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- /*
- * 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
- *
- */
- #include "StdInc.h"
- #include "CGameState.h"
- #include "EVictoryLossCheckResult.h"
- #include "InfoAboutArmy.h"
- #include "TavernHeroesPool.h"
- #include "CGameStateCampaign.h"
- #include "SThievesGuildInfo.h"
- #include "../ArtifactUtils.h"
- #include "../texts/CGeneralTextHandler.h"
- #include "../CPlayerState.h"
- #include "../CStopWatch.h"
- #include "../IGameSettings.h"
- #include "../StartInfo.h"
- #include "../TerrainHandler.h"
- #include "../VCMIDirs.h"
- #include "../GameLibrary.h"
- #include "../battle/BattleInfo.h"
- #include "../campaign/CampaignState.h"
- #include "../constants/StringConstants.h"
- #include "../entities/faction/CTownHandler.h"
- #include "../entities/hero/CHero.h"
- #include "../entities/hero/CHeroClass.h"
- #include "../filesystem/ResourcePath.h"
- #include "../json/JsonBonus.h"
- #include "../json/JsonUtils.h"
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../mapObjectConstructors/DwellingInstanceConstructor.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../mapObjects/CGTownInstance.h"
- #include "../mapObjects/CQuest.h"
- #include "../mapObjects/MiscObjects.h"
- #include "../mapping/CMap.h"
- #include "../mapping/CMapEditManager.h"
- #include "../mapping/CMapService.h"
- #include "../modding/IdentifierStorage.h"
- #include "../modding/ModScope.h"
- #include "../networkPacks/NetPacksBase.h"
- #include "../pathfinder/CPathfinder.h"
- #include "../pathfinder/PathfinderOptions.h"
- #include "../rmg/CMapGenerator.h"
- #include "../serializer/CMemorySerializer.h"
- #include "../spells/CSpellHandler.h"
- #include "UpgradeInfo.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- std::shared_mutex CGameState::mutex;
- HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
- {
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- if(ps.hero.isValid() && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
- {
- return HeroTypeID(ps.hero);
- }
- return pickUnusedHeroTypeRandomly(owner);
- }
- HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
- {
- //list of available heroes for this faction and others
- std::vector<HeroTypeID> factionHeroes;
- std::vector<HeroTypeID> otherHeroes;
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- for(const HeroTypeID & hid : getUnusedAllowedHeroes())
- {
- if(hid.toHeroType()->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, getRandomGenerator());
- }
- logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());
- if(!otherHeroes.empty())
- {
- return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());
- }
- logGlobal->error("No free allowed heroes!");
- auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
- if(!notAllowedHeroesButStillBetterThanCrash.empty())
- return *notAllowedHeroesButStillBetterThanCrash.begin();
- logGlobal->error("No free heroes at all!");
- throw std::runtime_error("Can not allocate hero. All heroes are already used.");
- }
- int CGameState::getDate(int d, Date mode)
- {
- int temp;
- switch (mode)
- {
- case Date::DAY:
- return d;
- case Date::DAY_OF_WEEK: //day of week
- temp = (d)%7; // 1 - Monday, 7 - Sunday
- return temp ? temp : 7;
- case Date::WEEK: //current week
- temp = ((d-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- case Date::MONTH: //current month
- return ((d-1)/28)+1;
- case Date::DAY_OF_MONTH: //day of month
- temp = (d)%28;
- if (temp)
- return temp;
- else return 28;
- }
- return 0;
- }
- int CGameState::getDate(Date mode) const
- {
- return getDate(day, mode);
- }
- CGameState::CGameState()
- {
- gs = this;
- heroesPool = std::make_unique<TavernHeroesPool>();
- globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
- }
- CGameState::~CGameState()
- {
- // explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState
- currentBattles.clear();
- map.dellNull();
- scenarioOps.dellNull();
- initialOpts.dellNull();
- }
- const IGameSettings & CGameState::getSettings() const
- {
- return map->getSettings();
- }
- void CGameState::preInit(Services * newServices, IGameCallback * newCallback)
- {
- services = newServices;
- callback = newCallback;
- }
- void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
- {
- assert(services);
- assert(callback);
- scenarioOps = CMemorySerializer::deepCopy(*si).release();
- initialOpts = CMemorySerializer::deepCopy(*si).release();
- si = nullptr;
- switch(scenarioOps->mode)
- {
- case EStartMode::NEW_GAME:
- initNewGame(mapService, allowSavingRandomMap, progressTracking);
- break;
- case EStartMode::CAMPAIGN:
- initCampaign();
- break;
- default:
- logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
- return;
- }
- logGlobal->info("Map loaded!");
- day = 0;
- logGlobal->debug("Initialization:");
- initGlobalBonuses();
- initPlayerStates();
- if (campaign)
- campaign->placeCampaignHeroes();
- removeHeroPlaceholders();
- initGrailPosition();
- initRandomFactionsForPlayers();
- randomizeMapObjects();
