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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 "IGameCallback.h"
 
- #include "LoadProgress.h"
 
- #include "ConstTransitivePtr.h"
 
- namespace boost
 
- {
 
- class shared_mutex;
 
- }
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class EVictoryLossCheckResult;
 
- class Services;
 
- class IMapService;
 
- class CMap;
 
- struct CPack;
 
- class CHeroClass;
 
- struct EventCondition;
 
- struct CampaignTravel;
 
- class CStackInstance;
 
- class CGameStateCampaign;
 
- class TavernHeroesPool;
 
- struct SThievesGuildInfo;
 
- template<typename T> class CApplier;
 
- class CBaseForGSApply;
 
- struct DLL_LINKAGE RumorState
 
- {
 
- 	enum ERumorType : ui8
 
- 	{
 
- 		TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
 
- 	};
 
- 	enum ERumorTypeSpecial : ui8
 
- 	{
 
- 		RUMOR_OBELISKS = 208,
 
- 		RUMOR_ARTIFACTS = 209,
 
- 		RUMOR_ARMY = 210,
 
- 		RUMOR_INCOME = 211,
 
- 		RUMOR_GRAIL = 212
 
- 	};
 
- 	ERumorType type;
 
- 	std::map<ERumorType, std::pair<int, int>> last;
 
- 	RumorState(){type = TYPE_NONE;};
 
- 	bool update(int id, int extra);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & type;
 
- 		h & last;
 
- 	}
 
- };
 
- struct UpgradeInfo
 
- {
 
- 	CreatureID oldID; //creature to be upgraded
 
- 	std::vector<CreatureID> newID; //possible upgrades
 
- 	std::vector<ResourceSet> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
 
- 	UpgradeInfo(){oldID = CreatureID::NONE;};
 
- };
 
- class BattleInfo;
 
- DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
 
- class DLL_LINKAGE CGameState : public CNonConstInfoCallback
 
- {
 
- 	friend class CGameStateCampaign;
 
- public:
 
- 	/// Stores number of times each artifact was placed on map via randomization
 
- 	std::map<ArtifactID, int> allocatedArtifacts;
 
- 	/// 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();
 
- 	void preInit(Services * services);
 
- 	void init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
 
- 	void updateOnLoad(StartInfo * si);
 
- 	ConstTransitivePtr<StartInfo> scenarioOps;
 
- 	ConstTransitivePtr<StartInfo> initialOpts; //copy of settings received from pregame (not randomized)
 
- 	ui32 day; //total number of days in game
 
- 	ConstTransitivePtr<CMap> map;
 
- 	std::map<PlayerColor, PlayerState> players;
 
- 	std::map<TeamID, TeamState> teams;
 
- 	CBonusSystemNode globalEffects;
 
- 	RumorState rumor;
 
- 	static boost::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(const PlayerColor & owner);
 
- 	void apply(CPack *pack);
 
- 	BattleField battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
 
- 	void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
 
- 	PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
 
- 	bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
 
- 	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
 
- 	void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) override;
 
- 	int3 guardingCreaturePosition (int3 pos) const override;
 
- 	std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
 
- 	void updateRumor();
 
- 	/// Gets a artifact ID randomly and removes the selected artifact from this handler.
 
- 	ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags);
 
- 	ArtifactID pickRandomArtifact(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts);
 
- 	ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts);
 
- 	ArtifactID pickRandomArtifact(CRandomGenerator & rand, std::set<ArtifactID> filtered);
 
- 	/// 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
 
- 	void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
 
- 	bool isVisible(int3 pos, const std::optional<PlayerColor> & player) const override;
 
- 	bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const override;
 
- 	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
 
- 	// ----- getters, setters -----
 
- 	/// This RNG should only be used inside GS or CPackForClient-derived applyGs
 
- 	/// If this doesn't work for your code that mean you need a new netpack
 
- 	///
 
- 	/// Client-side must use CRandomGenerator::getDefault which is not serialized
 
- 	///
 
- 	/// CGameHandler have it's own getter for CRandomGenerator::getDefault
 
- 	/// Any server-side code outside of GH must use CRandomGenerator::getDefault
 
- 	CRandomGenerator & getRandomGenerator();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & scenarioOps;
 
- 		h & initialOpts;
 
- 		h & actingPlayers;
 
- 		h & day;
 
- 		h & map;
 
- 		h & players;
 
- 		h & teams;
 
- 		h & heroesPool;
 
- 		h & globalEffects;
 
- 		h & rand;
 
- 		h & rumor;
 
- 		h & campaign;
 
- 		h & allocatedArtifacts;
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 	}
 
- private:
 
- 	// ----- initialization -----
 
- 	void preInitAuto();
 
- 	void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
 
- 	void checkMapChecksum();
 
- 	void initGlobalBonuses();
 
- 	void initGrailPosition();
 
- 	void initRandomFactionsForPlayers();
 
- 	void randomizeMapObjects();
 
- 	void initPlayerStates();
 
- 	void placeStartingHeroes();
 
- 	void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
 
- 	void removeHeroPlaceholders();
 
- 	void initDifficulty();
 
- 	void initHeroes();
 
- 	void placeHeroesInTowns();
 
- 	void initFogOfWar();
 
- 	void initStartingBonus();
 
- 	void initTowns();
 
- 	void initMapObjects();
 
- 	void initVisitingAndGarrisonedHeroes();
 
- 	void initCampaign();
 
- 	// ----- bonus system handling -----
 
- 	void buildBonusSystemTree();
 
- 	void attachArmedObjects();
 
- 	void buildGlobalTeamPlayerTree();
 
- 	void deserializationFix();
 
- 	// ---- 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(const PlayerColor & owner); // picks a unused hero type randomly
 
- 	UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
 
- 	// ---- data -----
 
- 	std::shared_ptr<CApplier<CBaseForGSApply>> applier;
 
- 	CRandomGenerator rand;
 
- 	Services * services;
 
- 	/// Ponter to campaign state manager. Nullptr for single scenarios
 
- 	std::unique_ptr<CGameStateCampaign> campaign;
 
- 	friend class IGameCallback;
 
- 	friend class CMapHandler;
 
- 	friend class CGameHandler;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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