The Battle for Wesnoth  1.15.2+dev
advancement.cpp
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1 /*
2  Copyright (C) 2016 - 2018 by the Battle for Wesnoth Project https://www.wesnoth.org/
3 
4  This program is free software; you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation; either version 2 of the License, or
7  (at your option) any later version.
8  This program is distributed in the hope that it will be useful,
9  but WITHOUT ANY WARRANTY.
10 
11  See the COPYING file for more details.
12 */
13 
14 /**
15  * @file
16  * Fighting.
17  */
18 
19 #include "actions/advancement.hpp"
20 
21 #include "actions/vision.hpp"
22 
23 #include "ai/manager.hpp" // for manager, holder
25 #include "game_events/pump.hpp"
26 #include "preferences/game.hpp"
27 #include "game_data.hpp" //resources::gamedata->phase()
28 #include "gettext.hpp"
30 #include "log.hpp"
31 #include "play_controller.hpp" //resources::controller
32 #include "random.hpp"
33 #include "resources.hpp"
34 #include "statistics.hpp"
35 #include "synced_user_choice.hpp"
36 #include "units/unit.hpp"
37 #include "units/abilities.hpp"
39 #include "units/udisplay.hpp"
40 #include "units/helper.hpp" //number_of_possible_advances
41 #include "whiteboard/manager.hpp"
42 
43 static lg::log_domain log_engine("engine");
44 #define DBG_NG LOG_STREAM(debug, log_engine)
45 #define LOG_NG LOG_STREAM(info, log_engine)
46 #define WRN_NG LOG_STREAM(err, log_engine)
47 #define ERR_NG LOG_STREAM(err, log_engine)
48 
49 static lg::log_domain log_config("config");
50 #define LOG_CF LOG_STREAM(info, log_config)
51 
52 static lg::log_domain log_display("display");
53 #define LOG_DP LOG_STREAM(info, log_display)
54 
55 
56 namespace
57 {
58  int advance_unit_dialog(const map_location &loc)
59  {
60  const auto u_it = resources::gameboard->units().find(loc);
61  if(!u_it) {
62  ERR_NG << "advance_unit_dialog: unit not found\n";
63  return 0;
64  }
65  const unit& u = *u_it;
66  std::vector<unit_const_ptr> previews;
67 
68  for (const std::string& advance : u.advances_to()) {
69  preferences::encountered_units().insert(advance);
70  previews.push_back(get_advanced_unit(u, advance));
71  }
72 
73  std::size_t num_real_advances = previews.size();
74  bool always_display = false;
75 
76  for (const config& advance : u.get_modification_advances()) {
77  if (advance["always_display"]) {
78  always_display = true;
79  }
80  previews.push_back(get_amla_unit(u, advance));
81  }
82 
83  if (previews.size() > 1 || always_display) {
84  gui2::dialogs::unit_advance dlg(previews, num_real_advances);
85 
86  if(dlg.show()) {
87  return dlg.get_selected_index();
88  }
89 
90  // This should be unreachable, since canceling is disabled for the dialog
91  assert(false && "Unit advance dialog was cancelled, which should be impossible.");
92  }
93 
94  return 0;
95  }
96 
97  bool animate_unit_advancement(const map_location &loc, std::size_t choice, const bool &fire_event, const bool animate)
98  {
99  const events::command_disabler cmd_disabler;
100 
102  if (u == resources::gameboard->units().end()) {
103  LOG_DP << "animate_unit_advancement suppressed: invalid unit\n";
104  return false;
105  }
106  else if (!u->advances()) {
107  LOG_DP << "animate_unit_advancement suppressed: unit does not advance\n";
108  return false;
109  }
110 
111  const std::vector<std::string>& options = u->advances_to();
112  std::vector<config> mod_options = u->get_modification_advances();
113 
114  assert(options.size() + mod_options.size() > 0);
115  if (choice >= options.size() + mod_options.size()) {
116  LOG_DP << "animate_unit_advancement: invalid option, using first option\n";
117  choice = 0;
118  }
119 
120  // When the unit advances, it fades to white, and then switches
121  // to the new unit, then fades back to the normal color
122 
123  if (animate && !CVideo::get_singleton().update_locked()) {
124  unit_animator animator;
125  bool with_bars = true;
126  animator.add_animation(&*u, "levelout", u->get_location(), map_location(), 0, with_bars);
127  animator.start_animations();
128  animator.wait_for_end();
129  }
130 
131  if (choice < options.size()) {
132  // chosen_unit is not a reference, since the unit may disappear at any moment.