- placeStartingHeroes();
- initOwnedObjects();
- initDifficulty();
- initHeroes();
- initStartingBonus();
- initTowns();
- initTownNames();
- placeHeroesInTowns();
- initMapObjects();
- buildBonusSystemTree();
- initVisitingAndGarrisonedHeroes();
- initFogOfWar();
- for(auto & elem : teams)
- {
- map->obelisksVisited[elem.first] = 0;
- }
- logGlobal->debug("\tChecking objectives");
- map->checkForObjectives(); //needs to be run when all objects are properly placed
- }
- void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
- {
- switch(metatype)
- {
- case Metatype::ARTIFACT_INSTANCE:
- logGlobal->error("Artifact instance update is not implemented");
- break;
- case Metatype::CREATURE_INSTANCE:
- logGlobal->error("Creature instance update is not implemented");
- break;
- case Metatype::HERO_INSTANCE:
- //index is hero type
- if(index >= 0 && index < map->allHeroes.size())
- {
- CGHeroInstance * hero = map->allHeroes.at(index);
- hero->updateFrom(data);
- }
- else
- {
- logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
- }
- break;
- case Metatype::MAP_OBJECT_INSTANCE:
- if(index >= 0 && index < map->objects.size())
- {
- CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
- obj->updateFrom(data);
- }
- else
- {
- logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
- }
- break;
- default:
- logGlobal->error("This metatype update is not implemented");
- break;
- }
- }
- void CGameState::updateOnLoad(StartInfo * si)
- {
- assert(services);
- assert(callback);
- scenarioOps->playerInfos = si->playerInfos;
- for(auto & i : si->playerInfos)
- gs->players[i.first].human = i.second.isControlledByHuman();
- scenarioOps->extraOptionsInfo = si->extraOptionsInfo;
- scenarioOps->turnTimerInfo = si->turnTimerInfo;
- scenarioOps->simturnsInfo = si->simturnsInfo;
- }
- void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
- {
- if(scenarioOps->createRandomMap())
- {
- logGlobal->info("Create random map.");
- CStopWatch sw;
- // Gen map
- CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, callback, getRandomGenerator().nextInt());
- progressTracking.include(mapGenerator);
- std::unique_ptr<CMap> randomMap = mapGenerator.generate();
- progressTracking.exclude(mapGenerator);
- // Update starting options
- for(int i = 0; i < randomMap->players.size(); ++i)
- {
- const auto & playerInfo = randomMap->players[i];
- if(playerInfo.canAnyonePlay())
- {
- PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
- playerSettings.compOnly = !playerInfo.canHumanPlay;
- playerSettings.castle = playerInfo.defaultCastle();
- if(playerSettings.isControlledByAI() && playerSettings.name.empty())
- {
- playerSettings.name = LIBRARY->generaltexth->allTexts[468];
- }
- playerSettings.color = PlayerColor(i);
- }
- else
- {
- scenarioOps->playerInfos.erase(PlayerColor(i));
- }
- }
- if(allowSavingRandomMap)
- {
- try
- {
- auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps";
- boost::filesystem::create_directories(path);
- std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
- const std::string templateName = options->getMapTemplate()->getName();
- const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr));
- const std::string fileName = boost::str(boost::format("%s_%s.vmap") % dt % templateName );
- const auto fullPath = path / fileName;
- randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt));
- mapService->saveMap(randomMap, fullPath);
- logGlobal->info("Random map has been saved to:");
- logGlobal->info(fullPath.string());
- }
- catch(...)
- {
- logGlobal->error("Saving random map failed with exception");
- }
- }
- map = randomMap.release();
- logGlobal->info("Generated random map in %i ms.", sw.getDiff());
- }
- else
- {
- logGlobal->info("Open map file: %s", scenarioOps->mapname);
- const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
- map = mapService->loadMap(mapURI, callback).release();
- }
- }
- void CGameState::initCampaign()
- {
- campaign = std::make_unique<CGameStateCampaign>(this);
- map = campaign->getCurrentMap().release();
- }
- void CGameState::generateOwnedObjectsAfterDeserialize()
- {
- for (auto & object : map->objects)
- {
- if (object && object->asOwnable() && object->getOwner().isValidPlayer())
- players.at(object->getOwner()).addOwnedObject(object.get());
- }
- }
- void CGameState::initGlobalBonuses()
- {
- const JsonNode & baseBonuses = getSettings().getValue(EGameSettings::BONUSES_GLOBAL);
- logGlobal->debug("\tLoading global bonuses");
- for(const auto & b : baseBonuses.Struct())
- {
- auto bonus = JsonUtils::parseBonus(b.second);
- bonus->source = BonusSource::GLOBAL;//for all
- bonus->sid = BonusSourceID(); //there is one global object
- globalEffects.addNewBonus(bonus);
- }
- LIBRARY->creh->loadCrExpBon(globalEffects);
- }
- void CGameState::initDifficulty()
- {
- logGlobal->debug("\tLoading difficulty settings");
- JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
- config.setModScope(ModScope::scopeGame()); // FIXME: should be set to actual mod
-
