CGameStateCampaign.cpp 20 KB

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  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 "../mapObjects/CGTownInstance.h"
  18. #include "../networkPacks/ArtifactLocation.h"
  19. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  20. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  21. #include "../StartInfo.h"
  22. #include "../CBuildingHandler.h"
  23. #include "../CHeroHandler.h"
  24. #include "../mapping/CMap.h"
  25. #include "../ArtifactUtils.h"
  26. #include "../CPlayerState.h"
  27. #include "../serializer/CMemorySerializer.h"
  28. VCMI_LIB_NAMESPACE_BEGIN
  29. CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
  30. hero(hero),
  31. heroPlaceholderId(heroPlaceholderId)
  32. {
  33. }
  34. CGameStateCampaign::CGameStateCampaign(CGameState * owner):
  35. gameState(owner)
  36. {
  37. assert(gameState->scenarioOps->mode == EStartMode::CAMPAIGN);
  38. assert(gameState->scenarioOps->campState != nullptr);
  39. }
  40. std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
  41. {
  42. auto campaignState = gameState->scenarioOps->campState;
  43. return campaignState->getBonus(*campaignState->currentScenario());
  44. }
  45. std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
  46. {
  47. auto campaignState = gameState->scenarioOps->campState;
  48. auto bonus = currentBonus();
  49. if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  50. return static_cast<CampaignScenarioID>(bonus->info2);
  51. return campaignState->lastScenario();
  52. }
  53. void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & travelOptions)
  54. {
  55. // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
  56. if(!travelOptions.whatHeroKeeps.experience)
  57. {
  58. //trimming experience
  59. for(auto & hero : campaignHeroReplacements)
  60. {
  61. hero.hero->initExp(gameState->getRandomGenerator());
  62. }
  63. }
  64. if(!travelOptions.whatHeroKeeps.primarySkills)
  65. {
  66. //trimming prim skills
  67. for(auto & hero : campaignHeroReplacements)
  68. {
  69. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  70. {
  71. auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
  72. .And(Selector::subtype()(BonusSubtypeID(g)))
  73. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  74. hero.hero->getLocalBonus(sel)->val = hero.hero->type->heroClass->primarySkillInitial[g.getNum()];
  75. }
  76. }
  77. }
  78. if(!travelOptions.whatHeroKeeps.secondarySkills)
  79. {
  80. //trimming sec skills
  81. for(auto & hero : campaignHeroReplacements)
  82. {
  83. hero.hero->secSkills = hero.hero->type->secSkillsInit;
  84. hero.hero->recreateSecondarySkillsBonuses();
  85. }
  86. }
  87. if(!travelOptions.whatHeroKeeps.spells)
  88. {
  89. for(auto & hero : campaignHeroReplacements)
  90. {
  91. hero.hero->removeSpellbook();
  92. }
  93. }
  94. if(!travelOptions.whatHeroKeeps.artifacts)
  95. {
  96. //trimming artifacts
  97. for(auto & hero : campaignHeroReplacements)
  98. {
  99. const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition) -> bool
  100. {
  101. if(artifactPosition == ArtifactPosition::SPELLBOOK)
  102. return false; // do not handle spellbook this way
  103. const ArtSlotInfo *info = hero.hero->getSlot(artifactPosition);
  104. if(!info)
  105. return false;
  106. // FIXME: double-check how H3 handles case of transferring components of a combined artifact if entire combined artifact is not transferrable
  107. // For example, what happens if hero has assembled Angelic Alliance, AA is not marked is transferrable, but Sandals can be transferred? Should artifact be disassembled?
  108. if (info->locked)
  109. return false;
  110. // TODO: why would there be nullptr artifacts?
