CGameStateCampaign.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597
  1. /*
  2. * CGameStateCampaign.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameStateCampaign.h"
  12. #include "CGameState.h"
  13. #include "QuestInfo.h"
  14. #include "../campaign/CampaignState.h"
  15. #include "../mapping/CMapEditManager.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../registerTypes/RegisterTypes.h"
  18. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  19. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  20. #include "../StartInfo.h"
  21. #include "../CBuildingHandler.h"
  22. #include "../CHeroHandler.h"
  23. #include "../mapping/CMap.h"
  24. #include "../ArtifactUtils.h"
  25. #include "../CPlayerState.h"
  26. #include "../serializer/CMemorySerializer.h"
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
  29. hero(hero),
  30. heroPlaceholderId(heroPlaceholderId)
  31. {
  32. }
  33. CGameStateCampaign::CGameStateCampaign(CGameState * owner):
  34. gameState(owner)
  35. {
  36. assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
  37. assert(gameState->scenarioOps->campState != nullptr);
  38. }
  39. std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
  40. {
  41. auto campaignState = gameState->scenarioOps->campState;
  42. return campaignState->getBonus(*campaignState->currentScenario());
  43. }
  44. std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
  45. {
  46. auto campaignState = gameState->scenarioOps->campState;
  47. auto bonus = currentBonus();
  48. if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  49. return static_cast<CampaignScenarioID>(bonus->info2);;
  50. return campaignState->lastScenario();
  51. }
  52. void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CampaignTravel & travelOptions)
  53. {
  54. // create heroes list for convenience iterating
  55. std::vector<CGHeroInstance *> crossoverHeroes;
  56. crossoverHeroes.reserve(campaignHeroReplacements.size());
  57. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  58. {
  59. crossoverHeroes.push_back(campaignHeroReplacement.hero);
  60. }
  61. // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
  62. if(!travelOptions.whatHeroKeeps.experience)
  63. {
  64. //trimming experience
  65. for(CGHeroInstance * cgh : crossoverHeroes)
  66. {
  67. cgh->initExp(gameState->getRandomGenerator());
  68. }
  69. }
  70. if(!travelOptions.whatHeroKeeps.primarySkills)
  71. {
  72. //trimming prim skills
  73. for(CGHeroInstance * cgh : crossoverHeroes)
  74. {
  75. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  76. {
  77. auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
  78. .And(Selector::subtype()(BonusSubtypeID(g)))
  79. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  80. cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
  81. }
  82. }
  83. }
  84. if(!travelOptions.whatHeroKeeps.secondarySkills)
  85. {
  86. //trimming sec skills
  87. for(CGHeroInstance * cgh : crossoverHeroes)
  88. {
  89. cgh->secSkills = cgh->type->secSkillsInit;
  90. cgh->recreateSecondarySkillsBonuses();
  91. }
  92. }
  93. if(!travelOptions.whatHeroKeeps.spells)
  94. {
  95. for(CGHeroInstance * cgh : crossoverHeroes)
  96. {
  97. cgh->removeSpellbook();
  98. }
  99. }
  100. if(!travelOptions.whatHeroKeeps.artifacts)
  101. {
  102. //trimming artifacts
  103. for(CGHeroInstance * hero : crossoverHeroes)
  104. {
  105. const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition)
  106. {
  107. if(artifactPosition == ArtifactPosition::SPELLBOOK)
  108. return; // do not handle spellbook this way
  109. const ArtSlotInfo *info = hero->getSlot(artifactPosition);
  110. if(!info)
  111. return;
  112. // TODO: why would there be nullptr artifacts?
