building);
- }
- //town events
- for(CCastleEvent &ev : vti->events)
- {
- for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
- if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
- {
- ev.buildings.erase(BuildingID(-31-i));
- if (vti->town->hordeLvl.at(0) == i)
- ev.buildings.insert(BuildingID::HORDE_1);
- if (vti->town->hordeLvl.at(1) == i)
- ev.buildings.insert(BuildingID::HORDE_2);
- }
- }
- //init spells
- logGlobal->debugStream() << "\t\tTown init spells";
- vti->spells.resize(GameConstants::SPELL_LEVELS);
- for(ui32 z=0; z<vti->obligatorySpells.size();z++)
- {
- CSpell *s = vti->obligatorySpells[z].toSpell();
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- logGlobal->debugStream() << "\t\tTown init spells2";
- while(vti->possibleSpells.size())
- {
- ui32 total=0;
- int sel = -1;
- for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
- total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
- if (total == 0) // remaining spells have 0 probability
- break;
- auto r = rand.nextInt(total - 1);
- for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
- {
- r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
- if(r<0)
- {
- sel = ps;
- break;
- }
- }
- if(sel<0)
- sel=0;
- CSpell *s = vti->possibleSpells[sel].toSpell();
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- vti->possibleSpells.clear();
- if(vti->getOwner() != PlayerColor::NEUTRAL)
- getPlayer(vti->getOwner())->towns.push_back(vti);
- logGlobal->debugStream() << "\t\tTown init spells3";
- }
- }
- void CGameState::initMapObjects()
- {
- logGlobal->debugStream() << "\tObject initialization";
- // objCaller->preInit();
- for(CGObjectInstance *obj : map->objects)
- {
- if(obj)
- obj->initObj();
- }
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj)
- continue;
- switch (obj->ID)
- {
- case Obj::QUEST_GUARD:
- case Obj::SEER_HUT:
- {
- auto q = static_cast<CGSeerHut*>(obj);
- assert (q);
- q->setObjToKill();
- }
- }
- }
- CGTeleport::postInit(); //pairing subterranean gates
- }
- void CGameState::initVisitingAndGarrisonedHeroes()
- {
- for(auto k=players.begin(); k!=players.end(); ++k)
- {
- if(k->first==PlayerColor::NEUTRAL)
- continue;
- //init visiting and garrisoned heroes
- for(CGHeroInstance *h : k->second.heroes)
- {
- for(CGTownInstance *t : k->second.towns)
- {
- int3 vistile = t->pos; vistile.x--; //tile next to the entrance
- if(vistile == h->pos || h->pos==t->pos)
- {
- t->setVisitingHero(h);
- if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
- {
- map->removeBlockVisTiles(h);
- h->pos.x -= 1;
- map->addBlockVisTiles(h);
- }
- break;
- }
- }
- }
- }
- }
- BFieldType CGameState::battleGetBattlefieldType(int3 tile)
- {
- if(tile==int3() && curB)
- tile = curB->tile;
- else if(tile==int3() && !curB)
- return BFieldType::NONE;
- const TerrainTile &t = map->getTile(tile);
- //fight in mine -> subterranean
- if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
- return BFieldType::SUBTERRANEAN;
- for(auto &obj : map->objects)
- {
- //look only for objects covering given tile
- if( !obj || obj->pos.z != tile.z
- || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
- continue;
- switch(obj->ID)
- {
- case Obj::CLOVER_FIELD:
- return BFieldType::CLOVER_FIELD;
- case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
- return BFieldType::CURSED_GROUND;
- case Obj::EVIL_FOG:
- return BFieldType::EVIL_FOG;
- case Obj::FAVORABLE_WINDS:
- return BFieldType::FAVOURABLE_WINDS;
- case Obj::FIERY_FIELDS:
- return BFieldType::FIERY_FIELDS;
- case Obj::HOLY_GROUNDS:
- return BFieldType::HOLY_GROUND;
- case Obj::LUCID_POOLS:
- return BFieldType::LUCID_POOLS;
- case Obj::MAGIC_CLOUDS:
- return BFieldType::MAGIC_CLOUDS;
- case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
- return BFieldType::MAGIC_PLAINS;
- case Obj::ROCKLANDS:
- return BFieldType::ROCKLANDS;
- }
- }
- if(!t.isWater() && t.isCoastal())
- return BFieldType::SAND_SHORE;
- switch(t.terType)
- {
- case ETerrainType::DIRT:
- return BFieldType(rand.nextInt(3, 5));
- case ETerrainType::SAND:
- return BFieldType::SAND_MESAS; //TODO: coast support
- case ETerrainType::GRASS:
- return BFieldType(rand.nextInt(6, 7));
- case ETerrainType::SNOW:
- return BFieldType(rand.nextInt(10, 11));
- case ETerrainType::SWAMP:
- return BFieldType::SWAMP_TREES;
- case ETerrainType::ROUGH:
- return BFieldType::ROUGH;
- case ETerrainType::SUBTERRANEAN:
- return BFieldType::SUBTERRANEAN;
- case ETerrainType::LAVA:
- return BFieldType::LAVA;
- case ETerrainType::WATER:
- return BFieldType::SHIP;
- case ETerrainType::ROCK:
- return BFieldType::ROCKLANDS;
- default:
- return BFieldType::NONE;
- }
- }
- UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
- {
- UpgradeInfo ret;
- const CCreature *base = stack.type;
- const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
- const CGTownInstance *t = nullptr;
- if(stack.armyObj->ID == Obj::TOWN)
- t = static_cast<const CGTownInstance *>(stack.armyObj);
- else if(h)
- { //hero specialty
- TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
- for(const Bonus *it : *lista)
- {
- auto nid = CreatureID(it->additionalInfo);
