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							- /*
 
-  * PlayerLocalState.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 "PlayerLocalState.h"
 
- #include "../lib/callback/CCallback.h"
 
- #include "../lib/json/JsonNode.h"
 
- #include "../lib/mapObjects/CGHeroInstance.h"
 
- #include "../lib/mapObjects/CGTownInstance.h"
 
- #include "../lib/pathfinder/CGPathNode.h"
 
- #include "CPlayerInterface.h"
 
- #include "adventureMap/AdventureMapInterface.h"
 
- PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
 
- 	: owner(owner)
 
- 	, currentSelection(nullptr)
 
- {
 
- }
 
- const PlayerSpellbookSetting & PlayerLocalState::getSpellbookSettings() const
 
- {
 
- 	return spellbookSettings;
 
- }
 
- void PlayerLocalState::setSpellbookSettings(const PlayerSpellbookSetting & newSettings)
 
- {
 
- 	spellbookSettings = newSettings;
 
- }
 
- void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
 
- {
 
- 	paths[h] = path;
 
- 	syncronizeState();
 
- }
 
- const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
 
- {
 
- 	assert(hasPath(h));
 
- 	return paths.at(h);
 
- }
 
- bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
 
- {
 
- 	return paths.count(h) > 0;
 
- }
 
- bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
 
- {
 
- 	CGPath path;
 
- 	if(!owner.getPathsInfo(h)->getPath(path, destination))
 
- 	{
 
- 		paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired)
 
- 		syncronizeState();
 
- 		return false;
 
- 	}
 
- 	setPath(h, path);
 
- 	return true;
 
- }
 
- void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
 
- {
 
- 	assert(hasPath(h));
 
- 	if(!hasPath(h))
 
- 		return;
 
- 	auto & path = paths[h];
 
- 	path.nodes.pop_back();
 
- 	if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
 
- 		erasePath(h);
 
- }
 
- void PlayerLocalState::erasePath(const CGHeroInstance * h)
 
- {
 
- 	paths.erase(h);
 
- 	adventureInt->onHeroChanged(h);
 
- 	syncronizeState();
 
- }
 
- void PlayerLocalState::verifyPath(const CGHeroInstance * h)
 
- {
 
- 	if(!hasPath(h))
 
- 		return;
 
- 	setPath(h, getPath(h).endPos());
 
- }
 
- SpellID PlayerLocalState::getCurrentSpell() const
 
- {
 
- 	return currentSpell;
 
- }
 
- void PlayerLocalState::setCurrentSpell(SpellID castedSpell)
 
- {
 
- 	currentSpell = castedSpell;
 
- }
 
- const CGHeroInstance * PlayerLocalState::getCurrentHero() const
 
- {
 
- 	if(currentSelection && currentSelection->ID == Obj::HERO)
 
- 		return dynamic_cast<const CGHeroInstance *>(currentSelection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero)
 
- {
 
- 	bool currentHeroFound = false;
 
- 	const CGHeroInstance * firstSuitable = nullptr;
 
- 	const CGHeroInstance * nextSuitable = nullptr;
 
- 	for(const auto * hero : getWanderingHeroes())
 
- 	{
 
- 		if (hero == currentHero)
 
- 		{
 
- 			currentHeroFound = true;
 
- 			continue;
 
- 		}
 
- 		if (isHeroSleeping(hero))
 
- 			continue;
 
- 		if (hero->movementPointsRemaining() == 0)
 
- 			continue;
 
- 		if (!firstSuitable)
 
- 			firstSuitable = hero;
 
- 		if (!nextSuitable && currentHeroFound)
 
- 			nextSuitable = hero;
 
- 	}
 
- 	// if we found suitable hero after currently selected hero -> return this hero
 
- 	if (nextSuitable)
 
- 		return nextSuitable;
 
- 	// othervice -> loop over and return first suitable hero in the list (or null if none)
 
- 	return firstSuitable;
 
- }
 
- const CGTownInstance * PlayerLocalState::getCurrentTown() const
 
- {
 
- 	if(currentSelection && currentSelection->ID == Obj::TOWN)
 
- 		return dynamic_cast<const CGTownInstance *>(currentSelection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const CArmedInstance * PlayerLocalState::getCurrentArmy() const
 
- {
 
- 	if(currentSelection)
 
- 		return dynamic_cast<const CArmedInstance *>(currentSelection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- void PlayerLocalState::setSelection(const CArmedInstance * selection)
 
- {
 
- 	if (currentSelection == selection)
 
- 		return;
 
- 	currentSelection = selection;
 
- 	if (adventureInt && selection)
 
- 		adventureInt->onSelectionChanged(selection);
 
- 	syncronizeState();
 