133  std::string chosen_unit = options[choice];
134  ::advance_unit(loc, chosen_unit, fire_event);
135  }
136  else {
137  const config &mod_option = mod_options[choice - options.size()];
138  ::advance_unit(loc, &mod_option, fire_event);
139  }
140 
141  u = resources::gameboard->units().find(loc);
143 
144  if (animate && u != resources::gameboard->units().end() && !CVideo::get_singleton().update_locked()) {
145  unit_animator animator;
146  animator.add_animation(&*u, "levelin", u->get_location(), map_location(), 0, true);
147  animator.start_animations();
148  animator.wait_for_end();
149  animator.set_all_standing();
151  events::pump();
152  }
153 
155 
156  return true;
157  }
158 
159  int get_advancement_index(const unit& u, const std::string& id)
160  {
161  const std::vector<std::string>& type_options = u.advances_to();
162  {
163  auto pick_iter = std::find(type_options.begin(), type_options.end(), id);
164  if(pick_iter != type_options.end()) {
165  return std::distance(type_options.begin(), pick_iter);
166  }
167  }
168  {
169  auto amla_options = u.get_modification_advances();
170  auto pick_iter = std::find_if(amla_options.begin(), amla_options.end(), [&](const config& adv){
171  return adv["id"].str() == id;
172  });
173  if(pick_iter != amla_options.end()) {
174  return type_options.size() + std::distance(amla_options.begin(), pick_iter);
175  }
176  }
177  return -1;
178  }
179 
180  class unit_advancement_choice : public mp_sync::user_choice
181  {
182  public:
183  unit_advancement_choice(const map_location& loc, int total_opt, int side_num, bool force_dialog)
184  : loc_ (loc), nb_options_(total_opt), side_num_(side_num), force_dialog_(force_dialog)
185  {
186  }
187 
188  virtual ~unit_advancement_choice()
189  {
190  }
191 
192  virtual config query_user(int /*side*/) const
193  {
194  //the 'side' parameter might differ from side_num_-
195  int res = 0;
196  team t = resources::gameboard->get_team(side_num_);
197  //i wonder how this got included here ?
198  bool is_mp = resources::controller->is_networked_mp();
199  bool is_current_side = resources::controller->current_side() == side_num_;
200  //note, that the advancements for networked sides are also determined on the current playing side.
201 
202  //to make mp games equal we only allow selecting advancements to the current side.
203  //otherwise we'd give an unfair advantage to the side that hosts ai sides if units advance during ai turns.
204  if(!CVideo::get_singleton().non_interactive() && (force_dialog_ || (t.is_local_human() && !t.is_droid() && !t.is_idle() && (is_current_side || !is_mp))))
205  {
206  res = advance_unit_dialog(loc_);
207  }
208  else if(t.is_local_ai() || t.is_network_ai() || t.is_empty())
209  {
210  res = randomness::generator->get_random_int(0, nb_options_-1);
211 
213  //if ai_advancement_ is the default advancement the following code will
214  //have no effect because get_advancements returns an empty list.
216  if(!u) {
217  ERR_NG << "unit_advancement_choice: unit not found\n";
218  return config{};
219  }
220 
221  std::vector<std::string> allowed = ai_advancement.get_advancements(u);
222  if(!allowed.empty()){
223  std::string pick = allowed[randomness::generator->get_random_int(0, allowed.size() - 1)];
224  int res_new = get_advancement_index(*u, pick);
225  if(res_new != -1) {
226  res = res_new;
227  }
228  }
229  }
230  else
231  {
232  //we are in the situation, that the unit is owned by a human, but he's not allowed to do this decision.
233  //because it's a mp game and it's not his turn.
234  //note that it doesn't matter whether we call randomness::generator->next_random() or rand().
235  res = randomness::generator->get_random_int(0, nb_options_-1);
236  }
237  LOG_NG << "unit at position " << loc_ << "choose advancement number " << res << "\n";
238  config retv;
239  retv["value"] = res;
240  return retv;
241 
242  }
243  virtual config random_choice(int /*side*/) const
244  {
245  config retv;
246  retv["value"] = 0;
247  return retv;
248  }
249  virtual std::string description() const
250  {
251  // TRANSLATORS: In networked games, when one player has the choice
252  // between multiple advancements of a unit, this text is sent to
253  // other players. It will be embedded within a message.
