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- /*
- * CGameState.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 "CGameState.h"
- #include "mapping/CCampaignHandler.h"
- #include "ArtifactUtils.h"
- #include "CArtHandler.h"
- #include "CBuildingHandler.h"
- #include "CGeneralTextHandler.h"
- #include "CTownHandler.h"
- #include "spells/CSpellHandler.h"
- #include "CHeroHandler.h"
- #include "CModHandler.h"
- #include "GameSettings.h"
- #include "TerrainHandler.h"
- #include "CSkillHandler.h"
- #include "mapping/CMap.h"
- #include "mapping/CMapService.h"
- #include "mapObjectConstructors/CObjectClassesHandler.h"
- #include "StartInfo.h"
- #include "NetPacks.h"
- #include "pathfinder/CPathfinder.h"
- #include "pathfinder/PathfinderOptions.h"
- #include "registerTypes/RegisterTypes.h"
- #include "battle/BattleInfo.h"
- #include "JsonNode.h"
- #include "filesystem/Filesystem.h"
- #include "GameConstants.h"
- #include "rmg/CMapGenerator.h"
- #include "CStopWatch.h"
- #include "mapping/CMapEditManager.h"
- #include "serializer/CTypeList.h"
- #include "serializer/CMemorySerializer.h"
- #include "VCMIDirs.h"
- VCMI_LIB_NAMESPACE_BEGIN
- boost::shared_mutex CGameState::mutex;
- template <typename T> class CApplyOnGS;
- class CBaseForGSApply
- {
- public:
- virtual void applyOnGS(CGameState *gs, void *pack) const =0;
- virtual ~CBaseForGSApply() = default;
- template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
- {
- return new CApplyOnGS<U>();
- }
- };
- template <typename T> class CApplyOnGS : public CBaseForGSApply
- {
- public:
- void applyOnGS(CGameState *gs, void *pack) const override
- {
- T *ptr = static_cast<T*>(pack);
- boost::unique_lock<boost::shared_mutex> lock(CGameState::mutex);
- ptr->applyGs(gs);
- }
- };
- static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & pos, const PlayerColor & owner)
- {
- CGObjectInstance * nobj;
- switch(id)
- {
- case Obj::HERO:
- {
- auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->objects[subid]->heroClass->getIndex());
- nobj = handler->create(handler->getTemplates().front());
- break;
- }
- case Obj::TOWN:
- nobj = new CGTownInstance();
- break;
- default: //rest of objects
- nobj = new CGObjectInstance();
- break;
- }
- nobj->ID = id;
- nobj->subID = subid;
- nobj->pos = pos;
- nobj->tempOwner = owner;
- if (id != Obj::HERO)
- nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
- return nobj;
- }
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native,
- const PlayerColor & player,
- const CTown * town,
- std::map<ui32, ConstTransitivePtr<CGHeroInstance>> & available,
- CRandomGenerator & rand,
- const CHeroClass * bannedClass) const
- {
- CGHeroInstance *ret = nullptr;
- if(player>=PlayerColor::PLAYER_LIMIT)
- {
- logGlobal->error("Cannot pick hero for faction %s. Wrong owner!", town->faction->getJsonKey());
- return nullptr;
- }
- std::vector<CGHeroInstance *> pool;
- if(native)
- {
- for(auto & elem : available)
- {
- if(pavailable.find(elem.first)->second & 1<<player.getNum()
- && elem.second->type->heroClass->faction == town->faction->getIndex())
- {
- pool.push_back(elem.second); //get all available heroes
- }
- }
- if(pool.empty())
- {
- logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
- return pickHeroFor(false, player, town, available, rand);
- }
- else
- {
- ret = *RandomGeneratorUtil::nextItem(pool, rand);
- }
- }
- else
- {
- int sum = 0;
- int r;
- for(auto & elem : available)
- {
- if (pavailable.find(elem.first)->second & (1<<player.getNum()) && // hero is available
- ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
- {
- pool.push_back(elem.second);
- sum += elem.second->type->heroClass->selectionProbability[town->faction->getId()]; //total weight
- }
- }
- if(pool.empty() || sum == 0)
- {
- logGlobal->error("There are no heroes available for player %s!", player.getStr());
- return nullptr;
- }
- r = rand.nextInt(sum - 1);
- for (auto & elem : pool)
- {
- r -= elem->type->heroClass->selectionProbability[town->faction->getId()];
- if(r < 0)
- {
- ret = elem;
- break;
- }
- }
- if(!ret)
- ret = pool.back();
- }
- available.erase(ret->subID);
- return ret;
- }
- void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
- {
- heroesFromPreviousScenario.push_back(hero);
- heroesFromAnyPreviousScenarios.push_back(hero);
- }
- void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
- {
- heroesFromPreviousScenario -= hero;
- heroesFromAnyPreviousScenarios -= hero;
- }
- CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
- hero(hero),
- heroPlaceholderId(heroPlaceholderId)
- {
- }
- int CGameState::pickNextHeroType(const PlayerColor & owner)
- {
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
- {
- return ps.hero;
- }
- return pickUnusedHeroTypeRandomly(owner);
- }
- int CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
- {
- //list of available heroes for this faction and others
- std::vector<HeroTypeID> factionHeroes;
- std::vector<HeroTypeID> otherHeroes;
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- for(const HeroTypeID & hid : getUnusedAllowedHeroes())
- {
- if(VLC->heroh->objects[hid.getNum()]->heroClass->faction == ps.castle)
- factionHeroes.push_back(hid);
- else
- otherHeroes.push_back(hid);
- }
- // select random hero native to "our" faction
- if(!factionHeroes.empty())
- {
- return RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator())->getNum();
- }
- logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.getStr());
- if(!otherHeroes.empty())
- {
- return RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator())->getNum();
- }
- logGlobal->error("No free allowed heroes!");
- auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
- if(!notAllowedHeroesButStillBetterThanCrash.empty())
- return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
- logGlobal->error("No free heroes at all!");
- assert(0); //current code can't handle this situation
- return -1; // no available heroes at all
- }
- std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
- {
- switch(obj->ID)
- {
- case Obj::RANDOM_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
- case Obj::RANDOM_TREASURE_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE));
- case Obj::RANDOM_MINOR_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MINOR));
- case Obj::RANDOM_MAJOR_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MAJOR));
- case Obj::RANDOM_RELIC_ART:
- return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_RELIC));
- case Obj::RANDOM_HERO:
- return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
- case Obj::RANDOM_MONSTER:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator()));
- case Obj::RANDOM_MONSTER_L1:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 1));
- case Obj::RANDOM_MONSTER_L2:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 2));
- case Obj::RANDOM_MONSTER_L3:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 3));
- case Obj::RANDOM_MONSTER_L4:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 4));
- case Obj::RANDOM_RESOURCE:
- return std::make_pair(Obj::RESOURCE,getRandomGenerator().nextInt(6)); //now it's OH3 style, use %8 for mithril
- case Obj::RANDOM_TOWN:
- {
- PlayerColor align = (dynamic_cast<CGTownInstance *>(obj))->alignmentToPlayer;
- si32 f; // can be negative (for random)
- if(align >= PlayerColor::PLAYER_LIMIT) //same as owner / random
- {
- if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
- f = -1; //random
- else
- f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
- }
- else
- {
- f = scenarioOps->getIthPlayersSettings(align).castle;
- }
- if(f<0)
- {
- do
- {
- f = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
- }
- while ((*VLC->townh)[f]->town == nullptr); // find playable faction
- }
- return std::make_pair(Obj::TOWN,f);
- }
- case Obj::RANDOM_MONSTER_L5:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 5));
- case Obj::RANDOM_MONSTER_L6:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 6));
- case Obj::RANDOM_MONSTER_L7:
- return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 7));
- case Obj::RANDOM_DWELLING:
- case Obj::RANDOM_DWELLING_LVL:
- case Obj::RANDOM_DWELLING_FACTION:
- {
- auto * dwl = dynamic_cast<CGDwelling *>(obj);
- int faction;
- //if castle alignment available
- if(auto * info = dynamic_cast<CCreGenAsCastleInfo *>(dwl->info))
- {
- faction = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
