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advancement.cpp
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1 /*
2  Copyright (C) 2016 - 2017 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()
28 #include "gui/widgets/window.hpp" //gui2::window::OK
29 #include "log.hpp"
30 #include "play_controller.hpp" //resources::controller
31 #include "random.hpp"
32 #include "resources.hpp"
33 #include "statistics.hpp"
34 #include "synced_user_choice.hpp"
35 #include "units/unit.hpp"
36 #include "units/abilities.hpp"
38 #include "units/udisplay.hpp"
39 #include "units/helper.hpp" //number_of_possible_advances
40 #include "whiteboard/manager.hpp"
41 
42 static lg::log_domain log_engine("engine");
43 #define DBG_NG LOG_STREAM(debug, log_engine)
44 #define LOG_NG LOG_STREAM(info, log_engine)
45 #define WRN_NG LOG_STREAM(err, log_engine)
46 #define ERR_NG LOG_STREAM(err, log_engine)
47 
48 static lg::log_domain log_config("config");
49 #define LOG_CF LOG_STREAM(info, log_config)
50 
51 static lg::log_domain log_display("display");
52 #define LOG_DP LOG_STREAM(info, log_display)
53 
54 
55 namespace
56 {
57  int advance_unit_dialog(const map_location &loc)
58  {
59  const unit& u = *resources::gameboard->units().find(loc);
60  std::vector<unit_const_ptr> previews;
61 
62  for (const std::string& advance : u.advances_to()) {
63  preferences::encountered_units().insert(advance);
64  previews.push_back(get_advanced_unit(u, advance));
65  }
66 
67  size_t num_real_advances = previews.size();
68  bool always_display = false;
69 
70  for (const config& advance : u.get_modification_advances()) {
71  if (advance["always_display"]) {
72  always_display = true;
73  }
74  previews.push_back(get_amla_unit(u, advance));
75  }
76 
77  if (previews.size() > 1 || always_display) {
78  gui2::dialogs::unit_advance dlg(previews, num_real_advances);
79 
81 
82  if (dlg.get_retval() == gui2::window::OK) {
83  return dlg.get_selected_index();
84  }
85 
86  // This should be unreachable, since canceling is disabled for the dialog
87  assert(false && "Unit advance dialog was cancelled, which should be impossible.");
88  }
89 
90  return 0;
91  }
92 
93  bool animate_unit_advancement(const map_location &loc, size_t choice, const bool &fire_event, const bool animate)
94  {
95  const events::command_disabler cmd_disabler;
96 
98  if (u == resources::gameboard->units().end()) {
99  LOG_DP << "animate_unit_advancement suppressed: invalid unit\n";
100  return false;
101  }
102  else if (!u->advances()) {
103  LOG_DP << "animate_unit_advancement suppressed: unit does not advance\n";
104  return false;
105  }
106 
107  const std::vector<std::string>& options = u->advances_to();
108  std::vector<config> mod_options = u->get_modification_advances();
109 
110  if (choice >= options.size() + mod_options.size()) {
111  LOG_DP << "animate_unit_advancement suppressed: invalid option\n";
112  return false;
113  }
114 
115  // When the unit advances, it fades to white, and then switches
116  // to the new unit, then fades back to the normal color
117 
118  if (animate && !resources::screen->video().update_locked()) {
119  unit_animator animator;
120  bool with_bars = true;
121  animator.add_animation(&*u, "levelout", u->get_location(), map_location(), 0, with_bars);
122  animator.start_animations();
123  animator.wait_for_end();
124  }
125 
126  if (choice < options.size()) {
127  // chosen_unit is not a reference, since the unit may disappear at any moment.
