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							- /*
 
-  * CGameInfoCallback.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 "CGameInfoCallback.h"
 
- #include "../entities/building/CBuilding.h"
 
- #include "../gameState/CGameState.h"
 
- #include "../gameState/InfoAboutArmy.h"
 
- #include "../gameState/TavernHeroesPool.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- #include "../mapObjects/MiscObjects.h"
 
- #include "../StartInfo.h"
 
- #include "../battle/BattleInfo.h"
 
- #include "../IGameSettings.h"
 
- #include "../spells/CSpellHandler.h"
 
- #include "../mapping/CMap.h"
 
- #include "../CPlayerState.h"
 
- #define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- //TODO make clean
 
- #define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->error("%s: %s",BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
 
- #define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return;}} while(0)
 
- #define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
 
- PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const
 
- {
 
- 	const CGObjectInstance *obj = getObj(heroID);
 
- 	ERROR_RET_VAL_IF(!obj, "No such object!", PlayerColor::CANNOT_DETERMINE);
 
- 	return obj->tempOwner;
 
- }
 
- int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const
 
- {
 
- 	const PlayerState *p = getPlayerState(Player);
 
- 	ERROR_RET_VAL_IF(!p, "No player info!", -1);
 
- 	ERROR_RET_VAL_IF(p->resources.size() <= which.getNum() || which.getNum() < 0, "No such resource!", -1);
 
- 	return p->resources[which];
 
- }
 
- const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
 
- {
 
- 	return &gameState().getStartInfo()->getIthPlayersSettings(color);
 
- }
 
- bool CGameInfoCallback::isAllowed(SpellID id) const
 
- {
 
- 	return gameState().getMap().allowedSpells.count(id) != 0;
 
- }
 
- bool CGameInfoCallback::isAllowed(ArtifactID id) const
 
- {
 
- 	return gameState().getMap().allowedArtifact.count(id) != 0;
 
- }
 
- bool CGameInfoCallback::isAllowed(SecondarySkill id) const
 
- {
 
- 	return gameState().getMap().allowedAbilities.count(id) != 0;
 
- }
 
- std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
 
- {
 
- 	return std::nullopt;
 
- }
 
- const Player * CGameInfoCallback::getPlayer(PlayerColor color) const
 
- {
 
- 	return getPlayerState(color, false);
 
- }
 
- const PlayerState * CGameInfoCallback::getPlayerState(PlayerColor color, bool verbose) const
 
- {
 
- 	//function written from scratch since it's accessed A LOT by AI
 
- 	if(!color.isValidPlayer())
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- 	auto player = gameState().players.find(color);
 
- 	if (player != gameState().players.end())
 
- 	{
 
- 		if (hasAccess(color))
 
- 			return &player->second;
 
- 		else
 
- 		{
 
- 			if (verbose)
 
- 				logGlobal->error("Cannot access player %d info!", color);
 
- 			return nullptr;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if (verbose)
 
- 			logGlobal->error("Cannot find player %d info!", color);
 
- 		return nullptr;
 
- 	}
 
- }
 
- TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const
 
- {
 
- 	if(!color.isValidPlayer())
 
- 	{
 
- 		return TurnTimerInfo{};
 
- 	}
 
- 	
 
- 	auto player = gameState().players.find(color);
 
- 	if(player != gameState().players.end())
 
- 	{
 
- 		return player->second.turnTimer;
 
- 	}
 
- 	
 
- 	return TurnTimerInfo{};
 
- }
 
- /************************************************************************/
 
- /*                                                                      */
 
- /************************************************************************/
 
- const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
 
- {
 
- 	if (!objid.hasValue())
 
- 	{
 
- 		if(verbose)
 
- 			logGlobal->error("Cannot get object with id %d. No such object", objid.getNum());
 
- 		return nullptr;
 
- 	}
 
- 	const CGObjectInstance *ret = gameState().getMap().getObject(objid);
 
- 	if(!ret)
 
- 	{
 
- 		if(verbose)
 
- 			logGlobal->error("Cannot get object with id %d. Object was removed", objid.getNum());
 
- 		return nullptr;
 
- 	}
 
- 	if(!isVisible(ret, getPlayerID()) && ret->tempOwner != getPlayerID())
 
- 	{
 
- 		if(verbose)
 
- 			logGlobal->error("Cannot get object with id %d. Object is not visible.", objid.getNum());
 