- }
 
- bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
 
- {
 
- 	return vstd::contains(sleepingHeroes, hero);
 
- }
 
- void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(vstd::contains(wanderingHeroes, hero));
 
- 	assert(!vstd::contains(sleepingHeroes, hero));
 
- 	sleepingHeroes.push_back(hero);
 
- 	syncronizeState();
 
- }
 
- void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(vstd::contains(wanderingHeroes, hero));
 
- 	assert(vstd::contains(sleepingHeroes, hero));
 
- 	vstd::erase(sleepingHeroes, hero);
 
- 	syncronizeState();
 
- }
 
- const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
 
- {
 
- 	return wanderingHeroes;
 
- }
 
- const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
 
- {
 
- 	if(index < wanderingHeroes.size())
 
- 		return wanderingHeroes[index];
 
- 	throw std::runtime_error("No hero with index " + std::to_string(index));
 
- }
 
- void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(!vstd::contains(wanderingHeroes, hero));
 
- 	wanderingHeroes.push_back(hero);
 
- 	if (currentSelection == nullptr)
 
- 		setSelection(hero);
 
- 	syncronizeState();
 
- }
 
- void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(vstd::contains(wanderingHeroes, hero));
 
- 	if (hero == currentSelection)
 
- 	{
 
- 		auto const * nextHero = getNextWanderingHero(hero);
 
- 		if (nextHero)
 
- 			setSelection(nextHero);
 
- 		else if (!ownedTowns.empty())
 
- 			setSelection(ownedTowns.front());
 
- 		else
 
- 			setSelection(nullptr);
 
- 	}
 
- 	vstd::erase(wanderingHeroes, hero);
 
- 	vstd::erase(sleepingHeroes, hero);
 
- 	if (currentSelection == nullptr && !wanderingHeroes.empty())
 
- 		setSelection(wanderingHeroes.front());
 
- 	if (currentSelection == nullptr && !ownedTowns.empty())
 
- 		setSelection(ownedTowns.front());
 
- 	syncronizeState();
 
- }
 
- void PlayerLocalState::swapWanderingHero(size_t pos1, size_t pos2)
 
- {
 
- 	assert(wanderingHeroes[pos1] && wanderingHeroes[pos2]);
 
- 	std::swap(wanderingHeroes.at(pos1), wanderingHeroes.at(pos2));
 
- 	adventureInt->onHeroOrderChanged();
 
- 	syncronizeState();
 
- }
 
- const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
 
- {
 
- 	return ownedTowns;
 
- }
 
- const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
 
- {
 
- 	if(index < ownedTowns.size())
 
- 		return ownedTowns[index];
 
- 	throw std::runtime_error("No town with index " + std::to_string(index));
 
- }
 
- void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
 
- {
 
- 	assert(town);
 
- 	assert(!vstd::contains(ownedTowns, town));
 
- 	ownedTowns.push_back(town);
 
- 	if (currentSelection == nullptr)
 
- 		setSelection(town);
 
- 	syncronizeState();
 
- }
 
- void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
 
- {
 
- 	assert(town);
 
- 	assert(vstd::contains(ownedTowns, town));
 
- 	vstd::erase(ownedTowns, town);
 
- 	if (town == currentSelection)
 
- 		setSelection(nullptr);
 
- 	if (currentSelection == nullptr && !wanderingHeroes.empty())
 
- 		setSelection(wanderingHeroes.front());
 
- 	if (currentSelection == nullptr && !ownedTowns.empty())
 
- 		setSelection(ownedTowns.front());
 
- 	syncronizeState();
 
- }
 
- void PlayerLocalState::swapOwnedTowns(size_t pos1, size_t pos2)
 
- {
 
- 	assert(ownedTowns[pos1] && ownedTowns[pos2]);
 
- 	std::swap(ownedTowns.at(pos1), ownedTowns.at(pos2));
 
- 	syncronizeState();
 
- 	adventureInt->onTownOrderChanged();
 
- }
 
- void PlayerLocalState::syncronizeState()
 
- {
 
- 	JsonNode data;
 
- 	serialize(data);
 
- 	owner.cb->saveLocalState(data);
 
- }
 
- void PlayerLocalState::serialize(JsonNode & dest) const
 
- {
 
- 	dest.clear();
 
- 	for (auto const * town : ownedTowns)
 
- 	{
 
- 		JsonNode record;
 
- 		record["id"].Integer() = town->id.getNum();
 
- 		dest["towns"].Vector().push_back(record);
 
- 	}
 
- 	for (auto const * hero : wanderingHeroes)
 
- 	{
 
- 		JsonNode record;
 
- 		record["id"].Integer() = hero->id.getNum();
 