128  std::string chosen_unit = options[choice];
129  ::advance_unit(loc, chosen_unit, fire_event);
130  }
131  else {
132  const config &mod_option = mod_options[choice - options.size()];
133  ::advance_unit(loc, &mod_option, fire_event);
134  }
135 
136  u = resources::gameboard->units().find(loc);
138 
139  if (animate && u != resources::gameboard->units().end() && !resources::screen->video().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();
147  events::pump();
148  }
149 
152 
153  return true;
154  }
155 
156  class unit_advancement_choice : public mp_sync::user_choice
157  {
158  public:
159  unit_advancement_choice(const map_location& loc, int total_opt, int side_num, const ai::unit_advancements_aspect* ai_advancement, bool force_dialog)
160  : loc_ (loc), nb_options_(total_opt), side_num_(side_num), ai_advancement_(ai_advancement), force_dialog_(force_dialog)
161  {
162  }
163 
164  virtual ~unit_advancement_choice()
165  {
166  }
167 
168  virtual config query_user(int /*side*/) const
169  {
170  //the 'side' parameter might differ from side_num_-
171  int res = 0;
172  team t = resources::gameboard->get_team(side_num_);
173  //i wonder how this got included here ?
174  bool is_mp = resources::controller->is_networked_mp();
175  bool is_current_side = resources::controller->current_side() == side_num_;
176  //note, that the advancements for networked sides are also determined on the current playing side.
177 
178  //to make mp games equal we only allow selecting advancements to the current side.
179  //otherwise we'd give an unfair advantage to the side that hosts ai sides if units advance during ai turns.
180  if(!CVideo::get_singleton().non_interactive() && (force_dialog_ || (t.is_local_human() && !t.is_idle() && (is_current_side || !is_mp))))
181  {
182  res = advance_unit_dialog(loc_);
183  }
184  else if(t.is_local_ai() || t.is_network_ai() || t.is_empty())
185  {
186  res = rand() % nb_options_;
187 
188  //if ai_advancement_ is the default advancement the following code will
189  //have no effect because get_advancements returns an empty list.
190  if(ai_advancement_ != nullptr)
191  {
193  const std::vector<std::string>& options = u->advances_to();
194  const std::vector<std::string>& allowed = ai_advancement_->get_advancements(u);
195 
196  for(std::vector<std::string>::const_iterator a = options.begin(); a != options.end(); ++a) {
197  if (std::find(allowed.begin(), allowed.end(), *a) != allowed.end()){
198  res = a - options.begin();
199  break;
200  }
201  }
202  }
203 
204  }
205  else
206  {
207  //we are in the situation, that the unit is owned by a human, but he's not allowed to do this decision.
208  //because it's a mp game and it's not his turn.
209  //note that it doesn't matter whether we call randomness::generator->next_random() or rand().
210  res = randomness::generator->get_random_int(0, nb_options_-1);
211  }
212  LOG_NG << "unit at position " << loc_ << "choose advancement number " << res << "\n";
213  config retv;
214  retv["value"] = res;
215  return retv;
216 
217  }
218  virtual config random_choice(int /*side*/) const
219  {
220  config retv;
221  retv["value"] = 0;
222  return retv;
223  }
224  virtual std::string description() const
225  {
226  return "an advancement choice";
227  }
228  private:
229  const map_location loc_;
230  int nb_options_;
231  int side_num_;
232  const ai::unit_advancements_aspect* ai_advancement_;
233  bool force_dialog_;
234  };
235 }
236 
237 /*
238 advances the unit and stores data in the replay (or reads data from replay).
239 */
241 {
242  //i just don't want infinite loops...
243  // the 20 is picked rather randomly.
244  for(int advacment_number = 0; advacment_number < 20; advacment_number++)
245  {
247  //this implies u.valid()
249  return;
250  }
251 
252  if(params.fire_events_)
253  {
254  LOG_NG << "Firing pre advance event at " << params.loc_ <<".\n";
255  resources::game_events->pump().fire("pre_advance", params.loc_);
256  //TODO: maybe use id instead of location here ?.
257  u = resources::gameboard->units().find(params.loc_);
259  {
260  LOG_NG << "pre advance event aborted advancing.\n";
261  return;
262  }
263  }
264  //we don't want to let side 1 decide it during start/prestart.
265  int side_for = resources::gamedata->phase() == game_data::PLAY ? 0: u->side();
267  unit_advancement_choice(params.loc_, unit_helper::number_of_possible_advances(*u), u->side(), params.ai_advancements_, params.force_dialog_), side_for);
268  //calls actions::advance_unit.
