CGameStateCampaign.cpp 17 KB

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  1. /*
  2. * CGameStateCampaign.cpp, 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. #include "StdInc.h"
  11. #include "CGameStateCampaign.h"
  12. #include "CGameState.h"
  13. #include "QuestInfo.h"
  14. #include "../campaign/CampaignState.h"
  15. #include "../mapping/CMapEditManager.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../registerTypes/RegisterTypes.h"
  18. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  19. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  20. #include "../StartInfo.h"
  21. #include "../CBuildingHandler.h"
  22. #include "../CHeroHandler.h"
  23. #include "../mapping/CMap.h"
  24. #include "../ArtifactUtils.h"
  25. #include "../CPlayerState.h"
  26. #include "../serializer/CMemorySerializer.h"
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
  29. hero(hero),
  30. heroPlaceholderId(heroPlaceholderId)
  31. {
  32. }
  33. CGameStateCampaign::CGameStateCampaign(CGameState * owner):
  34. gameState(owner)
  35. {
  36. assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
  37. assert(gameState->scenarioOps->campState != nullptr);
  38. }
  39. std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
  40. {
  41. auto campaignState = gameState->scenarioOps->campState;
  42. return campaignState->getBonus(*campaignState->currentScenario());
  43. }
  44. std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
  45. {
  46. auto campaignState = gameState->scenarioOps->campState;
  47. auto bonus = currentBonus();
  48. if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  49. return static_cast<CampaignScenarioID>(bonus->info2);;
  50. return campaignState->lastScenario();
  51. }
  52. void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CampaignTravel & travelOptions)
  53. {
  54. // create heroes list for convenience iterating
  55. std::vector<CGHeroInstance *> crossoverHeroes;
  56. crossoverHeroes.reserve(campaignHeroReplacements.size());
  57. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  58. {
  59. crossoverHeroes.push_back(campaignHeroReplacement.hero);
  60. }
  61. // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
  62. if(!travelOptions.whatHeroKeeps.experience)
  63. {
  64. //trimming experience
  65. for(CGHeroInstance * cgh : crossoverHeroes)
  66. {
  67. cgh->initExp(gameState->getRandomGenerator());
  68. }
  69. }
  70. if(!travelOptions.whatHeroKeeps.primarySkills)
  71. {
  72. //trimming prim skills
  73. for(CGHeroInstance * cgh : crossoverHeroes)
  74. {
  75. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  76. {
  77. auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
  78. .And(Selector::subtype()(g))
  79. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  80. cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
  81. }
  82. }
  83. }
  84. if(!travelOptions.whatHeroKeeps.secondarySkills)
  85. {
  86. //trimming sec skills
  87. for(CGHeroInstance * cgh : crossoverHeroes)
  88. {
  89. cgh->secSkills = cgh->type->secSkillsInit;
  90. cgh->recreateSecondarySkillsBonuses();
  91. }
  92. }
  93. if(!travelOptions.whatHeroKeeps.spells)
  94. {
  95. for(CGHeroInstance * cgh : crossoverHeroes)
  96. {
  97. cgh->removeSpellbook();
  98. }
  99. }
  100. if(!travelOptions.whatHeroKeeps.artifacts)
  101. {
  102. //trimming artifacts
  103. for(CGHeroInstance * hero : crossoverHeroes)
  104. {
  105. auto const & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition )
  106. {
  107. if(artifactPosition == ArtifactPosition::SPELLBOOK)
  108. return; // do not handle spellbook this way
  109. const ArtSlotInfo *info = hero->getSlot(artifactPosition);
  110. if(!info)
  111. return;
  112. // TODO: why would there be nullptr artifacts?