  111. const CArtifactInstance *art = info->artifact;
  112. if(!art)
  113. return false;
  114. bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
  115. if (takeable)
  116. hero.transferrableArtifacts.push_back(artifactPosition);
  117. ArtifactLocation al(hero.hero->id, artifactPosition);
  118. if(!takeable && !hero.hero->getSlot(al.slot)->locked) //don't try removing locked artifacts -> it crashes #1719
  119. {
  120. hero.hero->getArt(al.slot)->removeFrom(*hero.hero, al.slot);
  121. return true;
  122. }
  123. return false;
  124. };
  125. // process on copy - removal of artifact will invalidate container
  126. auto artifactsWorn = hero.hero->artifactsWorn;
  127. for(const auto & art : artifactsWorn)
  128. checkAndRemoveArtifact(art.first);
  129. for (int slotNumber = 0; slotNumber < hero.hero->artifactsInBackpack.size();)
  130. {
  131. if (checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber))
  132. continue; // artifact was removed and backpack slots were shifted -> test this slot again
  133. else
  134. slotNumber++; // artifact was kept for transfer -> test next slot
  135. };
  136. }
  137. }
  138. //trimming creatures
  139. for(auto & hero : campaignHeroReplacements)
  140. {
  141. auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  142. {
  143. CreatureID crid = j.second->getCreatureID();
  144. return !travelOptions.monstersKeptByHero.count(crid);
  145. };
  146. auto stacksCopy = hero.hero->stacks; //copy of the map, so we can iterate iover it and remove stacks
  147. for(auto &slotPair : stacksCopy)
  148. if(shouldSlotBeErased(slotPair))
  149. hero.hero->eraseStack(slotPair.first);
  150. }
  151. // Removing short-term bonuses
  152. for(auto & hero : campaignHeroReplacements)
  153. {
  154. hero.hero->removeBonusesRecursive(CSelector(Bonus::OneDay)
  155. .Or(CSelector(Bonus::OneWeek))
  156. .Or(CSelector(Bonus::NTurns))
  157. .Or(CSelector(Bonus::NDays))
  158. .Or(CSelector(Bonus::OneBattle)));
  159. }
  160. }
  161. void CGameStateCampaign::placeCampaignHeroes()
  162. {
  163. // place bonus hero
  164. auto campaignState = gameState->scenarioOps->campState;
  165. auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
  166. bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
  167. if(campaignGiveHero)
  168. {
  169. auto playerColor = PlayerColor(campaignBonus->info1);
  170. auto it = gameState->scenarioOps->playerInfos.find(playerColor);
  171. if(it != gameState->scenarioOps->playerInfos.end())
  172. {
  173. HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
  174. if(heroTypeId.getNum() == 0xffff) // random bonus hero
  175. {
  176. heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
  177. }
  178. gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
  179. }
  180. }
  181. logGlobal->debug("\tGenerate list of hero placeholders");
  182. generateCampaignHeroesToReplace();
  183. logGlobal->debug("\tPrepare crossover heroes");
  184. trimCrossoverHeroesParameters(campaignState->scenario(*campaignState->currentScenario()).travelOptions);
  185. // remove same heroes on the map which will be added through crossover heroes
  186. // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
  187. // with the same hero type id
  188. std::vector<CGHeroInstance *> removedHeroes;
  189. std::set<HeroTypeID> reservedHeroes = campaignState->getReservedHeroes();
  190. std::set<HeroTypeID> heroesToRemove;
  191. for (auto const & heroID : reservedHeroes )
  192. {
  193. // Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear
  194. if (!campaignState->getHeroByType(heroID).isNull())
  195. heroesToRemove.insert(heroID);
  196. }
  197. for(auto & replacement : campaignHeroReplacements)
  198. if (replacement.heroPlaceholderId.hasValue())
  199. heroesToRemove.insert(replacement.hero->getHeroType());
  200. for(auto & heroID : heroesToRemove)
  201. {
  202. auto * hero = gameState->getUsedHero(heroID);
  203. if(hero)
  204. {
  205. removedHeroes.push_back(hero);
  206. gameState->map->heroesOnMap -= hero;
  207. gameState->map->objects[hero->id.getNum()] = nullptr;
  208. gameState->map->removeBlockVisTiles(hero, true);
  209. }
  210. }
  211. logGlobal->debug("\tReplace placeholders with heroes");
  212. replaceHeroesPlaceholders();