- const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
- const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
-
- auto setDifficulty = [this](PlayerState & state, const JsonNode & json)
- {
- //set starting resources
- state.resources = TResources(json["resources"]);
- //handicap
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(state.color);
- state.resources += ps.handicap.startBonus;
-
- //set global bonuses
- for(auto & jsonBonus : json["globalBonuses"].Vector())
- if(auto bonus = JsonUtils::parseBonus(jsonBonus))
- state.addNewBonus(bonus);
-
- //set battle bonuses
- for(auto & jsonBonus : json["battleBonuses"].Vector())
- if(auto bonus = JsonUtils::parseBonus(jsonBonus))
- state.battleBonuses.push_back(*bonus);
-
- };
- for (auto & elem : players)
- {
- PlayerState &p = elem.second;
- setDifficulty(p, p.human ? difficultyHuman : difficultyAI);
- }
- if (campaign)
- campaign->initStartingResources();
- }
- void CGameState::initGrailPosition()
- {
- logGlobal->debug("\tPicking grail position");
- //pick grail location
- if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
- {
- if(!map->grailRadius) //radius not given -> anywhere on map
- map->grailRadius = 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 z = 0; z < map->levels(); z++)
- {
- for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
- {
- for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
- {
- const TerrainTile &t = map->getTile(int3(x, y, z));
- if(!t.blocked()
- && !t.visitable()
- && t.isLand()
- && t.getTerrain()->isPassable()
- && (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
- allowedPos.emplace_back(x, y, z);
- }
- }
- }
- //remove tiles with holes
- for(auto & elem : map->objects)
- if(elem && elem->ID == Obj::HOLE)
- allowedPos -= elem->anchorPos();
- if(!allowedPos.empty())
- {
- map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
- }
- else
- {
- logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
- }
- }
- }
- void CGameState::initRandomFactionsForPlayers()
- {
- logGlobal->debug("\tPicking random factions for players");
- for(auto & elem : scenarioOps->playerInfos)
- {
- if(elem.second.castle==FactionID::RANDOM)
- {
- auto randomID = getRandomGenerator().nextInt((int)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->debug("\tRandomizing objects");
- for(CGObjectInstance *object : map->objects)
- {
- if(!object)
- continue;
- object->pickRandomObject(getRandomGenerator());
- //handle Favouring Winds - mark tiles under it
- if(object->ID == Obj::FAVORABLE_WINDS)
- {
- for (int i = 0; i < object->getWidth() ; i++)
- {
- for (int j = 0; j < object->getHeight() ; j++)
- {
- int3 pos = object->anchorPos() - int3(i,j,0);
- if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
- }
- }
- }
- }
- }
- void CGameState::initOwnedObjects()
- {
- for(CGObjectInstance *object : map->objects)
- {
- if (object && object->getOwner().isValidPlayer())
- getPlayerState(object->getOwner())->addOwnedObject(object);
- }
- }
- void CGameState::initPlayerStates()
- {
- logGlobal->debug("\tCreating player entries in gs");
- for(auto & elem : scenarioOps->playerInfos)
- {
- PlayerState & p = players[elem.first];
- p.color=elem.first;
- p.human = elem.second.isControlledByHuman();
- p.team = map->players[elem.first.getNum()].team;
- teams[p.team].id = p.team;//init team
- teams[p.team].players.insert(elem.first);//add player to team
- }
- }
- void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
- {
- for(auto town : map->towns)
- {
- if(town->anchorPos() == townPos)
- {
- townPos = town->visitablePos();
- break;
- }
- }
- auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());
- CGObjectInstance * obj = handler->create(callback, handler->getTemplates().front());
- CGHeroInstance * hero = dynamic_cast<CGHeroInstance *>(obj);
- hero->ID = Obj::HERO;
- hero->setHeroType(heroTypeId);
- hero->tempOwner = playerColor;
- hero->setAnchorPos(townPos + hero->getVisitableOffset());
- map->getEditManager()->insertObject(hero);
- }
- void CGameState::placeStartingHeroes()
- {
- logGlobal->debug("\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 (campaign && campaign->playerHasStartingHero(playerColor))
- continue;
- HeroTypeID heroTypeId = pickNextHeroType(playerColor);
- if(playerSettingPair.second.hero == HeroTypeID::NONE || playerSettingPair.second.hero == HeroTypeID::RANDOM)
- playerSettingPair.second.hero = heroTypeId;
- placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
- }
- }
- }
- void CGameState::removeHeroPlaceholders()
- {
- // remove any hero placeholders that remain on map after (potential) campaign heroes placement
- for(auto obj : map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- map->removeBlockVisTiles(heroPlaceholder, true);
- map->instanceNames.erase(obj->instanceName);
- map->objects[heroPlaceholder->id.getNum()] = nullptr;
- delete heroPlaceholder;
- }
- }
- }
- void CGameState::initHeroes()
- {
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- {
- if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