  113. const CArtifactInstance *art = info->artifact;
  114. if(!art)
  115. return;
  116. bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
  117. ArtifactLocation al(hero, artifactPosition);
  118. if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
  119. al.removeArtifact();
  120. };
  121. // process on copy - removal of artifact will invalidate container
  122. auto artifactsWorn = hero->artifactsWorn;
  123. for (auto const & art : artifactsWorn)
  124. checkAndRemoveArtifact(art.first);
  125. // process in reverse - removal of artifact will shift all artifacts after this one
  126. for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  127. checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
  128. }
  129. }
  130. //trimming creatures
  131. for(CGHeroInstance * cgh : crossoverHeroes)
  132. {
  133. auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  134. {
  135. CreatureID crid = j.second->getCreatureID();
  136. return !travelOptions.monstersKeptByHero.count(crid);
  137. };
  138. auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
  139. for(auto &slotPair : stacksCopy)
  140. if(shouldSlotBeErased(slotPair))
  141. cgh->eraseStack(slotPair.first);
  142. }
  143. // Removing short-term bonuses
  144. for(CGHeroInstance * cgh : crossoverHeroes)
  145. {
  146. cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
  147. .Or(CSelector(Bonus::OneWeek))
  148. .Or(CSelector(Bonus::NTurns))
  149. .Or(CSelector(Bonus::NDays))
  150. .Or(CSelector(Bonus::OneBattle)));
  151. }
  152. }
  153. void CGameStateCampaign::placeCampaignHeroes()
  154. {
  155. // place bonus hero
  156. auto campaignState = gameState->scenarioOps->campState;
  157. auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
  158. bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
  159. if(campaignGiveHero)
  160. {
  161. auto playerColor = PlayerColor(campaignBonus->info1);
  162. auto it = gameState->scenarioOps->playerInfos.find(playerColor);
  163. if(it != gameState->scenarioOps->playerInfos.end())
  164. {
  165. auto heroTypeId = campaignBonus->info2;
  166. if(heroTypeId == 0xffff) // random bonus hero
  167. {
  168. heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
  169. }
  170. gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
  171. }
  172. }
  173. logGlobal->debug("\tGenerate list of hero placeholders");
  174. auto campaignHeroReplacements = generateCampaignHeroesToReplace();
  175. logGlobal->debug("\tPrepare crossover heroes");
  176. trimCrossoverHeroesParameters(campaignHeroReplacements, campaignState->scenario(*campaignState->currentScenario()).travelOptions);
  177. // remove same heroes on the map which will be added through crossover heroes
  178. // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
  179. // with the same hero type id
  180. std::vector<CGHeroInstance *> removedHeroes;
  181. std::set<HeroTypeID> heroesToRemove = campaignState->getReservedHeroes();
  182. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  183. heroesToRemove.insert(HeroTypeID(campaignHeroReplacement.hero->subID));
  184. for(auto & heroID : heroesToRemove)
  185. {
  186. auto * hero = gameState->getUsedHero(heroID);
  187. if(hero)
  188. {
  189. removedHeroes.push_back(hero);
  190. gameState->map->heroesOnMap -= hero;
  191. gameState->map->objects[hero->id.getNum()] = nullptr;
  192. gameState->map->removeBlockVisTiles(hero, true);
  193. }
  194. }
  195. logGlobal->debug("\tReplace placeholders with heroes");
  196. replaceHeroesPlaceholders(campaignHeroReplacements);
  197. // now add removed heroes again with unused type ID
  198. for(auto * hero : removedHeroes)
  199. {
  200. HeroTypeID heroTypeId;
  201. if(hero->ID == Obj::HERO)
  202. {
  203. heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
  204. }
  205. else if(hero->ID == Obj::PRISON)
  206. {
  207. auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
  208. if(!unusedHeroTypeIds.empty())
  209. {
  210. heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
  211. }
  212. else
  213. {
  214. logGlobal->error("No free hero type ID found to replace prison.");
  215. assert(0);
  216. }
  217. }
  218. else
  219. {
  220. assert(0); // should not happen
  221. }
  222. hero->subID = heroTypeId;
  223. gameState->map->getEditManager()->insertObject(hero);
  224. }
  225. }
  226. void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
  227. {
  228. auto curBonus = currentBonus();
  229. if(!curBonus)
  230. return;
  231. assert(curBonus->isBonusForHero());
  232. //apply bonus
  233. switch(curBonus->type)
  234. {
  235. case CampaignBonusType::SPELL:
  236. {
