CGameState.h 8.5 KB

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  1. /*
  2. * CGameState.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../bonuses/CBonusSystemNode.h"
  12. #include "../IGameCallback.h"
  13. #include "../GameCallbackHolder.h"
  14. #include "../LoadProgress.h"
  15. #include "RumorState.h"
  16. #include "GameStatistics.h"
  17. namespace boost
  18. {
  19. class shared_mutex;
  20. }
  21. VCMI_LIB_NAMESPACE_BEGIN
  22. class EVictoryLossCheckResult;
  23. class Services;
  24. class IMapService;
  25. class CMap;
  26. class CSaveFile;
  27. class CLoadFile;
  28. struct CPack;
  29. class CHeroClass;
  30. struct EventCondition;
  31. struct CampaignTravel;
  32. class CStackInstance;
  33. class CGameStateCampaign;
  34. class TavernHeroesPool;
  35. struct SThievesGuildInfo;
  36. class CRandomGenerator;
  37. class GameSettings;
  38. class BattleInfo;
  39. class UpgradeInfo;
  40. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
  41. class DLL_LINKAGE CGameState : public CNonConstInfoCallback, public Serializeable, public GameCallbackHolder
  42. {
  43. friend class CGameStateCampaign;
  44. std::shared_ptr<StartInfo> initialOpts; //copy of settings received from pregame (not randomized)
  45. std::shared_ptr<StartInfo> scenarioOps;
  46. std::unique_ptr<CMap> map;
  47. void saveCompatibilityRegisterMissingArtifacts();
  48. public:
  49. ArtifactInstanceID saveCompatibilityLastAllocatedArtifactID;
  50. std::vector<std::shared_ptr<CArtifactInstance>> saveCompatibilityUnregisteredArtifacts;
  51. /// Stores number of times each artifact was placed on map via randomization
  52. std::map<ArtifactID, int> allocatedArtifacts;
  53. /// List of currently ongoing battles
  54. std::vector<std::unique_ptr<BattleInfo>> currentBattles;
  55. /// ID that can be allocated to next battle
  56. BattleID nextBattleID = BattleID(0);
  57. //we have here all heroes available on this map that are not hired
  58. std::unique_ptr<TavernHeroesPool> heroesPool;
  59. /// list of players currently making turn. Usually - just one, except for simturns
  60. std::set<PlayerColor> actingPlayers;
  61. CGameState(IGameCallback * callback);
  62. virtual ~CGameState();
  63. CGameState * gameState() final { return this; }
  64. const CGameState * gameState() const final { return this; }
  65. void preInit(Services * services);
  66. void init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
  67. void updateOnLoad(StartInfo * si);
  68. ui32 day; //total number of days in game
  69. std::map<PlayerColor, PlayerState> players;
  70. std::map<TeamID, TeamState> teams;
  71. CBonusSystemNode globalEffects;
  72. RumorState currentRumor;
  73. StatisticDataSet statistic;
  74. // NOTE: effectively AI mutex, only used by adventure map AI
  75. static std::shared_mutex mutex;
  76. void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
  77. bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
  78. /// picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
  79. HeroTypeID pickNextHeroType(const PlayerColor & owner);
  80. void apply(CPackForClient & pack);
  81. BattleField battleGetBattlefieldType(int3 tile, vstd::RNG & rand);
  82. void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
  83. PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
  84. bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
  85. void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const override;
  86. int3 guardingCreaturePosition (int3 pos) const override;
  87. std::vector<const CGObjectInstance*> guardingCreatures (int3 pos) const;
  88. /// Gets a artifact ID randomly and removes the selected artifact from this handler.
  89. ArtifactID pickRandomArtifact(vstd::RNG & rand, int flags);
  90. ArtifactID pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts);
  91. ArtifactID pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts);
  92. ArtifactID pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> filtered);
  93. CArtifactInstance * createScroll(const SpellID & spellId);
  94. CArtifactInstance * createArtifact(const ArtifactID & artId, const SpellID & spellId = SpellID::NONE);
  95. /// Returns battle in which selected player is engaged, or nullptr if none.