  113. const CArtifactInstance *art = info->artifact;
  114. if(!art)
  115. return;
  116. bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
  117. ArtifactLocation al(hero->id, artifactPosition);
  118. if(!takeable && !hero->getSlot(al.slot)->locked) //don't try removing locked artifacts -> it crashes #1719
  119. hero->getArt(al.slot)->removeFrom(*hero, al.slot);
  120. };
  121. // process on copy - removal of artifact will invalidate container
  122. auto artifactsWorn = hero->artifactsWorn;
  123. for(const auto & art : artifactsWorn)
  124. checkAndRemoveArtifact(art.first);
  125. // process in reverse - removal of artifact will shift all artifacts after this one
  126. for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  127. checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
  128. }
  129. }
  130. //trimming creatures
  131. for(CGHeroInstance * cgh : crossoverHeroes)
  132. {
  133. auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  134. {
  135. CreatureID crid = j.second->getCreatureID();
  136. return !travelOptions.monstersKeptByHero.count(crid);
  137. };
  138. auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
  139. for(auto &slotPair : stacksCopy)
  140. if(shouldSlotBeErased(slotPair))
  141. cgh->eraseStack(slotPair.first);
  142. }
  143. // Removing short-term bonuses
  144. for(CGHeroInstance * cgh : crossoverHeroes)
  145. {
  146. cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
  147. .Or(CSelector(Bonus::OneWeek))
  148. .Or(CSelector(Bonus::NTurns))
  149. .Or(CSelector(Bonus::NDays))
  150. .Or(CSelector(Bonus::OneBattle)));
  151. }
  152. }
  153. void CGameStateCampaign::placeCampaignHeroes()
  154. {
  155. // place bonus hero
  156. auto campaignState = gameState->scenarioOps->campState;
  157. auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
  158. bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
  159. if(campaignGiveHero)
  160. {
  161. auto playerColor = PlayerColor(campaignBonus->info1);
  162. auto it = gameState->scenarioOps->playerInfos.find(playerColor);
  163. if(it != gameState->scenarioOps->playerInfos.end())
  164. {
  165. auto heroTypeId = campaignBonus->info2;
  166. if(heroTypeId == 0xffff) // random bonus hero
  167. {
  168. heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
  169. }
  170. gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
  171. }
  172. }
  173. logGlobal->debug("\tGenerate list of hero placeholders");
  174. auto campaignHeroReplacements = generateCampaignHeroesToReplace();
  175. logGlobal->debug("\tPrepare crossover heroes");
  176. trimCrossoverHeroesParameters(campaignHeroReplacements, campaignState->scenario(*campaignState->currentScenario()).travelOptions);
  177. // remove same heroes on the map which will be added through crossover heroes
  178. // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
  179. // with the same hero type id
  180. std::vector<CGHeroInstance *> removedHeroes;
  181. std::set<HeroTypeID> heroesToRemove = campaignState->getReservedHeroes();
  182. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  183. heroesToRemove.insert(HeroTypeID(campaignHeroReplacement.hero->subID));
  184. for(auto & heroID : heroesToRemove)
  185. {
  186. auto * hero = gameState->getUsedHero(heroID);
  187. if(hero)
  188. {
  189. removedHeroes.push_back(hero);
  190. gameState->map->heroesOnMap -= hero;
  191. gameState->map->objects[hero->id.getNum()] = nullptr;
  192. gameState->map->removeBlockVisTiles(hero, true);
  193. }
  194. }
  195. logGlobal->debug("\tReplace placeholders with heroes");
  196. replaceHeroesPlaceholders(campaignHeroReplacements);
  197. // now add removed heroes again with unused type ID
  198. for(auto * hero : removedHeroes)
  199. {
  200. HeroTypeID heroTypeId;
  201. if(hero->ID == Obj::HERO)
  202. {
  203. heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
  204. }
  205. else if(hero->ID == Obj::PRISON)
  206. {
  207. auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
  208. if(!unusedHeroTypeIds.empty())
  209. {
  210. heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
  211. }
  212. else
  213. {
  214. logGlobal->error("No free hero type ID found to replace prison.");
  215. assert(0);
  216. }
  217. }
  218. else
  219. {
  220. assert(0); // should not happen
  221. }
  222. hero->subID = heroTypeId;
  223. gameState->map->getEditManager()->insertObject(hero);
  224. }
  225. }
  226. void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
  227. {
  228. auto curBonus = currentBonus();
  229. if(!curBonus)
  230. return;
  231. assert(curBonus->isBonusForHero());
  232. //apply bonus
