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							- /*
 
-  * CGameState.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../bonuses/CBonusSystemNode.h"
 
- #include "../callback/CNonConstInfoCallback.h"
 
- #include "../callback/GameCallbackHolder.h"
 
- #include "../entities/artifact/EArtifactClass.h"
 
- #include "../LoadProgress.h"
 
- #include "RumorState.h"
 
- #include "GameStatistics.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class EVictoryLossCheckResult;
 
- class Services;
 
- class IGameRandomizer;
 
- class IMapService;
 
- class CMap;
 
- class CSaveFile;
 
- class CLoadFile;
 
- struct CPackForClient;
 
- class CHeroClass;
 
- struct EventCondition;
 
- struct CampaignTravel;
 
- class CStackInstance;
 
- class CGameStateCampaign;
 
- class TavernHeroesPool;
 
- struct SThievesGuildInfo;
 
- class CRandomGenerator;
 
- class GameSettings;
 
- class BattleInfo;
 
- class UpgradeInfo;
 
- DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
 
- class DLL_LINKAGE CGameState : public CNonConstInfoCallback, public Serializeable
 
- {
 
- 	friend class CGameStateCampaign;
 
- 	std::shared_ptr<StartInfo> initialOpts; //copy of settings received from pregame (not randomized)
 
- 	std::shared_ptr<StartInfo> scenarioOps;
 
- 	std::unique_ptr<CMap> map;
 
- 	void saveCompatibilityRegisterMissingArtifacts();
 
- public:
 
- 	ArtifactInstanceID saveCompatibilityLastAllocatedArtifactID;
 
- 	std::vector<std::shared_ptr<CArtifactInstance>> saveCompatibilityUnregisteredArtifacts;
 
- 	/// List of currently ongoing battles
 
- 	std::vector<std::unique_ptr<BattleInfo>> currentBattles;
 
- 	/// ID that can be allocated to next battle
 
- 	BattleID nextBattleID = BattleID(0);
 
- 	//we have here all heroes available on this map that are not hired
 
- 	std::unique_ptr<TavernHeroesPool> heroesPool;
 
- 	/// list of players currently making turn. Usually - just one, except for simturns
 
- 	std::set<PlayerColor> actingPlayers;
 
- 	CGameState();
 
- 	virtual ~CGameState();
 
- 	CGameState & gameState() final { return *this; }
 
- 	const CGameState & gameState() const final { return *this; }
 
- 	void preInit(Services * services);
 
- 	void init(const IMapService * mapService, StartInfo * si, IGameRandomizer & gameRandomizer, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
 
- 	void updateOnLoad(StartInfo * si);
 
- 	ui32 day; //total number of days in game
 
- 	std::map<PlayerColor, PlayerState> players;
 
- 	std::map<TeamID, TeamState> teams;
 
- 	CBonusSystemNode globalEffects;
 
- 	RumorState currentRumor;
 
- 	// NOTE: effectively AI mutex, only used by adventure map AI
 
- 	static std::shared_mutex mutex;
 
- 	void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
 
- 	bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
 
- 	/// picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
 
- 	HeroTypeID pickNextHeroType(vstd::RNG & randomGenerator, const PlayerColor & owner);
 
- 	void apply(CPackForClient & pack);
 
- 	BattleField battleGetBattlefieldType(int3 tile, vstd::RNG & randomGenerator) const;
 
- 	PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
 
- 	void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const override;
 
- 	std::vector<const CGObjectInstance*> guardingCreatures (int3 pos) const;
 
- 	/// Creates instance of spell scroll artifact with provided spell
 
- 	CArtifactInstance * createScroll(const SpellID & spellId);
 
- 	/// Creates instance of requested artifact
 
- 	/// For combined artifact this method will also create alll required components
 
- 	/// For scrolls this method will also initialize its spell
 
- 	CArtifactInstance * createArtifact(const ArtifactID & artId, const SpellID & spellId = SpellID::NONE);
 
- 	/// Returns battle in which selected player is engaged, or nullptr if none.
 