- if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
- {
- ret.newID.push_back(nid);
- ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
- }
- }
- t = h->visitedTown;
- }
- if(t)
- {
- for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
- {
- if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
- {
- for(auto upgrID : dwelling.second)
- {
- if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
- {
- ret.newID.push_back(upgrID);
- ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
- }
- }
- }
- }
- }
- //hero is visiting Hill Fort
- if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
- {
- static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
- const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
- for(auto nid : base->upgrades)
- {
- ret.newID.push_back(nid);
- ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
- }
- }
- if(ret.newID.size())
- ret.oldID = base->idNumber;
- for (Res::ResourceSet &cost : ret.cost)
- cost.positive(); //upgrade cost can't be negative, ignore missing resources
- return ret;
- }
- PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
- {
- if ( color1 == color2 )
- return PlayerRelations::SAME_PLAYER;
- if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
- return PlayerRelations::ENEMIES;
- const TeamState * ts = getPlayerTeam(color1);
- if (ts && vstd::contains(ts->players, color2))
- return PlayerRelations::ALLIES;
- return PlayerRelations::ENEMIES;
- }
- void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
- {
- static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
- int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
- for (auto & dir : dirs)
- {
- const int3 hlp = tile + dir;
- if(!map->isInTheMap(hlp))
- continue;
- const TerrainTile &hlpt = map->getTile(hlp);
- // //we cannot visit things from blocked tiles
- // if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
- // {
- // continue;
- // }
- if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
- {
- int3 hlp1 = tile,
- hlp2 = tile;
- hlp1.x += dir.x;
- hlp2.y += dir.y;
- if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
- continue;
- }
- if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
- && hlpt.terType != ETerrainType::ROCK)
- {
- vec.push_back(hlp);
- }
- }
- }
- int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
- {
- if(src == dest) //same tile
- return 0;
- TerrainTile &s = map->getTile(src),
- &d = map->getTile(dest);
- //get basic cost
- int ret = h->getTileCost(d,s);
- if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
- {
- bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
- if(!freeFlying)
- {
- ret *= 1.4; //40% penalty for movement over blocked tile
- }
- }
- else if (d.terType == ETerrainType::WATER)
- {
- if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
- ret *= 0.666;
- else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
- ret *= 1.4; //40% penalty for water walking
- }
- if(src.x != dest.x && src.y != dest.y) //it's diagonal move
- {
- int old = ret;
- ret *= 1.414213;
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
- if(ret > remainingMovePoints && remainingMovePoints >= old)
- {
- return remainingMovePoints;
- }
- }
- int left = remainingMovePoints-ret;
- if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
- {
- std::vector<int3> vec;
- getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
- for(auto & elem : vec)
- {
- int fcost = getMovementCost(h,dest,elem,left,false);
- if(fcost <= left)
- {
- return ret;
- }
- }
- ret = remainingMovePoints;
- }
- return ret;
- }
- void CGameState::apply(CPack *pack)
- {
- ui16 typ = typeList.getTypeID(pack);
- applierGs->apps[typ]->applyOnGS(this,pack);
- }
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
- {
- CPathfinder pathfinder(out, this, hero);
- pathfinder.calculatePaths(src, movement);
- }
- /**
- * Tells if the tile is guarded by a monster as well as the position
- * of the monster that will attack on it.
- *
- * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
- * the monster guarding the tile.
- */
- std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
- {
- std::vector<CGObjectInstance*> guards;
- const int3 originalPos = pos;
- if (!map->isInTheMap(pos))
- return guards;
- const TerrainTile &posTile = map->getTile(pos);
- if (posTile.visitable)
- {
- for (CGObjectInstance* obj : posTile.visitableObjects)
- {
- if(obj->blockVisit)
- {
- if (obj->ID == Obj::MONSTER) // Monster
- guards.push_back(obj);
- }
- }
- }
- pos -= int3(1, 1, 0); // Start with top left.
- for (int dx = 0; dx < 3; dx++)
- {
- for (int dy = 0; dy < 3; dy++)
- {
- if (map->isInTheMap(pos))
- {
- const auto & tile = map->getTile(pos);
- if (tile.visitable && (tile.isWater() == posTile.isWater()))
- {
- for (CGObjectInstance* obj : tile.visitableObjects)
- {
- if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
- {
- guards.push_back(obj);
- }
- }
- }
- }
- pos.y++;
- }
- pos.y -= 3;
- pos.x++;
- }
- return guards;
- }
- int3 CGameState::guardingCreaturePosition (int3 pos) const
- {
- const int3 originalPos = pos;
- // Give monster at position priority.
