The Battle for Wesnoth  1.15.0-dev
advancement.cpp
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1 /*
2  Copyright (C) 2016 - 2018 by the Battle for Wesnoth Project http://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 
24 #include "game_events/pump.hpp"
25 #include "preferences/game.hpp"
26 #include "game_data.hpp" //resources::gamedata->phase()
27 #include "gettext.hpp"
29 #include "gui/widgets/retval.hpp" //gui2::retval::OK
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 unit& u = *resources::gameboard->units().find(loc);
61  std::vector<unit_const_ptr> previews;
62 
63  for (const std::string& advance : u.advances_to()) {
64  preferences::encountered_units().insert(advance);
65  previews.push_back(get_advanced_unit(u, advance));
66  }
67 
68  std::size_t num_real_advances = previews.size();
69  bool always_display = false;
70 
71  for (const config& advance : u.get_modification_advances()) {
72  if (advance["always_display"]) {
73  always_display = true;
74  }
75  previews.push_back(get_amla_unit(u, advance));
76  }
77 
78  if (previews.size() > 1 || always_display) {
79  gui2::dialogs::unit_advance dlg(previews, num_real_advances);
80 
81  dlg.show();
82 
83  if (dlg.get_retval() == gui2::retval::OK) {
84  return dlg.get_selected_index();
85  }
86 
87  // This should be unreachable, since canceling is disabled for the dialog
88  assert(false && "Unit advance dialog was cancelled, which should be impossible.");
89  }
90 
91  return 0;
92  }
93 
94  bool animate_unit_advancement(const map_location &loc, std::size_t choice, const bool &fire_event, const bool animate)
95  {
96  const events::command_disabler cmd_disabler;
97 
99  if (u == resources::gameboard->units().end()) {
100  LOG_DP << "animate_unit_advancement suppressed: invalid unit\n";
101  return false;
102  }
103  else if (!u->advances()) {
104  LOG_DP << "animate_unit_advancement suppressed: unit does not advance\n";
105  return false;
106  }
107 
108  const std::vector<std::string>& options = u->advances_to();
109  std::vector<config> mod_options = u->get_modification_advances();
110 
111  if (choice >= options.size() + mod_options.size()) {
112  LOG_DP << "animate_unit_advancement suppressed: invalid option\n";
113  return false;
114  }
115 
116  // When the unit advances, it fades to white, and then switches
117  // to the new unit, then fades back to the normal color
118 
119  if (animate && !CVideo::get_singleton().update_locked()) {
120  unit_animator animator;
121  bool with_bars = true;
122  animator.add_animation(&*u, "levelout", u->get_location(), map_location(), 0, with_bars);
123  animator.start_animations();
124  animator.wait_for_end();
125  }
126 
127  if (choice < options.size()) {
128  // chosen_unit is not a reference, since the unit may disappear at any moment.
129  std::string chosen_unit = options[choice];
130  ::advance_unit(loc, chosen_unit, fire_event);
131  }
132  else {
133  const config &mod_option = mod_options[choice - options.size()];
134  ::advance_unit(loc, &mod_option, fire_event);
135  }
136 
137  u = resources::gameboard->units().find(loc);
138 
139  if (animate && u != resources::gameboard->units().end() && !CVideo::get_singleton().update_locked()) {
140  unit_animator animator;
141  animator.add_animation(&*u, "levelin", u->get_location(), map_location(), 0, true);
142  animator.start_animations();
143  animator.wait_for_end();
144  animator.set_all_standing();
146  }
147 
148  return true;
149  }
150 
151  class unit_advancement_choice : public mp_sync::user_choice
152  {
153  public:
154  unit_advancement_choice(const map_location& loc, int total_opt, int side_num, const ai::unit_advancements_aspect* ai_advancement, bool force_dialog)
155  : loc_ (loc), nb_options_(total_opt), side_num_(side_num), ai_advancement_(ai_advancement), force_dialog_(force_dialog)
156  {
157  }
158 
159  virtual ~unit_advancement_choice()
160  {
161  }
162 
163  virtual config query_user(int /*side*/) const
164  {
165  //the 'side' parameter might differ from side_num_-
166  int res = 0;
167  team t = resources::gameboard->get_team(side_num_);
168  //i wonder how this got included here ?
169  bool is_mp = resources::controller->is_networked_mp();
170  bool is_current_side = resources::controller->current_side() == side_num_;
171  //note, that the advancements for networked sides are also determined on the current playing side.
172 
173  //to make mp games equal we only allow selecting advancements to the current side.
174  //otherwise we'd give an unfair advantage to the side that hosts ai sides if units advance during ai turns.
175  if(!CVideo::get_singleton().non_interactive() && (force_dialog_ || (t.is_local_human() && !t.is_droid() && !t.is_idle() && (is_current_side || !is_mp))))
176  {
177  res = advance_unit_dialog(loc_);
178  }
179  else if(t.is_local_ai() || t.is_network_ai() || t.is_empty())
180  {
181  res = randomness::generator->get_random_int(0, nb_options_-1);
182 
183  //if ai_advancement_ is the default advancement the following code will
184  //have no effect because get_advancements returns an empty list.