- 		if (vstd::contains(sleepingHeroes, hero))
 
- 			record["sleeping"].Bool() = true;
 
- 		if (paths.count(hero))
 
- 		{
 
- 			record["path"]["x"].Integer() = paths.at(hero).lastNode().coord.x;
 
- 			record["path"]["y"].Integer() = paths.at(hero).lastNode().coord.y;
 
- 			record["path"]["z"].Integer() = paths.at(hero).lastNode().coord.z;
 
- 		}
 
- 		dest["heroes"].Vector().push_back(record);
 
- 	}
 
- 	dest["spellbook"]["pageBattle"].Integer() = spellbookSettings.spellbookLastPageBattle;
 
- 	dest["spellbook"]["pageAdvmap"].Integer() = spellbookSettings.spellbookLastPageAdvmap;
 
- 	dest["spellbook"]["tabBattle"].Integer() = spellbookSettings.spellbookLastTabBattle;
 
- 	dest["spellbook"]["tabAdvmap"].Integer() = spellbookSettings.spellbookLastTabAdvmap;
 
- 	if (currentSelection)
 
- 		dest["currentSelection"].Integer() = currentSelection->id.getNum();
 
- }
 
- void PlayerLocalState::deserialize(const JsonNode & source)
 
- {
 
- 	// this method must be called after player state has been initialized
 
- 	assert(currentSelection != nullptr);
 
- 	assert(!ownedTowns.empty() || !wanderingHeroes.empty());
 
- 	auto oldHeroes = wanderingHeroes;
 
- 	auto oldTowns = ownedTowns;
 
- 	paths.clear();
 
- 	sleepingHeroes.clear();
 
- 	wanderingHeroes.clear();
 
- 	ownedTowns.clear();
 
- 	for (auto const & town : source["towns"].Vector())
 
- 	{
 
- 		ObjectInstanceID objID(town["id"].Integer());
 
- 		const CGTownInstance * townPtr = owner.cb->getTown(objID);
 
- 		if (!townPtr)
 
- 			continue;
 
- 		if (!vstd::contains(oldTowns, townPtr))
 
- 			continue;
 
- 		ownedTowns.push_back(townPtr);
 
- 		vstd::erase(oldTowns, townPtr);
 
- 	}
 
- 	for (auto const & hero : source["heroes"].Vector())
 
- 	{
 
- 		ObjectInstanceID objID(hero["id"].Integer());
 
- 		const CGHeroInstance * heroPtr = owner.cb->getHero(objID);
 
- 		if (!heroPtr)
 
- 			continue;
 
- 		if (!vstd::contains(oldHeroes, heroPtr))
 
- 			continue;
 
- 		wanderingHeroes.push_back(heroPtr);
 
- 		vstd::erase(oldHeroes, heroPtr);
 
- 		if (hero["sleeping"].Bool())
 
- 			sleepingHeroes.push_back(heroPtr);
 
- 		if (hero["path"]["x"].isNumber() && hero["path"]["y"].isNumber() && hero["path"]["z"].isNumber())
 
- 		{
 
- 			int3 pathTarget(hero["path"]["x"].Integer(), hero["path"]["y"].Integer(), hero["path"]["z"].Integer());
 
- 			setPath(heroPtr, pathTarget);
 
- 		}
 
- 	}
 
- 	if (!source["spellbook"].isNull())
 
- 	{
 
- 		spellbookSettings.spellbookLastPageBattle = source["spellbook"]["pageBattle"].Integer();
 
- 		spellbookSettings.spellbookLastPageAdvmap = source["spellbook"]["pageAdvmap"].Integer();
 
- 		spellbookSettings.spellbookLastTabBattle = SpellSchool(source["spellbook"]["tabBattle"].Integer());
 
- 		spellbookSettings.spellbookLastTabAdvmap = SpellSchool(source["spellbook"]["tabAdvmap"].Integer());
 
- 	}
 
- 	// append any owned heroes / towns that were not present in loaded state
 
- 	wanderingHeroes.insert(wanderingHeroes.end(), oldHeroes.begin(), oldHeroes.end());
 
- 	ownedTowns.insert(ownedTowns.end(), oldTowns.begin(), oldTowns.end());
 
- //FIXME: broken, anything that is selected in here will be overwritten on PlayerStartsTurn pack
 
- //	ObjectInstanceID selectedObjectID(source["currentSelection"].Integer());
 
- //	const CGObjectInstance * objectPtr = owner.cb->getObjInstance(selectedObjectID);
 
- //	const CArmedInstance * armyPtr = dynamic_cast<const CArmedInstance*>(objectPtr);
 
- //
 
- //	if (armyPtr)
 
- //		setSelection(armyPtr);
 
- }
 
 
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