- if (!map->isInTheMap(pos))
- return int3(-1, -1, -1);
- const TerrainTile &posTile = map->getTile(pos);
- if (posTile.visitable)
- {
- for (CGObjectInstance* obj : posTile.visitableObjects)
- {
- if(obj->blockVisit)
- {
- if (obj->ID == Obj::MONSTER) // Monster
- return pos;
- else
- return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
- }
- }
- }
- // See if there are any monsters adjacent.
- pos -= int3(1, 1, 0); // Start with top left.
- for (int dx = 0; dx < 3; dx++)
- {
- for (int dy = 0; dy < 3; dy++)
- {
- if (map->isInTheMap(pos))
- {
- const auto & tile = map->getTile(pos);
- if (tile.visitable && (tile.isWater() == posTile.isWater()))
- {
- for (CGObjectInstance* obj : tile.visitableObjects)
- {
- if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
- {
- return pos;
- }
- }
- }
- }
- pos.y++;
- }
- pos.y -= 3;
- pos.x++;
- }
- return int3(-1, -1, -1);
- }
- bool CGameState::isVisible(int3 pos, PlayerColor player)
- {
- if(player == PlayerColor::NEUTRAL)
- return false;
- return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
- }
- bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
- {
- if(!player)
- return true;
- if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
- return false;
- //object is visible when at least one blocked tile is visible
- for(int fy=0; fy < obj->getHeight(); ++fy)
- {
- for(int fx=0; fx < obj->getWidth(); ++fx)
- {
- int3 pos = obj->pos + int3(-fx, -fy, 0);
- if ( map->isInTheMap(pos) &&
- obj->coveringAt(pos.x, pos.y) &&
- isVisible(pos, *player))
- return true;
- }
- }
- return false;
- }
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
- {
- const TerrainTile * pom = &map->getTile(dst);
- return checkForVisitableDir(src, pom, dst);
- }
- bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
- {
- for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
- {
- if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
- continue;
- const CGObjectInstance * obj = pom->visitableObjects[b];
- if (!obj->appearance.isVisitableFrom(src.x - dst.x, src.y - dst.y))
- return false;
- }
- return true;
- }
- EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const
- {
- const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
- const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
- const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
- const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
- auto evaluateEvent = [=](const EventCondition & condition)
- {
- return this->checkForVictory(player, condition);
- };
- const PlayerState *p = CGameInfoCallback::getPlayer(player);
- //cheater or tester, but has entered the code...
- if (p->enteredWinningCheatCode)
- return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
- if (p->enteredLosingCheatCode)
- return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
- for (const TriggeredEvent & event : map->triggeredEvents)
- {
- if ((event.trigger.test(evaluateEvent)))
- {
- if (event.effect.type == EventEffect::VICTORY)
- return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
- if (event.effect.type == EventEffect::DEFEAT)
- return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
- }
- }
- if (checkForStandardLoss(player))
- {
- return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
- }
- return EVictoryLossCheckResult();
- }
- bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const
- {
- const PlayerState *p = CGameInfoCallback::getPlayer(player);
- switch (condition.condition)
- {
- case EventCondition::STANDARD_WIN:
- {
- return player == checkForStandardWin();
- }
- case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
- {
- for(auto & elem : p->heroes)
- if(elem->hasArt(condition.objectType))
- return true;
- return false;
- }
- case EventCondition::HAVE_CREATURES:
- {
- //check if in players armies there is enough creatures
- int total = 0; //creature counter
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- const CArmedInstance *ai = nullptr;
- if(map->objects[i]
- && map->objects[i]->tempOwner == player //object controlled by player
- && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
- {
- for(auto & elem : ai->Slots()) //iterate through army
- if(elem.second->type->idNumber == condition.objectType) //it's searched creature
- total += elem.second->count;
- }
- }
- return total >= condition.value;
- }
- case EventCondition::HAVE_RESOURCES:
- {
- return p->resources[condition.objectType] >= condition.value;
- }
- case EventCondition::HAVE_BUILDING:
- {
- if (condition.object) // specific town
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
- return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
- }
- else // any town
- {
- for (const CGTownInstance * t : p->towns)
- {
- if (t->hasBuilt(BuildingID(condition.objectType)))
- return true;
- }
- return false;
- }
- }
- case EventCondition::DESTROY:
- {
- if (condition.object) // mode A - destroy specific object of this type
- {
- if (auto hero = dynamic_cast<const CGHeroInstance*>(condition.object))
- return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
- else
- return getObj(condition.object->id) == nullptr;
- }
- else
- {
- for(auto & elem : map->objects) // mode B - destroy all objects of this type
- {
- if(elem && elem->ID == condition.objectType)
- return false;
- }
- return true;
- }