254  return _("waiting for^an advancement choice");
255  }
256  private:
257  const map_location loc_;
258  int nb_options_;
259  int side_num_;
260  bool force_dialog_;
261  };
262 }
263 
264 /*
265 advances the unit and stores data in the replay (or reads data from replay).
266 */
268 {
269  //i just don't want infinite loops...
270  // the 20 is picked rather randomly.
271  for(int advacment_number = 0; advacment_number < 20; advacment_number++)
272  {
274  //this implies u.valid()
276  return;
277  }
278 
279  if(params.fire_events_)
280  {
281  LOG_NG << "Firing pre advance event at " << params.loc_ <<".\n";
282  resources::game_events->pump().fire("pre_advance", params.loc_);
283  //TODO: maybe use id instead of location here ?.
284  u = resources::gameboard->units().find(params.loc_);
286  {
287  LOG_NG << "pre advance event aborted advancing.\n";
288  return;
289  }
290  }
291  //we don't want to let side 1 decide it during start/prestart.
292  int side_for = resources::gamedata->phase() == game_data::PLAY ? 0: u->side();
294  unit_advancement_choice(params.loc_, unit_helper::number_of_possible_advances(*u), u->side(), params.force_dialog_), side_for);
295  //calls actions::advance_unit.
296  bool result = animate_unit_advancement(params.loc_, selected["value"], params.fire_events_, params.animate_);
297 
298  DBG_NG << "animate_unit_advancement result = " << result << std::endl;
299  u = resources::gameboard->units().find(params.loc_);
300  // level 10 unit gives 80 XP and the highest mainline is level 5
301  if (u.valid() && u->experience() > 80)
302  {
303  WRN_NG << "Unit has too many (" << u->experience() << ") XP left; cascade leveling goes on still." << std::endl;
304  }
305  }
306  ERR_NG << "unit at " << params.loc_ << " tried to advance more than 20 times. Advancing was aborted" << std::endl;
307 }
308 
309 unit_ptr get_advanced_unit(const unit &u, const std::string& advance_to)
310 {
311  const unit_type *new_type = unit_types.find(advance_to);
312  if (!new_type) {
313  throw game::game_error("Could not find the unit being advanced"
314  " to: " + advance_to);
315  }
316  unit_ptr new_unit = u.clone();
317  new_unit->set_experience(new_unit->experience_overflow());
318  new_unit->advance_to(*new_type);
319  new_unit->heal_fully();
320  new_unit->set_state(unit::STATE_POISONED, false);
321  new_unit->set_state(unit::STATE_SLOWED, false);
322  new_unit->set_state(unit::STATE_PETRIFIED, false);
323  new_unit->set_user_end_turn(false);
324  new_unit->set_hidden(false);
325  return new_unit;
326 }
327 
328 
329 /**
330  * Returns the AMLA-advanced version of a unit (with traits and items retained).
331  */
332 unit_ptr get_amla_unit(const unit &u, const config &mod_option)
333 {
334  unit_ptr amla_unit = u.clone();
335  amla_unit->set_experience(amla_unit->experience_overflow());
336  amla_unit->add_modification("advancement", mod_option);
337  return amla_unit;
338 }
339 
340 
341 void advance_unit(map_location loc, const advancement_option &advance_to, bool fire_event)
342 {
344  if(!u.valid()) {
345  return;
346  }
347  // original_type is not a reference, since the unit may disappear at any moment.
348  std::string original_type = u->type_id();
349 
350  // "advance" event.
351  if(fire_event)
352  {
353  LOG_NG << "Firing advance event at " << loc <<".\n";
354  resources::game_events->pump().fire("advance",loc);
355 
356  if (!u.valid() || u->experience() < u->max_experience() ||
357  u->type_id() != original_type)
358  {
359  LOG_NG << "WML has invalidated the advancing unit. Aborting.\n";
360  return;
361  }
362  // In case WML moved the unit:
363  loc = u->get_location();
364  }
365 
366  // This is not normally necessary, but if a unit loses power when leveling
367  // (e.g. loses "jamming" or ambush), it could be discovered as a result of
368  // the advancement.