- {
- logGlobal->warn("Hero with uninitialized owner!");
- continue;
- }
- hero->initHero(getRandomGenerator());
- map->allHeroes[hero->getHeroTypeID().getNum()] = hero;
- }
- // generate boats for all heroes on water
- for(auto hero : map->heroesOnMap)
- {
- assert(map->isInTheMap(hero->visitablePos()));
- const auto & tile = map->getTile(hero->visitablePos());
- if (tile.isWater())
- {
- auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
- auto boat = dynamic_cast<CGBoat*>(handler->create(callback, nullptr));
- handler->configureObject(boat, gs->getRandomGenerator());
- boat->setAnchorPos(hero->anchorPos());
- boat->appearance = handler->getTemplates().front();
- boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
- map->objects.emplace_back(boat);
- hero->attachToBoat(boat);
- }
- }
- for(auto obj : map->objects) //prisons
- {
- if(obj && obj->ID == Obj::PRISON)
- {
- auto * hero = dynamic_cast<CGHeroInstance*>(obj.get());
- hero->initHero(getRandomGenerator());
- map->allHeroes[hero->getHeroTypeID().getNum()] = hero;
- }
- }
- 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, ph->getHeroTypeID()))
- continue;
- ph->initHero(getRandomGenerator());
- heroesPool->addHeroToPool(ph);
- heroesToCreate.erase(ph->getHeroTypeID());
- map->allHeroes[ph->getHeroTypeID().getNum()] = ph;
- }
- for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
- {
- auto * vhi = new CGHeroInstance(callback);
- vhi->initHero(getRandomGenerator(), htype);
- int typeID = htype.getNum();
- map->allHeroes[typeID] = vhi;
- heroesPool->addHeroToPool(vhi);
- }
- for(auto & elem : map->disposedHeroes)
- heroesPool->setAvailability(elem.heroId, elem.players);
- if (campaign)
- campaign->initHeroes();
- }
- void CGameState::initFogOfWar()
- {
- logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
- int layers = map->levels();
- for(auto & elem : teams)
- {
- auto & fow = elem.second.fogOfWarMap;
- fow.resize(boost::extents[layers][map->width][map->height]);
- std::fill(fow.data(), fow.data() + fow.num_elements(), 0);
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
- std::unordered_set<int3> tiles;
- getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
- for(const int3 & tile : tiles)
- {
- elem.second.fogOfWarMap[tile.z][tile.x][tile.y] = 1;
- }
- }
- }
- }
- void CGameState::initStartingBonus()
- {
- if (scenarioOps->mode == EStartMode::CAMPAIGN)
- return;
- // These are the single scenario bonuses; predefined
- // campaign bonuses are spread out over other init* functions.
- logGlobal->debug("\tStarting bonuses");
- for(auto & elem : players)
- {
- //starting bonus
- if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
- scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));
- switch(scenarioOps->playerInfos[elem.first].bonus)
- {
- case PlayerStartingBonus::GOLD:
- elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
- break;
- case PlayerStartingBonus::RESOURCE:
- {
- auto res = (*LIBRARY->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
- if(res == EGameResID::WOOD_AND_ORE)
- {
- int amount = getRandomGenerator().nextInt(5, 10);
- elem.second.resources[EGameResID::WOOD] += amount;
- elem.second.resources[EGameResID::ORE] += amount;
- }
- else
- {
- elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
- }
- break;
- }
- case PlayerStartingBonus::ARTIFACT:
- {
- if(elem.second.getHeroes().empty())
- {
- logGlobal->error("Cannot give starting artifact - no heroes!");
- break;
- }
- const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(LIBRARY);
- CGHeroInstance *hero = elem.second.getHeroes()[0];
- if(!giveHeroArtifact(hero, toGive->getId()))
- logGlobal->error("Cannot give starting artifact - no free slots!");
- }
- break;
- }
- }
- }
- void CGameState::initTownNames()
- {
- std::map<FactionID, std::vector<int>> availableNames;
- for(const auto & faction : LIBRARY->townh->getDefaultAllowed())
- {
- std::vector<int> potentialNames;
- if(faction.toFaction()->town->getRandomNamesCount() > 0)
- {
- for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i)
- potentialNames.push_back(i);
- availableNames[faction] = potentialNames;
- }
- }
- for(auto & vti : map->towns)
- {
- assert(vti->getTown());
- if(!vti->getNameTextID().empty())
- continue;
- FactionID faction = vti->getFactionID();
- if(availableNames.empty())
- {
- logGlobal->warn("Failed to find available name for a random town!");
- vti->setNameTextId("core.genrltxt.508"); // Unnamed
- continue;
- }
- // If town has no available names (for example - all were picked) - pick names from some other faction that still has names available
- if(!availableNames.count(faction))
- faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;
- auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());
- vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));
- availableNames[faction].erase(nameIt);
- if(availableNames[faction].empty())
- availableNames.erase(faction);
- }
- }
- void CGameState::initTowns()
- {
- logGlobal->debug("\tTowns");