- if(info->asCastle && !info->instanceId.empty())
- {
- auto iter = map->instanceNames.find(info->instanceId);
- if(iter == map->instanceNames.end())
- logGlobal->error("Map object not found: %s", info->instanceId);
- else
- {
- auto elem = iter->second;
- if(elem->ID==Obj::RANDOM_TOWN)
- {
- randomizeObject(elem.get()); //we have to randomize the castle first
- faction = elem->subID;
- }
- else if(elem->ID==Obj::TOWN)
- faction = elem->subID;
- else
- logGlobal->error("Map object must be town: %s", info->instanceId);
- }
- }
- else if(info->asCastle)
- {
- for(auto & elem : map->objects)
- {
- if(!elem)
- continue;
- if(elem->ID==Obj::RANDOM_TOWN
- && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
- {
- randomizeObject(elem); //we have to randomize the castle first
- faction = elem->subID;
- break;
- }
- else if(elem->ID==Obj::TOWN
- && dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
- {
- faction = elem->subID;
- break;
- }
- }
- }
- else
- {
- std::set<int> temp;
- for(int i = 0; i < info->allowedFactions.size(); i++)
- if(info->allowedFactions[i])
- temp.insert(i);
- if(temp.empty())
- logGlobal->error("Random faction selection failed. Nothing is allowed. Fall back to random.");
- else
- faction = *RandomGeneratorUtil::nextItem(temp, getRandomGenerator());
- }
- }
- else // castle alignment fixed
- faction = obj->subID;
- int level;
- //if level set to range
- if(auto * info = dynamic_cast<CCreGenLeveledInfo *>(dwl->info))
- {
- level = getRandomGenerator().nextInt(info->minLevel, info->maxLevel);
- }
- else // fixed level
- {
- level = obj->subID;
- }
- delete dwl->info;
- dwl->info = nullptr;
- std::pair<Obj, int> result(Obj::NO_OBJ, -1);
- CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0];
- //NOTE: this will pick last dwelling with this creature (Mantis #900)
- //check for block map equality is better but more complex solution
- auto testID = [&](const Obj & primaryID) -> void
- {
- auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
- for (si32 entry : dwellingIDs)
- {
- const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
- if (handler->producesCreature(VLC->creh->objects[cid]))
- result = std::make_pair(primaryID, entry);
- }
- };
- testID(Obj::CREATURE_GENERATOR1);
- if (result.first == Obj::NO_OBJ)
- testID(Obj::CREATURE_GENERATOR4);
- if (result.first == Obj::NO_OBJ)
- {
- logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
- result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), getRandomGenerator()));
- }
- return result;
- }
- }
- return std::make_pair(Obj::NO_OBJ,-1);
- }
- void CGameState::randomizeObject(CGObjectInstance *cur)
- {
- std::pair<Obj,int> ran = pickObject(cur);
- if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
- {
- if(cur->ID==Obj::TOWN || cur->ID==Obj::MONSTER)
- cur->setType(cur->ID, cur->subID); // update def, if necessary
- }
- else if(ran.first==Obj::HERO)//special code for hero
- {
- auto * h = dynamic_cast<CGHeroInstance *>(cur);
- cur->setType(ran.first, ran.second);
- map->heroesOnMap.emplace_back(h);
- }
- else if(ran.first==Obj::TOWN)//special code for town
- {
- auto * t = dynamic_cast<CGTownInstance *>(cur);
- cur->setType(ran.first, ran.second);
- map->towns.emplace_back(t);
- }
- else
- {
- cur->setType(ran.first, ran.second);
- }
- }
- int CGameState::getDate(Date::EDateType mode) const
- {
- int temp;
- switch (mode)
- {
- case Date::DAY:
- return day;
- case Date::DAY_OF_WEEK: //day of week
- temp = (day)%7; // 1 - Monday, 7 - Sunday
- return temp ? temp : 7;
- case Date::WEEK: //current week
- temp = ((day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- case Date::MONTH: //current month
- return ((day-1)/28)+1;
- case Date::DAY_OF_MONTH: //day of month
- temp = (day)%28;
- if (temp)
- return temp;
- else return 28;
- }
- return 0;
- }
- CGameState::CGameState()
- {
- gs = this;
- applier = std::make_shared<CApplier<CBaseForGSApply>>();
- registerTypesClientPacks1(*applier);
- registerTypesClientPacks2(*applier);
- globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
- }
- CGameState::~CGameState()
- {
- map.dellNull();
- curB.dellNull();
- for(auto ptr : hpool.heroesPool) // clean hero pool
- ptr.second.dellNull();
- }
- void CGameState::preInit(Services * services)
- {
- this->services = services;
- }
- void CGameState::init(const IMapService * mapService, StartInfo * si, bool allowSavingRandomMap)
- {
- preInitAuto();
- logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
- getRandomGenerator().setSeed(si->seedToBeUsed);
- scenarioOps = CMemorySerializer::deepCopy(*si).release();
- initialOpts = CMemorySerializer::deepCopy(*si).release();
- si = nullptr;
- switch(scenarioOps->mode)
- {
- case StartInfo::NEW_GAME:
- initNewGame(mapService, allowSavingRandomMap);
- break;
- case StartInfo::CAMPAIGN:
- initCampaign();
- break;
- default:
- logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
- return;
- }
- VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
- logGlobal->info("Map loaded!");
- checkMapChecksum();
- day = 0;
- logGlobal->debug("Initialization:");
- initGlobalBonuses();
- initPlayerStates();
- placeCampaignHeroes();
- initGrailPosition();
- initRandomFactionsForPlayers();
- randomizeMapObjects();
- placeStartingHeroes();
- initStartingResources();
- initHeroes();
- initStartingBonus();
- initTowns();
- placeHeroesInTowns();
- initMapObjects();
- buildBonusSystemTree();
- initVisitingAndGarrisonedHeroes();
- initFogOfWar();
- // Explicitly initialize static variables
- for(auto & elem : players)
- {
- CGKeys::playerKeyMap[elem.first] = std::set<ui8>();
- }
- for(auto & elem : teams)
- {
- CGObelisk::visited[elem.first] = 0;
- }
- logGlobal->debug("\tChecking objectives");
- map->checkForObjectives(); //needs to be run when all objects are properly placed
- auto seedAfterInit = getRandomGenerator().nextInt();
- logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
- if(scenarioOps->seedPostInit > 0)
- {
- //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
- assert(scenarioOps->seedPostInit == seedAfterInit);
- }
- else
- {
- scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
- }
- }
- void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
- {
- switch(metatype)
- {
- case Metatype::ARTIFACT_INSTANCE:
- logGlobal->error("Artifact instance update is not implemented");
- break;
- case Metatype::CREATURE_INSTANCE:
- logGlobal->error("Creature instance update is not implemented");
- break;
- case Metatype::HERO_INSTANCE:
- //index is hero type
- if(index >= 0 && index < map->allHeroes.size())
- {
- CGHeroInstance * hero = map->allHeroes.at(index);
- hero->updateFrom(data);
- }
- else
- {
- logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0, map->allHeroes.size());
- }
- break;
- case Metatype::MAP_OBJECT_INSTANCE:
- if(index >= 0 && index < map->objects.size())
- {
- CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
- obj->updateFrom(data);
- }
- else
- {
- logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0, map->objects.size());
- }
- break;
- default:
- services->updateEntity(metatype, index, data);
- break;
- }
- }
- void CGameState::updateOnLoad(StartInfo * si)
- {
- preInitAuto();
- scenarioOps->playerInfos = si->playerInfos;
- for(auto & i : si->playerInfos)
- gs->players[i.first].human = i.second.isControlledByHuman();
- }
- void CGameState::preInitAuto()
- {
- if(services == nullptr)
- {
- logGlobal->error("Game state preinit missing");
- preInit(VLC);
- }
- }
- void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap)
- {
- if(scenarioOps->createRandomMap())
- {
- logGlobal->info("Create random map.");
- CStopWatch sw;
- // Gen map
- CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, scenarioOps->seedToBeUsed);
- std::unique_ptr<CMap> randomMap = mapGenerator.generate();
- if(allowSavingRandomMap)
- {
- try
- {
- auto path = VCMIDirs::get().userCachePath() / "RandomMaps";
- boost::filesystem::create_directories(path);
- std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
- const std::string templateName = options->getMapTemplate()->getName();
- const ui32 seed = scenarioOps->seedToBeUsed;
- const std::string fileName = boost::str(boost::format("%s_%d.vmap") % templateName % seed );
- const auto fullPath = path / fileName;
- mapService->saveMap(randomMap, fullPath);
- logGlobal->info("Random map has been saved to:");
- logGlobal->info(fullPath.string());
- }
- catch(...)
