CGameState.h 8.3 KB

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  1. /*
  2. * CGameState.h, 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. #pragma once
  11. #include "bonuses/CBonusSystemNode.h"
  12. #include "IGameCallback.h"
  13. #include "LoadProgress.h"
  14. #include "ConstTransitivePtr.h"
  15. namespace boost
  16. {
  17. class shared_mutex;
  18. }
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. class EVictoryLossCheckResult;
  21. class Services;
  22. class IMapService;
  23. class CMap;
  24. struct CPack;
  25. class CHeroClass;
  26. struct EventCondition;
  27. struct CampaignTravel;
  28. class CStackInstance;
  29. class CGameStateCampaign;
  30. class TavernHeroesPool;
  31. struct SThievesGuildInfo;
  32. template<typename T> class CApplier;
  33. class CBaseForGSApply;
  34. struct DLL_LINKAGE RumorState
  35. {
  36. enum ERumorType : ui8
  37. {
  38. TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
  39. };
  40. enum ERumorTypeSpecial : ui8
  41. {
  42. RUMOR_OBELISKS = 208,
  43. RUMOR_ARTIFACTS = 209,
  44. RUMOR_ARMY = 210,
  45. RUMOR_INCOME = 211,
  46. RUMOR_GRAIL = 212
  47. };
  48. ERumorType type;
  49. std::map<ERumorType, std::pair<int, int>> last;
  50. RumorState(){type = TYPE_NONE;};
  51. bool update(int id, int extra);
  52. template <typename Handler> void serialize(Handler &h, const int version)
  53. {
  54. h & type;
  55. h & last;
  56. }
  57. };
  58. struct UpgradeInfo
  59. {
  60. CreatureID oldID; //creature to be upgraded
  61. std::vector<CreatureID> newID; //possible upgrades
  62. std::vector<ResourceSet> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
  63. UpgradeInfo(){oldID = CreatureID::NONE;};
  64. };
  65. class BattleInfo;
  66. DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
  67. class DLL_LINKAGE CGameState : public CNonConstInfoCallback
  68. {
  69. friend class CGameStateCampaign;
  70. public:
  71. /// Stores number of times each artifact was placed on map via randomization
  72. std::map<ArtifactID, int> allocatedArtifacts;
  73. /// List of currently ongoing battles
  74. std::vector<std::unique_ptr<BattleInfo>> currentBattles;
  75. /// ID that can be allocated to next battle
  76. BattleID nextBattleID = BattleID(0);
  77. //we have here all heroes available on this map that are not hired
  78. std::unique_ptr<TavernHeroesPool> heroesPool;
  79. /// list of players currently making turn. Usually - just one, except for simturns
  80. std::set<PlayerColor> actingPlayers;
  81. CGameState();
  82. virtual ~CGameState();
  83. void preInit(Services * services);
  84. void init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
  85. void updateOnLoad(StartInfo * si);
  86. ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
  87. ui32 day; //total number of days in game
  88. ConstTransitivePtr<CMap> map;
  89. std::map<PlayerColor, PlayerState> players;
  90. std::map<TeamID, TeamState> teams;
  91. CBonusSystemNode globalEffects;
  92. RumorState rumor;
  93. static boost::shared_mutex mutex;
  94. void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
  95. bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
  96. /// picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
  97. HeroTypeID pickNextHeroType(const PlayerColor & owner);
  98. void apply(CPack *pack);
  99. BattleField battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
  100. void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
  101. PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
  102. bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
  103. void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out) override; //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
  104. void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) override;
  105. int3 guardingCreaturePosition (int3 pos) const override;
  106. std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
  107. void updateRumor();
  108. /// Gets a artifact ID randomly and removes the selected artifact from this handler.
  109. ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags);
  110. ArtifactID pickRandomArtifact(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts);
  111. ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts);
  112. ArtifactID pickRandomArtifact(CRandomGenerator & rand, std::set<ArtifactID> filtered);
  113. /// Returns battle in which selected player is engaged, or nullptr if none.
  114. /// Can NOT be used with neutral player, use battle by ID instead
  115. const BattleInfo * getBattle(const PlayerColor & player) const;
  116. /// Returns battle by its unique identifier, or nullptr if not found
  117. const BattleInfo * getBattle(const BattleID & battle) const;
  118. BattleInfo * getBattle(const BattleID & battle);
  119. // ----- victory, loss condition checks -----
  120. EVictoryLossCheckResult checkForVictoryAndLoss(const PlayerColor & player) const;
  121. bool checkForVictory(const PlayerColor & player, const EventCondition & condition) const; //checks if given player is winner
  122. PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
  123. bool checkForStandardLoss(const PlayerColor & player) const; //checks if given player lost the game
  124. void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
  125. bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
  126. bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;
  127. 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
  128. // ----- getters, setters -----
  129. /// This RNG should only be used inside GS or CPackForClient-derived applyGs
  130. /// If this doesn't work for your code that mean you need a new netpack
  131. ///
  132. /// Client-side must use CRandomGenerator::getDefault which is not serialized
  133. ///
  134. /// CGameHandler have it's own getter for CRandomGenerator::getDefault
  135. /// Any server-side code outside of GH must use CRandomGenerator::getDefault
  136. CRandomGenerator & getRandomGenerator();
  137. template <typename Handler> void serialize(Handler &h, const int version)
  138. {
  139. h & scenarioOps;
  140. h & initialOpts;
  141. h & actingPlayers;
  142. h & day;
  143. h & map;
  144. h & players;
  145. h & teams;
  146. h & heroesPool;
  147. h & globalEffects;
  148. h & rand;
  149. h & rumor;
  150. h & campaign;
  151. h & allocatedArtifacts;
  152. BONUS_TREE_DESERIALIZATION_FIX
  153. }
  154. private:
  155. // ----- initialization -----
  156. void preInitAuto();
  157. void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
  158. void checkMapChecksum();
  159. void initGlobalBonuses();
  160. void initGrailPosition();
  161. void initRandomFactionsForPlayers();
  162. void randomizeMapObjects();
  163. void initPlayerStates();
  164. void placeStartingHeroes();
  165. void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
  166. void removeHeroPlaceholders();
  167. void initDifficulty();
  168. void initHeroes();
  169. void placeHeroesInTowns();
  170. void initFogOfWar();
  171. void initStartingBonus();
  172. void initTowns();
  173. void initMapObjects();
  174. void initVisitingAndGarrisonedHeroes();
  175. void initCampaign();
  176. // ----- bonus system handling -----
  177. void buildBonusSystemTree();
  178. void attachArmedObjects();
  179. void buildGlobalTeamPlayerTree();
  180. void deserializationFix();
  181. // ---- misc helpers -----
  182. CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
  183. bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
  184. std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
  185. HeroTypeID pickUnusedHeroTypeRandomly(const PlayerColor & owner); // picks a unused hero type randomly
  186. UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
  187. // ---- data -----
  188. std::shared_ptr<CApplier<CBaseForGSApply>> applier;
  189. CRandomGenerator rand;
  190. Services * services;
  191. /// Ponter to campaign state manager. Nullptr for single scenarios
  192. std::unique_ptr<CGameStateCampaign> campaign;
  193. friend class IGameCallback;
  194. friend class CMapHandler;
  195. friend class CGameHandler;
  196. };
  197. VCMI_LIB_NAMESPACE_END