185  if(ai_advancement_ != nullptr)
186  {
188  const std::vector<std::string>& options = u->advances_to();
189  const std::vector<std::string>& allowed = ai_advancement_->get_advancements(u);
190 
191  for(std::vector<std::string>::const_iterator a = options.begin(); a != options.end(); ++a) {
192  if (std::find(allowed.begin(), allowed.end(), *a) != allowed.end()){
193  res = std::distance(options.begin(), a);
194  break;
195  }
196  }
197  }
198 
199  }
200  else
201  {
202  //we are in the situation, that the unit is owned by a human, but he's not allowed to do this decision.
203  //because it's a mp game and it's not his turn.
204  //note that it doesn't matter whether we call randomness::generator->next_random() or rand().
205  res = randomness::generator->get_random_int(0, nb_options_-1);
206  }
207  LOG_NG << "unit at position " << loc_ << "choose advancement number " << res << "\n";
208  config retv;
209  retv["value"] = res;
210  return retv;
211 
212  }
213  virtual config random_choice(int /*side*/) const
214  {
215  config retv;
216  retv["value"] = 0;
217  return retv;
218  }
219  virtual std::string description() const
220  {
221  return _("an advancement choice");
222  }
223  private:
224  const map_location loc_;
225  int nb_options_;
226  int side_num_;
227  const ai::unit_advancements_aspect* ai_advancement_;
228  bool force_dialog_;
229  };
230 }
231 
232 /*
233 advances the unit and stores data in the replay (or reads data from replay).
234 */
236 {
237  //i just don't want infinite loops...
238  // the 20 is picked rather randomly.
239  for(int advacment_number = 0; advacment_number < 20; advacment_number++)
240  {
242  //this implies u.valid()
244  return;
245  }
246 
247  if(params.fire_events_)
248  {
249  LOG_NG << "Firing pre advance event at " << params.loc_ <<".\n";
250  resources::game_events->pump().fire("pre_advance", params.loc_);
251  //TODO: maybe use id instead of location here ?.
252  u = resources::gameboard->units().find(params.loc_);
254  {
255  LOG_NG << "pre advance event aborted advancing.\n";
256  return;
257  }
258  }
259  //we don't want to let side 1 decide it during start/prestart.
260  int side_for = resources::gamedata->phase() == game_data::PLAY ? 0: u->side();
262  unit_advancement_choice(params.loc_, unit_helper::number_of_possible_advances(*u), u->side(), params.ai_advancements_, params.force_dialog_), side_for);
263  //calls actions::advance_unit.
264  bool result = animate_unit_advancement(params.loc_, selected["value"], params.fire_events_, params.animate_);
265 
266  DBG_NG << "animate_unit_advancement result = " << result << std::endl;
267  u = resources::gameboard->units().find(params.loc_);
268  // level 10 unit gives 80 XP and the highest mainline is level 5
269  if (u.valid() && u->experience() > 80)
270  {
271  WRN_NG << "Unit has too many (" << u->experience() << ") XP left; cascade leveling goes on still." << std::endl;
272  }
273  }
274  ERR_NG << "unit at " << params.loc_ << "tried to advance more than 20 times. Advancing was aborted" << std::endl;
275 }
276 
277 unit_ptr get_advanced_unit(const unit &u, const std::string& advance_to)
278 {
279  const unit_type *new_type = unit_types.find(advance_to);
280  if (!new_type) {
281  throw game::game_error("Could not find the unit being advanced"
282  " to: " + advance_to);
283  }
284  unit_ptr new_unit = u.clone();
285  new_unit->set_experience(new_unit->experience_overflow());
286  new_unit->advance_to(*new_type);
287  new_unit->heal_fully();
288  new_unit->set_state(unit::STATE_POISONED, false);
289  new_unit->set_state(unit::STATE_SLOWED, false);
290  new_unit->set_state(unit::STATE_PETRIFIED, false);
291  new_unit->set_user_end_turn(false);
292  new_unit->set_hidden(false);
293  return new_unit;
294 }
295 
296 
297 /**
298  * Returns the AMLA-advanced version of a unit (with traits and items retained).
299  */
300 unit_ptr get_amla_unit(const unit &u, const config &mod_option)
301 {
302  unit_ptr amla_unit = u.clone();
303  amla_unit->set_experience(amla_unit->experience_overflow());
304  amla_unit->add_modification("advancement", mod_option);
305  return amla_unit;
306 }
307 
308 
309 void advance_unit(map_location loc, const advancement_option &advance_to, bool fire_event)
310 {
312  if(!u.valid()) {
313  return;
314  }
315  // original_type is not a reference, since the unit may disappear at any moment.
316  std::string original_type = u->type_id();
317 
318  // "advance" event.