- 		return nullptr;
 
- 	}
 
- 	return ret;
 
- }
 
- const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const
 
- {
 
- 	const CGObjectInstance *obj = getObj(objid, false);
 
- 	if(obj)
 
- 		return dynamic_cast<const CGHeroInstance*>(obj);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
 
- {
 
- 	const CGObjectInstance *obj = getObj(objid, false);
 
- 	if(obj)
 
- 		return dynamic_cast<const CGTownInstance*>(obj);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const IMarket * CGameInfoCallback::getMarket(ObjectInstanceID objid) const
 
- {
 
- 	const CGObjectInstance * obj = getObj(objid, false);
 
- 	if(obj)
 
- 		return dynamic_cast<const IMarket*>(obj);
 
- 	else
 
- 		return nullptr;
 
- }
 
- void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo & out) const
 
- {
 
- 	ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
 
- 	ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
 
- 	gameState().fillUpgradeInfo(obj, stackPos, out);
 
- }
 
- const StartInfo * CGameInfoCallback::getStartInfo() const
 
- {
 
- 	return gameState().getStartInfo();
 
- }
 
- const StartInfo * CGameInfoCallback::getInitialStartInfo() const
 
- {
 
- 	return gameState().getInitialStartInfo();
 
- }
 
- int32_t CGameInfoCallback::getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
 
- {
 
- 	ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);
 
- 	//if there is a battle
 
- 	auto casterBattle = gameState().getBattle(caster->getOwner());
 
- 	if(casterBattle)
 
- 		return casterBattle->battleGetSpellCost(sp, caster);
 
- 	//if there is no battle
 
- 	return caster->getSpellCost(sp);
 
- }
 
- int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
 
- {
 
- 	ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1);
 
- 	if(hero) //we see hero's spellbook
 
- 		return sp->calculateDamage(hero);
 
- 	else
 
- 		return 0; //mage guild
 
- }
 
- void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
 
- {
 
- 	ERROR_RET_IF(!obj, "No guild object!");
 
- 	ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!");
 
- 	//TODO: advmap object -> check if they're visited by our hero
 
- 	if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
 
- 	{
 
- 		int taverns = gameState().players.at(*getPlayerID()).valOfBonuses(BonusType::THIEVES_GUILD_ACCESS);
 
- 		gameState().obtainPlayersStats(thi, taverns);
 
- 	}
 
- 	else if(obj->ID == Obj::DEN_OF_THIEVES)
 
- 	{
 
- 		gameState().obtainPlayersStats(thi, 20);
 
- 	}
 
- }
 
- int CGameInfoCallback::howManyTowns(PlayerColor Player) const
 
- {
 
- 	ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
 
- 	return static_cast<int>(gameState().players.at(Player).getTowns().size());
 
- }
 
- bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
 
- {
 
- 	ERROR_RET_VAL_IF(!isVisible(town, getPlayerID()), "Town is not visible!", false);  //it's not a town or it's not visible for layer
 
- 	bool detailed = hasAccess(town->tempOwner);
 
- 	if(town->ID == Obj::TOWN)
 
- 	{
 
- 		if(!detailed && nullptr != selectedObject)
 
- 		{
 
- 			const auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
 
- 			if(nullptr != selectedHero)
 
- 				detailed = selectedHero->hasVisions(town, BonusCustomSubtype::visionsTowns);
 
- 		}
 
- 		dest.initFromTown(dynamic_cast<const CGTownInstance *>(town), detailed);
 
- 	}
 
- 	else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
 
- 		dest.initFromArmy(dynamic_cast<const CArmedInstance *>(town), detailed);
 
- 	else
 
- 		return false;
 
- 	return true;
 
- }
 
- const IGameSettings & CGameInfoCallback::getSettings() const
 
- {
 
- 	return gameState().getSettings();
 
- }
 
- int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant?
 