- if (campaign)
- campaign->initTowns();
- map->townUniversitySkills.clear();
- map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::FIRE_MAGIC));
- map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::AIR_MAGIC));
- map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC));
- map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC));
- for (auto & vti : map->towns)
- {
- assert(vti->getTown());
- assert(vti->getTown()->creatures.size() <= GameConstants::CREATURES_PER_TOWN);
- constexpr std::array basicDwellings = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
- constexpr std::array upgradedDwellings = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
- constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7, BuildingID::HORDE_PLACEHOLDER8 };
- //init buildings
- if(vti->hasBuilt(BuildingID::DEFAULT)) //give standard set of buildings
- {
- vti->removeBuilding(BuildingID::DEFAULT);
- vti->addBuilding(BuildingID::VILLAGE_HALL);
- if(vti->tempOwner != PlayerColor::NEUTRAL)
- vti->addBuilding(BuildingID::TAVERN);
- auto definesBuildingsChances = getSettings().getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
- for(int i = 0; i < definesBuildingsChances.size(); i++)
- {
- if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
- {
- vti->addBuilding(basicDwellings[i]);
- }
- }
- }
- // village hall must always exist
- vti->addBuilding(BuildingID::VILLAGE_HALL);
- //init hordes
- for (int i = 0; i < vti->getTown()->creatures.size(); i++)
- {
- if(vti->hasBuilt(hordes[i])) //if we have horde for this level
- {
- vti->removeBuilding(hordes[i]);//remove old ID
- if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
- {
- vti->addBuilding(BuildingID::HORDE_1);//add it
- //if we have upgraded dwelling as well
- if(vti->hasBuilt(upgradedDwellings[i]))
- vti->addBuilding(BuildingID::HORDE_1_UPGR);//add it as well
- }
- if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
- {
- vti->addBuilding(BuildingID::HORDE_2);
- if(vti->hasBuilt(upgradedDwellings[i]))
- vti->addBuilding(BuildingID::HORDE_2_UPGR);
- }
- }
- }
- //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
- //But DO NOT remove horde placeholders before they are replaced
- for(const auto & building : vti->getBuildings())
- {
- if(!vti->getTown()->buildings.count(building) || !vti->getTown()->buildings.at(building))
- vti->removeBuilding(building);
- }
- if(vti->hasBuilt(BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
- vti->removeBuilding(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
- //Early check for #1444-like problems
- for([[maybe_unused]] const auto & building : vti->getBuildings())
- {
- assert(vti->getTown()->buildings.at(building) != nullptr);
- }
- //town events
- for(CCastleEvent &ev : vti->events)
- {
- for (int i = 0; i<vti->getTown()->creatures.size(); i++)
- if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
- {
- ev.buildings.erase(hordes[i]);
- if (vti->getTown()->hordeLvl.at(0) == i)
- ev.buildings.insert(BuildingID::HORDE_1);
- if (vti->getTown()->hordeLvl.at(1) == i)
- ev.buildings.insert(BuildingID::HORDE_2);
- }
- }
- //init spells
- vti->spells.resize(GameConstants::SPELL_LEVELS);
- vti->possibleSpells -= SpellID::PRESET;
- for(ui32 z=0; z<vti->obligatorySpells.size();z++)
- {
- const auto * s = vti->obligatorySpells[z].toSpell();
- vti->spells[s->getLevel()-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- vstd::erase_if(vti->possibleSpells, [&](const SpellID & spellID)
- {
- const auto * spell = spellID.toSpell();
- if (spell->getProbability(vti->getFactionID()) == 0)
- return true;
- if (spell->isSpecial() || spell->isCreatureAbility())
- return true;
- if (!isAllowed(spellID))
- return true;
- return false;
- });
- std::vector<int> spellWeights;
- for (auto & spellID : vti->possibleSpells)
- spellWeights.push_back(spellID.toSpell()->getProbability(vti->getFactionID()));
- while(!vti->possibleSpells.empty())
- {
- size_t index = RandomGeneratorUtil::nextItemWeighted(spellWeights, getRandomGenerator());
- const auto * s = vti->possibleSpells[index].toSpell();
- vti->spells[s->getLevel()-1].push_back(s->id);
- vti->possibleSpells.erase(vti->possibleSpells.begin() + index);
- spellWeights.erase(spellWeights.begin() + index);
- }
- }
- }
- void CGameState::initMapObjects()
- {
- logGlobal->debug("\tObject initialization");
- // objCaller->preInit();
- for(CGObjectInstance *obj : map->objects)
- {
- if(obj)
- obj->initObj(getRandomGenerator());
- }
- logGlobal->debug("\tObject initialization done");
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj)
- continue;
- switch(obj->ID.toEnum())
- {
- case Obj::QUEST_GUARD:
- case Obj::SEER_HUT:
- {
- auto * q = dynamic_cast<CGSeerHut *>(obj);
- assert (q);
- q->setObjToKill();
- }
- }
- }
- CGSubterraneanGate::postInit(callback); //pairing subterranean gates
- map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
- }
- void CGameState::placeHeroesInTowns()
- {
- for(auto & player : players)
- {
- if(player.first == PlayerColor::NEUTRAL)
