| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005 | /* * 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 "CGameState.h" // PlayerState#include "CGeneralTextHandler.h"#include "mapObjects/CObjectHandler.h" // for CGObjectInstance#include "StartInfo.h" // for StartInfo#include "battle/BattleInfo.h" // for BattleInfo#include "NetPacks.h" // for InfoWindow#include "CModHandler.h"#include "spells/CSpellHandler.h"#include "mapping/CMap.h"#include "CPlayerState.h"//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, Res::ERes which) const{	const PlayerState *p = getPlayer(Player);	ERROR_RET_VAL_IF(!p, "No player info!", -1);	ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1);	return p->resources[which];}const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const{	return &gs->scenarioOps->getIthPlayersSettings(color);}bool CGameInfoCallback::isAllowed( int type, int id ){	switch(type)	{	case 0:		return gs->map->allowedSpell[id];	case 1:		return gs->map->allowedArtifact[id];	case 2:		return gs->map->allowedAbilities[id];	default:		ERROR_RET_VAL_IF(1, "Wrong type!", false);	}}const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose) const{	//funtion written from scratch since it's accessed A LOT by AI	if(!color.isValidPlayer())	{		return nullptr;	}	auto player = gs->players.find(color);	if (player != gs->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;	}}const CTown * CGameInfoCallback::getNativeTown(PlayerColor color) const{	const PlayerSettings *ps = getPlayerSettings(color);	ERROR_RET_VAL_IF(!ps, "There is no such player!", nullptr);	return VLC->townh->factions[ps->castle]->town;}const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const{	if(gs->map->questIdentifierToId.empty())	{		//assume that it is VCMI map and quest identifier equals instance identifier		return getObj(ObjectInstanceID(identifier), true);	}	else	{		ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", nullptr);		return getObj(gs->map->questIdentifierToId[identifier]);	}}/************************************************************************//*                                                                      *//************************************************************************/const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const{	si32 oid = objid.num;	if(oid < 0  ||  oid >= gs->map->objects.size())	{		if(verbose)			logGlobal->error("Cannot get object with id %d", oid);		return nullptr;	}	const CGObjectInstance *ret = gs->map->objects[oid];	if(!ret)	{		if(verbose)			logGlobal->error("Cannot get object with id %d. Object was removed", oid);		return nullptr;	}	if(!isVisible(ret, player) && ret->tempOwner != player)	{		if(verbose)			logGlobal->error("Cannot get object with id %d. Object is not visible.", oid);		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;}void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");	ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");	out = gs->getUpgradeInfo(obj->getStack(stackPos));	//return gs->getUpgradeInfo(obj->getStack(stackPos));}const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(beforeRandomization)		return gs->initialOpts;	else		return gs->scenarioOps;}int CGameInfoCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);	//if there is a battle	if(gs->curB)		return gs->curB->battleGetSpellCost(sp, caster);	//if there is no battle	return caster->getSpellCost(sp);}int64_t CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	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){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	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 = 0;		for(auto town : gs->players[*player].towns)		{			if(town->hasBuilt(BuildingID::TAVERN))				taverns++;		}		gs->obtainPlayersStats(thi, taverns);	}	else if(obj->ID == Obj::DEN_OF_THIEVES)	{		gs->obtainPlayersStats(thi, 20);	}}int CGameInfoCallback::howManyTowns(PlayerColor Player) const{	ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);	return gs->players[Player].towns.size();}bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const{	ERROR_RET_VAL_IF(!isVisible(town, player), "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 CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);			if(nullptr != selectedHero)				detailed = selectedHero->hasVisions(town, 1);		}		dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);	}	else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)		dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);	else		return false;	return true;}int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant?{	ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));	return gs->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 : gs->guardingCreatures(pos))	{		ret.push_back(cr);	}	return ret;}bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject) const{	const CGHeroInstance *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)	{		if(gs->curB && gs->curB->playerHasAccessToHeroInfo(*player, h)) //if it's battle we can get enemy hero full data			infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;		else			ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);	}	if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)	{		const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);		if(nullptr != selectedHero)			if(selectedHero->hasVisions(hero, 1))				infoLevel = InfoAboutHero::EInfoLevel::DETAILED;	}	dest.initFromHero(h, infoLevel);	//DISGUISED bonus implementation	bool disguiseFlag = (infoLevel == InfoAboutHero::EInfoLevel::DETAILED);	if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)	{		//todo: bonus cashing		int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));		auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)		{			int maxAIValue = 0;			const CCreature * mostStrong = nullptr;			for(auto & elem : info.army)			{				if(elem.second.type->AIValue > maxAIValue)				{					maxAIValue = elem.second.type->AIValue;					mostStrong = elem.second.type;				}			}			if(nullptr == mostStrong)//just in case				logGlobal->error("CGameInfoCallback::getHeroInfo: Unable to select most strong stack");			else				for(auto & elem : info.army)				{					elem.second.type = mostStrong;				}		};		auto doAdvancedDisguise = [disguiseFlag, &doBasicDisguise](InfoAboutHero & info)		{			doBasicDisguise(info);			for(auto & elem : info.army)				elem.second.count = 0;		};		auto doExpertDisguise = [this,h](InfoAboutHero & info)		{			for(auto & elem : info.army)				elem.second.count = 0;			const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle;			int maxAIValue = 0;			const CCreature * mostStrong = nullptr;			for(auto creature : VLC->creh->creatures)			{				if(creature->faction == factionIndex && creature->AIValue > maxAIValue)				{					maxAIValue = creature->AIValue;					mostStrong = creature;				}			}			if(nullptr != mostStrong) //possible, faction may have no creatures at all				for(auto & elem : info.army)					elem.second.type = 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::EDateType mode) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getDate(mode);}bool CGameInfoCallback::isVisible(int3 pos, boost::optional<PlayerColor> Player) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->map->isInTheMap(pos) && (!Player || gs->isVisible(pos, *Player));}bool CGameInfoCallback::isVisible(int3 pos) const{	return isVisible(pos, player);}bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> Player ) const{	return gs->isVisible(obj, Player);}bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const{	return isVisible(obj, player);}// const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const// {// 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);// 	if()// 	const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);// 	if(!armi)// 		return nullptr;// 	else// 		return armi;// }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 CGObjectInstance * obj : t->blockingObjects)		ret.push_back(obj);	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 CGObjectInstance * obj : t->visitableObjects)	{		if(player || obj->ID != Obj::EVENT) //hide events from players			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 CGObjectInstance *obj : t->blockingObjects)		if(obj->tempOwner != PlayerColor::UNFLAGGABLE)			ret.push_back(obj);	return ret;}int3 CGameInfoCallback::getMapSize() const{	return int3(gs->map->width, gs->map->height, gs->map->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	range::copy(gs->players[*player].availableHeroes, std::back_inserter(ret));	vstd::erase_if(ret, [](const CGHeroInstance *h) { return h == nullptr; });	return ret;}const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const{	ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!isVisible(tile), verbose, tile.toString() + " is not visible!", nullptr);	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return &gs->map->getTile(tile);}//TODO: typedef?std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const{	assert(player.is_initialized());	auto team = getPlayerTeam(player.get());	size_t width = gs->map->width;	size_t height = gs->map->height;	size_t levels = (gs->map->twoLevel ? 