| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027 | /* * 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 "gameState/CGameState.h"#include "gameState/InfoAboutArmy.h"#include "gameState/SThievesGuildInfo.h"#include "gameState/TavernHeroesPool.h"#include "CGeneralTextHandler.h"#include "StartInfo.h" // for StartInfo#include "battle/BattleInfo.h" // for BattleInfo#include "NetPacks.h" // for InfoWindow#include "GameSettings.h"#include "TerrainHandler.h"#include "spells/CSpellHandler.h"#include "mapping/CMap.h"#include "CPlayerState.h"VCMI_LIB_NAMESPACE_BEGIN//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, GameResID which) const{	const PlayerState *p = getPlayerState(Player);	ERROR_RET_VAL_IF(!p, "No player info!", -1);	ERROR_RET_VAL_IF(p->resources.size() <= which.getNum() || which.getNum() < 0, "No such resource!", -1);	return p->resources[which];}const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const{	return &gs->scenarioOps->getIthPlayersSettings(color);}bool CGameInfoCallback::isAllowed(int32_t type, int32_t id) const{	switch(type)	{	case 0:		return gs->map->allowedSpells[id];	case 1:		return gs->map->allowedArtifact[id];	case 2:		return gs->map->allowedAbilities[id];	default:		ERROR_RET_VAL_IF(1, "Wrong type!", false);	}}std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const{	return std::nullopt;}const Player * CGameInfoCallback::getPlayer(PlayerColor color) const{	return getPlayerState(color, false);}const PlayerState * CGameInfoCallback::getPlayerState(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;	}}TurnTimerInfo CGameInfoCallback::getPlayerTurnTime(PlayerColor color) const{	if(!color.isValidPlayer())	{		return TurnTimerInfo{};	}		auto player = gs->players.find(color);	if(player != gs->players.end())	{		return player->second.turnTimer;	}		return TurnTimerInfo{};}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, getPlayerID()) && ret->tempOwner != getPlayerID())	{		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::fillUpgradeInfo(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!");	gs->fillUpgradeInfo(obj, stackPos, out);	//return gs->fillUpgradeInfo(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;}int32_t CGameInfoCallback::getSpellCost(const spells::Spell * 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	auto casterBattle = gs->getBattle(caster->getOwner());	if(casterBattle)		return casterBattle->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[*getPlayerID()].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 static_cast<int>(gs->players[Player].towns.size());}bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const{	ERROR_RET_VAL_IF(!isVisible(town, getPlayerID()), "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 auto * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);			if(nullptr != selectedHero)				detailed = selectedHero->hasVisions(town, 1);		}		dest.initFromTown(dynamic_cast<const CGTownInstance *>(town), detailed);	}	else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)		dest.initFromArmy(dynamic_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 auto * 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)	{		auto ourBattle = gs->getBattle(*getPlayerID());		if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data			infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;		else			ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false);	}	if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)	{		const auto * 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	if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES)	{		//todo: bonus cashing		int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(BonusType::DISGUISED, 0));		auto doBasicDisguise = [](InfoAboutHero & info)		{			int maxAIValue = 0;			const CCreature * mostStrong = nullptr;			for(auto & elem : info.army)			{				if(static_cast<int>(elem.second.type->getAIValue()) > maxAIValue)				{					maxAIValue = elem.second.type->getAIValue();					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 = [&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->objects)			{				if(creature->getFaction() == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)				{					maxAIValue = creature->getAIValue();					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 mode) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getDate(mode);}bool CGameInfoCallback::isVisible(int3 pos, const std::optional<PlayerColor> & Player) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->isVisible(pos, Player);}bool CGameInfoCallback::isVisible(int3 pos) const{	return isVisible(pos, getPlayerID());}bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & Player) const{	return gs->isVisible(obj, Player);}bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const{	return isVisible(obj, getPlayerID());}// 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(getPlayerID() || 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	const CGTownInstance * town = getTown(townOrTavern->id);	if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))		return gs->heroesPool->getHeroesFor(*getPlayerID());	return ret;}const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const{	if(isVisible(tile))		return &gs->map->getTile(tile);	if(verbose)		logGlobal->error("\r\n%s: %s\r\n", BOOST_CURRENT_FUNCTION, tile.toString() + " is not visible!");	return nullptr;}EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) const{	if(!isVisible(tile))		return EDiggingStatus::UNKNOWN;	for(const auto & object : gs->map->objects)	{		if(object && object->ID == Obj::HOLE && object->pos == tile)			return EDiggingStatus::TILE_OCCUPIED;	}	return getTile(tile)->getDiggingStatus();}//TODO: typedef?std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const{	assert(getPlayerID().has_value());	const auto * team = getPlayerTeam(getPlayerID().value());	size_t width = gs->map->width;	size_t height = gs->map->height;	size_t levels = gs->map->levels();	auto * ptr = new boost::multi_array<TerrainTile *, 3>(boost::extents[levels][width][height]);	int3 tile;	for(tile.z = 0; tile.z < levels; tile.z++)		for(tile.x = 0; tile.x < width; tile.x++)			for(tile.y = 0; tile.y < height; tile.y++)			{				if ((*team->fogOfWarMap)[tile.z][tile.x][tile.y])					(*ptr)[tile.z][tile.x][tile.y] = &gs->map->getTile(tile);				else					