- {
- logGlobal->error("Saving random map failed with exception");
- handleException();
- }
- }
- map = randomMap.release();
- // Update starting options
- for(int i = 0; i < map->players.size(); ++i)
- {
- const auto & playerInfo = map->players[i];
- if(playerInfo.canAnyonePlay())
- {
- PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
- playerSettings.compOnly = !playerInfo.canHumanPlay;
- playerSettings.team = playerInfo.team;
- playerSettings.castle = playerInfo.defaultCastle();
- if(playerSettings.isControlledByAI() && playerSettings.name.empty())
- {
- playerSettings.name = VLC->generaltexth->allTexts[468];
- }
- playerSettings.color = PlayerColor(i);
- }
- else
- {
- scenarioOps->playerInfos.erase(PlayerColor(i));
- }
- }
- logGlobal->info("Generated random map in %i ms.", sw.getDiff());
- }
- else
- {
- logGlobal->info("Open map file: %s", scenarioOps->mapname);
- const ResourceID mapURI(scenarioOps->mapname, EResType::MAP);
- map = mapService->loadMap(mapURI).release();
- }
- }
- void CGameState::initCampaign()
- {
- logGlobal->info("Open campaign map file: %d", scenarioOps->campState->currentMap.value());
- map = scenarioOps->campState->getMap();
- }
- void CGameState::checkMapChecksum()
- {
- logGlobal->info("\tOur checksum for the map: %d", map->checksum);
- if(scenarioOps->mapfileChecksum)
- {
- logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
- if(map->checksum != scenarioOps->mapfileChecksum)
- {
- logGlobal->error("Wrong map checksum!!!");
- throw std::runtime_error("Wrong checksum");
- }
- }
- else
- {
- scenarioOps->mapfileChecksum = map->checksum;
- }
- }
- void CGameState::initGlobalBonuses()
- {
- const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
- logGlobal->debug("\tLoading global bonuses");
- for(const auto & b : baseBonuses.Struct())
- {
- auto bonus = JsonUtils::parseBonus(b.second);
- bonus->source = BonusSource::GLOBAL;//for all
- bonus->sid = -1; //there is one global object
- globalEffects.addNewBonus(bonus);
- }
- VLC->creh->loadCrExpBon(globalEffects);
- }
- void CGameState::initGrailPosition()
- {
- logGlobal->debug("\tPicking grail position");
- //pick grail location
- if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
- {
- if(!map->grailRadius) //radius not given -> anywhere on map
- map->grailRadius = map->width * 2;
- std::vector<int3> allowedPos;
- static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
- // add all not blocked tiles in range
- for (int z = 0; z < map->levels(); z++)
- {
- for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
- {
- for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
- {
- const TerrainTile &t = map->getTile(int3(x, y, z));
- if(!t.blocked
- && !t.visitable
- && t.terType->isLand()
- && t.terType->isPassable()
- && (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
- allowedPos.emplace_back(x, y, z);
- }
- }
- }
- //remove tiles with holes
- for(auto & elem : map->objects)
- if(elem && elem->ID == Obj::HOLE)
- allowedPos -= elem->pos;
- if(!allowedPos.empty())
- {
- map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
- }
- else
- {
- logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
- }
- }
- }
- void CGameState::initRandomFactionsForPlayers()
- {
- logGlobal->debug("\tPicking random factions for players");
- for(auto & elem : scenarioOps->playerInfos)
- {
- if(elem.second.castle==-1)
- {
- auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
- auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
- std::advance(iter, randomID);
- elem.second.castle = *iter;
- }
- }
- }
- void CGameState::randomizeMapObjects()
- {
- logGlobal->debug("\tRandomizing objects");
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj) continue;
- randomizeObject(obj);
- //handle Favouring Winds - mark tiles under it
- if(obj->ID == Obj::FAVORABLE_WINDS)
- {
- for (int i = 0; i < obj->getWidth() ; i++)
- {
- for (int j = 0; j < obj->getHeight() ; j++)
- {
- int3 pos = obj->pos - int3(i,j,0);
- if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
- }
- }
- }
- }
- }
- void CGameState::initPlayerStates()
- {
- logGlobal->debug("\tCreating player entries in gs");
- for(auto & elem : scenarioOps->playerInfos)
- {
- PlayerState & p = players[elem.first];
- p.color=elem.first;
- p.human = elem.second.isControlledByHuman();
- p.team = map->players[elem.first.getNum()].team;
- teams[p.team].id = p.team;//init team
- teams[p.team].players.insert(elem.first);//add player to team
- }
- }
- void CGameState::placeCampaignHeroes()
- {
- if (scenarioOps->campState)
- {
- // place bonus hero
- auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
- bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
- if(campaignGiveHero)
- {
- auto playerColor = PlayerColor(campaignBonus->info1);
- auto it = scenarioOps->playerInfos.find(playerColor);
- if(it != scenarioOps->playerInfos.end())
- {
- auto heroTypeId = campaignBonus->info2;
- if(heroTypeId == 0xffff) // random bonus hero
- {
- heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
- }
- placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
- }
- }
- // replace heroes placeholders
- auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
- if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
- {
- logGlobal->debug("\tGenerate list of hero placeholders");
- auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
- logGlobal->debug("\tPrepare crossover heroes");
- prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
- // remove same heroes on the map which will be added through crossover heroes
- // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
- // with the same hero type id
- std::vector<CGHeroInstance *> removedHeroes;
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- auto * hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
- if(hero)
- {
- removedHeroes.push_back(hero);
- map->heroesOnMap -= hero;
- map->objects[hero->id.getNum()] = nullptr;
- map->removeBlockVisTiles(hero, true);
- }
- }
- logGlobal->debug("\tReplace placeholders with heroes");
- replaceHeroesPlaceholders(campaignHeroReplacements);
- // now add removed heroes again with unused type ID
- for(auto * hero : removedHeroes)
- {
- si32 heroTypeId = 0;
- if(hero->ID == Obj::HERO)
- {
- heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
- }
- else if(hero->ID == Obj::PRISON)
- {
- auto unusedHeroTypeIds = getUnusedAllowedHeroes();
- if(!unusedHeroTypeIds.empty())
- {
- heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, getRandomGenerator())).getNum();
- }
- else
- {
- logGlobal->error("No free hero type ID found to replace prison.");
- assert(0);
- }
- }
- else
- {
- assert(0); // should not happen
- }
- hero->subID = heroTypeId;
- hero->portrait = hero->subID;
- map->getEditManager()->insertObject(hero);
- }
- }
- }
- // remove hero placeholders on map
- for(auto obj : map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- map->removeBlockVisTiles(heroPlaceholder, true);
- map->instanceNames.erase(obj->instanceName);
- map->objects[heroPlaceholder->id.getNum()] = nullptr;
- delete heroPlaceholder;
- }
- }
- }
- void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
- {
- for(auto town : map->towns)
- {
- if(town->getPosition() == townPos)
- {
- townPos = town->visitablePos();
- break;
- }
- }
- CGObjectInstance * hero = createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor);
- hero->pos += hero->getVisitableOffset();
- map->getEditManager()->insertObject(hero);
- }
- CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
- {
- CrossoverHeroesList crossoverHeroes;
- auto campaignState = scenarioOps->campState;
- auto bonus = campaignState->getBonusForCurrentMap();
- if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
- {
- std::vector<CGHeroInstance *> heroes;
- for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
- {
- auto * h = CCampaignState::crossoverDeserialize(node);
- heroes.push_back(h);
- }
- crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
- }
- else
- {
- if(!campaignState->mapsConquered.empty())
- {
- std::vector<CGHeroInstance *> heroes = {};
- crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
- crossoverHeroes.heroesFromPreviousScenario = heroes;
- for(auto mapNr : campaignState->mapsConquered)
- {
- // create a list of deleted heroes
- auto & scenario = campaignState->camp->scenarios[mapNr];
- auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
- // remove heroes which didn't reached the end of the scenario, but were available at the start
- for(auto * hero : lostCrossoverHeroes)
- {
- // auto hero = CCampaignState::crossoverDeserialize(node);
- vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
- {
- return hero->subID == h->subID;
- });
- }
- // now add heroes which completed the scenario
- for(auto node : scenario.crossoverHeroes)
- {
- auto * hero = CCampaignState::crossoverDeserialize(node);
- // add new heroes and replace old heroes with newer ones
- auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
- {
- return hero->subID == h->subID;
- });
- if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
- {
- // replace old hero with newer one
- crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
- }
- else
- {
- // add new hero
- crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
- }
- if(mapNr == campaignState->mapsConquered.back())
- {
- crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
- }
- }
- }
- }
- }
- return crossoverHeroes;
- }
- void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
- {
- // create heroes list for convenience iterating
- std::vector<CGHeroInstance *> crossoverHeroes;
- crossoverHeroes.reserve(campaignHeroReplacements.size());
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- crossoverHeroes.push_back(campaignHeroReplacement.hero);
- }
- // TODO replace magic numbers with named constants
- // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
- if(!travelOptions.whatHeroKeeps.experience)
- {
- //trimming experience
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->initExp(getRandomGenerator());
- }
- }
- if(!travelOptions.whatHeroKeeps.primarySkills)
- {
- //trimming prim skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
- .And(Selector::subtype()(g))
- .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
- cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
- }
- }
- }
- if(!travelOptions.whatHeroKeeps.secondarySkills)
- {
- //trimming sec skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->secSkills = cgh->type->secSkillsInit;
- cgh->recreateSecondarySkillsBonuses();
- }
- }
- if(!travelOptions.whatHeroKeeps.spells)
- {
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->removeSpellbook();
- }
- }
- if(!travelOptions.whatHeroKeeps.artifacts)
- {
- //trimming artifacts
- for(CGHeroInstance * hero : crossoverHeroes)
- {
- size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
- for (size_t i = 0; i < totalArts; i++ )
- {
- auto artifactPosition = ArtifactPosition((si32)i);
- if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
- const ArtSlotInfo *info = hero->getSlot(artifactPosition);
- if(!info)
- continue;
- // TODO: why would there be nullptr artifacts?
