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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(const 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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