  213. // now add removed heroes again with unused type ID
  214. for(auto * hero : removedHeroes)
  215. {
  216. HeroTypeID heroTypeId;
  217. if(hero->ID == Obj::HERO)
  218. {
  219. heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
  220. }
  221. else if(hero->ID == Obj::PRISON)
  222. {
  223. auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
  224. if(!unusedHeroTypeIds.empty())
  225. {
  226. heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
  227. }
  228. else
  229. {
  230. logGlobal->error("No free hero type ID found to replace prison.");
  231. assert(0);
  232. }
  233. }
  234. else
  235. {
  236. assert(0); // should not happen
  237. }
  238. hero->setHeroType(heroTypeId);
  239. gameState->map->getEditManager()->insertObject(hero);
  240. }
  241. }
  242. void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
  243. {
  244. auto curBonus = currentBonus();
  245. if(!curBonus)
  246. return;
  247. assert(curBonus->isBonusForHero());
  248. //apply bonus
  249. switch(curBonus->type)
  250. {
  251. case CampaignBonusType::SPELL:
  252. {
  253. hero->addSpellToSpellbook(SpellID(curBonus->info2));
  254. break;
  255. }
  256. case CampaignBonusType::MONSTER:
  257. {
  258. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  259. {
  260. if(hero->slotEmpty(SlotID(i)))
  261. {
  262. hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
  263. break;
  264. }
  265. }
  266. break;
  267. }
  268. case CampaignBonusType::ARTIFACT:
  269. {
  270. if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
  271. logGlobal->error("Cannot give starting artifact - no free slots!");
  272. break;
  273. }
  274. case CampaignBonusType::SPELL_SCROLL:
  275. {
  276. CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
  277. const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
  278. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  279. scroll->putAt(*hero, slot);
  280. else
  281. logGlobal->error("Cannot give starting scroll - no free slots!");
  282. break;
  283. }
  284. case CampaignBonusType::PRIMARY_SKILL:
  285. {
  286. const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
  287. for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
  288. {
  289. int val = ptr[g.getNum()];
  290. if(val == 0)
  291. continue;
  292. auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
  293. auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
  294. hero->addNewBonus(bb);
  295. }
  296. break;
  297. }
  298. case CampaignBonusType::SECONDARY_SKILL:
  299. {
  300. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  301. break;
  302. }
  303. }
  304. }
  305. void CGameStateCampaign::replaceHeroesPlaceholders()
  306. {
  307. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  308. {
  309. if (!campaignHeroReplacement.heroPlaceholderId.hasValue())
  310. continue;
  311. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
  312. CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
  313. heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
  314. if(heroPlaceholder->tempOwner.isValidPlayer())
  315. heroToPlace->tempOwner = heroPlaceholder->tempOwner;
  316. heroToPlace->pos = heroPlaceholder->pos;
  317. heroToPlace->type = heroToPlace->getHeroType().toHeroType();
  318. heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
  319. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  320. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  321. gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
  322. gameState->map->heroesOnMap.emplace_back(heroToPlace);
  323. gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
  324. gameState->map->addBlockVisTiles(heroToPlace);
  325. gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
  326. delete heroPlaceholder;
  327. }
  328. }
  329. void CGameStateCampaign::transferMissingArtifacts(const CampaignTravel & travelOptions)
  330. {
  331. CGHeroInstance * receiver = nullptr;
  332. for(auto obj : gameState->map->objects)
  333. {
  334. if (!obj)
  335. continue;
  336. if (obj->ID != Obj::HERO)
  337. continue;
  338. auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
  339. if (gameState->getPlayerState(hero->getOwner())->isHuman())
  340. {
