int CGameInfoCallback::getResource(TPlayerColor Player, Res::ERes which) const { const PlayerState *p = getPlayer(Player); ERROR_RET_VAL_IF(!p, "No player info!", -1); ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1); return p->resources[which]; }
const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayer(*player); ERROR_RET_VAL_IF(!p, "No player info", nullptr); ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr); return p->towns[serialId]; }
bool CGameInfoCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const { const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero); ERROR_RET_VAL_IF(!h, "That's not a hero!", false); ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false); //TODO vision support dest.initFromHero(h, hasAccess(h->tempOwner)); return true; }
const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayer(*player); ERROR_RET_VAL_IF(!p, "No player info", nullptr); if (!includeGarrisoned) { for(ui32 i = 0; i < p->heroes.size() && i<=serialId; i++) if(p->heroes[i]->inTownGarrison) serialId++; } ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", nullptr); return p->heroes[serialId]; }
std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>()); std::vector<const CGObjectInstance*> ret; BOOST_FOREACH(auto cr, gs->guardingCreatures(pos)) { ret.push_back(cr); } return ret; }
std::vector < const CGObjectInstance * > CGameInfoCallback::getBlockingObjs( int3 pos ) const { std::vector<const CGObjectInstance *> ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); BOOST_FOREACH(const CGObjectInstance * obj, t->blockingObjects) ret.push_back(obj); return ret; }
int CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1); if (hero) //we see hero's spellbook return sp->calculateDamage(hero, nullptr, hero->getEffectLevel(sp), hero->getEffectPower(sp)); else return 0; //mage guild }
int CGameInfoCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1); //if there is a battle if(gs->curB) return gs->curB->battleGetSpellCost(sp, caster); //if there is no battle return caster->getSpellCost(sp); }
std::vector < std::string > CGameInfoCallback::getObjDescriptions(int3 pos) const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); std::vector<std::string> ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile given!", ret); BOOST_FOREACH(const CGObjectInstance * obj, t->blockingObjects) ret.push_back(obj->getHoverText()); return ret; }
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ) { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED); CBuilding * pom = t->town->buildings[ID]; if(!pom) return EBuildingState::BUILDING_ERROR; if(t->hasBuilt(ID)) //already built return EBuildingState::ALREADY_PRESENT; //can we build it? if(vstd::contains(t->forbiddenBuildings, ID)) return EBuildingState::FORBIDDEN; //forbidden //checking for requirements std::set<BuildingID> reqs = getBuildingRequiments(t, ID);//getting all requirements bool notAllBuilt = false; for( std::set<BuildingID>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ ) { if(!t->hasBuilt(*ri)) //lack of requirements - cannot build { if(vstd::contains(t->forbiddenBuildings, *ri)) // not built requirement forbidden - same goes to this build return EBuildingState::FORBIDDEN; else notAllBuilt = true; // no return here - we need to check if any required builds are forbidden } } if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN) return EBuildingState::CANT_BUILD_TODAY; //building limit if (notAllBuilt) return EBuildingState::PREREQUIRES; if(ID == BuildingID::CAPITOL) { const PlayerState *ps = getPlayer(t->tempOwner); if(ps) { BOOST_FOREACH(const CGTownInstance *t, ps->towns) { if(t->hasBuilt(BuildingID::CAPITOL)) { return EBuildingState::HAVE_CAPITAL; //no more than one capitol } } } } else if(ID == BuildingID::SHIPYARD)
int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const { int ret = 0; const PlayerState *p = gs->getPlayer(player); ERROR_RET_VAL_IF(!p, "No such player!", -1); if(includeGarrisoned) return p->heroes.size(); else for(auto & elem : p->heroes) if(!elem->inTownGarrison) ret++; return ret; }
bool CGameInfoCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const { ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer bool detailed = hasAccess(town->tempOwner); //TODO vision support if(town->ID == Obj::TOWN) dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed); else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed); else return false; return true; }
bool CGameInfoCallback::isAllowed( int type, int id ) { switch(type) { case 0: return gs->map->allowedSpell[id]; case 1: return gs->map->allowedArtifact[id]; case 2: return gs->map->allowedAbilities[id]; default: ERROR_RET_VAL_IF(1, "Wrong type!", false); } }
std::vector < const CGObjectInstance * > CGameInfoCallback::getFlaggableObjects(int3 pos) const { std::vector<const CGObjectInstance *> ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); BOOST_FOREACH(const CGObjectInstance *obj, t->blockingObjects) if(obj->tempOwner != 254) ret.push_back(obj); // const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects; // for(size_t b=0; b<objs.size(); ++b) // { // if(objs[b].first->tempOwner!=254 && !((objs[b].first->defInfo->blockMap[pos.y - objs[b].first->pos.y + 5] >> (objs[b].first->pos.x - pos.x)) & 1)) // ret.push_back(CGI->mh->ttiles[pos.x][pos.y][pos.z].objects[b].first); // } return ret; }
int CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1); if(!gs->curB) //no battle { if (hero) //but we see hero's spellbook return gs->curB->calculateSpellDmg( sp, hero, NULL, hero->getSpellSchoolLevel(sp), hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER)); else return 0; //mage guild } //gs->getHero(gs->currentPlayer) //const CGHeroInstance * ourHero = gs->curB->heroes[0]->tempOwner == player ? gs->curB->heroes[0] : gs->curB->heroes[1]; const CGHeroInstance * ourHero = hero; return gs->curB->calculateSpellDmg( sp, ourHero, NULL, ourHero->getSpellSchoolLevel(sp), ourHero->getPrimSkillLevel(PrimarySkill::SPELL_POWER)); }
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const { ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer bool detailed = hasAccess(town->tempOwner); if(town->ID == Obj::TOWN) { if(!detailed && nullptr != selectedObject) { const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject); if(nullptr != selectedHero) detailed = selectedHero->hasVisions(town, 1); } dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed); } else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed); else return false; return true; }