- const CArtifactInstance *art = info->artifact;
- if(!art)
- continue;
- bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
- ArtifactLocation al(hero, artifactPosition);
- if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
- al.removeArtifact();
- }
- }
- }
- //trimming creatures
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
- {
- CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
- return !travelOptions.monstersKeptByHero.count(crid);
- };
- auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
- for(auto &slotPair : stacksCopy)
- if(shouldSlotBeErased(slotPair))
- cgh->eraseStack(slotPair.first);
- }
- // Removing short-term bonuses
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
- .Or(CSelector(Bonus::OneWeek))
- .Or(CSelector(Bonus::NTurns))
- .Or(CSelector(Bonus::NDays))
- .Or(CSelector(Bonus::OneBattle)));
- }
- }
- void CGameState::placeStartingHeroes()
- {
- logGlobal->debug("\tGiving starting hero");
- for(auto & playerSettingPair : scenarioOps->playerInfos)
- {
- auto playerColor = playerSettingPair.first;
- auto & playerInfo = map->players[playerColor.getNum()];
- if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
- {
- // Do not place a starting hero if the hero was already placed due to a campaign bonus
- if(scenarioOps->campState)
- {
- if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
- {
- if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
- continue;
- }
- }
- int heroTypeId = pickNextHeroType(playerColor);
- if(playerSettingPair.second.hero == -1)
- playerSettingPair.second.hero = heroTypeId;
- placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
- }
- }
- }
- void CGameState::initStartingResources()
- {
- logGlobal->debug("\tSetting up resources");
- const JsonNode config(ResourceID("config/startres.json"));
- const JsonVector &vector = config["difficulty"].Vector();
- const JsonNode &level = vector[scenarioOps->difficulty];
- TResources startresAI(level["ai"]);
- TResources startresHuman(level["human"]);
- for (auto & elem : players)
- {
- PlayerState &p = elem.second;
- if (p.human)
- p.resources = startresHuman;
- else
- p.resources = startresAI;
- }
- auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
- {
- std::vector<const PlayerSettings *> ret;
- for(const auto & playerInfo : scenarioOps->playerInfos)
- {
- if(playerInfo.second.isControlledByHuman())
- ret.push_back(&playerInfo.second);
- }
- return ret;
- };
- //give start resource bonus in case of campaign
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
- {
- std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
- for(const PlayerSettings *ps : people)
- {
- std::vector<int> res; //resources we will give
- switch (chosenBonus->info1)
- {
- case 0: case 1: case 2: case 3: case 4: case 5: case 6:
- res.push_back(chosenBonus->info1);
- break;
- case 0xFD: //wood+ore
- res.push_back(GameResID(EGameResID::WOOD));
- res.push_back(GameResID(EGameResID::ORE));
- break;
- case 0xFE: //rare
- res.push_back(GameResID(EGameResID::MERCURY));
- res.push_back(GameResID(EGameResID::SULFUR));
- res.push_back(GameResID(EGameResID::CRYSTAL));
- res.push_back(GameResID(EGameResID::GEMS));
- break;
- default:
- assert(0);
- break;
- }
- //increasing resource quantity
- for (auto & re : res)
- {
- players[ps->color].resources[re] += chosenBonus->info2;
- }
- }
- }
- }
- }
- void CGameState::initHeroes()
- {
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- {
- if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
- {
- logGlobal->warn("Hero with uninitialized owner!");
- continue;
- }
- hero->initHero(getRandomGenerator());
- getPlayerState(hero->getOwner())->heroes.push_back(hero);
- map->allHeroes[hero->type->getIndex()] = hero;
- }
- // generate boats for all heroes on water
- for(auto hero : map->heroesOnMap)
- {
- assert(map->isInTheMap(hero->visitablePos()));
- const auto & tile = map->getTile(hero->visitablePos());
- if (tile.terType->isWater())
- {
- auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
- CGBoat * boat = dynamic_cast<CGBoat*>(handler->create());
- handler->configureObject(boat, gs->getRandomGenerator());
- boat->ID = Obj::BOAT;
- boat->subID = hero->getBoatType().getNum();
- boat->pos = hero->pos;
- boat->appearance = handler->getTemplates().front();
- boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
- map->objects.emplace_back(boat);
- map->addBlockVisTiles(boat);
- boat->hero = hero;
- hero->boat = boat;
- }
- }
- for(auto obj : map->objects) //prisons
- {
- if(obj && obj->ID == Obj::PRISON)
- map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
- }
- std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
- for(auto ph : map->predefinedHeroes)
- {
- if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
- continue;
- ph->initHero(getRandomGenerator());
- hpool.heroesPool[ph->subID] = ph;
- hpool.pavailable[ph->subID] = 0xff;
- heroesToCreate.erase(ph->type->getId());
- map->allHeroes[ph->subID] = ph;
- }
- for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
- {
- auto * vhi = new CGHeroInstance();
- vhi->initHero(getRandomGenerator(), htype);
- int typeID = htype.getNum();
- map->allHeroes[typeID] = vhi;
- hpool.heroesPool[typeID] = vhi;
- hpool.pavailable[typeID] = 0xff;
- }
- for(auto & elem : map->disposedHeroes)
- {
- hpool.pavailable[elem.heroId] = elem.players;
- }
- if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
- {
- //find human player
- PlayerColor humanPlayer=PlayerColor::NEUTRAL;
- for (auto & elem : players)
- {
- if(elem.second.human)
- {
- humanPlayer = elem.first;
- break;
- }
- }
- assert(humanPlayer != PlayerColor::NEUTRAL);
- std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
- if (chosenBonus->info1 == 0xFFFD) //most powerful
- {
- int maxB = -1;
- for (int b=0; b<heroes.size(); ++b)
- {
- if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
- {
- maxB = b;
- }
- }
- if(maxB < 0)
- logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
- else
- giveCampaignBonusToHero(heroes[maxB]);
- }
- else //specific hero
- {
- for (auto & heroe : heroes)
- {
- if (heroe->subID == chosenBonus->info1)
- {
- giveCampaignBonusToHero(heroe);
- break;
- }
- }
- }
- }
- }
- }
- void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
- {
- const std::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
- if(!curBonus)
- return;
- if(curBonus->isBonusForHero())
- {
- //apply bonus
- switch (curBonus->type)
- {
- case CScenarioTravel::STravelBonus::SPELL:
- hero->addSpellToSpellbook(SpellID(curBonus->info2));
- break;
- case CScenarioTravel::STravelBonus::MONSTER:
- {
- for(int i=0; i<GameConstants::ARMY_SIZE; i++)
- {
- if(hero->slotEmpty(SlotID(i)))
- {
- hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
- break;
- }
- }
- }
- break;
- case CScenarioTravel::STravelBonus::ARTIFACT:
- if(!gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
- logGlobal->error("Cannot give starting artifact - no free slots!");
- break;
- case CScenarioTravel::STravelBonus::SPELL_SCROLL:
- {
- CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
- const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
- if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
- scroll->putAt(ArtifactLocation(hero, slot));
- else
- logGlobal->error("Cannot give starting scroll - no free slots!");
- }
- break;
- case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
- {
- const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
- for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- int val = ptr[g];
- if (val == 0)
- {
- continue;
- }
- auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
- hero->addNewBonus(bb);
- }
- }
- break;
- case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
- hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
- break;
- }
- }
- }
- void CGameState::initFogOfWar()
- {
- logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
- int layers = map->levels();
- for(auto & elem : teams)
- {
- auto fow = elem.second.fogOfWarMap;
- fow->resize(boost::extents[layers][map->width][map->height]);
- std::fill(fow->data(), fow->data() + fow->num_elements(), 0);
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
- std::unordered_set<int3> tiles;
- getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
- for(const int3 & tile : tiles)
- {
- (*elem.second.fogOfWarMap)[tile.z][tile.x][tile.y] = 1;
- }
- }
- }
- }
- void CGameState::initStartingBonus()
- {
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- return;
- // These are the single scenario bonuses; predefined
- // campaign bonuses are spread out over other init* functions.
