The Battle for Wesnoth  1.15.5+dev
game_state.cpp
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1 /*
2  Copyright (C) 2014 - 2018 by Chris Beck <render787@gmail.com>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 #include "game_state.hpp"
16 
17 #include "actions/undo.hpp"
18 #include "game_board.hpp"
19 #include "game_data.hpp"
20 #include "game_events/manager.hpp"
21 #include "log.hpp"
22 #include "map/map.hpp"
23 #include "pathfind/pathfind.hpp"
24 #include "pathfind/teleport.hpp"
25 #include "play_controller.hpp"
26 #include "preferences/game.hpp"
27 #include "random_deterministic.hpp"
28 #include "reports.hpp"
30 #include "synced_context.hpp"
31 #include "teambuilder.hpp"
32 #include "units/unit.hpp"
33 #include "whiteboard/manager.hpp"
35 
36 #include "utils/functional.hpp"
37 #include <SDL2/SDL_timer.h>
38 
39 #include <algorithm>
40 #include <set>
41 
42 static lg::log_domain log_engine("engine");
43 #define LOG_NG LOG_STREAM(info, log_engine)
44 #define DBG_NG LOG_STREAM(debug, log_engine)
45 #define ERR_NG LOG_STREAM(err, log_engine)
46 
48  gamedata_(level),
49  board_(tdata, level),
50  tod_manager_(level),
51  pathfind_manager_(new pathfind::manager(level)),
52  reports_(new reports()),
53  lua_kernel_(new game_lua_kernel(*this, pc, *reports_)),
54  ai_manager_(),
55  events_manager_(new game_events::manager()),
56  //TODO: this construct units (in dimiss undo action) but resrouces:: are not available yet,
57  // so we might want to move the innitialisation of undo_stack_ to game_state::init
58  undo_stack_(new actions::undo_list(level.child("undo_stack"))),
59  player_number_(level["playing_team"].to_int() + 1),
60  next_player_number_(level["next_player_number"].to_int(player_number_ + 1)),
61  do_healing_(level["do_healing"].to_bool(false)),
62  init_side_done_(level["init_side_done"].to_bool(false)),
63  start_event_fired_(!level["playing_team"].empty()),
64  server_request_number_(level["server_request_number"].to_int()),
65  first_human_team_(-1)
66 {
67  lua_kernel_->load_core();
68  if(const config& endlevel_cfg = level.child("end_level_data")) {
69  end_level_data el_data;
70  el_data.read(endlevel_cfg);
71  el_data.transient.carryover_report = false;
72  end_level_data_ = el_data;
73  }
74 }
75 
77  gamedata_(level),
78  board_(board),
79  tod_manager_(level),
80  pathfind_manager_(new pathfind::manager(level)),
81  reports_(new reports()),
82  lua_kernel_(new game_lua_kernel(*this, pc, *reports_)),
83  ai_manager_(),
84  events_manager_(new game_events::manager()),
85  player_number_(level["playing_team"].to_int() + 1),
86  next_player_number_(level["next_player_number"].to_int(player_number_ + 1)),
87  do_healing_(level["do_healing"].to_bool(false)),
89  init_side_done_(level["init_side_done"].to_bool(false)),
90  start_event_fired_(!level["playing_team"].empty()),
91  server_request_number_(level["server_request_number"].to_int()),
93 {
94  lua_kernel_->load_core();
95  events_manager_->read_scenario(level);
96  if(const config& endlevel_cfg = level.child("end_level_data")) {
97  end_level_data el_data;
98  el_data.read(endlevel_cfg);
99  el_data.transient.carryover_report = false;
100  end_level_data_ = el_data;
101  }
102 }
103 
104 
106 
107 static int placing_score(const config& side, const gamemap& map, const map_location& pos)
108 {
109  int positions = 0, liked = 0;
110  const t_translation::ter_list terrain = t_translation::read_list(side["terrain_liked"].str());
111 
112  for(int i = -8; i != 8; ++i) {