- {
 
- 	ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
 
- 	return gameState().guardingCreaturePosition(pos);
 
- }
 
- std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
 
- {
 
- 	ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
 
- 	std::vector<const CGObjectInstance*> ret;
 
- 	for(auto * cr : gameState().guardingCreatures(pos))
 
- 	{
 
- 		ret.push_back(cr);
 
- 	}
 
- 	return ret;
 
- }
 
- bool CGameInfoCallback::isTileGuardedUnchecked(int3 tile) const
 
- {
 
- 	return !gameState().guardingCreatures(tile).empty();
 
- }
 
- bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const
 
- {
 
- 	const auto * h = dynamic_cast<const CGHeroInstance *>(hero);
 
- 	ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
 
- 	InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC;
 
- 	if(hasAccess(h->tempOwner))
 
- 		infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
 
- 	if (infoLevel == InfoAboutHero::EInfoLevel::BASIC)
 
- 	{
 
- 		auto ourBattle = gameState().getBattle(*getPlayerID());
 
- 		if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data
 
- 			infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
 
- 		else
 
- 			ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false);
 
- 	}
 
- 	if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)
 
- 	{
 
- 		const auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
 
- 		if(nullptr != selectedHero)
 
- 			if(selectedHero->hasVisions(hero, BonusCustomSubtype::visionsHeroes))
 
- 				infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
 
- 	}
 
- 	dest.initFromHero(h, infoLevel);
 
- 	//DISGUISED bonus implementation
 
- 	if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES)
 
- 	{
 
- 		//todo: bonus cashing
 
- 		int disguiseLevel = h->valOfBonuses(BonusType::DISGUISED);
 
- 		auto doBasicDisguise = [](InfoAboutHero & info)
 
- 		{
 
- 			int maxAIValue = 0;
 
- 			const CCreature * mostStrong = nullptr;
 
- 			for(auto & elem : info.army)
 
- 			{
 
- 				if(static_cast<int>(elem.second.getCreature()->getAIValue()) > maxAIValue)
 
- 				{
 
- 					maxAIValue = elem.second.getCreature()->getAIValue();
 
- 					mostStrong = elem.second.getCreature();
 
- 				}
 
- 			}
 
- 			if(nullptr == mostStrong)//just in case
 
- 				logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack");
 
- 			else
 
- 				for(auto & elem : info.army)
 
- 				{
 
- 					elem.second.setType(mostStrong);
 
- 				}
 
- 		};
 
- 		auto doAdvancedDisguise = [&doBasicDisguise](InfoAboutHero & info)
 
- 		{
 
- 			doBasicDisguise(info);
 
- 			for(auto & elem : info.army)
 
- 				elem.second.setCount(0);
 
- 		};
 
- 		auto doExpertDisguise = [this,h](InfoAboutHero & info)
 
- 		{
 
- 			for(auto & elem : info.army)
 
- 				elem.second.setCount(0);
 
- 			const auto factionIndex = getStartInfo()->playerInfos.at(h->tempOwner).castle;
 
- 			int maxAIValue = 0;
 
- 			const CCreature * mostStrong = nullptr;
 
- 			for(const auto & creature : LIBRARY->creh->objects)
 
- 			{
 
- 				if(creature->getFactionID() == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
 
- 				{
 
- 					maxAIValue = creature->getAIValue();
 
- 					mostStrong = creature.get();
 
- 				}
 
- 			}
 
- 			if(nullptr != mostStrong) //possible, faction may have no creatures at all
 
- 				for(auto & elem : info.army)
 
- 					elem.second.setType(mostStrong);
 
- 		};
 
- 		switch (disguiseLevel)
 
- 		{
 
- 		case 0:
 
- 			//no bonus at all - do nothing
 
- 			break;
 
- 		case 1:
 
- 			doBasicDisguise(dest);
 
- 			break;
 
- 		case 2:
 
- 			doAdvancedDisguise(dest);
 
- 			break;
 
- 		case 3:
 
- 			doExpertDisguise(dest);
 
- 			break;
 
- 		default:
 
- 			//invalid value
 
- 			logGlobal->error("CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value %d", disguiseLevel);
 
- 			break;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- int CGameInfoCallback::getDate(Date mode) const
 
- {
 
- 	return gameState().getDate(mode);
 
- }
 
- bool CGameInfoCallback::isVisible(int3 pos, const std::optional<PlayerColor> & Player) const
 
- {
 
- 	return gameState().isVisible(pos, Player);
 
- }
 
- bool CGameInfoCallback::isVisible(int3 pos) const
 
- {
 
- 	return isVisible(pos, getPlayerID());
 
- }
 
- bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & Player) const
 
- {
 
- 	return gameState().isVisible(obj, Player);
 
- }
 
- bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
 
- {
 
- 	return isVisible(obj, getPlayerID());
 
- }
 
- std::vector <const CGObjectInstance *> CGameInfoCallback::getBlockingObjs( int3 pos ) const
 