- }
- case EventCondition::CONTROL:
- {
- // list of players that need to control object to fulfull condition
- // NOTE: cgameinfocallback specified explicitly in order to get const version
- auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
- if (condition.object) // mode A - flag one specific object, like town
- {
- return team.count(condition.object->tempOwner) != 0;
- }
- else
- {
- for(auto & elem : map->objects) // mode B - flag all objects of this type
- {
- //check not flagged objs
- if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
- return false;
- }
- return true;
- }
- }
- case EventCondition::TRANSPORT:
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
- if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
- || (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
- {
- return true;
- }
- return false;
- }
- case EventCondition::DAYS_PASSED:
- {
- return gs->day > condition.value;
- }
- case EventCondition::IS_HUMAN:
- {
- return p->human ? condition.value == 1 : condition.value == 0;
- }
- case EventCondition::DAYS_WITHOUT_TOWN:
- {
- if (p->daysWithoutCastle)
- return p->daysWithoutCastle.get() >= condition.value;
- else
- return false;
- }
- case EventCondition::CONST_VALUE:
- {
- return condition.value; // just convert to bool
- }
- }
- assert(0);
- return false;
- }
- PlayerColor CGameState::checkForStandardWin() const
- {
- //std victory condition is:
- //all enemies lost
- PlayerColor supposedWinner = PlayerColor::NEUTRAL;
- TeamID winnerTeam = TeamID::NO_TEAM;
- for(auto & elem : players)
- {
- if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
- {
- if(supposedWinner == PlayerColor::NEUTRAL)
- {
- //first player remaining ingame - candidate for victory
- supposedWinner = elem.second.color;
- winnerTeam = elem.second.team;
- }
- else if(winnerTeam != elem.second.team)
- {
- //current candidate has enemy remaining in game -> no vicotry
- return PlayerColor::NEUTRAL;
- }
- }
- }
- return supposedWinner;
- }
- bool CGameState::checkForStandardLoss( PlayerColor player ) const
- {
- //std loss condition is: player lost all towns and heroes
- const PlayerState &p = *CGameInfoCallback::getPlayer(player);
- return !p.heroes.size() && !p.towns.size();
- }
- struct statsHLP
- {
- typedef std::pair< PlayerColor, si64 > TStat;
- //converts [<player's color, value>] to vec[place] -> platers
- static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
- {
- std::sort(stats.begin(), stats.end(), statsHLP());
- //put first element
- std::vector< std::vector<PlayerColor> > ret;
- std::vector<PlayerColor> tmp;
- tmp.push_back( stats[0].first );
- ret.push_back( tmp );
- //the rest of elements
- for(int g=1; g<stats.size(); ++g)
- {
- if(stats[g].second == stats[g-1].second)
- {
- (ret.end()-1)->push_back( stats[g].first );
- }
- else
- {
- //create next occupied rank
- std::vector<PlayerColor> tmp;
- tmp.push_back(stats[g].first);
- ret.push_back(tmp);
- }
- }
- return ret;
- }
- bool operator()(const TStat & a, const TStat & b) const
- {
- return a.second > b.second;
- }
- static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color)
- {
- std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
- if(!h.size())
- return nullptr;
- //best hero will be that with highest exp
- int best = 0;
- for(int b=1; b<h.size(); ++b)
- {
- if(h[b]->exp > h[best]->exp)
- {
- best = b;
- }
- }
- return h[best];
- }
- //calculates total number of artifacts that belong to given player
- static int getNumberOfArts(const PlayerState * ps)
- {
- int ret = 0;
- for(auto h : ps->heroes)
- {
- ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
- }
- return ret;
- }
- // get total strength of player army
- static si64 getArmyStrength(const PlayerState * ps)
- {
- si64 str = 0;
- for(auto h : ps->heroes)
- {
- if(!h->inTownGarrison) //original h3 behavior
- str += h->getArmyStrength();
- }
- return str;
- }
- };
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
- {
- auto playerInactive = [&](PlayerColor color)
- {
- return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
- };
- #define FILL_FIELD(FIELD, VAL_GETTER) \
- { \
- std::vector< std::pair< PlayerColor, si64 > > stats; \
- for(auto g = players.begin(); g != players.end(); ++g) \
- { \
- if(playerInactive(g->second.color)) \
- continue; \
- std::pair< PlayerColor, si64 > stat; \
- stat.first = g->second.color; \
- stat.second = VAL_GETTER; \
- stats.push_back(stat); \
- } \
- tgi.FIELD = statsHLP::getRank(stats); \
- }
- for(auto & elem : players)
- {
- if(!playerInactive(elem.second.color))
- tgi.playerColors.push_back(elem.second.color);
- }
- if(level >= 1) //num of towns & num of heroes
- {
- //num of towns
- FILL_FIELD(numOfTowns, g->second.towns.size())
- //num of heroes
- FILL_FIELD(numOfHeroes, g->second.heroes.size())
- //best hero's portrait
- for(auto g = players.cbegin(); g != players.cend(); ++g)
- {
- if(playerInactive(g->second.color))
- continue;
- const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
- InfoAboutHero iah;
- iah.initFromHero(best, level >= 8);
- iah.army.clear();
- tgi.colorToBestHero[g->second.color] = iah;
- }
- }
- if(level >= 2) //gold
- {
- FILL_FIELD(gold, g->second.resources[Res::GOLD])
- }
- if(level >= 2) //wood & ore
- {
- FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
- }