369  std::vector<int> not_seeing = actions::get_sides_not_seeing(*u);
370 
371  // Create the advanced unit.
372  bool use_amla = boost::get<std::string>(&advance_to) == nullptr;
373  unit_ptr new_unit = use_amla ? get_amla_unit(*u, *boost::get<const config*>(advance_to)) :
374  get_advanced_unit(*u, boost::get<std::string>(advance_to));
375  new_unit->set_location(loc);
376  if ( !use_amla )
377  {
378  statistics::advance_unit(*new_unit);
379  preferences::encountered_units().insert(new_unit->type_id());
380  LOG_CF << "Added '" << new_unit->type_id() << "' to the encountered units.\n";
381  }
382  u->anim_comp().clear_haloes();
384  resources::whiteboard->on_kill_unit();
385  u = resources::gameboard->units().insert(new_unit).first;
386 
387  // Update fog/shroud.
388  actions::shroud_clearer clearer;
389  clearer.clear_unit(loc, *new_unit);
390 
391  // "post_advance" event.
392  if(fire_event)
393  {
394  LOG_NG << "Firing post_advance event at " << loc << ".\n";
395  resources::game_events->pump().fire("post_advance",loc);
396  }
397 
398  // "sighted" event(s).
399  clearer.fire_events();
400  if ( u.valid() )
401  actions::actor_sighted(*u, &not_seeing);
402 
403  resources::whiteboard->on_gamestate_change();
404 }
bool is_local_ai() const
Definition: team.hpp:268
play_controller * controller
Definition: resources.cpp:21
void wait_for_end() const
Definition: animation.cpp:1442
config get_user_choice(const std::string &name, const user_choice &uch, int side=0)
bool update_locked() const
Whether the screen has been &#39;locked&#39; or not.
Definition: video.cpp:344
bool is_empty() const
Definition: team.hpp:259
static display * get_singleton()
Returns the display object if a display object exists.
Definition: display.hpp:88
#define WRN_NG
Definition: advancement.cpp:46
const unit_type * find(const std::string &key, unit_type::BUILD_STATUS status=unit_type::FULL) const
Finds a unit_type by its id() and makes sure it is built to the specified level.
Definition: types.cpp:1271
void start_animations()
Definition: animation.cpp:1383
virtual const unit_map & units() const override
Definition: game_board.hpp:114
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:2998
This class represents a single unit of a specific type.
Definition: unit.hpp:99
Various functions implementing vision (through fog of war and shroud).
static manager & get_singleton()
Definition: manager.hpp:151
umap_retval_pair_t insert(unit_ptr p)
Inserts the unit pointed to by p into the map.
Definition: map.cpp:135
bool will_certainly_advance(const unit_map::iterator &u)
Encapsulates the logic for deciding whether an iterator u points to a unit that can advance...
Definition: helper.cpp:30
void add_animation(const unit *animated_unit, const unit_animation *animation, const map_location &src=map_location::null_location(), bool with_bars=false, const std::string &text="", const color_t text_color={0, 0, 0})
Definition: animation.cpp:1325
bool is_idle() const
Definition: team.hpp:285
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
unit_ptr clone() const
Definition: unit.hpp:174
The unit is poisoned - it loses health each turn.
Definition: unit.hpp:832
bool is_network_ai() const
Definition: team.hpp:270
unit_type_data unit_types
Definition: types.cpp:1529
The unit is petrified - it cannot move or be attacked.
Definition: unit.hpp:833
#define ERR_NG
Definition: advancement.cpp:47
static CVideo & get_singleton()
Definition: video.hpp:43
virtual std::string description() const
std::size_t erase(const map_location &l)
Erases the unit at location l, if any.
Definition: map.cpp:298
map_location loc_
Definition: advancement.hpp:45
static lg::log_domain log_config("config")
bool show(const unsigned auto_close_time=0)
Shows the window.
unit_ptr get_advanced_unit(const unit &u, const std::string &advance_to)
Returns the advanced version of a unit (with traits and items retained).
virtual config random_choice(int side) const =0
A single unit type that the player may recruit.
Definition: types.hpp:42
game_data * gamedata
Definition: resources.cpp:22
unit_ptr get_amla_unit(const unit &u, const config &mod_option)
Returns the AMLA-advanced version of a unit (with traits and items retained).