319  if(fire_event)
320  {
321  LOG_NG << "Firing advance event at " << loc <<".\n";
322  resources::game_events->pump().fire("advance",loc);
323 
324  if (!u.valid() || u->experience() < u->max_experience() ||
325  u->type_id() != original_type)
326  {
327  LOG_NG << "WML has invalidated the advancing unit. Aborting.\n";
328  return;
329  }
330  // In case WML moved the unit:
331  loc = u->get_location();
332  }
333 
334  // This is not normally necessary, but if a unit loses power when leveling
335  // (e.g. loses "jamming" or ambush), it could be discovered as a result of
336  // the advancement.
337  std::vector<int> not_seeing = actions::get_sides_not_seeing(*u);
338 
339  // Create the advanced unit.
340  bool use_amla = boost::get<std::string>(&advance_to) == nullptr;
341  unit_ptr new_unit = use_amla ? get_amla_unit(*u, *boost::get<const config*>(advance_to)) :
342  get_advanced_unit(*u, boost::get<std::string>(advance_to));
343  new_unit->set_location(loc);
344  if ( !use_amla )
345  {
346  statistics::advance_unit(*new_unit);
347  preferences::encountered_units().insert(new_unit->type_id());
348  LOG_CF << "Added '" << new_unit->type_id() << "' to the encountered units.\n";
349  }
350  u->anim_comp().clear_haloes();
352  resources::whiteboard->on_kill_unit();
353  u = resources::gameboard->units().insert(new_unit).first;
354 
355  // Update fog/shroud.
356  actions::shroud_clearer clearer;
357  clearer.clear_unit(loc, *new_unit);
358 
359  // "post_advance" event.
360  if(fire_event)
361  {
362  LOG_NG << "Firing post_advance event at " << loc << ".\n";
363  resources::game_events->pump().fire("post_advance",loc);
364  }
365 
366  // "sighted" event(s).
367  clearer.fire_events();
368  if ( u.valid() )
369  actions::actor_sighted(*u, &not_seeing);
370 
371  resources::whiteboard->on_gamestate_change();
372 }
bool is_local_ai() const
Definition: team.hpp:266
play_controller * controller
Definition: resources.cpp:21
void wait_for_end() const
Definition: animation.cpp:1391
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:292
bool is_empty() const
Definition: team.hpp:257
const ai::unit_advancements_aspect * ai_advancements_
Definition: advancement.hpp:48
#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:1275
void start_animations()
Definition: animation.cpp:1332
virtual const unit_map & units() const override
Definition: game_board.hpp:114
This class represents a single unit of a specific type.
Definition: unit.hpp:99
Various functions implementing vision (through fog of war and shroud).
umap_retval_pair_t insert(unit_ptr p)
Inserts the unit pointed to by p into the map.
Definition: map.cpp:135
#define a
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:1274
bool is_idle() const
Definition: team.hpp:283
const std::vector< std::string > & advances_to() const
Gets the possible types this unit can advance to on level-up.
Definition: unit.hpp:165
unit_ptr clone() const
Definition: unit.hpp:141
The unit is poisoned - it loses health each turn.
Definition: unit.hpp:742
bool is_network_ai() const
Definition: team.hpp:268
unit_type_data unit_types
Definition: types.cpp:1452
The unit is petrified - it cannot move or be attacked.
Definition: unit.hpp:743
#define ERR_NG
Definition: advancement.cpp:47
static CVideo & get_singleton()
Definition: video.hpp:48
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:47
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:319
boost::variant< std::string, const config *> advancement_option
Definition: advancement.hpp:64
const config & options()
Definition: game.cpp:569
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:89
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:535
Various functions that implement advancements of units.
bool is_droid() const
Definition: team.hpp:282
The unit is slowed - it moves slower and does less damage.
Definition: unit.hpp:741
game_board * gameboard
Definition: resources.cpp:20
Interface for querying local choices.
std::string selected
Error used for any general game error, e.g.
Definition: game_errors.hpp:46
game_events::manager * game_events
Definition: resources.cpp:24
virtual config query_user(int side) const =0
advances the unit at loc if it has enough experience, maximum 20 times.
Definition: advancement.hpp:38
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:540
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:941
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
bool is_local_human() const
Definition: team.hpp:265
boost::intrusive_ptr< unit > unit_ptr
Definition: ptr.hpp:29
double t
Definition: astarsearch.cpp:63
void set_all_standing()
Definition: animation.cpp:1448
std::vector< config > get_modification_advances() const
Gets any non-typed advanced options set by modifications.
Definition: unit.cpp:1664
Standard logging facilities (interface).
int current_side() const
Returns the number of the side whose turn it is.
void run_event_loop()
Definition: events.cpp:436
Class to encapsulate fog/shroud clearing and the resultant sighted events.
Definition: vision.hpp:57
game_events::wml_event_pump & pump()
Definition: manager.cpp:226
Dialog was closed with the OK button.
Definition: retval.hpp:34
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
std::vector< int > get_sides_not_seeing(const unit &target)
Returns the sides that cannot currently see target.
Definition: vision.cpp:582
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:609
#define LOG_NG
Definition: advancement.cpp:45