- if(level >= 3) //mercury, sulfur, crystal, gems
- {
- FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
- }
- if(level >= 4) //obelisks found
- {
- FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
- }
- if(level >= 5) //artifacts
- {
- FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
- }
- if(level >= 6) //army strength
- {
- FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
- }
- if(level >= 7) //income
- {
- //TODO:obtainPlayersStats - income
- }
- if(level >= 8) //best hero's stats
- {
- //already set in lvl 1 handling
- }
- if(level >= 9) //personality
- {
- for(auto g = players.cbegin(); g != players.cend(); ++g)
- {
- if(playerInactive(g->second.color)) //do nothing for neutral player
- continue;
- if(g->second.human)
- {
- tgi.personality[g->second.color] = EAiTactic::NONE;
- }
- else //AI
- {
- tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
- }
- }
- }
- if(level >= 10) //best creature
- {
- //best creatures belonging to player (highest AI value)
- for(auto g = players.cbegin(); g != players.cend(); ++g)
- {
- if(playerInactive(g->second.color)) //do nothing for neutral player
- continue;
- int bestCre = -1; //best creature's ID
- for(auto & elem : g->second.heroes)
- {
- for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
- {
- int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
- if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
- {
- bestCre = toCmp;
- }
- }
- }
- tgi.bestCreature[g->second.color] = bestCre;
- }
- }
- #undef FILL_FIELD
- }
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
- {
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
- for ( auto i = players.cbegin() ; i != players.cend();i++)
- for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
- if(*j)
- pool.erase((**j).subID);
- return pool;
- }
- void CGameState::buildBonusSystemTree()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- for(CGTownInstance *t : map->towns)
- {
- t->deserializationFix();
- }
- // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
- // are provided on initializing / deserializing
- }
- void CGameState::deserializationFix()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- }
- void CGameState::buildGlobalTeamPlayerTree()
- {
- for(auto k=teams.begin(); k!=teams.end(); ++k)
- {
- TeamState *t = &k->second;
- t->attachTo(&globalEffects);
- for(PlayerColor teamMember : k->second.players)
- {
- PlayerState *p = getPlayer(teamMember);
- assert(p);
- p->attachTo(t);
- }
- }
- }
- void CGameState::attachArmedObjects()
- {
- for(CGObjectInstance *obj : map->objects)
- {
- if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
- armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
- }
- }
- void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
- {
- CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
- CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
- map->addNewArtifactInstance(ai);
- ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
- }
- std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
- {
- std::set<HeroTypeID> ret;
- for(int i = 0; i < map->allowedHeroes.size(); i++)
- if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
- ret.insert(HeroTypeID(i));
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- {
- if(hero->type)
- ret -= hero->type->ID;
- else
- ret -= HeroTypeID(hero->subID);
- }
- for(auto obj : map->objects) //prisons
- if(obj && obj->ID == Obj::PRISON)
- ret -= HeroTypeID(obj->subID);
- return ret;
- }
- std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
- {
- std::vector<CampaignHeroReplacement> campaignHeroReplacements;
- //selecting heroes by type
- for(auto obj : map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- if(heroPlaceholder->subID != 0xFF) //select by type
- {
- auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
- {
- return hero->subID == heroPlaceholder->subID;
- });
- if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
- {
- auto hero = *it;
- crossoverHeroes.removeHeroFromBothLists(hero);
- campaignHeroReplacements.push_back(CampaignHeroReplacement(hero, heroPlaceholder->id));
- }
- }
- }
- }
- //selecting heroes by power
- range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
- {
- return a->getHeroStrength() > b->getHeroStrength();
- }); //sort, descending strength
- // sort hero placeholders descending power
- std::vector<CGHeroPlaceholder *> heroPlaceholders;
- for(auto obj : map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- if(heroPlaceholder->subID == 0xFF) //select by power
- {
- heroPlaceholders.push_back(heroPlaceholder);
- }
- }
- }
- range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
- {
- return a->power > b->power;
- });
- for(int i = 0; i < heroPlaceholders.size(); ++i)
- {
- auto heroPlaceholder = heroPlaceholders[i];
- if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
- {
- campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id));
- }
- }
- return campaignHeroReplacements;
- }
- void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
- {
- for(auto campaignHeroReplacement : campaignHeroReplacements)
- {
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
- CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
- heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
- heroToPlace->tempOwner = heroPlaceholder->tempOwner;