269  bool result = animate_unit_advancement(params.loc_, selected["value"], params.fire_events_, params.animate_);
270 
271  DBG_NG << "animate_unit_advancement result = " << result << std::endl;
272  u = resources::gameboard->units().find(params.loc_);
273  // level 10 unit gives 80 XP and the highest mainline is level 5
274  if (u.valid() && u->experience() > 80)
275  {
276  WRN_NG << "Unit has too many (" << u->experience() << ") XP left; cascade leveling goes on still." << std::endl;
277  }
278  }
279  ERR_NG << "unit at " << params.loc_ << "tried to advance more than 20 times. Advancing was aborted" << std::endl;
280 }
281 
282 unit_ptr get_advanced_unit(const unit &u, const std::string& advance_to)
283 {
284  const unit_type *new_type = unit_types.find(advance_to);
285  if (!new_type) {
286  throw game::game_error("Could not find the unit being advanced"
287  " to: " + advance_to);
288  }
289  unit_ptr new_unit(new unit(u));
290  new_unit->set_experience(new_unit->experience_overflow());
291  new_unit->advance_to(*new_type);
292  new_unit->heal_fully();
293  new_unit->set_state(unit::STATE_POISONED, false);
294  new_unit->set_state(unit::STATE_SLOWED, false);
295  new_unit->set_state(unit::STATE_PETRIFIED, false);
296  new_unit->set_user_end_turn(false);
297  new_unit->set_hidden(false);
298  return new_unit;
299 }
300 
301 
302 /**
303  * Returns the AMLA-advanced version of a unit (with traits and items retained).
304  */
305 unit_ptr get_amla_unit(const unit &u, const config &mod_option)
306 {
307  unit_ptr amla_unit(new unit(u));
308  amla_unit->set_experience(amla_unit->experience_overflow());
309  amla_unit->add_modification("advancement", mod_option);
310  return amla_unit;
311 }
312 
313 
314 void advance_unit(map_location loc, const advancement_option &advance_to, bool fire_event)
315 {
317  if(!u.valid()) {
318  return;
319  }
320  // original_type is not a reference, since the unit may disappear at any moment.
321  std::string original_type = u->type_id();
322 
323  // "advance" event.
324  if(fire_event)
325  {
326  LOG_NG << "Firing advance event at " << loc <<".\n";
327  resources::game_events->pump().fire("advance",loc);
328 
329  if (!u.valid() || u->experience() < u->max_experience() ||
330  u->type_id() != original_type)
331  {
332  LOG_NG << "WML has invalidated the advancing unit. Aborting.\n";
333  return;
334  }
335  // In case WML moved the unit:
336  loc = u->get_location();
337  }
338 
339  // This is not normally necessary, but if a unit loses power when leveling
340  // (e.g. loses "jamming" or ambush), it could be discovered as a result of
341  // the advancement.
342  std::vector<int> not_seeing = actions::get_sides_not_seeing(*u);
343 
344  // Create the advanced unit.
345  bool use_amla = boost::get<std::string>(&advance_to) == nullptr;
346  unit_ptr new_unit = use_amla ? get_amla_unit(*u, *boost::get<const config*>(advance_to)) :
347  get_advanced_unit(*u, boost::get<std::string>(advance_to));
348  new_unit->set_location(loc);
349  if ( !use_amla )
350  {
351  statistics::advance_unit(*new_unit);
352  preferences::encountered_units().insert(new_unit->type_id());
353  LOG_CF << "Added '" << new_unit->type_id() << "' to the encountered units.\n";
354  }
356  resources::whiteboard->on_kill_unit();
357  u = resources::gameboard->units().insert(new_unit).first;
358 
359  // Update fog/shroud.
360  actions::shroud_clearer clearer;
361  clearer.clear_unit(loc, *new_unit);
362 
363  // "post_advance" event.
364  if(fire_event)
365  {
366  LOG_NG << "Firing post_advance event at " << loc << ".\n";
367  resources::game_events->pump().fire("post_advance",loc);
368  }
369 
370  // "sighted" event(s).
371  clearer.fire_events();
372  if ( u.valid() )
373  actions::actor_sighted(*u, &not_seeing);
374 
375  resources::whiteboard->on_gamestate_change();
376 }
play_controller * controller
Definition: resources.cpp:21
bool is_local_ai() const
Definition: team.hpp:265
virtual std::string description() const
config get_user_choice(const std::string &name, const user_choice &uch, int side=0)
Dialog is closed with ok button.