  233. switch(curBonus->type)
  234. {
  235. case CampaignBonusType::SPELL:
  236. {
  237. hero->addSpellToSpellbook(SpellID(curBonus->info2));
  238. break;
  239. }
  240. case CampaignBonusType::MONSTER:
  241. {
  242. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  243. {
  244. if(hero->slotEmpty(SlotID(i)))
  245. {
  246. hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
  247. break;
  248. }
  249. }
  250. break;
  251. }
  252. case CampaignBonusType::ARTIFACT:
  253. {
  254. if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
  255. logGlobal->error("Cannot give starting artifact - no free slots!");
  256. break;
  257. }
  258. case CampaignBonusType::SPELL_SCROLL:
  259. {
  260. CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
  261. const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
  262. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  263. scroll->putAt(*hero, slot);
  264. else
  265. logGlobal->error("Cannot give starting scroll - no free slots!");
  266. break;
  267. }
  268. case CampaignBonusType::PRIMARY_SKILL:
  269. {
  270. const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
  271. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  272. {
  273. int val = ptr[g.getNum()];
  274. if(val == 0)
  275. continue;
  276. auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
  277. auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
  278. hero->addNewBonus(bb);
  279. }
  280. break;
  281. }
  282. case CampaignBonusType::SECONDARY_SKILL:
  283. {
  284. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  285. break;
  286. }
  287. }
  288. }
  289. void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
  290. {
  291. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  292. {
  293. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
  294. CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
  295. heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
  296. if(heroPlaceholder->tempOwner.isValidPlayer())
  297. heroToPlace->tempOwner = heroPlaceholder->tempOwner;
  298. heroToPlace->pos = heroPlaceholder->pos;
  299. heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
  300. heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
  301. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  302. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  303. gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
  304. gameState->map->heroesOnMap.emplace_back(heroToPlace);
  305. gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
  306. gameState->map->addBlockVisTiles(heroToPlace);
  307. gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
  308. delete heroPlaceholder;
  309. }
  310. }
  311. std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace()
  312. {
  313. auto campaignState = gameState->scenarioOps->campState;
  314. std::vector<CampaignHeroReplacement> campaignHeroReplacements;
  315. std::vector<CGHeroPlaceholder *> placeholdersByPower;
  316. std::vector<CGHeroPlaceholder *> placeholdersByType;
  317. // find all placeholders on map
  318. for(auto obj : gameState->map->objects)
  319. {
  320. if(!obj)
  321. continue;
  322. if (obj->ID != Obj::HERO_PLACEHOLDER)
  323. continue;
  324. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  325. // only 1 field must be set
  326. assert(heroPlaceholder->powerRank != heroPlaceholder->heroType);
  327. if(heroPlaceholder->powerRank)
  328. placeholdersByPower.push_back(heroPlaceholder);
  329. if(heroPlaceholder->heroType)
  330. placeholdersByType.push_back(heroPlaceholder);
  331. }
  332. //selecting heroes by type
  333. for(const auto * placeholder : placeholdersByType)
  334. {
  335. const auto & node = campaignState->getHeroByType(*placeholder->heroType);
  336. if (node.isNull())
  337. {
  338. logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
  339. continue;
  340. }
  341. CGHeroInstance * hero = CampaignState::crossoverDeserialize(node, gameState->map);
  342. logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->subID, hero->getNameTranslated());
  343. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  344. }
  345. auto lastScenario = getHeroesSourceScenario();
  346. if (!placeholdersByPower.empty() && lastScenario)
  347. {
  348. // sort hero placeholders descending power
  349. boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
  350. {
  351. return *a->powerRank > *b->powerRank;
  352. });
  353. const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
  354. auto nodeListIter = nodeList.begin();
  355. for(const auto * placeholder : placeholdersByPower)
  356. {
  357. if (nodeListIter == nodeList.end())