2 : 1);	boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);	for (size_t x = 0; x < width; x++)		for (size_t y = 0; y < height; y++)			for (size_t z = 0; z < levels; z++)			{				if (team->fogOfWarMap[x][y][z])					tileArray[x][y][z] = &gs->map->getTile(int3(x, y, z));				else					tileArray[x][y][z] = nullptr;			}	return std::make_shared<boost::multi_array<TerrainTile*, 3>>(tileArray);}EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ){	ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);	if(!t->town->buildings.count(ID))		return EBuildingState::BUILDING_ERROR;	const CBuilding * building = t->town->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 = [&](BuildingID id) -> bool	{		return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id));	};	std::function<bool(BuildingID id)> allowedTest = [&](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 = getPlayer(t->tempOwner, false);		if(ps)		{			for(const CGTownInstance *t : ps->towns)			{				if(t->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->terType != ETerrainType::WATER)			return EBuildingState::NO_WATER; //lack of water	}	auto buildTest = [&](BuildingID id) -> bool	{		return t->hasBuilt(id);	};	if (!t->genBuildingRequirements(ID).test(buildTest))		return EBuildingState::PREREQUIRES;	if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN)		return EBuildingState::CANT_BUILD_TODAY; //building limit	//checking resources	if(!building->resources.canBeAfforded(getPlayer(t->tempOwner)->resources))		return EBuildingState::NO_RESOURCES; //lack of res	return EBuildingState::ALLOWED;}const CMapHeader * CGameInfoCallback::getMapHeader() const{	return gs->map;}bool CGameInfoCallback::hasAccess(boost::optional<PlayerColor> playerId) const{	return !player || player.get().isSpectator() || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES;}EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const{	const PlayerState *ps = gs->getPlayer(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{	std::string text = "", extraText = "";	if(gs->rumor.type == RumorState::TYPE_NONE)		return text;	auto rumor = gs->rumor.last[gs->rumor.type];	switch(gs->rumor.type)	{	case RumorState::TYPE_SPECIAL:		if(rumor.first == RumorState::RUMOR_GRAIL)			extraText = VLC->generaltexth->arraytxt[158 + rumor.second];		else			extraText = VLC->generaltexth->capColors[rumor.second];		text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);		break;	case RumorState::TYPE_MAP:		text = gs->map->rumors[rumor.first].text;		break;	case RumorState::TYPE_RAND:		text = VLC->generaltexth->tavernRumors[rumor.first];		break;	}	return text;}PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const{	return gs->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 = gs->getPlayer(player);	ERROR_RET_VAL_IF(!p, "No such player!", -1);	if(includeGarrisoned)		return p->heroes.size();	else		for(auto & elem : p->heroes)			if(!elem->inTownGarrison)				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 CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the obejct itself at last	return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor}PlayerColor CGameInfoCallback::getCurrentPlayer() const{	return gs->currentPlayer;}CGameInfoCallback::CGameInfoCallback(){}CGameInfoCallback::CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player){	gs = GS;	player = Player;}const std::vector< std::vector< std::vector<ui8> > > & CPlayerSpecificInfoCallback::getVisibilityMap() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getPlayerTeam(*player)->fogOfWarMap;}int CPlayerSpecificInfoCallback::howManyTowns() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);	return CGameInfoCallback::howManyTowns(*player);}std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();	for(const auto & i : gs->players)	{		for(const auto & town : i.second.towns)		{			if (i.first==player || (isVisible(town, player) && !onlyOur))			{				ret.push_back(town);			}		}	} //	for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)	return ret;}std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector < const CGHeroInstance *> ret;	for(auto hero : gs->map->heroesOnMap)	{		// !player || // - why would we even get access to hero not owned by any player?		if((hero->tempOwner == *player) ||			(isVisible(hero->getPosition(false), player) && !onlyOur)	)		{			ret.push_back(hero);		}	}	return ret;}boost::optional<PlayerColor> CPlayerSpecificInfoCallback::getMyColor() const{	return player;}int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const{	if (hero->inTownGarrison && !includeGarrisoned)		return -1;	size_t index = 0;	auto & heroes = gs->players[*player].heroes;	for (auto & heroe : heroes)	{		if (includeGarrisoned || !