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ) { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED); if(!t->town->buildings.count(ID)) return EBuildingState::BUILDING_ERROR; const CBuilding * building = t->town->buildings.at(ID); if(t->hasBuilt(ID)) //already built return EBuildingState::ALREADY_PRESENT; //can we build it? if(vstd::contains(t->forbiddenBuildings, ID)) return EBuildingState::FORBIDDEN; //forbidden auto possiblyNotBuiltTest = [&](BuildingID id) -> bool { return ((id == BuildingID::CAPITOL) ? true : !t->hasBuilt(id)); }; std::function<bool(BuildingID id)> allowedTest = [&](BuildingID id) -> bool { return !vstd::contains(t->forbiddenBuildings, id); }; if (!t->genBuildingRequirements(ID, true).satisfiable(allowedTest, possiblyNotBuiltTest)) return EBuildingState::FORBIDDEN; if(ID == BuildingID::CAPITOL) { const PlayerState *ps = getPlayer(t->tempOwner, false); if(ps) { for(const CGTownInstance *t : ps->towns) { if(t->hasBuilt(BuildingID::CAPITOL)) { return EBuildingState::HAVE_CAPITAL; //no more than one capitol } } } } else if(ID == BuildingID::SHIPYARD) { const TerrainTile *tile = getTile(t->bestLocation(), false); if(!tile || tile->terType != ETerrainType::WATER) return EBuildingState::NO_WATER; //lack of water } auto buildTest = [&](BuildingID id) -> bool { return t->hasBuilt(id); }; if (!t->genBuildingRequirements(ID).test(buildTest)) return EBuildingState::PREREQUIRES; if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN) return EBuildingState::CANT_BUILD_TODAY; //building limit //checking resources if(!building->resources.canBeAfforded(getPlayer(t->tempOwner)->resources)) return EBuildingState::NO_RESOURCES; //lack of res return EBuildingState::ALLOWED; }
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1)); return gs->guardingCreaturePosition(pos); }
int CPlayerSpecificInfoCallback::howManyTowns() const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return CGameInfoCallback::howManyTowns(*player); }
const CTown * CGameInfoCallback::getNativeTown(PlayerColor color) const { const PlayerSettings *ps = getPlayerSettings(color); ERROR_RET_VAL_IF(!ps, "There is no such player!", nullptr); return VLC->townh->factions[ps->castle]->town; }
TResources CPlayerSpecificInfoCallback::getResourceAmount() const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources()); return gs->players[*player].resources; }
int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return getResource(*player, type); }
TPlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const { const CGObjectInstance *obj = getObj(heroID); ERROR_RET_VAL_IF(!obj, "No such object!", -1); return obj->tempOwner; }
bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const { const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero); ERROR_RET_VAL_IF(!h, "That's not a hero!", false); ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false); InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC; if(hasAccess(h->tempOwner)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; if ( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && gs->curB) //if it's battle we can get enemy hero full data { if(gs->curB->playerHasAccessToHeroInfo(*player, h)) infoLevel = InfoAboutHero::EInfoLevel::INBATTLE; } if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject) { const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject); if(nullptr != selectedHero) if(selectedHero->hasVisions(hero, 1)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; } dest.initFromHero(h, infoLevel); //DISGUISED bonus implementation bool disguiseFlag = (infoLevel == InfoAboutHero::EInfoLevel::DETAILED); if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES) { //todo: bonus cashing int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0)); auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info) { int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto & elem : info.army) { if(elem.second.type->AIValue > maxAIValue) { maxAIValue = elem.second.type->AIValue; mostStrong = elem.second.type; } } if(nullptr == mostStrong)//just in case logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Unable to select most strong stack" << disguiseLevel; else for(auto & elem : info.army) { elem.second.type = mostStrong; } }; auto doAdvancedDisguise = [disguiseFlag, &doBasicDisguise](InfoAboutHero & info) { doBasicDisguise(info); for(auto & elem : info.army) elem.second.count = 0; }; auto doExpertDisguise = [this,h](InfoAboutHero & info) { for(auto & elem : info.army) elem.second.count = 0; const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle; int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto creature : VLC->creh->creatures) { if(creature->faction == factionIndex && creature->AIValue > maxAIValue) { maxAIValue = creature->AIValue; mostStrong = creature; } } if(nullptr != mostStrong) //possible, faction may have no creatures at all for(auto & elem : info.army) elem.second.type = mostStrong; }; switch (disguiseLevel) { case 0: //no bonus at all - do nothing break; case 1: doBasicDisguise(dest); break; case 2: doAdvancedDisguise(dest); break; case 3: doExpertDisguise(dest); break; default: //invalid value logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value " << disguiseLevel; break; } } return true; }
int CGameInfoCallback::howManyTowns(TPlayerColor Player) const { ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1); return gs->players[Player].towns.size(); }
const CTown * CGameInfoCallback::getNativeTown(TPlayerColor color) const { const PlayerSettings *ps = getPlayerSettings(color); ERROR_RET_VAL_IF(!ps, "There is no such player!", NULL); return &VLC->townh->towns[ps->castle]; }
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const { //boost::shared_lock<boost::shared_mutex> lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return getHeroCount(*player,includeGarrisoned); }
const CGHeroInstance* CGameInfoCallback::getSelectedHero( TPlayerColor Player ) const { const PlayerState *p = getPlayer(Player); ERROR_RET_VAL_IF(!p, "No player info!", NULL); return getHero(p->currentSelection); }
const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const { ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", NULL); return getObj(gs->map->questIdentifierToId[identifier]); }