  358. break;
  359. CGHeroInstance * hero = CampaignState::crossoverDeserialize(*nodeListIter, gameState->map);
  360. nodeListIter++;
  361. logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->subID, hero->getNameTranslated());
  362. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  363. }
  364. }
  365. return campaignHeroReplacements;
  366. }
  367. void CGameStateCampaign::initHeroes()
  368. {
  369. auto chosenBonus = currentBonus();
  370. if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  371. {
  372. //find human player
  373. PlayerColor humanPlayer=PlayerColor::NEUTRAL;
  374. for (auto & elem : gameState->players)
  375. {
  376. if(elem.second.human)
  377. {
  378. humanPlayer = elem.first;
  379. break;
  380. }
  381. }
  382. assert(humanPlayer != PlayerColor::NEUTRAL);
  383. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
  384. if (chosenBonus->info1 == 0xFFFD) //most powerful
  385. {
  386. int maxB = -1;
  387. for (int b=0; b<heroes.size(); ++b)
  388. {
  389. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  390. {
  391. maxB = b;
  392. }
  393. }
  394. if(maxB < 0)
  395. logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
  396. else
  397. giveCampaignBonusToHero(heroes[maxB]);
  398. }
  399. else //specific hero
  400. {
  401. for (auto & heroe : heroes)
  402. {
  403. if (heroe->subID == chosenBonus->info1)
  404. {
  405. giveCampaignBonusToHero(heroe);
  406. break;
  407. }
  408. }
  409. }
  410. }
  411. }
  412. void CGameStateCampaign::initStartingResources()
  413. {
  414. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  415. {
  416. std::vector<const PlayerSettings *> ret;
  417. for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
  418. {
  419. if(playerInfo.second.isControlledByHuman())
  420. ret.push_back(&playerInfo.second);
  421. }
  422. return ret;
  423. };
  424. auto chosenBonus = currentBonus();
  425. if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
  426. {
  427. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  428. for(const PlayerSettings *ps : people)
  429. {
  430. std::vector<int> res; //resources we will give
  431. switch (chosenBonus->info1)
  432. {
  433. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  434. res.push_back(chosenBonus->info1);
  435. break;
  436. case 0xFD: //wood+ore
  437. res.push_back(GameResID(EGameResID::WOOD));
  438. res.push_back(GameResID(EGameResID::ORE));
  439. break;
  440. case 0xFE: //rare
  441. res.push_back(GameResID(EGameResID::MERCURY));
  442. res.push_back(GameResID(EGameResID::SULFUR));
  443. res.push_back(GameResID(EGameResID::CRYSTAL));
  444. res.push_back(GameResID(EGameResID::GEMS));
  445. break;
  446. default:
  447. assert(0);
  448. break;
  449. }
  450. //increasing resource quantity
  451. for (auto & re : res)
  452. {
  453. gameState->players[ps->color].resources[re] += chosenBonus->info2;
  454. }
  455. }
  456. }
  457. }
  458. void CGameStateCampaign::initTowns()
  459. {
  460. auto chosenBonus = currentBonus();
  461. if (!chosenBonus)
  462. return;
  463. if (chosenBonus->type != CampaignBonusType::BUILDING)
  464. return;
  465. for (int g=0; g<gameState->map->towns.size(); ++g)
  466. {
  467. CGTownInstance * town = gameState->map->towns[g];
  468. PlayerState * owner = gameState->getPlayerState(town->getOwner());
  469. if (!owner)
  470. continue;
  471. PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
  472. if (!owner->human)
  473. continue;
  474. if (town->pos != pi.posOfMainTown)
  475. continue;
  476. BuildingID newBuilding;
  477. if(gameState->scenarioOps->campState->formatVCMI())
  478. newBuilding = BuildingID(chosenBonus->info1);
  479. else
  480. newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->subID, town->builtBuildings);
  481. // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
  482. while(true)
  483. {
  484. if (newBuilding == BuildingID::NONE)
  485. break;
  486. if (town->builtBuildings.count(newBuilding) != 0)
  487. break;
  488. town->builtBuildings.insert(newBuilding);
  489. auto building = town->town->buildings.at(newBuilding);
  490. newBuilding = building->upgrade;
  491. }
  492. break;
  493. }
  494. }
  495. bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
  496. {
  497. auto campaignBonus = currentBonus();
  498. if (!campaignBonus)
  499. return false;
  500. if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
  501. return true;
  502. return false;
  503. }
  504. std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
  505. {
  506. return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE);
  507. }
  508. VCMI_LIB_NAMESPACE_END