  237. hero->addSpellToSpellbook(SpellID(curBonus->info2));
  238. break;
  239. }
  240. case CampaignBonusType::MONSTER:
  241. {
  242. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  243. {
  244. if(hero->slotEmpty(SlotID(i)))
  245. {
  246. hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
  247. break;
  248. }
  249. }
  250. break;
  251. }
  252. case CampaignBonusType::ARTIFACT:
  253. {
  254. if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
  255. logGlobal->error("Cannot give starting artifact - no free slots!");
  256. break;
  257. }
  258. case CampaignBonusType::SPELL_SCROLL:
  259. {
  260. CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
  261. const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
  262. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  263. scroll->putAt(ArtifactLocation(hero, slot));
  264. else
  265. logGlobal->error("Cannot give starting scroll - no free slots!");
  266. break;
  267. }
  268. case CampaignBonusType::PRIMARY_SKILL:
  269. {
  270. const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
  271. for(int g = 0; g < GameConstants::PRIMARY_SKILLS; ++g)
  272. {
  273. int val = ptr[g];
  274. if(val == 0)
  275. {
  276. continue;
  277. }
  278. auto bb = std::make_shared<Bonus>(
  279. BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, static_cast<int>(*gameState->scenarioOps->campState->currentScenario()), g
  280. );
  281. hero->addNewBonus(bb);
  282. }
  283. break;
  284. }
  285. case CampaignBonusType::SECONDARY_SKILL:
  286. {
  287. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  288. break;
  289. }
  290. }
  291. }
  292. void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
  293. {
  294. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  295. {
  296. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
  297. CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
  298. heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
  299. heroToPlace->tempOwner = heroPlaceholder->tempOwner;
  300. heroToPlace->pos = heroPlaceholder->pos;
  301. heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
  302. heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
  303. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  304. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  305. gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
  306. gameState->map->heroesOnMap.emplace_back(heroToPlace);
  307. gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
  308. gameState->map->addBlockVisTiles(heroToPlace);
  309. gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
  310. delete heroPlaceholder;
  311. }
  312. }
  313. std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace()
  314. {
  315. auto campaignState = gameState->scenarioOps->campState;
  316. std::vector<CampaignHeroReplacement> campaignHeroReplacements;
  317. std::vector<CGHeroPlaceholder *> placeholdersByPower;
  318. std::vector<CGHeroPlaceholder *> placeholdersByType;
  319. // find all placeholders on map
  320. for(auto obj : gameState->map->objects)
  321. {
  322. if(!obj)
  323. continue;
  324. if (obj->ID != Obj::HERO_PLACEHOLDER)
  325. continue;
  326. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  327. // only 1 field must be set
  328. assert(heroPlaceholder->powerRank != heroPlaceholder->heroType);
  329. if(heroPlaceholder->powerRank)
  330. placeholdersByPower.push_back(heroPlaceholder);
  331. if(heroPlaceholder->heroType)
  332. placeholdersByType.push_back(heroPlaceholder);
  333. }
  334. //selecting heroes by type
  335. for (auto const * placeholder : placeholdersByType)
  336. {
  337. auto const & node = campaignState->getHeroByType(*placeholder->heroType);
  338. if (node.isNull())
  339. {
  340. logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
  341. continue;
  342. }
  343. CGHeroInstance * hero = CampaignState::crossoverDeserialize(node, gameState->map);
  344. logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->subID, hero->getNameTranslated());
  345. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  346. }
  347. auto lastScenario = getHeroesSourceScenario();
  348. if (!placeholdersByPower.empty() && lastScenario)
  349. {
  350. // sort hero placeholders descending power
  351. boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
  352. {
  353. return *a->powerRank > *b->powerRank;
  354. });
  355. auto const & nodeList = campaignState->getHeroesByPower(lastScenario.value());
  356. auto nodeListIter = nodeList.begin();
  357. for (auto const * placeholder : placeholdersByPower)
  358. {
  359. if (nodeListIter == nodeList.end())
  360. break;