- continue;
- for(CGHeroInstance * h : player.second.getHeroes())
- {
- for(CGTownInstance * t : player.second.getTowns())
- {
- bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos());
- // current hero position is at one of blocking tiles of current town
- // assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
- if (heroOnTownBlockableTile)
- {
- map->removeBlockVisTiles(h);
- int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
- h->setAnchorPos(correctedPos);
- map->addBlockVisTiles(h);
- assert(t->visitableAt(h->visitablePos()));
- }
- }
- }
- }
- }
- void CGameState::initVisitingAndGarrisonedHeroes()
- {
- for(auto & player : players)
- {
- if(player.first == PlayerColor::NEUTRAL)
- continue;
- //init visiting and garrisoned heroes
- for(CGHeroInstance * h : player.second.getHeroes())
- {
- for(CGTownInstance * t : player.second.getTowns())
- {
- if(h->visitablePos().z != t->visitablePos().z)
- continue;
- if (t->visitableAt(h->visitablePos()))
- {
- assert(t->visitingHero == nullptr);
- t->setVisitingHero(h);
- }
- }
- }
- }
- for (auto hero : map->heroesOnMap)
- {
- if (hero->visitedTown)
- {
- assert (hero->visitedTown->visitingHero == hero);
- }
- }
- }
- const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
- {
- if (!player.isValidPlayer())
- return nullptr;
- for (const auto & battlePtr : currentBattles)
- if (battlePtr->getSide(BattleSide::ATTACKER).color == player || battlePtr->getSide(BattleSide::DEFENDER).color == player)
- return battlePtr.get();
- return nullptr;
- }
- const BattleInfo * CGameState::getBattle(const BattleID & battle) const
- {
- for (const auto & battlePtr : currentBattles)
- if (battlePtr->battleID == battle)
- return battlePtr.get();
- return nullptr;
- }
- BattleInfo * CGameState::getBattle(const BattleID & battle)
- {
- for (const auto & battlePtr : currentBattles)
- if (battlePtr->battleID == battle)
- return battlePtr.get();
- return nullptr;
- }
- BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand)
- {
- assert(tile.valid());
- if(!tile.valid())
- return BattleField::NONE;
- const TerrainTile &t = map->getTile(tile);
- auto * topObject = t.visitableObjects.front();
- if(topObject && topObject->getBattlefield() != BattleField::NONE)
- {
- return topObject->getBattlefield();
- }
- for(auto &obj : map->objects)
- {
- //look only for objects covering given tile
- if( !obj || !obj->coveringAt(tile))
- continue;
- auto customBattlefield = obj->getBattlefield();
- if(customBattlefield != BattleField::NONE)
- return customBattlefield;
- }
- if(map->isCoastalTile(tile)) //coastal tile is always ground
- return BattleField(*LIBRARY->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
-
- if (t.getTerrain()->battleFields.empty())
- throw std::runtime_error("Failed to find battlefield for terrain " + t.getTerrain()->getJsonKey());
- return BattleField(*RandomGeneratorUtil::nextItem(t.getTerrain()->battleFields, rand));
- }
- void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
- {
- assert(obj);
- assert(obj->hasStackAtSlot(stackPos));
- out = fillUpgradeInfo(obj->getStack(stackPos));
- }
- UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance & stack) const
- {
- const CCreature *base = stack.getCreature();
-
- UpgradeInfo ret(base->getId());
- if (stack.armyObj->ID == Obj::HERO)
- {
- auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
- hero->fillUpgradeInfo(ret, stack);
- if (hero->visitedTown)
- {
- hero->visitedTown->fillUpgradeInfo(ret, stack);
- }
- else
- {
- auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
- auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
- if (object != hero && upgradeSource != nullptr)
- upgradeSource->fillUpgradeInfo(ret, stack);
- }
- }
- if (stack.armyObj->ID == Obj::TOWN)
- {
- auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
- town->fillUpgradeInfo(ret, stack);
- }
- return ret;
- }
- PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
- {
- 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::apply(CPackForClient & pack)
- {
- pack.applyGs(this);
- }
- void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const
- {
- CPathfinder pathfinder(const_cast<CGameState*>(this), config);
- pathfinder.calculatePaths();
- }
- /**
- * 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->isBlockedVisitable())
- {
- 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 && map->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
- {
- return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
- }
- bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
- {
- if (!map->isInTheMap(pos))
- return false;
- if (!player)
- return true;
- if(player == PlayerColor::NEUTRAL)
- return false;
- if(player->isSpectator())
- return true;
- return getPlayerTeam(*player)->fogOfWarMap[pos.z][pos.x][pos.y];
- }
- bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
- {
- if(!player)
- return true;
- //we should always see our own heroes - but sometimes not visible heroes cause crash :?