Definition: window.hpp:111
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.
PHASE phase() const
Definition: game_data.hpp:76
virtual const unit_map & units() const
Definition: game_board.hpp:97
std::vector< char_t > string
const ai::unit_advancements_aspect * ai_advancements_
Definition: advancement.hpp:50
#define WRN_NG
Definition: advancement.cpp:45
void start_animations()
Definition: animation.cpp:1384
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:2981
This class represents a single unit of a specific type.
Definition: unit.hpp:101
bool clear_unit(const map_location &view_loc, team &view_team, 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, size_t *enemy_count=nullptr, 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
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
game_display * screen
Definition: resources.cpp:27
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:1326
This file contains the window object, this object is a top level container which has the event manage...
const std::vector< std::string > & advances_to() const
Gets the possible types this unit can advance to on level-up.
Definition: unit.hpp:145
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
The unit is poisoned - it loses health each turn.
Definition: unit.hpp:722
unit_type_data unit_types
Definition: types.cpp:1455
The unit is petrified - it cannot move or be attacked.
Definition: unit.hpp:723
#define ERR_NG
Definition: advancement.cpp:46
static CVideo & get_singleton()
Definition: video.hpp:50
virtual void draw()
Draws invalidated items.
Definition: display.cpp:2432
map_location loc_
Definition: advancement.hpp:49
static lg::log_domain log_config("config")
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:43
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:43
map_location loc_
boost::variant< std::string, const config * > advancement_option
Definition: advancement.hpp:66
const config & options()
Definition: game.cpp:570
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:44
team & get_team(int i)
Definition: game_board.hpp:94
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.
int current_side() const
Returns the number of the side whose turn it is.
The unit is slowed - it moves slower and does less damage.
Definition: unit.hpp:721
game_board * gameboard
Definition: resources.cpp:20
Interface for querying local choices.
std::string selected
bool is_local_human() const
Definition: team.hpp:264
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:2971
game_events::manager * game_events
Definition: resources.cpp:24
std::vector< config > get_modification_advances() const
Gets any non-typed advanced options set by modifications.
Definition: unit.cpp:1660
virtual config query_user(int side) const =0
void pump()
Definition: events.cpp:409
advances the unit at loc if it has enough experience, maximum 20 times.
Definition: advancement.hpp:40
Encapsulates the map of the game.
Definition: location.hpp:40
std::shared_ptr< wb::manager > whiteboard
Definition: resources.cpp:35
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 'advance_to'.
#define LOG_CF
Definition: advancement.cpp:49
Define the game'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
bool show(CVideo &video, const unsigned auto_close_time=0)
Shows the window.
std::set< std::string > & encountered_units()
Definition: game.cpp:942
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:57
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:493
size_t erase(const map_location &l)
Erases the unit at location l, if any.
Definition: map.cpp:298
boost::intrusive_ptr< unit > unit_ptr
Definition: ptr.hpp:29
double t
Definition: astarsearch.cpp:64
bool is_empty() const
Definition: team.hpp:256
bool find(E event, F functor)
Tests whether an event handler is available.
void set_all_standing()
Definition: animation.cpp:1500
bool is_idle() const
Definition: team.hpp:282
Standard logging facilities (interface).
bool is_network_ai() const
Definition: team.hpp:267
Class to encapsulate fog/shroud clearing and the resultant sighted events.
Definition: vision.hpp:57
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:1273
game_events::wml_event_pump & pump()
Definition: manager.cpp:217
unit_iterator find(size_t id)
Definition: map.cpp:311
virtual bool is_networked_mp() const
bool valid() const
Definition: map.hpp:276
static lg::log_domain log_engine("engine")
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:93
std::vector< int > get_sides_not_seeing(const unit &target)
Returns the sides that cannot currently see target.
Definition: vision.cpp:595
unit_map * units
Definition: resources.cpp:34
Display units performing various actions: moving, attacking, and dying.
#define LOG_DP
Definition: advancement.cpp:52
void wait_for_end() const
Definition: animation.cpp:1443
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
#define LOG_NG
Definition: advancement.cpp:44