- logGlobal->debug("\tStarting bonuses");
- for(auto & elem : players)
- {
- //starting bonus
- if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
- scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(getRandomGenerator().nextInt(2));
- switch(scenarioOps->playerInfos[elem.first].bonus)
- {
- case PlayerSettings::GOLD:
- elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
- break;
- case PlayerSettings::RESOURCE:
- {
- auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
- if(res == EGameResID::WOOD_AND_ORE)
- {
- int amount = getRandomGenerator().nextInt(5, 10);
- elem.second.resources[EGameResID::WOOD] += amount;
- elem.second.resources[EGameResID::ORE] += amount;
- }
- else
- {
- elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
- }
- break;
- }
- case PlayerSettings::ARTIFACT:
- {
- if(elem.second.heroes.empty())
- {
- logGlobal->error("Cannot give starting artifact - no heroes!");
- break;
- }
- const Artifact * toGive = VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toArtifact(VLC->artifacts());
- CGHeroInstance *hero = elem.second.heroes[0];
- if(!giveHeroArtifact(hero, toGive->getId()))
- logGlobal->error("Cannot give starting artifact - no free slots!");
- }
- break;
- }
- }
- }
- void CGameState::initTowns()
- {
- logGlobal->debug("\tTowns");
- //campaign bonuses for towns
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
- {
- for (int g=0; g<map->towns.size(); ++g)
- {
- PlayerState * owner = getPlayerState(map->towns[g]->getOwner());
- if (owner)
- {
- PlayerInfo & pi = map->players[owner->color.getNum()];
- if (owner->human && //human-owned
- map->towns[g]->pos == pi.posOfMainTown)
- {
- BuildingID buildingId;
- if(scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
- buildingId = BuildingID(chosenBonus->info1);
- else
- buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings);
- map->towns[g]->builtBuildings.insert(buildingId);
- break;
- }
- }
- }
- }
- }
- CGTownInstance::universitySkills.clear();
- for ( int i=0; i<4; i++)
- CGTownInstance::universitySkills.push_back(14+i);//skills for university
- for (auto & elem : map->towns)
- {
- CGTownInstance * vti =(elem);
- if(!vti->town)
- {
- vti->town = (*VLC->townh)[vti->subID]->town;
- }
- if(vti->getNameTranslated().empty())
- {
- size_t nameID = getRandomGenerator().nextInt(vti->getTown()->getRandomNamesCount() - 1);
- vti->setNameTranslated(vti->getTown()->getRandomNameTranslated(nameID));
- }
- static const BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
- static const BuildingID upgradedDwellings[] = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
- static const BuildingID hordes[] = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
- //init buildings
- if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
- {
- vti->builtBuildings.erase(BuildingID::DEFAULT);
- vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
- if(vti->tempOwner != PlayerColor::NEUTRAL)
- vti->builtBuildings.insert(BuildingID::TAVERN);
- auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
- for(int i = 0; i < definesBuildingsChances.size(); i++)
- {
- if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
- {
- vti->builtBuildings.insert(basicDwellings[i]);
- }
- }
- }
- // village hall must always exist
- vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
- //init hordes
- for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
- {
- if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
- {
- vti->builtBuildings.erase(hordes[i]);//remove old ID
- if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
- {
- vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
- //if we have upgraded dwelling as well
- if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
- vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
- }
- if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
- {
- vti->builtBuildings.insert(BuildingID::HORDE_2);
- if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
- vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
- }
- }
- }
- //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
- //But DO NOT remove horde placeholders before they are replaced
- vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
- {
- return !vti->getTown()->buildings.count(bid) || !vti->getTown()->buildings.at(bid);
- });
- if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
- vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
- //Early check for #1444-like problems
- for([[maybe_unused]] const auto & building : vti->builtBuildings)
- {
- assert(vti->getTown()->buildings.at(building) != nullptr);
- }
- //town events
- for(CCastleEvent &ev : vti->events)
- {
- for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
- if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
- {
- ev.buildings.erase(hordes[i]);
- if (vti->getTown()->hordeLvl.at(0) == i)
- ev.buildings.insert(BuildingID::HORDE_1);
- if (vti->getTown()->hordeLvl.at(1) == i)
- ev.buildings.insert(BuildingID::HORDE_2);
- }
- }
- //init spells
- vti->spells.resize(GameConstants::SPELL_LEVELS);
- for(ui32 z=0; z<vti->obligatorySpells.size();z++)
- {
- const auto * s = vti->obligatorySpells[z].toSpell();
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- while(!vti->possibleSpells.empty())
- {
- ui32 total=0;
- int sel = -1;
- for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
- total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
- if (total == 0) // remaining spells have 0 probability
- break;
- auto r = getRandomGenerator().nextInt(total - 1);
- for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
- {
- r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
- if(r<0)
- {
- sel = ps;
- break;
- }
- }
- if(sel<0)
- sel=0;
- const auto * s = vti->possibleSpells[sel].toSpell();
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- vti->possibleSpells.clear();
- if(vti->getOwner() != PlayerColor::NEUTRAL)
- getPlayerState(vti->getOwner())->towns.emplace_back(vti);
- }
- }
- void CGameState::initMapObjects()
- {
- logGlobal->debug("\tObject initialization");
- // objCaller->preInit();
- for(CGObjectInstance *obj : map->objects)
- {
- if(obj)
- {
- logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);
- obj->initObj(getRandomGenerator());
- }
- }
- for(CGObjectInstance *obj : map->objects)
- {
- if(!obj)
- continue;
- switch (obj->ID)
- {
- case Obj::QUEST_GUARD:
- case Obj::SEER_HUT:
- {
- auto * q = dynamic_cast<CGSeerHut *>(obj);
- assert (q);
- q->setObjToKill();
- }
- }
- }
- CGSubterraneanGate::postInit(); //pairing subterranean gates
- map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
- }
- void CGameState::placeHeroesInTowns()
- {
- for(auto & player : players)
- {
- if(player.first == PlayerColor::NEUTRAL)
- continue;
- for(CGHeroInstance * h : player.second.heroes)
- {
- for(CGTownInstance * t : player.second.towns)
- {
- if(h->visitablePos().z != t->visitablePos().z)
- continue;
- bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
- // current hero position is at one of blocking tiles of current town
- // assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
- if (heroOnTownBlockableTile)
- {
- int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
- map->removeBlockVisTiles(h);
- h->pos = correctedPos;
- map->addBlockVisTiles(h);
- assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
- }
- }
- }
- }
- }
- void CGameState::initVisitingAndGarrisonedHeroes()
- {
- for(auto & player : players)
- {
- if(player.first == PlayerColor::NEUTRAL)
- continue;
- //init visiting and garrisoned heroes
- for(CGHeroInstance * h : player.second.heroes)
- {
- for(CGTownInstance * t : player.second.towns)
- {
- if(h->visitablePos().z != t->visitablePos().z)
- continue;
- if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
- {
- assert(t->visitingHero == nullptr);
- t->setVisitingHero(h);
- }
- }
- }
- }
- for (auto hero : map->heroesOnMap)
- {
- if (hero->visitedTown)
- {
- assert (hero->visitedTown->visitingHero == hero);
- }
- }
- }
- BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
- {
- if(!tile.valid() && curB)
- tile = curB->tile;
- else if(!tile.valid() && !curB)
- return BattleField::NONE;
- const TerrainTile &t = map->getTile(tile);
- auto * topObject = t.visitableObjects.front();
- if(topObject && topObject->getBattlefield() != BattleField::NONE)
- {
- return topObject->getBattlefield();
- }
- for(auto &obj : map->objects)
- {
- //look only for objects covering given tile
- if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
- continue;
- auto customBattlefield = obj->getBattlefield();
- if(customBattlefield != BattleField::NONE)
- return customBattlefield;
- }
- if(map->isCoastalTile(tile)) //coastal tile is always ground
- return BattleField::fromString("sand_shore");
-
- return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
- }
- void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
- {
- assert(obj);
- assert(obj->hasStackAtSlot(stackPos));
- out = fillUpgradeInfo(obj->getStack(stackPos));
- }
- UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
- {
- UpgradeInfo ret;
- const CCreature *base = stack.type;
- if (stack.armyObj->ID == Obj::HERO)
- {
- auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
- hero->fillUpgradeInfo(ret, stack);
- if (hero->visitedTown)
- {
- hero->visitedTown->fillUpgradeInfo(ret, stack);
- }
- else
- {
- auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
- auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
- if (object != hero && upgradeSource != nullptr)
- upgradeSource->fillUpgradeInfo(ret, stack);
- }
- }
- if (stack.armyObj->ID == Obj::TOWN)
- {
- auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
- town->fillUpgradeInfo(ret, stack);
- }
- if(!ret.newID.empty())
- ret.oldID = base->getId();
- for (ResourceSet &cost : ret.cost)
- cost.positive(); //upgrade cost can't be negative, ignore missing resources
- return ret;
- }
- PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
- {
- if ( color1 == color2 )
- return PlayerRelations::SAME_PLAYER;
- if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
- return PlayerRelations::ENEMIES;
- const TeamState * ts = getPlayerTeam(color1);
- if (ts && vstd::contains(ts->players, color2))
- return PlayerRelations::ALLIES;
- return PlayerRelations::ENEMIES;
- }
- void CGameState::apply(CPack *pack)
- {
- ui16 typ = typeList.getTypeID(pack);
- applier->getApplier(typ)->applyOnGS(this, pack);
- }
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
- {
- calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
- }
- void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
- {
- //FIXME: creating pathfinder is costly, maybe reset / clear is enough?