- {
 
- 	std::vector<const CGObjectInstance *> ret;
 
- 	const TerrainTile *t = getTile(pos);
 
- 	ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
 
- 	for(const auto & objID : t->blockingObjects)
 
- 		ret.push_back(getObj(objID));
 
- 	return ret;
 
- }
 
- std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose) const
 
- {
 
- 	std::vector<const CGObjectInstance *> ret;
 
- 	const TerrainTile *t = getTile(pos, verbose);
 
- 	ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos.toString() + " is not visible!", ret);
 
- 	for(const auto & objID : t->visitableObjects)
 
- 	{
 
- 		const auto & object = getObj(objID, false);
 
- 		if (!object)
 
- 			continue; // event - visitable, but not visible
 
- 		if(!getPlayerID().has_value() || object->ID != Obj::EVENT) //hide events from players
 
- 			ret.push_back(object);
 
- 	}
 
- 	return ret;
 
- }
 
- std::vector<const CGObjectInstance *> CGameInfoCallback::getAllVisitableObjs() const
 
- {
 
- 	std::vector<const CGObjectInstance *> ret;
 
- 	for(auto & obj : gameState().getMap().getObjects())
 
- 		if(obj->isVisitable() && obj->ID != Obj::EVENT && isVisible(obj))
 
- 			ret.push_back(obj);
 
- 	return ret;
 
- }
 
- const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const
 
- {
 
- 	return vstd::backOrNull(getVisitableObjs(pos));
 
- }
 
- std::vector <const CGObjectInstance *> CGameInfoCallback::getFlaggableObjects(int3 pos) const
 
- {
 
- 	std::vector<const CGObjectInstance *> ret;
 
- 	const TerrainTile *t = getTile(pos);
 
- 	ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
 
- 	for(const auto & objectID : t->blockingObjects)
 
- 	{
 
- 		const auto * obj = getObj(objectID);
 
- 		if(obj->tempOwner != PlayerColor::UNFLAGGABLE)
 
- 			ret.push_back(obj);
 
- 	}
 
- 	return ret;
 
- }
 
- int3 CGameInfoCallback::getMapSize() const
 
- {
 
- 	return int3(gameState().getMap().width, gameState().getMap().height, gameState().getMap().twoLevel ? 2 : 1);
 
- }
 
- std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
 
- {
 
- 	ASSERT_IF_CALLED_WITH_PLAYER
 
- 	std::vector<const CGHeroInstance *> ret;
 
- 	//ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret);
 
- 	//TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done
 
- 	const CGTownInstance * town = getTown(townOrTavern->id);
 
- 	if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))
 
- 		return gameState().heroesPool->getHeroesFor(*getPlayerID());
 
- 	return ret;
 
- }
 
- const TerrainTile * CGameInfoCallback::getTile(int3 tile, bool verbose) const
 
- {
 
- 	if(isVisible(tile))
 
- 		return &gameState().getMap().getTile(tile);
 
- 	if(verbose)
 
- 		logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!");
 
- 	return nullptr;
 
- }
 
- const TerrainTile * CGameInfoCallback::getTileUnchecked(int3 tile) const
 
- {
 
- 	if (isInTheMap(tile))
 
- 		return &gameState().getMap().getTile(tile);
 
- 	return nullptr;
 
- }
 
- EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) const
 
- {
 
- 	if(!isVisible(tile))
 
- 		return EDiggingStatus::UNKNOWN;
 
- 	for(const auto & object : gameState().getMap().getObjects())
 
- 	{
 
- 		if(object->ID == Obj::HOLE && object->anchorPos() == tile)
 
- 			return EDiggingStatus::TILE_OCCUPIED;
 
- 	}
 
- 	return getTile(tile)->getDiggingStatus();
 
- }
 
- EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
 
- {
 
- 	ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
 
- 	if(!t->getTown()->buildings.count(ID))
 
- 		return EBuildingState::BUILDING_ERROR;
 
- 	const auto & building = t->getTown()->buildings.at(ID);
 
- 	if(t->hasBuilt(ID))	//already built
 
- 		return EBuildingState::ALREADY_PRESENT;
 
- 	//can we build it?
 