(heroe)->inTownGarrison)			index++;		if (heroe == hero)			return index;	}	return -1;}int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio ){	if (!player || CGObelisk::obeliskCount == 0)	{		*outKnownRatio = 0.0;	}	else	{		TeamID t = gs->getPlayerTeam(*player)->id;		double visited = 0.0;		if(CGObelisk::visited.count(t))			visited = static_cast<double>(CGObelisk::visited[t]);		*outKnownRatio = visited / CGObelisk::obeliskCount;	}	return gs->map->grailPos;}std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const{	std::vector < const CGObjectInstance * > ret;	for(const CGObjectInstance * obj : gs->map->objects)	{		if(obj && obj->tempOwner == player)			ret.push_back(obj);	}	return ret;}std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const{	ASSERT_IF_CALLED_WITH_PLAYER	std::vector < const CGDwelling * > ret;	for(CGDwelling * dw : gs->getPlayer(*player)->dwellings)	{		ret.push_back(dw);	}	return ret;}std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const{	std::vector <QuestInfo> ret;	for (auto quest : gs->getPlayer(*player)->quests)	{		ret.push_back (quest);	}	return ret;}int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);	return getHeroCount(*player,includeGarrisoned);}const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const{	ASSERT_IF_CALLED_WITH_PLAYER	const PlayerState *p = getPlayer(*player);	ERROR_RET_VAL_IF(!p, "No player info", nullptr);	if (!includeGarrisoned)	{		for(ui32 i = 0; i < p->heroes.size() && i<=serialId; i++)			if(p->heroes[i]->inTownGarrison)				serialId++;	}	ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", nullptr);	return p->heroes[serialId];}const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const{	ASSERT_IF_CALLED_WITH_PLAYER	const PlayerState *p = getPlayer(*player);	ERROR_RET_VAL_IF(!p, "No player info", nullptr);	ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr);	return p->towns[serialId];}int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);	return getResource(*player, type);}TResources CPlayerSpecificInfoCallback::getResourceAmount() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources());	return gs->players[*player].resources;}const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const{	//rewritten by hand, AI calls this function a lot	auto team = gs->teams.find(teamID);	if (team != gs->teams.end())	{		const TeamState *ret = &team->second;		if (!player.is_initialized()) //neutral (or invalid) player			return ret;		else		{			if (vstd::contains(ret->players, *player)) //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 = gs->players.find(color);	if (player != gs->players.end())	{		return getTeam (player->second.team);	}	else	{		return nullptr;	}}const CGHeroInstance* CGameInfoCallback::getHeroWithSubid( int subid ) const{	for(const CGHeroInstance *h : gs->map->heroesOnMap)		if(h->subID == subid)			return h;	return nullptr;}PlayerColor CGameInfoCallback::getLocalPlayer() const{	return getCurrentPlayer();}bool CGameInfoCallback::isInTheMap(const int3 &pos) const{	return gs->map->isInTheMap(pos);}void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const{	gs->getTilesInRange(tiles, pos, radious, getLocalPlayer(), -1, distanceFormula);}const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const{	return gs->map->artInstances[aid.num];}const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const{	return gs->map->objects[oid.num];}std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const{	vstd::erase_if(ids, [&](ObjectInstanceID id) -> bool	{		auto obj = getObj(id, false);		return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->pos, player));	});	return ids;}std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelEntraces(TeleportChannelID id, PlayerColor player) const{	return getVisibleTeleportObjects(gs->map->teleportChannels[id]->entrances, player);}std::vector<ObjectInstanceID> CGameInfoCallback::getTeleportChannelExits(TeleportChannelID id, PlayerColor player) const{	return getVisibleTeleportObjects(gs->map->teleportChannels[id]->exits, player);}ETeleportChannelType CGameInfoCallback::getTeleportChannelType(TeleportChannelID id, PlayerColor player) const{	std::vector<ObjectInstanceID> entrances = getTeleportChannelEntraces(id, player);	std::vector<ObjectInstanceID> exits = getTeleportChannelExits(id, player);	if((!entrances.size() || !exits.size()) // 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.size())		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);}void IGameEventRealizer::showInfoDialog( InfoWindow *iw ){	commitPackage(iw);}void IGameEventRealizer::showInfoDialog(const std::string &msg, PlayerColor player){	InfoWindow iw;	iw.player = player;	iw.text << msg;	showInfoDialog(&iw);}void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 val){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.val = static_cast<ui32>(val);	commitPackage(&sob);}
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