- CPathfinder pathfinder(this, config);
- pathfinder.calculatePaths();
- }
- /**
- * Tells if the tile is guarded by a monster as well as the position
- * of the monster that will attack on it.
- *
- * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
- * the monster guarding the tile.
- */
- std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
- {
- std::vector<CGObjectInstance*> guards;
- const int3 originalPos = pos;
- if (!map->isInTheMap(pos))
- return guards;
- const TerrainTile &posTile = map->getTile(pos);
- if (posTile.visitable)
- {
- for (CGObjectInstance* obj : posTile.visitableObjects)
- {
- if(obj->isBlockedVisitable())
- {
- if (obj->ID == Obj::MONSTER) // Monster
- guards.push_back(obj);
- }
- }
- }
- pos -= int3(1, 1, 0); // Start with top left.
- for (int dx = 0; dx < 3; dx++)
- {
- for (int dy = 0; dy < 3; dy++)
- {
- if (map->isInTheMap(pos))
- {
- const auto & tile = map->getTile(pos);
- if (tile.visitable && (tile.isWater() == posTile.isWater()))
- {
- for (CGObjectInstance* obj : tile.visitableObjects)
- {
- if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
- {
- guards.push_back(obj);
- }
- }
- }
- }
- pos.y++;
- }
- pos.y -= 3;
- pos.x++;
- }
- return guards;
- }
- int3 CGameState::guardingCreaturePosition (int3 pos) const
- {
- return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
- }
- void CGameState::updateRumor()
- {
- static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
- std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
- RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
- if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
- sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
- int rumorId = -1;
- int rumorExtra = -1;
- auto & rand = getRandomGenerator();
- rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
- do
- {
- switch(rumor.type)
- {
- case RumorState::TYPE_SPECIAL:
- {
- SThievesGuildInfo tgi;
- obtainPlayersStats(tgi, 20);
- rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
- if(rumorId == RumorState::RUMOR_GRAIL)
- {
- rumorExtra = getTile(map->grailPos)->terType->getIndex();
- break;
- }
- std::vector<PlayerColor> players = {};
- switch(rumorId)
- {
- case RumorState::RUMOR_OBELISKS:
- players = tgi.obelisks[0];
- break;
- case RumorState::RUMOR_ARTIFACTS:
- players = tgi.artifacts[0];
- break;
- case RumorState::RUMOR_ARMY:
- players = tgi.army[0];
- break;
- case RumorState::RUMOR_INCOME:
- players = tgi.income[0];
- break;
- }
- rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
- break;
- }
- case RumorState::TYPE_MAP:
- // Makes sure that map rumors only used if there enough rumors too choose from
- if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
- {
- rumorId = rand.nextInt((int)map->rumors.size() - 1);
- break;
- }
- else
- rumor.type = RumorState::TYPE_RAND;
- [[fallthrough]];
- case RumorState::TYPE_RAND:
- auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
- rumorId = rand.nextInt((int)vector.size() - 1);
- break;
- }
- }
- while(!rumor.update(rumorId, rumorExtra));
- }
- bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
- {
- if (!map->isInTheMap(pos))
- return false;
- if (!player)
- return true;
- if(player == PlayerColor::NEUTRAL)
- return false;
- if(player->isSpectator())
- return true;
- return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
- }
- bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
- {
- if(!player)
- return true;
- //we should always see our own heroes - but sometimes not visible heroes cause crash :?
- if (player == obj->tempOwner)
- return true;
- if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
- return false;
- //object is visible when at least one blocked tile is visible
- for(int fy=0; fy < obj->getHeight(); ++fy)
- {
- for(int fx=0; fx < obj->getWidth(); ++fx)
- {
- int3 pos = obj->pos + int3(-fx, -fy, 0);
- if ( map->isInTheMap(pos) &&
- obj->coveringAt(pos.x, pos.y) &&
- isVisible(pos, *player))
- return true;
- }
- }
- return false;
- }
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
- {
- const TerrainTile * pom = &map->getTile(dst);
- return map->checkForVisitableDir(src, pom, dst);
- }
- EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
- {
- const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
- const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
- const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
- const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
- auto evaluateEvent = [=](const EventCondition & condition)
- {
- return this->checkForVictory(player, condition);
- };
- const PlayerState *p = CGameInfoCallback::getPlayerState(player);
- //cheater or tester, but has entered the code...
- if (p->enteredWinningCheatCode)
- return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
- if (p->enteredLosingCheatCode)
- return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
- for (const TriggeredEvent & event : map->triggeredEvents)
- {
- if (event.trigger.test(evaluateEvent))
- {
- if (event.effect.type == EventEffect::VICTORY)
- return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
- if (event.effect.type == EventEffect::DEFEAT)
- return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
- }
- }
- if (checkForStandardLoss(player))
- {
- return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
- }
- return EVictoryLossCheckResult();
- }
- bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const
- {
- const PlayerState *p = CGameInfoCallback::getPlayerState(player);
- switch (condition.condition)
- {
- case EventCondition::STANDARD_WIN:
- {
- return player == checkForStandardWin();
- }
- case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
- {
- for(const auto & elem : p->heroes)
- if(elem->hasArt(ArtifactID(condition.objectType)))
- return true;
- return false;
- }
- case EventCondition::HAVE_CREATURES:
- {
- //check if in players armies there is enough creatures
- int total = 0; //creature counter
- for(auto object : map->objects)
- {
- const CArmedInstance *ai = nullptr;
- if(object
- && object->tempOwner == player //object controlled by player
- && (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
- {
- for(const auto & elem : ai->Slots()) //iterate through army
- if(elem.second->type->getId() == condition.objectType) //it's searched creature
- total += elem.second->count;
- }
- }
- return total >= condition.value;
- }
- case EventCondition::HAVE_RESOURCES:
- {
- return p->resources[condition.objectType] >= condition.value;
- }
- case EventCondition::HAVE_BUILDING:
- {
- if (condition.object) // specific town
- {
- const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
- return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
- }
- else // any town
- {
- for (const CGTownInstance * t : p->towns)
- {
- if (t->hasBuilt(BuildingID(condition.objectType)))
- return true;
- }
- return false;
- }
- }
- case EventCondition::DESTROY:
- {
- if (condition.object) // mode A - destroy specific object of this type
- {
- if(const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object))
- return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
- else
- return getObj(condition.object->id) == nullptr;
- }
- else
- {
- for(const auto & elem : map->objects) // mode B - destroy all objects of this type
- {
- if(elem && elem->ID == condition.objectType)
- return false;
- }
- return true;
- }
- }
- case EventCondition::CONTROL:
- {
- // list of players that need to control object to fulfull condition
- // NOTE: cgameinfocallback specified explicitly in order to get const version
- const auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
- if (condition.object) // mode A - flag one specific object, like town
- {
- return team.count(condition.object->tempOwner) != 0;
- }
- else
- {
- for(const auto & elem : map->objects) // mode B - flag all objects of this type
- {
- //check not flagged objs
- if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
- return false;
- }
- return true;
- }
- }
- case EventCondition::TRANSPORT:
- {
- const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
- return (t->visitingHero && t->visitingHero->hasArt(ArtifactID(condition.objectType))) ||
- (t->garrisonHero && t->garrisonHero->hasArt(ArtifactID(condition.objectType)));
- }
- case EventCondition::DAYS_PASSED:
- {
- return (si32)gs->day > condition.value;
- }
- case EventCondition::IS_HUMAN:
- {
- return p->human ? condition.value == 1 : condition.value == 0;
- }
- case EventCondition::DAYS_WITHOUT_TOWN:
- {
- if (p->daysWithoutCastle)
- return p->daysWithoutCastle >= condition.value;
- else
- return false;
- }
- case EventCondition::CONST_VALUE:
- {
- return condition.value; // just convert to bool
- }
- case EventCondition::HAVE_0:
- {
- logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
- //TODO: support new condition format
- return false;
- }
- case EventCondition::HAVE_BUILDING_0:
- {
- logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
- //TODO: support new condition format
- return false;
- }
- case EventCondition::DESTROY_0:
- {
- logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
- //TODO: support new condition format
- return false;
- }
- default:
- logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
- return false;
- }
- }
- PlayerColor CGameState::checkForStandardWin() const
- {
- //std victory condition is:
- //all enemies lost
- PlayerColor supposedWinner = PlayerColor::NEUTRAL;
- TeamID winnerTeam = TeamID::NO_TEAM;
- for(const auto & elem : players)
- {
- if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
- {
- if(supposedWinner == PlayerColor::NEUTRAL)
- {
- //first player remaining ingame - candidate for victory
- supposedWinner = elem.second.color;
- winnerTeam = elem.second.team;
- }
- else if(winnerTeam != elem.second.team)
- {
- //current candidate has enemy remaining in game -> no vicotry
- return PlayerColor::NEUTRAL;
- }
- }
- }
- return supposedWinner;
- }
- bool CGameState::checkForStandardLoss(const PlayerColor & player) const
- {
- //std loss condition is: player lost all towns and heroes
- const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
- return pState.checkVanquished();
- }
- struct statsHLP
- {
- using TStat = std::pair<PlayerColor, si64>;
- //converts [<player's color, value>] to vec[place] -> platers
- static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
- {
- std::sort(stats.begin(), stats.end(), statsHLP());
- //put first element
- std::vector< std::vector<PlayerColor> > ret;
- std::vector<PlayerColor> tmp;
- tmp.push_back( stats[0].first );
- ret.push_back( tmp );
- //the rest of elements
- for(int g=1; g<stats.size(); ++g)
- {
- if(stats[g].second == stats[g-1].second)
- {
- (ret.end()-1)->push_back( stats[g].first );
- }
- else
- {
- //create next occupied rank
- std::vector<PlayerColor> tmp;
- tmp.push_back(stats[g].first);
- ret.push_back(tmp);
- }
- }
- return ret;
- }
- bool operator()(const TStat & a, const TStat & b) const
- {
- return a.second > b.second;
- }
- static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
- {
- std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
- if(h.empty())
- return nullptr;
- //best hero will be that with highest exp
- int best = 0;
- for(int b=1; b<h.size(); ++b)
- {
- if(h[b]->exp > h[best]->exp)
- {
- best = b;
- }
- }
- return h[best];
- }
- //calculates total number of artifacts that belong to given player
- static int getNumberOfArts(const PlayerState * ps)
- {
- int ret = 0;
- for(auto h : ps->heroes)
- {
- ret += (int)h->artifactsInBackpack.size() + (int)h->artifactsWorn.size();
- }
- return ret;
- }
- // get total strength of player army
- static si64 getArmyStrength(const PlayerState * ps)
- {
- si64 str = 0;
- for(auto h : ps->heroes)
- {
- if(!h->inTownGarrison) //original h3 behavior
- str += h->getArmyStrength();
- }
- return str;
- }
- // get total gold income
- static int getIncome(const PlayerState * ps)
- {
- int totalIncome = 0;
- const CGObjectInstance * heroOrTown = nullptr;
- //Heroes can produce gold as well - skill, specialty or arts
- for(const auto & h : ps->heroes)
- {
- totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
- if(!heroOrTown)
- heroOrTown = h;
- }
- //Add town income of all towns
- for(const auto & t : ps->towns)
- {
- totalIncome += t->dailyIncome()[EGameResID::GOLD];
- if(!heroOrTown)
- heroOrTown = t;
- }
- /// FIXME: Dirty dirty hack
- /// Stats helper need some access to gamestate.
- std::vector<const CGObjectInstance *> ownedObjects;
- for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
- {
- if(obj && obj->tempOwner == ps->color)
- ownedObjects.push_back(obj);
- }
- /// This is code from CPlayerSpecificInfoCallback::getMyObjects
- /// I'm really need to find out about callback interface design...
- for(const auto * object : ownedObjects)
- {
- //Mines
- if ( object->ID == Obj::MINE )
- {
- const auto * mine = dynamic_cast<const CGMine *>(object);
- assert(mine);
- if (mine->producedResource == EGameResID::GOLD)
- totalIncome += mine->producedQuantity;
- }
- }
- return totalIncome;
- }
- };
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
- {
- auto playerInactive = [&](const PlayerColor & color)
- {
- return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
- };
- #define FILL_FIELD(FIELD, VAL_GETTER) \
- { \
- std::vector< std::pair< PlayerColor, si64 > > stats; \
- for(auto g = players.begin(); g != players.end(); ++g) \
- { \
- if(playerInactive(g->second.color)) \
- continue; \
- std::pair< PlayerColor, si64 > stat; \
- stat.first = g->second.color; \
- stat.second = VAL_GETTER; \
- stats.push_back(stat); \
- } \
- tgi.FIELD = statsHLP::getRank(stats); \
- }
- for(auto & elem : players)
- {
- if(!playerInactive(elem.second.color))
- tgi.playerColors.push_back(elem.second.color);
- }
- if(level >= 0) //num of towns & num of heroes
- {
- //num of towns
- FILL_FIELD(numOfTowns, g->second.towns.size())
- //num of heroes
- FILL_FIELD(numOfHeroes, g->second.heroes.size())
- }
- if(level >= 1) //best hero's portrait
- {
- for(const auto & player : players)
- {
- if(playerInactive(player.second.color))
- continue;
- const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
- InfoAboutHero iah;
- iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
- iah.army.clear();
- tgi.colorToBestHero[player.second.color] = iah;
- }
- }
- if(level >= 2) //gold
- {
- FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
- }
- if(level >= 2) //wood & ore
- {
- FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
- }
- if(level >= 3) //mercury, sulfur, crystal, gems
- {
- FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
- }
- if(level >= 3) //obelisks found
- {
- auto getObeliskVisited = [](const TeamID & t)
- {
- if(CGObelisk::visited.count(t))
- return CGObelisk::visited[t];
- else
- return ui8(0);
- };
- FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
- }
- if(level >= 4) //artifacts
- {
- FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
- }
- if(level >= 4) //army strength
- {
- FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
- }
- if(level >= 5) //income
- {
- FILL_FIELD(income, statsHLP::getIncome(&g->second))
- }
- if(level >= 2) //best hero's stats
- {
- //already set in lvl 1 handling
- }
- if(level >= 3) //personality
- {
- for(const auto & player : players)
- {
- if(playerInactive(player.second.color)) //do nothing for neutral player
- continue;
- if(player.second.human)
- {
- tgi.personality[player.second.color] = EAiTactic::NONE;
- }
- else //AI
- {
- tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
- }
- }
- }
- if(level >= 4) //best creature
- {
- //best creatures belonging to player (highest AI value)
- for(const auto & player : players)
- {
- if(playerInactive(player.second.color)) //do nothing for neutral player
- continue;
- int bestCre = -1; //best creature's ID
- for(const auto & elem : player.second.heroes)
- {
- for(const auto & it : elem->Slots())
- {
- int toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
- if(bestCre == -1 || VLC->creh->objects[bestCre]->getAIValue() < VLC->creh->objects[toCmp]->getAIValue())
- {
- bestCre = toCmp;
- }
- }
- }
- tgi.bestCreature[player.second.color] = bestCre;
- }
- }
- #undef FILL_FIELD
- }
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
- {
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
- for(const auto & player : players)
- for(auto availableHero : player.second.availableHeroes)
- if(availableHero)
- pool.erase((*availableHero).subID);
- return pool;
- }
- void CGameState::buildBonusSystemTree()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- for(CGTownInstance *t : map->towns)
- {
- t->deserializationFix();
- }
- // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
- // are provided on initializing / deserializing
- // NOTE: calling deserializationFix() might be more correct option, but might lead to side effects
- for (auto hero : map->heroesOnMap)
- hero->boatDeserializationFix();
- }
- void CGameState::deserializationFix()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- }
- void CGameState::buildGlobalTeamPlayerTree()
- {
- for(auto & team : teams)
- {
- TeamState * t = &team.second;
- t->attachTo(globalEffects);
- for(const PlayerColor & teamMember : team.second.players)
- {
- PlayerState *p = getPlayerState(teamMember);
- assert(p);
- p->attachTo(*t);
- }
- }
- }
- void CGameState::attachArmedObjects()
- {
- for(CGObjectInstance *obj : map->objects)
- {
- if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
- {
- armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
- }
- }
- }
- bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
- {
- CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
- CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(artifact);