- if (player == obj->tempOwner)
- 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->anchorPos() + int3(-fx, -fy, 0);
- if ( map->isInTheMap(pos) &&
- obj->coveringAt(pos) &&
- isVisible(pos, *player))
- return true;
- }
- }
- return false;
- }
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
- {
- const TerrainTile * pom = &map->getTile(dst);
- return map->checkForVisitableDir(src, pom, dst);
- }
- EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
- {
- const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
- const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
- const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
- const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
- auto evaluateEvent = [this, player](const EventCondition & condition)
- {
- return this->checkForVictory(player, condition);
- };
- const PlayerState *p = CGameInfoCallback::getPlayerState(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(const PlayerColor & player, const EventCondition & condition) const
- {
- const PlayerState *p = CGameInfoCallback::getPlayerState(player);
- switch (condition.condition)
- {
- case EventCondition::STANDARD_WIN:
- {
- return player == checkForStandardWin();
- }
- case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
- {
- for(const auto & elem : p->getHeroes())
- if(elem->hasArt(condition.objectType.as<ArtifactID>()))
- return true;
- return false;
- }
- case EventCondition::HAVE_CREATURES:
- {
- //check if in players armies there is enough creatures
- int total = 0; //creature counter
- for(auto object : map->objects)
- {
- const auto * ai = dynamic_cast<const CArmedInstance *>(object.get());
- if(ai && ai->getOwner() == player)
- {
- for(const auto & elem : ai->Slots()) //iterate through army
- if(elem.second->getId() == condition.objectType.as<CreatureID>()) //it's searched creature
- total += elem.second->count;
- }
- }
- return total >= condition.value;
- }
- case EventCondition::HAVE_RESOURCES:
- {
- return p->resources[condition.objectType.as<GameResID>()] >= condition.value;
- }
- case EventCondition::HAVE_BUILDING:
- {
- if (condition.objectID != ObjectInstanceID::NONE) // specific town
- {
- const auto * t = getTown(condition.objectID);
- return (t->tempOwner == player && t->hasBuilt(condition.objectType.as<BuildingID>()));
- }
- else // any town
- {
- for (const CGTownInstance * t : p->getTowns())
- {
- if (t->hasBuilt(condition.objectType.as<BuildingID>()))
- return true;
- }
- return false;
- }
- }
- case EventCondition::DESTROY:
- {
- if (condition.objectID != ObjectInstanceID::NONE) // mode A - destroy specific object of this type
- {
- return p->destroyedObjects.count(condition.objectID);
- }
- else
- {
- for(const auto & elem : map->objects) // mode B - destroy all objects of this type
- {
- if(elem && elem->ID == condition.objectType.as<MapObjectID>())
- 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
- const auto * team = CGameInfoCallback::getPlayerTeam(player);
- if (condition.objectID != ObjectInstanceID::NONE) // mode A - flag one specific object, like town
- {
- const auto * object = getObjInstance(condition.objectID);
- if (!object)
- return false;
- return team->players.count(object->getOwner()) != 0;
- }
- else
- {
- for(const auto & elem : map->objects) // mode B - flag all objects of this type
- {
- //check not flagged objs
- if ( elem && elem->ID == condition.objectType.as<MapObjectID>() && team->players.count(elem->getOwner()) == 0 )
- return false;
- }
- return true;
- }
- }
- case EventCondition::TRANSPORT:
- {
- const auto * t = getTown(condition.objectID);
- bool garrisonedWon = t->garrisonHero && t->garrisonHero->getOwner() == player && t->garrisonHero->hasArt(condition.objectType.as<ArtifactID>());
- bool visitingWon = t->visitingHero && t->visitingHero->getOwner() == player && t->visitingHero->hasArt(condition.objectType.as<ArtifactID>());
- return garrisonedWon || visitingWon;
- }
- case EventCondition::DAYS_PASSED:
- {
- return (si32)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 >= condition.value;
- else
- return false;
- }
- case EventCondition::CONST_VALUE:
- {
- return condition.value; // just convert to bool
- }
- default:
- logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
- return false;
- }
- }
- PlayerColor CGameState::checkForStandardWin() const
- {
- //std victory condition is:
- //all enemies lost
- PlayerColor supposedWinner = PlayerColor::NEUTRAL;
- TeamID winnerTeam = TeamID::NO_TEAM;
- for(const auto & elem : players)
- {
- if(elem.second.status == EPlayerStatus::WINNER)
- return elem.second.color;
- if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())
- {
- 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(const PlayerColor & player) const
- {
- //std loss condition is: player lost all towns and heroes
- const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
- return pState.checkVanquished();
- }
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
- {
- auto playerInactive = [&](const 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 = Statistic::getRank(stats); \
- }
- for(auto & elem : players)
- {
- if(!playerInactive(elem.second.color))
- tgi.playerColors.push_back(elem.second.color);
- }
- if(level >= 0) //num of towns & num of heroes
- {
- //num of towns
- FILL_FIELD(numOfTowns, g->second.getTowns().size())
- //num of heroes
- FILL_FIELD(numOfHeroes, g->second.getHeroes().size())
- }
- if(level >= 1) //best hero's portrait
- {
- for(const auto & player : players)
- {
- if(playerInactive(player.second.color))
- continue;
- const CGHeroInstance * best = Statistic::findBestHero(this, player.second.color);
- InfoAboutHero iah;
- iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
- iah.army.clear();
- tgi.colorToBestHero[player.second.color] = iah;
- }
- }
- if(level >= 2) //gold
- {
- FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
- }
- if(level >= 2) //wood & ore
- {
- FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
- }
- if(level >= 3) //mercury, sulfur, crystal, gems
- {
- FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
- }
- if(level >= 3) //obelisks found
- {