  341. receiver = hero;
  342. break;
  343. }
  344. }
  345. assert(receiver);
  346. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  347. {
  348. if (campaignHeroReplacement.heroPlaceholderId.hasValue())
  349. continue;
  350. auto * donorHero = campaignHeroReplacement.hero;
  351. if (!donorHero)
  352. throw std::runtime_error("Failed to find hero to take artifacts from! Scenario: " + gameState->map->name.toString());
  353. for (auto const & artLocation : campaignHeroReplacement.transferrableArtifacts)
  354. {
  355. auto * artifact = donorHero->getArt(artLocation);
  356. if (!donorHero)
  357. throw std::runtime_error("Failed to find artifacts to transfer to travelling hero! Scenario: " + gameState->map->name.toString());
  358. artifact->removeFrom(*donorHero, artLocation);
  359. if (receiver)
  360. {
  361. const auto slot = ArtifactUtils::getArtAnyPosition(receiver, artifact->getTypeId());
  362. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  363. artifact->putAt(*receiver, slot);
  364. else
  365. logGlobal->error("Cannot transfer artifact - no free slots!");
  366. }
  367. else
  368. logGlobal->error("Cannot transfer artifact - no receiver hero!");
  369. }
  370. delete donorHero;
  371. }
  372. }
  373. void CGameStateCampaign::generateCampaignHeroesToReplace()
  374. {
  375. auto campaignState = gameState->scenarioOps->campState;
  376. std::vector<CGHeroPlaceholder *> placeholdersByPower;
  377. std::vector<CGHeroPlaceholder *> placeholdersByType;
  378. campaignHeroReplacements.clear();
  379. // find all placeholders on map
  380. for(auto obj : gameState->map->objects)
  381. {
  382. if(!obj)
  383. continue;
  384. if (obj->ID != Obj::HERO_PLACEHOLDER)
  385. continue;
  386. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  387. // only 1 field must be set
  388. assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());
  389. if(heroPlaceholder->powerRank)
  390. placeholdersByPower.push_back(heroPlaceholder);
  391. if(heroPlaceholder->heroType)
  392. placeholdersByType.push_back(heroPlaceholder);
  393. }
  394. //selecting heroes by type
  395. for(const auto * placeholder : placeholdersByType)
  396. {
  397. const auto & node = campaignState->getHeroByType(*placeholder->heroType);
  398. if (node.isNull())
  399. {
  400. logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
  401. continue;
  402. }
  403. CGHeroInstance * hero = campaignState->crossoverDeserialize(node, gameState->map);
  404. logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());
  405. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  406. }
  407. auto lastScenario = getHeroesSourceScenario();
  408. if (lastScenario)
  409. {
  410. // sort hero placeholders descending power
  411. boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
  412. {
  413. return *a->powerRank > *b->powerRank;
  414. });
  415. const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());
  416. auto nodeListIter = nodeList.begin();
  417. for(const auto * placeholder : placeholdersByPower)
  418. {
  419. if (nodeListIter == nodeList.end())
  420. break;
  421. CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
  422. nodeListIter++;
  423. logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());
  424. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  425. }
  426. // Add remaining heroes without placeholders - to transfer their artifacts to placed heroes
  427. for (;nodeListIter != nodeList.end(); ++nodeListIter)
  428. {
  429. CGHeroInstance * hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map);
  430. campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE);
  431. }
  432. }
  433. }
  434. void CGameStateCampaign::initHeroes()
  435. {
  436. auto chosenBonus = currentBonus();
  437. if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  438. {
  439. //find human player
  440. PlayerColor humanPlayer=PlayerColor::NEUTRAL;
  441. for (auto & elem : gameState->players)
  442. {
  443. if(elem.second.human)
  444. {
  445. humanPlayer = elem.first;
  446. break;
  447. }
  448. }
  449. assert(humanPlayer != PlayerColor::NEUTRAL);
  450. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
  451. if (chosenBonus->info1 == 0xFFFD) //most powerful