- heroToPlace->pos = heroPlaceholder->pos;
- heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
- for(auto &&i : heroToPlace->stacks)
- i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
- auto fixArtifact = [&](CArtifactInstance * art)
- {
- art->artType = VLC->arth->artifacts[art->artType->id];
- gs->map->artInstances.push_back(art);
- art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
- };
- for(auto &&i : heroToPlace->artifactsWorn)
- fixArtifact(i.second.artifact);
- for(auto &&i : heroToPlace->artifactsInBackpack)
- fixArtifact(i.artifact);
- map->heroesOnMap.push_back(heroToPlace);
- map->objects[heroToPlace->id.getNum()] = heroToPlace;
- map->addBlockVisTiles(heroToPlace);
- scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
- }
- }
- bool CGameState::isUsedHero(HeroTypeID hid) const
- {
- return getUsedHero(hid);
- }
- CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
- {
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- {
- if(hero->subID == hid.getNum())
- {
- return hero;
- }
- }
- for(auto obj : map->objects) //prisons
- {
- if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
- {
- return dynamic_cast<CGHeroInstance *>(obj.get());
- }
- }
- return nullptr;
- }
- CGPathNode::CGPathNode()
- :coord(-1,-1,-1)
- {
- accessible = NOT_SET;
- land = 0;
- moveRemains = 0;
- turns = 255;
- theNodeBefore = nullptr;
- }
- bool CGPathNode::reachable() const
- {
- return turns < 255;
- }
- bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
- {
- assert(isValid);
- out.nodes.clear();
- const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
- if(!curnode->theNodeBefore)
- return false;
- while(curnode)
- {
- CGPathNode cpn = *curnode;
- curnode = curnode->theNodeBefore;
- out.nodes.push_back(cpn);
- }
- return true;
- }
- CPathsInfo::CPathsInfo( const int3 &Sizes )
- :sizes(Sizes)
- {
- hero = nullptr;
- nodes = new CGPathNode**[sizes.x];
- for(int i = 0; i < sizes.x; i++)
- {
- nodes[i] = new CGPathNode*[sizes.y];
- for (int j = 0; j < sizes.y; j++)
- {
- nodes[i][j] = new CGPathNode[sizes.z];
- }
- }
- }
- CPathsInfo::~CPathsInfo()
- {
- for(int i = 0; i < sizes.x; i++)
- {
- for (int j = 0; j < sizes.y; j++)
- {
- delete [] nodes[i][j];
- }
- delete [] nodes[i];
- }
- delete [] nodes;
- }
- int3 CGPath::startPos() const
- {
- return nodes[nodes.size()-1].coord;
- }
- int3 CGPath::endPos() const
- {
- return nodes[0].coord;
- }
- void CGPath::convert( ui8 mode )
- {
- if(mode==0)
- {
- for(auto & elem : nodes)
- {
- elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
- }
- }
- }
- PlayerState::PlayerState()
- : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
- enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
- {
- setNodeType(PLAYER);
- }
- std::string PlayerState::nodeName() const
- {
- return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
- }
- InfoAboutArmy::InfoAboutArmy():
- owner(PlayerColor::NEUTRAL)
- {}
- InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
- {
- initFromArmy(Army, detailed);
- }
- void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
- {
- army = ArmyDescriptor(Army, detailed);
- owner = Army->tempOwner;
- name = Army->getHoverText();
- }
- void InfoAboutHero::assign(const InfoAboutHero & iah)
- {
- InfoAboutArmy::operator = (iah);
- details = (iah.details ? new Details(*iah.details) : nullptr);
- hclass = iah.hclass;
- portrait = iah.portrait;
- }
- InfoAboutHero::InfoAboutHero():
- details(nullptr),
- hclass(nullptr),
- portrait(-1)
- {}
- InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
- InfoAboutArmy()
- {
- assign(iah);
- }
- InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
- : details(nullptr),
- hclass(nullptr),
- portrait(-1)
- {
- initFromHero(h, detailed);
- }
- InfoAboutHero::~InfoAboutHero()
- {
- delete details;
- }
- InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
- {
- assign(iah);
- return *this;
- }
- void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
- {
- if(!h)
- return;
- initFromArmy(h, detailed);
- hclass = h->type->heroClass;
- name = h->name;
- portrait = h->portrait;
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->luck = h->LuckVal();
- details->morale = h->MoraleVal();
- details->mana = h->mana;
- details->primskills.resize(GameConstants::PRIMARY_SKILLS);
- for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
- {
- details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
- }
- }
- }
- InfoAboutTown::InfoAboutTown():
- details(nullptr),
- tType(nullptr),
- built(0),
- fortLevel(0)
- {
- }
- InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
- {
- initFromTown(t, detailed);
- }
- InfoAboutTown::~InfoAboutTown()
- {
- delete details;
- }
- void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
- {
- initFromArmy(t, detailed);
- army = ArmyDescriptor(t->getUpperArmy(), detailed);
- built = t->builded;
- fortLevel = t->fortLevel();
- name = t->name;
- tType = t->town;
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->goldIncome = t->dailyIncome();
- details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
- details->hallLevel = t->hallLevel();
- details->garrisonedHero = t->garrisonHero;
- }
- }
- ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
- : isDetailed(detailed)
- {
- for(auto & elem : army->Slots())
- {
- if(detailed)