- FILL_FIELD(obelisks, Statistic::getObeliskVisited(gs, gs->getPlayerTeam(g->second.color)->id))
- }
- if(level >= 4) //artifacts
- {
- FILL_FIELD(artifacts, Statistic::getNumberOfArts(&g->second))
- }
- if(level >= 4) //army strength
- {
- FILL_FIELD(army, Statistic::getArmyStrength(&g->second))
- }
- if(level >= 5) //income
- {
- FILL_FIELD(income, Statistic::getIncome(gs, &g->second))
- }
- if(level >= 2) //best hero's stats
- {
- //already set in lvl 1 handling
- }
- if(level >= 3) //personality
- {
- for(const auto & player : players)
- {
- if(playerInactive(player.second.color)) //do nothing for neutral player
- continue;
- if(player.second.human)
- {
- tgi.personality[player.second.color] = EAiTactic::NONE;
- }
- else //AI
- {
- tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
- }
- }
- }
- if(level >= 4) //best creature
- {
- //best creatures belonging to player (highest AI value)
- for(const auto & player : players)
- {
- if(playerInactive(player.second.color)) //do nothing for neutral player
- continue;
- CreatureID bestCre; //best creature's ID
- for(const auto & elem : player.second.getHeroes())
- {
- for(const auto & it : elem->Slots())
- {
- CreatureID toCmp = it.second->getId(); //ID of creature we should compare with the best one
- if(bestCre == CreatureID::NONE || bestCre.toEntity(LIBRARY)->getAIValue() < toCmp.toEntity(LIBRARY)->getAIValue())
- {
- bestCre = toCmp;
- }
- }
- }
- tgi.bestCreature[player.second.color] = bestCre;
- }
- }
- #undef FILL_FIELD
- }
- void CGameState::buildBonusSystemTree()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- for(CGTownInstance *t : map->towns)
- {
- t->deserializationFix();
- }
- }
- void CGameState::deserializationFix()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- }
- void CGameState::buildGlobalTeamPlayerTree()
- {
- for(auto & team : teams)
- {
- TeamState * t = &team.second;
- t->attachTo(globalEffects);
- for(const PlayerColor & teamMember : team.second.players)
- {
- PlayerState *p = getPlayerState(teamMember);
- assert(p);
- p->attachTo(*t);
- }
- }
- }
- void CGameState::attachArmedObjects()
- {
- for(CGObjectInstance *obj : map->objects)
- {
- if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
- {
- armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
- }
- }
- }
- bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
- {
- CArtifactInstance * ai = ArtifactUtils::createArtifact(aid);
- map->addNewArtifactInstance(ai);
- auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
- if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
- {
- map->putArtifactInstance(*h, ai, slot);
- return true;
- }
- else
- {
- return false;
- }
- }
- std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
- {
- std::set<HeroTypeID> ret = map->allowedHeroes;
- for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
- {
- if(playerSettingPair.second.hero != HeroTypeID::RANDOM)
- ret -= HeroTypeID(playerSettingPair.second.hero);
- }
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- ret -= hero->getHeroTypeID();
- for(auto obj : map->objects) //prisons
- {
- auto * hero = dynamic_cast<const CGHeroInstance *>(obj.get());
- if(hero && hero->ID == Obj::PRISON)
- ret -= hero->getHeroTypeID();
- }
- return ret;
- }
- bool CGameState::isUsedHero(const HeroTypeID & hid) const
- {
- return getUsedHero(hid);
- }
- CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
- {
- for(auto obj : map->objects) //prisons
- {
- if (!obj)
- continue;
- if ( obj->ID !=Obj::PRISON && obj->ID != Obj::HERO)
- continue;
- auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
- assert(hero);
- if (hero->getHeroTypeID() == hid)
- return hero;
- }
- return nullptr;
- }
- TeamState::TeamState()
- {
- setNodeType(TEAM);
- }
- vstd::RNG & CGameState::getRandomGenerator()
- {
- return callback->getRandomGenerator();
- }
- ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts)
- {
- std::set<ArtifactID> potentialPicks;
- // Select artifacts that satisfy provided criteria
- for (auto const & artifactID : map->allowedArtifact)
- {
- if (!LIBRARY->arth->legalArtifact(artifactID))
- continue;
- auto const * artifact = artifactID.toArtifact();
- assert(artifact->aClass != CArtifact::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized
- if ((flags & CArtifact::ART_TREASURE) == 0 && artifact->aClass == CArtifact::ART_TREASURE)
- continue;
- if ((flags & CArtifact::ART_MINOR) == 0 && artifact->aClass == CArtifact::ART_MINOR)
- continue;
- if ((flags & CArtifact::ART_MAJOR) == 0 && artifact->aClass == CArtifact::ART_MAJOR)
- continue;
- if ((flags & CArtifact::ART_RELIC) == 0 && artifact->aClass == CArtifact::ART_RELIC)
- continue;
- if (!accepts(artifact->getId()))
- continue;
- potentialPicks.insert(artifact->getId());
- }
- return pickRandomArtifact(rand, potentialPicks);
- }
- ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> potentialPicks)
- {
- // No allowed artifacts at all - give Grail - this can't be banned (hopefully)
- // FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior
- if (potentialPicks.empty())
- {
- logGlobal->warn("Failed to find artifact that matches requested parameters!");
- return ArtifactID::GRAIL;
- }
- // Find how many times least used artifacts were picked by randomizer
- int leastUsedTimes = std::numeric_limits<int>::max();
- for (auto const & artifact : potentialPicks)
- if (allocatedArtifacts[artifact] < leastUsedTimes)
- leastUsedTimes = allocatedArtifacts[artifact];
- // Pick all artifacts that were used least number of times
- std::set<ArtifactID> preferredPicks;
- for (auto const & artifact : potentialPicks)
- if (allocatedArtifacts[artifact] == leastUsedTimes)
- preferredPicks.insert(artifact);
- assert(!preferredPicks.empty());
- ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, rand);
- allocatedArtifacts[artID] += 1; // record +1 more usage
- return artID;
- }
- ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts)
- {
- return pickRandomArtifact(rand, 0xff, std::move(accepts));
- }
- ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags)
- {
- return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; });
- }
- VCMI_LIB_NAMESPACE_END
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