- 	/// Can NOT be used with neutral player, use battle by ID instead
 
- 	const BattleInfo * getBattle(const PlayerColor & player) const;
 
- 	/// Returns battle by its unique identifier, or nullptr if not found
 
- 	const BattleInfo * getBattle(const BattleID & battle) const;
 
- 	BattleInfo * getBattle(const BattleID & battle);
 
- 	// ----- victory, loss condition checks -----
 
- 	EVictoryLossCheckResult checkForVictoryAndLoss(const PlayerColor & player) const;
 
- 	bool checkForVictory(const PlayerColor & player, const EventCondition & condition) const; //checks if given player is winner
 
- 	PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
 
- 	bool checkForStandardLoss(const PlayerColor & player) const; //checks if given player lost the game
 
- 	//fills tgi with info about other players that is available at given level of thieves' guild
 
- 	void obtainPlayersStats(SThievesGuildInfo & tgi, int level) const;
 
- 	const IGameSettings & getSettings() const override;
 
- 	StartInfo * getStartInfo()
 
- 	{
 
- 		return scenarioOps.get();
 
- 	}
 
- 	const StartInfo * getStartInfo() const final
 
- 	{
 
- 		return scenarioOps.get();
 
- 	}
 
- 	const StartInfo * getInitialStartInfo() const
 
- 	{
 
- 		return initialOpts.get();
 
- 	}
 
- 	CMap & getMap()
 
- 	{
 
- 		return *map;
 
- 	}
 
- 	const CMap & getMap() const
 
- 	{
 
- 		return *map;
 
- 	}
 
- 	bool isVisibleFor(int3 pos, const PlayerColor player) const override;
 
- 	bool isVisibleFor(const CGObjectInstance * obj, const PlayerColor player) const override;
 
- 	static int getDate(int day, Date mode);
 
- 	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
 
- #if SCRIPTING_ENABLED
 
- 	scripting::Pool * getGlobalContextPool() const override;
 
- #endif
 
- 	void saveGame(CSaveFile & file) const;
 
- 	void loadGame(CLoadFile & file);
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & scenarioOps;
 
- 		h & initialOpts;
 
- 		h & actingPlayers;
 
- 		h & day;
 
- 		h & map;
 
- 		if (!h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
 
- 			saveCompatibilityRegisterMissingArtifacts();
 
- 		h & players;
 
- 		h & teams;
 
- 		if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
 
- 			h & *heroesPool;
 
- 		else
 
- 			h & heroesPool;
 
- 		h & globalEffects;
 
- 		h & currentRumor;
 
- 		h & campaign;
 
- 		if (!h.hasFeature(Handler::Version::RANDOMIZATION_REWORK))
 
- 		{
 
- 			std::map<ArtifactID, int> allocatedArtifactsUnused;
 
- 			h & allocatedArtifactsUnused;
 
- 		}
 
- 		if (!h.hasFeature(Handler::Version::SERVER_STATISTICS))
 
- 		{
 
- 			StatisticDataSet statistic;
 
- 			h & statistic;
 
- 		}
 
- 		if(!h.saving && h.loadingGamestate)
 
- 			restoreBonusSystemTree();
 
- 	}
 
- private:
 
- 	// ----- initialization -----
 
- 	void initNewGame(const IMapService * mapService, vstd::RNG & randomGenerator, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
 
- 	void initGlobalBonuses();
 
- 	void initGrailPosition(vstd::RNG & randomGenerator);
 
- 	void initRandomFactionsForPlayers(vstd::RNG & randomGenerator);
 
- 	void initOwnedObjects();
 
- 	void randomizeMapObjects(IGameRandomizer & gameRandomizer);
 
- 	void initPlayerStates();
 
- 	void placeStartingHeroes(vstd::RNG & randomGenerator);
 
- 	void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
 
- 	void removeHeroPlaceholders();
 
- 	void initDifficulty();
 
- 	void initHeroes(IGameRandomizer & gameRandomizer);
 
- 	void placeHeroesInTowns();
 
- 	void initFogOfWar();
 
- 	void initStartingBonus(IGameRandomizer & gameRandomizer);
 
- 	void initTowns(vstd::RNG & randomGenerator);
 
- 	void initTownNames(vstd::RNG & randomGenerator);
 
- 	void initMapObjects(IGameRandomizer & gameRandomizer);
 
- 	void initVisitingAndGarrisonedHeroes();
 
- 	void initCampaign();
 
- 	// ----- bonus system handling -----
 
- 	void buildBonusSystemTree();
 
- 	void buildGlobalTeamPlayerTree();
 
- 	void restoreBonusSystemTree();
 
- 	// ---- misc helpers -----
 
- 	CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
 
- 	bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
 
- 	std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
 
- 	HeroTypeID pickUnusedHeroTypeRandomly(vstd::RNG & randomGenerator, const PlayerColor & owner); // picks a unused hero type randomly
 
- 	// ---- data -----
 
- 	Services * services;
 
- 	/// Pointer to campaign state manager. Nullptr for single scenarios
 
- 	std::unique_ptr<CGameStateCampaign> campaign;
 
- 	friend class IGameInfoCallback;
 
- 	friend class CMapHandler;
 
- 	friend class CGameHandler;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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