#define DBG_NG
Definition: advancement.cpp:44
map_location loc_
bool clear_unit(const map_location &view_loc, team &view_team, std::size_t viewer_id, int sight_range, bool slowed, const movetype::terrain_costs &costs, const map_location &real_loc, const std::set< map_location > *known_units=nullptr, std::size_t *enemy_count=nullptr, std::size_t *friend_count=nullptr, move_unit_spectator *spectator=nullptr, bool instant=true)
Clears shroud (and fog) around the provided location for view_team based on sight_range, costs, and slowed.
Definition: vision.cpp:330
boost::variant< std::string, const config *> advancement_option
Definition: advancement.hpp:61
const std::vector< std::string > get_advancements(const unit_map::const_iterator &unit) const
const config & options()
Definition: game.cpp:593
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:91
team & get_team(int i)
Definition: game_board.hpp:104
game_events::pump_result_t fire_events()
Fires the sighted events that were earlier recorded by fog/shroud clearing.
Definition: vision.cpp:546
Various functions that implement advancements of units.
bool is_droid() const
Definition: team.hpp:284
The unit is slowed - it moves slower and does less damage.
Definition: unit.hpp:831
game_board * gameboard
Definition: resources.cpp:20
Interface for querying local choices.
std::string selected
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
Error used for any general game error, e.g.
Definition: game_errors.hpp:46
void invalidate_all()
Function to invalidate all tiles.
Definition: display.cpp:2991
game_events::manager * game_events
Definition: resources.cpp:24
virtual config query_user(int side) const =0
void pump()
Definition: events.cpp:475
advances the unit at loc if it has enough experience, maximum 20 times.
Definition: advancement.hpp:37
Encapsulates the map of the game.
Definition: location.hpp:42
unit_iterator find(std::size_t id)
Definition: map.cpp:311
std::shared_ptr< wb::manager > whiteboard
Definition: resources.cpp:33
void advance_unit(const unit &u)
Definition: statistics.cpp:677
void advance_unit(map_location loc, const advancement_option &advance_to, bool fire_event)
Function which will advance the unit at loc to &#39;advance_to&#39;.
virtual bool is_networked_mp() const
bool fire_event(const ui_event event, std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
#define LOG_CF
Definition: advancement.cpp:50
Define the game&#39;s event mechanism.
static lg::log_domain log_display("display")
int number_of_possible_advances(const unit &u)
Determines the total number of available advancements (of any kind) for a given unit.
Definition: helper.cpp:25
std::set< std::string > & encountered_units()
Definition: game.cpp:954
int get_random_int(int min, int max)
This helper method provides a random int from the underlying generator, using results of next_random...
Definition: random.hpp:51
void advance_unit_at(const advance_unit_params &params)
rng * generator
This generator is automatically synced during synced context.
Definition: random.cpp:60
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Definition: pump.cpp:486
const ai::unit_advancements_aspect & get_advancement_aspect_for_side(side_number side)
Definition: manager.cpp:718
bool is_local_human() const
Definition: team.hpp:267
boost::intrusive_ptr< unit > unit_ptr
Definition: ptr.hpp:29
double t
Definition: astarsearch.cpp:64
bool find(E event, F functor)
Tests whether an event handler is available.
void set_all_standing()
Definition: animation.cpp:1499
std::vector< config > get_modification_advances() const
Gets any non-typed advanced options set by modifications.
Definition: unit.cpp:1762
Standard logging facilities (interface).
int current_side() const
Returns the number of the side whose turn it is.
Class to encapsulate fog/shroud clearing and the resultant sighted events.
Definition: vision.hpp:58
game_events::wml_event_pump & pump()
Definition: manager.cpp:229
static lg::log_domain log_engine("engine")
PHASE phase() const
Definition: game_data.hpp:76
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
bool valid() const
Definition: map.hpp:276
const advances_to_t & advances_to() const
Gets the possible types this unit can advance to on level-up.
Definition: unit.hpp:204
std::vector< int > get_sides_not_seeing(const unit &target)
Returns the sides that cannot currently see target.
Definition: vision.cpp:595
Display units performing various actions: moving, attacking, and dying.
#define LOG_DP
Definition: advancement.cpp:53
game_events::pump_result_t actor_sighted(const unit &target, const std::vector< int > *cache)
Fires sighted events for the sides that can see target.
Definition: vision.cpp:622
static game_display * get_singleton()
#define LOG_NG
Definition: advancement.cpp:45