- (*this)[elem.first] = *elem.second;
- else
- (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
- }
- }
- ArmyDescriptor::ArmyDescriptor()
- : isDetailed(false)
- {
- }
- int ArmyDescriptor::getStrength() const
- {
- ui64 ret = 0;
- if(isDetailed)
- {
- for(auto & elem : *this)
- ret += elem.second.type->AIValue * elem.second.count;
- }
- else
- {
- for(auto & elem : *this)
- ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
- }
- return ret;
- }
- DuelParameters::SideSettings::StackSettings::StackSettings()
- : type(CreatureID::NONE), count(0)
- {
- }
- DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
- : type(Type), count(Count)
- {
- }
- DuelParameters::SideSettings::SideSettings()
- {
- heroId = -1;
- }
- DuelParameters::DuelParameters():
- terType(ETerrainType::DIRT),
- bfieldType(BFieldType::ROCKLANDS)
- {
- }
- DuelParameters DuelParameters::fromJSON(const std::string &fname)
- {
- DuelParameters ret;
- const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
- ret.terType = ETerrainType((int)duelData["terType"].Float());
- ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
- for(const JsonNode &n : duelData["sides"].Vector())
- {
- SideSettings &ss = ret.sides[(int)n["side"].Float()];
- int i = 0;
- for(const JsonNode &stackNode : n["army"].Vector())
- {
- ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
- ss.stacks[i].count = stackNode.Vector()[1].Float();
- i++;
- }
- if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
- ss.heroId = n["heroid"].Float();
- else
- ss.heroId = -1;
- for(const JsonNode &entry : n["heroPrimSkills"].Vector())
- ss.heroPrimSkills.push_back(entry.Float());
- for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
- {
- std::pair<si32, si8> secSkill;
- secSkill.first = skillNode.Vector()[0].Float();
- secSkill.second = skillNode.Vector()[1].Float();
- ss.heroSecSkills.push_back(secSkill);
- }
- assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
- if(ss.heroId != -1)
- {
- const JsonNode & spells = n["spells"];
- if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
- {
- for(auto spell : VLC->spellh->objects)
- if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
- ss.spells.insert(spell->id);
- }
- else
- for(const JsonNode &spell : n["spells"].Vector())
- ss.spells.insert(SpellID(spell.Float()));
- }
- }
- for(const JsonNode &n : duelData["obstacles"].Vector())
- {
- auto oi = make_shared<CObstacleInstance>();
- if(n.getType() == JsonNode::DATA_VECTOR)
- {
- oi->ID = n.Vector()[0].Float();
- oi->pos = n.Vector()[1].Float();
- }
- else
- {
- assert(n.getType() == JsonNode::DATA_FLOAT);
- oi->ID = 21;
- oi->pos = n.Float();
- }
- oi->uniqueID = ret.obstacles.size();
- ret.obstacles.push_back(oi);
- }
- for(const JsonNode &n : duelData["creatures"].Vector())
- {
- CusomCreature cc;
- cc.id = n["id"].Float();
- #define retrieve(name) \
- if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
- cc.name = n[ #name ].Float(); \
- else \
- cc.name = -1;
- retrieve(attack);
- retrieve(defense);
- retrieve(HP);
- retrieve(dmg);
- retrieve(shoots);
- retrieve(speed);
- ret.creatures.push_back(cc);
- }
- return ret;
- }
- TeamState::TeamState()
- {
- setNodeType(TEAM);
- }
- void CPathfinder::initializeGraph()
- {
- CGPathNode ***graph = out.nodes;
- for(size_t i=0; i < out.sizes.x; ++i)
- {
- for(size_t j=0; j < out.sizes.y; ++j)
- {
- for(size_t k=0; k < out.sizes.z; ++k)
- {
- curPos = int3(i,j,k);
- const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
- CGPathNode &node = graph[i][j][k];
- node.accessible = evaluateAccessibility(tinfo);
- node.turns = 0xff;
- node.moveRemains = 0;
- node.coord.x = i;
- node.coord.y = j;
- node.coord.z = k;
- node.land = tinfo->terType != ETerrainType::WATER;
- node.theNodeBefore = nullptr;
- }
- }
- }
- }
- void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
- {
- assert(hero);
- assert(hero == getHero(hero->id));
- if(src.x < 0)
- src = hero->getPosition(false);
- if(movement < 0)
- movement = hero->movement;
- out.hero = hero;
- out.hpos = src;
- if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
- {
- logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
- return;
- }
- initializeGraph();
- //initial tile - set cost on 0 and add to the queue
- CGPathNode &initialNode = *getNode(src);
- initialNode.turns = 0;
- initialNode.moveRemains = movement;
- mq.push_back(&initialNode);
- std::vector<int3> neighbours;
- neighbours.reserve(16);
- while(!mq.empty())
- {
- cp = mq.front();
- mq.pop_front();
- const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);
- bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
- ct = &gs->map->getTile(cp->coord);
- int movement = cp->moveRemains, turn = cp->turns;
- if(!movement)
- {
- movement = hero->maxMovePoints(cp->land);
- turn++;
- }
- //add accessible neighbouring nodes to the queue
- neighbours.clear();
- //handling subterranean gate => it's exit is the only neighbour
- bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
- if(subterraneanEntry)
- {
- //try finding the exit gate
- if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
- {
- const int3 outPos = outGate->visitablePos();
- //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
- neighbours.push_back(outPos);
- }
- else
- {
- //gate with no exit (blocked) -> do nothing with this node