- 	if(vstd::contains(t->forbiddenBuildings, ID))
 
- 		return EBuildingState::FORBIDDEN; //forbidden
 
- 	auto possiblyNotBuiltTest = [&](const BuildingID & id) -> bool
 
- 	{
 
- 		return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id));
 
- 	};
 
- 	std::function<bool(BuildingID id)> allowedTest = [&](const BuildingID & id) -> bool
 
- 	{
 
- 		return !vstd::contains(t->forbiddenBuildings, id);
 
- 	};
 
- 	if (!t->genBuildingRequirements(ID, true).satisfiable(allowedTest, possiblyNotBuiltTest))
 
- 		return EBuildingState::FORBIDDEN;
 
- 	if(ID == BuildingID::CAPITOL)
 
- 	{
 
- 		const PlayerState *ps = getPlayerState(t->tempOwner, false);
 
- 		if(ps)
 
- 		{
 
- 			for(const CGTownInstance *town : ps->getTowns())
 
- 			{
 
- 				if(town->hasBuilt(BuildingID::CAPITOL))
 
- 				{
 
- 					return EBuildingState::HAVE_CAPITAL; //no more than one capitol
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(ID == BuildingID::SHIPYARD)
 
- 	{
 
- 		const TerrainTile *tile = getTile(t->bestLocation(), false);
 
- 		if(!tile || !tile->isWater())
 
- 			return EBuildingState::NO_WATER; //lack of water
 
- 	}
 
- 	auto buildTest = [&](const BuildingID & id) -> bool
 
- 	{
 
- 		return t->hasBuilt(id);
 
- 	};
 
- 	if (!t->genBuildingRequirements(ID).test(buildTest))
 
- 		return EBuildingState::PREREQUIRES;
 
- 	if(t->built >= getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
 
- 		return EBuildingState::CANT_BUILD_TODAY; //building limit
 
- 	//checking resources
 
- 	if(!building->resources.canBeAfforded(getPlayerState(t->tempOwner)->resources))
 
- 		return EBuildingState::NO_RESOURCES; //lack of res
 
- 	return EBuildingState::ALLOWED;
 
- }
 
- const CMapHeader * CGameInfoCallback::getMapHeader() const
 
- {
 
- 	return &gameState().getMap();
 
- }
 
- bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
 
- {
 
- 	return !getPlayerID() || getPlayerID()->isSpectator() || gameState().getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
 
- }
 
- EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
 
- {
 
- 	const PlayerState *ps = gameState().getPlayerState(player, verbose);
 
- 	ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG);
 
- 	return ps->status;
 
- }
 
- std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
 
- {
 
- 	MetaString text;
 
- 	text.appendLocalString(EMetaText::GENERAL_TXT, 216);
 
- 	
 
- 	std::string extraText;
 
- 	if(gameState().currentRumor.type == RumorState::TYPE_NONE)
 
- 		return text.toString();
 
- 	auto rumor = gameState().currentRumor.last.at(gameState().currentRumor.type);
 
- 	switch(gameState().currentRumor.type)
 
- 	{
 
- 	case RumorState::TYPE_SPECIAL:
 
- 		text.replaceLocalString(EMetaText::GENERAL_TXT, rumor.first);
 
- 		if(rumor.first == RumorState::RUMOR_GRAIL)
 
- 			text.replaceTextID(TextIdentifier("core", "arraytxt", 158 + rumor.second).get());
 
- 		else
 
- 			text.replaceTextID(TextIdentifier("core", "plcolors", rumor.second).get());
 
- 		break;
 
- 	case RumorState::TYPE_MAP:
 
- 		text.replaceRawString(gameState().getMap().rumors[rumor.first].text.toString());
 
- 		break;
 
- 	case RumorState::TYPE_RAND:
 
- 		text.replaceTextID(TextIdentifier("core", "randtvrn", rumor.first).get());
 
- 		break;
 
- 	}
 
- 	return text.toString();
 
- }
 
- PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
 
- {
 
- 	return gameState().getPlayerRelations(color1, color2);
 
- }
 
- bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
 
- {
 
- 	return !obj || hasAccess(obj->tempOwner);
 
- }
 
- int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const
 
- {
 
- 	int ret = 0;
 
- 	const PlayerState *p = gameState().getPlayerState(player);
 
- 	ERROR_RET_VAL_IF(!p, "No such player!", -1);
 
- 	if(includeGarrisoned)
 
- 		return static_cast<int>(p->getHeroes().size());
 
- 	else
 
- 		for(const auto & elem : p->getHeroes())
 
- 			if(!elem->isGarrisoned())
 