  452. {
  453. int maxB = -1;
  454. for (int b=0; b<heroes.size(); ++b)
  455. {
  456. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  457. {
  458. maxB = b;
  459. }
  460. }
  461. if(maxB < 0)
  462. logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
  463. else
  464. giveCampaignBonusToHero(heroes[maxB]);
  465. }
  466. else //specific hero
  467. {
  468. for (auto & heroe : heroes)
  469. {
  470. if (heroe->getHeroType().getNum() == chosenBonus->info1)
  471. {
  472. giveCampaignBonusToHero(heroe);
  473. break;
  474. }
  475. }
  476. }
  477. }
  478. auto campaignState = gameState->scenarioOps->campState;
  479. auto * yog = gameState->getUsedHero(HeroTypeID::SOLMYR);
  480. if (yog && boost::starts_with(campaignState->getFilename(), "DATA/YOG") && campaignState->currentScenario()->getNum() == 2)
  481. {
  482. assert(yog->isCampaignYog());
  483. gameState->giveHeroArtifact(yog, ArtifactID::ANGELIC_ALLIANCE);
  484. }
  485. transferMissingArtifacts(campaignState->scenario(*campaignState->currentScenario()).travelOptions);
  486. }
  487. void CGameStateCampaign::initStartingResources()
  488. {
  489. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  490. {
  491. std::vector<const PlayerSettings *> ret;
  492. for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
  493. {
  494. if(playerInfo.second.isControlledByHuman())
  495. ret.push_back(&playerInfo.second);
  496. }
  497. return ret;
  498. };
  499. auto chosenBonus = currentBonus();
  500. if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
  501. {
  502. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  503. for(const PlayerSettings *ps : people)
  504. {
  505. std::vector<GameResID> res; //resources we will give
  506. switch (chosenBonus->info1)
  507. {
  508. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  509. res.push_back(chosenBonus->info1);
  510. break;
  511. case 0xFD: //wood+ore
  512. res.push_back(GameResID(EGameResID::WOOD));
  513. res.push_back(GameResID(EGameResID::ORE));
  514. break;
  515. case 0xFE: //rare
  516. res.push_back(GameResID(EGameResID::MERCURY));
  517. res.push_back(GameResID(EGameResID::SULFUR));
  518. res.push_back(GameResID(EGameResID::CRYSTAL));
  519. res.push_back(GameResID(EGameResID::GEMS));
  520. break;
  521. default:
  522. assert(0);
  523. break;
  524. }
  525. //increasing resource quantity
  526. for (auto & re : res)
  527. {
  528. gameState->players[ps->color].resources[re] += chosenBonus->info2;
  529. }
  530. }
  531. }
  532. }
  533. void CGameStateCampaign::initTowns()
  534. {
  535. auto chosenBonus = currentBonus();
  536. if (!chosenBonus)
  537. return;
  538. if (chosenBonus->type != CampaignBonusType::BUILDING)
  539. return;
  540. for (int g=0; g<gameState->map->towns.size(); ++g)
  541. {
  542. CGTownInstance * town = gameState->map->towns[g];
  543. PlayerState * owner = gameState->getPlayerState(town->getOwner());
  544. if (!owner)
  545. continue;
  546. PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
  547. if (!owner->human)
  548. continue;
  549. if (town->pos != pi.posOfMainTown)
  550. continue;
  551. BuildingID newBuilding;
  552. if(gameState->scenarioOps->campState->formatVCMI())
  553. newBuilding = BuildingID(chosenBonus->info1);
  554. else
  555. newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->builtBuildings);
  556. // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
  557. while(true)
  558. {
  559. if (newBuilding == BuildingID::NONE)
  560. break;
  561. if (town->builtBuildings.count(newBuilding) != 0)
  562. break;
  563. town->builtBuildings.insert(newBuilding);
  564. auto building = town->town->buildings.at(newBuilding);
  565. newBuilding = building->upgrade;
  566. }
  567. break;
  568. }
  569. }
  570. bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
  571. {
  572. auto campaignBonus = currentBonus();
  573. if (!campaignBonus)
  574. return false;
  575. if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
  576. return true;
  577. return false;
  578. }
  579. std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap()
  580. {
  581. return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState->callback);
  582. }
  583. VCMI_LIB_NAMESPACE_END