  96. /// Can NOT be used with neutral player, use battle by ID instead
  97. const BattleInfo * getBattle(const PlayerColor & player) const;
  98. /// Returns battle by its unique identifier, or nullptr if not found
  99. const BattleInfo * getBattle(const BattleID & battle) const;
  100. BattleInfo * getBattle(const BattleID & battle);
  101. // ----- victory, loss condition checks -----
  102. EVictoryLossCheckResult checkForVictoryAndLoss(const PlayerColor & player) const;
  103. bool checkForVictory(const PlayerColor & player, const EventCondition & condition) const; //checks if given player is winner
  104. PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
  105. bool checkForStandardLoss(const PlayerColor & player) const; //checks if given player lost the game
  106. void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
  107. const IGameSettings & getSettings() const;
  108. StartInfo * getStartInfo()
  109. {
  110. return scenarioOps.get();
  111. }
  112. const StartInfo * getStartInfo() const final
  113. {
  114. return scenarioOps.get();
  115. }
  116. const StartInfo * getInitialStartInfo() const final
  117. {
  118. return initialOpts.get();
  119. }
  120. CMap & getMap()
  121. {
  122. return *map;
  123. }
  124. const CMap & getMap() const
  125. {
  126. return *map;
  127. }
  128. bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
  129. bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;
  130. static int getDate(int day, Date mode);
  131. int getDate(Date mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  132. // ----- getters, setters -----
  133. /// This RNG should only be used inside GS or CPackForClient-derived applyGs
  134. /// If this doesn't work for your code that mean you need a new netpack
  135. ///
  136. /// Client-side must use vstd::RNG::getDefault which is not serialized
  137. ///
  138. /// CGameHandler have it's own getter for vstd::RNG::getDefault
  139. /// Any server-side code outside of GH must use vstd::RNG::getDefault
  140. vstd::RNG & getRandomGenerator();
  141. void saveGame(CSaveFile & file) const;
  142. void loadGame(CLoadFile & file);
  143. template <typename Handler> void serialize(Handler &h)
  144. {
  145. h & scenarioOps;
  146. h & initialOpts;
  147. h & actingPlayers;
  148. h & day;
  149. h & map;
  150. if (!h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
  151. saveCompatibilityRegisterMissingArtifacts();
  152. h & players;
  153. h & teams;
  154. if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
  155. h & *heroesPool;
  156. else
  157. h & heroesPool;
  158. h & globalEffects;
  159. h & currentRumor;
  160. h & campaign;
  161. h & allocatedArtifacts;
  162. h & statistic;
  163. if(!h.saving && h.loadingGamestate)
  164. restoreBonusSystemTree();
  165. }
  166. private:
  167. // ----- initialization -----
  168. void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
  169. void initGlobalBonuses();
  170. void initGrailPosition();
  171. void initRandomFactionsForPlayers();
  172. void initOwnedObjects();
  173. void randomizeMapObjects();
  174. void initPlayerStates();
  175. void placeStartingHeroes();
  176. void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
  177. void removeHeroPlaceholders();
  178. void initDifficulty();
  179. void initHeroes();
  180. void placeHeroesInTowns();
  181. void initFogOfWar();
  182. void initStartingBonus();
  183. void initTowns();
  184. void initTownNames();
  185. void initMapObjects();
  186. void initVisitingAndGarrisonedHeroes();
  187. void initCampaign();
  188. // ----- bonus system handling -----
  189. void buildBonusSystemTree();
  190. void buildGlobalTeamPlayerTree();
  191. void restoreBonusSystemTree();
  192. // ---- misc helpers -----
  193. CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
  194. bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
  195. std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
  196. HeroTypeID pickUnusedHeroTypeRandomly(const PlayerColor & owner); // picks a unused hero type randomly
  197. UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
  198. // ---- data -----
  199. Services * services;
  200. /// Pointer to campaign state manager. Nullptr for single scenarios
  201. std::unique_ptr<CGameStateCampaign> campaign;
  202. friend class IGameCallback;
  203. friend class CMapHandler;
  204. friend class CGameHandler;
  205. };
  206. VCMI_LIB_NAMESPACE_END