  361. CGHeroInstance * hero = CampaignState::crossoverDeserialize(*nodeListIter, gameState->map);
  362. nodeListIter++;
  363. logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->subID, hero->getNameTranslated());
  364. campaignHeroReplacements.emplace_back(hero, placeholder->id);
  365. }
  366. }
  367. return campaignHeroReplacements;
  368. }
  369. void CGameStateCampaign::initHeroes()
  370. {
  371. auto chosenBonus = currentBonus();
  372. if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  373. {
  374. //find human player
  375. PlayerColor humanPlayer=PlayerColor::NEUTRAL;
  376. for (auto & elem : gameState->players)
  377. {
  378. if(elem.second.human)
  379. {
  380. humanPlayer = elem.first;
  381. break;
  382. }
  383. }
  384. assert(humanPlayer != PlayerColor::NEUTRAL);
  385. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
  386. if (chosenBonus->info1 == 0xFFFD) //most powerful
  387. {
  388. int maxB = -1;
  389. for (int b=0; b<heroes.size(); ++b)
  390. {
  391. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  392. {
  393. maxB = b;
  394. }
  395. }
  396. if(maxB < 0)
  397. logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
  398. else
  399. giveCampaignBonusToHero(heroes[maxB]);
  400. }
  401. else //specific hero
  402. {
  403. for (auto & heroe : heroes)
  404. {
  405. if (heroe->subID == chosenBonus->info1)
  406. {
  407. giveCampaignBonusToHero(heroe);
  408. break;
  409. }
  410. }
  411. }
  412. }
  413. }
  414. void CGameStateCampaign::initStartingResources()
  415. {
  416. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  417. {
  418. std::vector<const PlayerSettings *> ret;
  419. for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
  420. {
  421. if(playerInfo.second.isControlledByHuman())
  422. ret.push_back(&playerInfo.second);
  423. }
  424. return ret;
  425. };
  426. auto chosenBonus = currentBonus();
  427. if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
  428. {
  429. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  430. for(const PlayerSettings *ps : people)
  431. {
  432. std::vector<int> res; //resources we will give
  433. switch (chosenBonus->info1)
  434. {
  435. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  436. res.push_back(chosenBonus->info1);
  437. break;
  438. case 0xFD: //wood+ore
  439. res.push_back(GameResID(EGameResID::WOOD));
  440. res.push_back(GameResID(EGameResID::ORE));
  441. break;
  442. case 0xFE: //rare
  443. res.push_back(GameResID(EGameResID::MERCURY));
  444. res.push_back(GameResID(EGameResID::SULFUR));
  445. res.push_back(GameResID(EGameResID::CRYSTAL));
  446. res.push_back(GameResID(EGameResID::GEMS));
  447. break;
  448. default:
  449. assert(0);
  450. break;
  451. }
  452. //increasing resource quantity
  453. for (auto & re : res)
  454. {
  455. gameState->players[ps->color].resources[re] += chosenBonus->info2;
  456. }
  457. }
  458. }
  459. }
  460. void CGameStateCampaign::initTowns()
  461. {
  462. auto chosenBonus = currentBonus();
  463. if (!chosenBonus)
  464. return;
  465. if (chosenBonus->type != CampaignBonusType::BUILDING)
  466. return;
  467. for (int g=0; g<gameState->map->towns.size(); ++g)
  468. {
  469. CGTownInstance * town = gameState->map->towns[g];
  470. PlayerState * owner = gameState->getPlayerState(town->getOwner());
  471. if (!owner)
  472. continue;
  473. PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
  474. if (!owner->human)
  475. continue;
  476. if (town->pos != pi.posOfMainTown)
  477. continue;
  478. BuildingID newBuilding;
  479. if(gameState->scenarioOps->campState->formatVCMI())
  480. newBuilding = BuildingID(chosenBonus->info1);
  481. else
  482. newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->subID, town->builtBuildings);
  483. // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
  484. while(true)
  485. {
  486. if (newBuilding == BuildingID::NONE)
  487. break;
  488. if (town->builtBuildings.count(newBuilding) != 0)
  489. break;
  490. town->builtBuildings.insert(newBuilding);
  491. auto building = town->town->buildings.at(newBuilding);
  492. newBuilding = building->upgrade;
  493. }
  494. break;
  495. }
  496. }
  497. bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
  498. {
  499. auto campaignBonus = currentBonus();
  500. if (!campaignBonus)
  501. return false;
  502. if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
  503. return true;
  504. return false;
  505. }
  506. std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
  507. {
  508. return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE);
  509. }
  510. VCMI_LIB_NAMESPACE_END