- map->addNewArtifactInstance(ai);
- auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
- if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
- {
- ai->putAt(ArtifactLocation(h, slot));
- return true;
- }
- else
- {
- return false;
- }
- }
- std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
- {
- std::set<HeroTypeID> ret;
- for(int i = 0; i < map->allowedHeroes.size(); i++)
- if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
- ret.insert(HeroTypeID(i));
- for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
- {
- if(playerSettingPair.second.hero != PlayerSettings::RANDOM)
- ret -= HeroTypeID(playerSettingPair.second.hero);
- }
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- {
- if(hero->type)
- ret -= hero->type->getId();
- else
- ret -= HeroTypeID(hero->subID);
- }
- for(auto obj : map->objects) //prisons
- if(obj && obj->ID == Obj::PRISON)
- ret -= HeroTypeID(obj->subID);
- return ret;
- }
- std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
- {
- std::vector<CampaignHeroReplacement> campaignHeroReplacements;
- //selecting heroes by type
- for(auto obj : map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- if(heroPlaceholder->subID != 0xFF) //select by type
- {
- auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
- {
- return hero->subID == heroPlaceholder->subID;
- });
- if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
- {
- auto * hero = *it;
- crossoverHeroes.removeHeroFromBothLists(hero);
- campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
- }
- }
- }
- }
- //selecting heroes by power
- range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
- {
- return a->getHeroStrength() > b->getHeroStrength();
- }); //sort, descending strength
- // sort hero placeholders descending power
- std::vector<CGHeroPlaceholder *> heroPlaceholders;
- for(auto obj : map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- if(heroPlaceholder->subID == 0xFF) //select by power
- {
- heroPlaceholders.push_back(heroPlaceholder);
- }
- }
- }
- range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
- {
- return a->power > b->power;
- });
- for(int i = 0; i < heroPlaceholders.size(); ++i)
- {
- auto * heroPlaceholder = heroPlaceholders[i];
- if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
- {
- auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
- campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
- }
- }
- return campaignHeroReplacements;
- }
- void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
- {
- for(const auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
- CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
- heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
- heroToPlace->tempOwner = heroPlaceholder->tempOwner;
- heroToPlace->pos = heroPlaceholder->pos;
- heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
- heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
- heroToPlace->type->heroClass->getIndex())->getTemplates().front();
- for(auto &&i : heroToPlace->stacks)
- i.second->type = VLC->creh->objects[i.second->getCreatureID()];
- auto fixArtifact = [&](CArtifactInstance * art)
- {
- art->artType = VLC->arth->objects[art->artType->getId()];
- gs->map->artInstances.emplace_back(art);
- art->id = ArtifactInstanceID((si32)gs->map->artInstances.size() - 1);
- };
- for(auto &&i : heroToPlace->artifactsWorn)
- fixArtifact(i.second.artifact);
- for(auto &&i : heroToPlace->artifactsInBackpack)
- fixArtifact(i.artifact);
- map->removeBlockVisTiles(heroPlaceholder, true);
- map->objects[heroPlaceholder->id.getNum()] = nullptr;
- map->instanceNames.erase(heroPlaceholder->instanceName);
- map->heroesOnMap.emplace_back(heroToPlace);
- map->objects[heroToPlace->id.getNum()] = heroToPlace;
- map->addBlockVisTiles(heroToPlace);
- map->instanceNames[heroToPlace->instanceName] = heroToPlace;
- delete heroPlaceholder;
- scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
- }
- }
- bool CGameState::isUsedHero(const HeroTypeID & hid) const
- {
- return getUsedHero(hid);
- }
- CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
- {
- for(auto hero : map->heroesOnMap) //heroes instances initialization
- {
- if(hero->type && hero->type->getId() == hid)
- {
- return hero;
- }
- }
- for(auto obj : map->objects) //prisons
- {
- if(obj && obj->ID == Obj::PRISON )
- {
- auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
- assert(hero);
- if ( hero->type && hero->type->getId() == hid )
- return hero;
- }
- }
- return nullptr;
- }
- bool RumorState::update(int id, int extra)
- {
- if(vstd::contains(last, type))
- {
- if(last[type].first != id)
- {
- last[type].first = id;
- last[type].second = extra;
- }
- else
- return false;
- }
- else
- last[type] = std::make_pair(id, extra);
- return true;
- }
- InfoAboutArmy::InfoAboutArmy():
- owner(PlayerColor::NEUTRAL)
- {}
- InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
- {
- initFromArmy(Army, detailed);
- }
- void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
- {
- army = ArmyDescriptor(Army, detailed);
- owner = Army->tempOwner;
- name = Army->getObjectName();
- }
- void InfoAboutHero::assign(const InfoAboutHero & iah)
- {
- vstd::clear_pointer(details);
- InfoAboutArmy::operator = (iah);
- details = (iah.details ? new Details(*iah.details) : nullptr);
- hclass = iah.hclass;
- portrait = iah.portrait;
- }
- InfoAboutHero::InfoAboutHero(): portrait(-1) {}
- InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): InfoAboutArmy(iah)
- {
- assign(iah);
- }
- InfoAboutHero::InfoAboutHero(const CGHeroInstance * h, InfoAboutHero::EInfoLevel infoLevel):
- portrait(-1)
- {
- initFromHero(h, infoLevel);
- }
- InfoAboutHero::~InfoAboutHero()
- {
- vstd::clear_pointer(details);
- }
- InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
- {
- assign(iah);
- return *this;
- }
- void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel)
- {
- vstd::clear_pointer(details);
- if(!h)
- return;
- bool detailed = ( (infoLevel == EInfoLevel::DETAILED) || (infoLevel == EInfoLevel::INBATTLE) );
- initFromArmy(h, detailed);
- hclass = h->type->heroClass;
- name = h->getNameTranslated();
- portrait = h->portrait;
- if(detailed)
- {
- //include details about hero
- details = new Details();
- details->luck = h->luckVal();
- details->morale = h->moraleVal();
- details->mana = h->mana;
- details->primskills.resize(GameConstants::PRIMARY_SKILLS);
- for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
- {
- details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
- }
- if (infoLevel == EInfoLevel::INBATTLE)
- details->manaLimit = h->manaLimit();
- else
- details->manaLimit = -1; //we do not want to leak max mana info outside battle so set to meaningless value
- }
- }
- InfoAboutTown::InfoAboutTown():
- details(nullptr),
- tType(nullptr),
- built(0),
- fortLevel(0)
- {
- }
- InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed):
- details(nullptr),
- tType(nullptr),
- built(0),
- fortLevel(0)
- {
- initFromTown(t, detailed);
- }
- InfoAboutTown::~InfoAboutTown()
- {
- vstd::clear_pointer(details);
- }
- void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
- {
- initFromArmy(t, detailed);
- army = ArmyDescriptor(t->getUpperArmy(), detailed);
- built = t->builded;
- fortLevel = t->fortLevel();
- name = t->getNameTranslated();
- tType = t->getTown();
- vstd::clear_pointer(details);
- if(detailed)
- {
- //include details about hero
- details = new Details();
- TResources income = t->dailyIncome();
- details->goldIncome = income[EGameResID::GOLD];
- details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
- details->hallLevel = t->hallLevel();
- details->garrisonedHero = t->garrisonHero;
- }
- }
- ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
- : isDetailed(detailed)
- {
- for(const auto & elem : army->Slots())
- {
- if(detailed)
- (*this)[elem.first] = *elem.second;
- else
- (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, (int)elem.second->getQuantityID());
- }
- }
- ArmyDescriptor::ArmyDescriptor()
- : isDetailed(false)
- {
- }
- int ArmyDescriptor::getStrength() const
- {
- ui64 ret = 0;
- if(isDetailed)
- {
- for(const auto & elem : *this)
- ret += elem.second.type->getAIValue() * elem.second.count;
- }
- else
- {
- for(const auto & elem : *this)
- ret += elem.second.type->getAIValue() * CCreature::estimateCreatureCount(elem.second.count);
- }
- return static_cast<int>(ret);
- }
- TeamState::TeamState()
- {
- setNodeType(TEAM);
- fogOfWarMap = std::make_shared<boost::multi_array<ui8, 3>>();
- }
- TeamState::TeamState(TeamState && other) noexcept:
- CBonusSystemNode(std::move(other)),
- id(other.id)
- {
- std::swap(players, other.players);
- std::swap(fogOfWarMap, other.fogOfWarMap);
- }
- CRandomGenerator & CGameState::getRandomGenerator()
- {
- return rand;
- }
- VCMI_LIB_NAMESPACE_END
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