- 				ret++;
 
- 	return ret;
 
- }
 
- bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const
 
- {
 
- 	if(canGetFullInfo(obj))
 
- 		return true;
 
- 	const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile
 
- 	const ObjectInstanceID visitorID = t->visitableObjects.back(); //visitong hero if present or the object itself at last
 
- 	const CGObjectInstance * visitor = getObj(visitorID);
 
- 	return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor
 
- }
 
- bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const
 
- {
 
- 	return gameState().actingPlayers.count(player);
 
- }
 
- const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
 
- {
 
- 	//rewritten by hand, AI calls this function a lot
 
- 	auto team = gameState().teams.find(teamID);
 
- 	if (team != gameState().teams.end())
 
- 	{
 
- 		const TeamState *ret = &team->second;
 
- 		if(!getPlayerID().has_value()) //neutral (or invalid) player
 
- 			return ret;
 
- 		else
 
- 		{
 
- 			if (vstd::contains(ret->players, *getPlayerID())) //specific player
 
- 				return ret;
 
- 			else
 
- 			{
 
- 				logGlobal->error("Illegal attempt to access team data!");
 
- 				return nullptr;
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->error("Cannot find info for team %d", teamID);
 
- 		return nullptr;
 
- 	}
 
- }
 
- const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const
 
- {
 
- 	auto player = gameState().players.find(color);
 
- 	if (player != gameState().players.end())
 
- 	{
 
- 		return getTeam (player->second.team);
 
- 	}
 
- 	else
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- }
 
- bool CGameInfoCallback::isInTheMap(const int3 &pos) const
 
- {
 
- 	return gameState().getMap().isInTheMap(pos);
 
- }
 
- void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
 
- {
 
- 	gameState().getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(),  distanceFormula);
 
- }
 
- void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const
 
- {
 
- 	gameState().calculatePaths(config);
 
- }
 
- const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
 
- {
 
- 	return gameState().getMap().getArtifactInstance(aid);
 
- }
 
- const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
 
- {
 
- 	return gameState().getMap().getObject((oid));
 
- }
 
- const CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const
 
- {
 
- 	auto & gs = const_cast<CGameState&>(gameState());
 
- 	return gs.getArtSet(loc);
 
- }
 
- std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
 
- {
 
- 	vstd::erase_if(ids, [&](const ObjectInstanceID & id) -> bool
 
- 	{
 
- 		const auto * obj = getObj(id, false);
 
- 		return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->visitablePos(), player));
 
- 	});
 
- 	return ids;
 
- }
 
- std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntrances(TeleportChannelID id, PlayerColor player) const
 
- {
 
- 	return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->entrances, player);
 
- }
 
- std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const
 
- {
 
- 	return getVisibleTeleportObjects(gameState().getMap().teleportChannels.at(id)->exits, player);
 
- }
 
- ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const
 
- {
 
- 	std::vector<ObjectInstanceID> entrances = getTeleportChannelEntrances(id, player);
 
- 	std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);
 
- 	if((entrances.empty() || exits.empty()) // impassable if exits or entrances list are empty
 
- 	   || (entrances.size() == 1 && entrances == exits)) // impassable if only entrance and only exit is same object. e.g bidirectional monolith
 
- 	{
 
- 		return ETeleportChannelType::IMPASSABLE;
 
- 	}
 
- 	auto intersection = vstd::intersection(entrances, exits);
 
- 	if(intersection.size() == entrances.size() && intersection.size() == exits.size())
 
- 		return ETeleportChannelType::BIDIRECTIONAL;
 
- 	else if(intersection.empty())
 
- 		return ETeleportChannelType::UNIDIRECTIONAL;
 
- 	else
 
- 		return ETeleportChannelType::MIXED;
 
- }
 
- bool CGameInfoCallback::isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player) const
 
- {
 
- 	return ETeleportChannelType::IMPASSABLE == getTeleportChannelType(id, player);
 
- }
 
- bool CGameInfoCallback::isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player) const
 
- {
 
- 	return ETeleportChannelType::BIDIRECTIONAL == getTeleportChannelType(id, player);
 
- }
 
- bool CGameInfoCallback::isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player) const
 
- {
 
- 	return ETeleportChannelType::UNIDIRECTIONAL == getTeleportChannelType(id, player);
 
- }
 
- bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const
 
- {
 
- 	return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player);
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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