- continue;
- }
- }
- gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
- for(auto & neighbour : neighbours)
- {
- const int3 &n = neighbour; //current neighbor
- dp = getNode(n);
- dt = &gs->map->getTile(n);
- destTopVisObjID = dt->topVisitableId();
- useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
- int turnAtNextTile = turn;
- const bool destIsGuardian = sourceGuardPosition == n;
- if(!goodForLandSeaTransition())
- continue;
- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
- continue;
- //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
- if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
- guardedSource = false;
- int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
- //special case -> moving from src Subterranean gate to dest gate -> it's free
- if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
- cost = 0;
- int remains = movement - cost;
- if(useEmbarkCost)
- {
- remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
- cost = movement - remains;
- }
- if(remains < 0)
- {
- //occurs rarely, when hero with low movepoints tries to leave the road
- turnAtNextTile++;
- int moveAtNextTile = hero->maxMovePoints(cp->land);
- cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
- remains = moveAtNextTile - cost;
- }
- if((dp->turns==0xff //we haven't been here before
- || dp->turns > turnAtNextTile
- || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
- && (!guardedSource || destIsGuardian)) // Can step into tile of guard
- {
- assert(dp != cp->theNodeBefore); //two tiles can't point to each other
- dp->moveRemains = remains;
- dp->turns = turnAtNextTile;
- dp->theNodeBefore = cp;
- const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)
- && dp->accessible == CGPathNode::BLOCKVIS;
- if (dp->accessible == CGPathNode::ACCESSIBLE
- || (useEmbarkCost && allowEmbarkAndDisembark)
- || destTopVisObjID == Obj::SUBTERRANEAN_GATE
- || (guardedDst && !guardedSource)) // Can step into a hostile tile once.
- {
- mq.push_back(dp);
- }
- }
- } //neighbours loop
- } //queue loop
- out.isValid = true;
- }
- CGPathNode *CPathfinder::getNode(const int3 &coord)
- {
- return &out.nodes[coord.x][coord.y][coord.z];
- }
- bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
- {
- return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
- }
- CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
- {
- CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
- if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
- return CGPathNode::BLOCKED;
- if(tinfo->visitable)
- {
- if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
- {
- return CGPathNode::BLOCKED;
- }
- else
- {
- for(const CGObjectInstance *obj : tinfo->visitableObjects)
- {
- if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags
- {
- ret = CGPathNode::ACCESSIBLE;
- }
- else if(obj->blockVisit)
- {
- return CGPathNode::BLOCKVIS;
- }
- else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
- {
- ret = CGPathNode::VISITABLE;
- }
- }
- }
- }
- else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))
- && !tinfo->blocked)
- {
- // Monster close by; blocked visit for battle.
- return CGPathNode::BLOCKVIS;
- }
- return ret;
- }
- bool CPathfinder::goodForLandSeaTransition()
- {
- if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
- {
- if(cp->land) //from land to sea -> embark or assault hero on boat
- {
- if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
- return false;
- if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
- return false;
- if(destTopVisObjID == Obj::BOAT)
- useEmbarkCost = 1;
- }
- else //disembark
- {
- //can disembark only on coastal tiles
- if(!dt->isCoastal())
- return false;
- //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
- if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
- || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
- return false;;
- useEmbarkCost = 2;
- }
- }
- return true;
- }
- CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
- {
- useSubterraneanGates = true;
- allowEmbarkAndDisembark = true;
- }
- EVictoryLossCheckResult::EVictoryLossCheckResult() :
- intValue(0)
- {
- }
- EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) :
- messageToSelf(toSelf),
- messageToOthers(toOthers),
- intValue(intValue)
- {
- }
- bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const
- {
- return intValue == other.intValue;
- }
- bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const
- {
- return intValue != other.intValue;
- }
- bool EVictoryLossCheckResult::victory() const
- {
- return intValue == VICTORY;
- }
- bool EVictoryLossCheckResult::loss() const
- {
- return intValue == DEFEAT;
- }
- EVictoryLossCheckResult EVictoryLossCheckResult::invert()
- {
- return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
- }
- EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers)
- {
- return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
- }
- EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers)
- {
- return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
- }
- std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
- {
- os << victoryLossCheckResult.messageToSelf;
- return os;
- }
- CRandomGenerator & CGameState::getRandomGenerator()
- {
- return rand;
- }
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