(*ptr)[tile.z][tile.x][tile.y] = nullptr;			}	return std::shared_ptr<const boost::multi_array<TerrainTile*, 3>>(ptr);}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 = [&](const BuildingID & id) -> bool	{		return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id));	};	std::function<bool(BuildingID id)> allowedTest = [&](const 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 = getPlayerState(t->tempOwner, false);		if(ps)		{			for(const CGTownInstance *town : ps->towns)			{				if(town->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->isWater())			return EBuildingState::NO_WATER; //lack of water	}	auto buildTest = [&](const BuildingID & id) -> bool	{		return t->hasBuilt(id);	};	if (!t->genBuildingRequirements(ID).test(buildTest))		return EBuildingState::PREREQUIRES;	if(t->builded >= VLC->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))		return EBuildingState::CANT_BUILD_TODAY; //building limit	//checking resources	if(!building->resources.canBeAfforded(getPlayerState(t->tempOwner)->resources))		return EBuildingState::NO_RESOURCES; //lack of res	return EBuildingState::ALLOWED;}const CMapHeader * CGameInfoCallback::getMapHeader() const{	return gs->map;}bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const{	return !getPlayerID() || getPlayerID()->isSpectator() || gs->getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;}EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const{	const PlayerState *ps = gs->getPlayerState(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{	MetaString text;	text.appendLocalString(EMetaText::GENERAL_TXT, 216);		std::string extraText;	if(gs->rumor.type == RumorState::TYPE_NONE)		return text.toString();	auto rumor = gs->rumor.last[gs->rumor.type];	switch(gs->rumor.type)	{	case RumorState::TYPE_SPECIAL:		text.replaceLocalString(EMetaText::GENERAL_TXT, rumor.first);		if(rumor.first == RumorState::RUMOR_GRAIL)			text.replaceTextID(TextIdentifier("core", "arraytxt", 158 + rumor.second).get());		else			text.replaceTextID(TextIdentifier("core", "plcolors", rumor.second).get());		break;	case RumorState::TYPE_MAP:		text.replaceRawString(gs->map->rumors[rumor.first].text.toString());		break;	case RumorState::TYPE_RAND:		text.replaceTextID(TextIdentifier("core", "randtvrn", rumor.first).get());		break;	}	return text.toString();}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->getPlayerState(player);	ERROR_RET_VAL_IF(!p, "No such player!", -1);	if(includeGarrisoned)		return static_cast<int>(p->heroes.size());	else		for(const 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}bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const{	return gs->actingPlayers.count(player);}CGameInfoCallback::CGameInfoCallback(CGameState * GS):	gs(GS){}std::shared_ptr<const boost::multi_array<ui8, 3>> CPlayerSpecificInfoCallback::getVisibilityMap() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getPlayerTeam(*getPlayerID())->fogOfWarMap;}int CPlayerSpecificInfoCallback::howManyTowns() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);	return CGameInfoCallback::howManyTowns(*getPlayerID());}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 == getPlayerID() || (!onlyOur && isVisible(town, getPlayerID())))			{				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 == *getPlayerID()) ||			(isVisible(hero->visitablePos(), getPlayerID()) && !onlyOur)	)		{			ret.push_back(hero);		}	}	return ret;}int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const{	if (hero->inTownGarrison && !includeGarrisoned)		return -1;	size_t index = 0;	auto & heroes = gs->players[*getPlayerID()].heroes;	for (auto & heroe : heroes)	{		if (includeGarrisoned || !(heroe)->inTownGarrison)			index++;		if (heroe == hero)			return static_cast<int>(index);	}	return -1;}int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio ){	if (!getPlayerID() || CGObelisk::obeliskCount == 0)	{		*outKnownRatio = 0.0;	}	else	{		TeamID t = gs->getPlayerTeam(*getPlayerID())->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 == getPlayerID())			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->getPlayerState(*getPlayerID())->dwellings)	{		ret.push_back(dw);	}	return ret;}std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const{	std::vector <QuestInfo> ret;	for(const auto & quest : gs->getPlayerState(*getPlayerID())->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(!getPlayerID(), "Applicable only for player callbacks", -1);	return getHeroCount(*getPlayerID(), includeGarrisoned);}const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const{	ASSERT_IF_CALLED_WITH_PLAYER	const PlayerState *p = getPlayerState(*getPlayerID());	ERROR_RET_VAL_IF(!p, "No player info", nullptr);	if (!includeGarrisoned)	{		for(ui32 i = 0; i < p->heroes.size() && static_cast<int>(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 = getPlayerState(*getPlayerID());	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(GameResID type) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);	return getResource(*getPlayerID(), type);}TResources CPlayerSpecificInfoCallback::getResourceAmount() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", TResources());	return gs->players[*getPlayerID()].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(!getPlayerID().has_value()) //neutral (or invalid) player			return ret;		else		{			if (vstd::contains(ret->players, *getPlayerID())) //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{	if(subid<0)		return nullptr;	if(subid>= gs->map->allHeroes.size())		return nullptr;	return gs->map->allHeroes.at(subid).get();}bool CGameInfoCallback::isInTheMap(const int3 &pos) const{	return gs->map->isInTheMap(pos);}void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const{	gs->getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(),  distanceFormula);}void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config){	gs->calculatePaths(config);}void CGameInfoCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out){	gs->calculatePaths(hero, out);}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, [&](const ObjectInstanceID & id) -> bool	{		const 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.empty() || exits.empty()) // 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.empty())		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);}VCMI_LIB_NAMESPACE_END
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