113  for(int j = -8; j != +8; ++j) {
114  const map_location pos2 = pos.plus(i, j);
115  if(map.on_board(pos2)) {
116  ++positions;
117  if(std::count(terrain.begin(),terrain.end(),map[pos2])) {
118  ++liked;
119  }
120  }
121  }
122  }
123 
124  return (100*liked)/positions;
125 }
126 
127 struct placing_info {
128 
130  side(0),
131  score(0),
132  pos()
133  {
134  }
135 
136  int side, score;
138 };
139 
140 static bool operator<(const placing_info& a, const placing_info& b) { return a.score > b.score; }
141 
142 
144 {
145  std::vector<placing_info> placings;
146 
147  int num_pos = board_.map().num_valid_starting_positions();
148 
149  int side_num = 1;
150  for(const config &side : level.child_range("side"))
151  {
152  for(int p = 1; p <= num_pos; ++p) {
153  const map_location& pos = board_.map().starting_position(p);
154  int score = placing_score(side, board_.map(), pos);
155  placing_info obj;
156  obj.side = side_num;
157  obj.score = score;
158  obj.pos = pos;
159  placings.push_back(obj);
160  }
161  ++side_num;
162  }
163 
164  std::stable_sort(placings.begin(),placings.end());
165  std::set<int> placed;
166  std::set<map_location> positions_taken;
167 
168  for (std::vector<placing_info>::const_iterator i = placings.begin(); i != placings.end() && static_cast<int>(placed.size()) != side_num - 1; ++i) {
169  if(placed.count(i->side) == 0 && positions_taken.count(i->pos) == 0) {
170  placed.insert(i->side);
171  positions_taken.insert(i->pos);
172  board_.map_->set_starting_position(i->side,i->pos);
173  LOG_NG << "placing side " << i->side << " at " << i->pos << std::endl;
174  }
175  }
176 }
177 
179 {
180  events_manager_->read_scenario(level);
182  if (level["modify_placing"].to_bool()) {
183  LOG_NG << "modifying placing..." << std::endl;
185  }
186 
187  LOG_NG << "initialized time of day regions... " << (SDL_GetTicks() - pc.ticks()) << std::endl;
188  for (const config &t : level.child_range("time_area")) {
190  }
191 
192  LOG_NG << "initialized teams... " << (SDL_GetTicks() - pc.ticks()) << std::endl;
193 
194  board_.teams_.resize(level.child_count("side"));
195  if (player_number_ > static_cast<int>(board_.teams_.size())) {
196  ERR_NG << "invalid player number " << player_number_ << " #sides=" << board_.teams_.size() << "\n";
197  player_number_ = 1;
198  // in case there are no teams, using player_number_ migh still cause problems later.
199  }
200 
201  std::vector<team_builder_ptr> team_builders;
202 
203  int team_num = 0;
204  for (const config &side : level.child_range("side"))
205  {
206  if (first_human_team_ == -1) {
207  const std::string &controller = side["controller"];
208  if (controller == "human" && side["is_local"].to_bool(true)) {
209  first_human_team_ = team_num;
210  }
211  }
212  ++team_num;
214  board_.teams_, level, board_, team_num);
215  build_team_stage_one(tb_ptr);
216  team_builders.push_back(tb_ptr);
217  }
218  //Initialize the lua kernel before the units are created.
219  lua_kernel_->initialize(level);
220 
221  {
222  //sync traits of start units and the random start time.
224 
226 
227  for(team_builder_ptr tb_ptr : team_builders)
228  {
229  build_team_stage_two(tb_ptr);
230  }
231  for(std::size_t i = 0; i < board_.teams_.size(); i++) {
232  // Labels from players in your ignore list default to hidden
233  if(preferences::is_ignored(board_.teams_[i].current_player())) {
234  std::string label_cat = "side:" + std::to_string(i + 1);
235  board_.hidden_label_categories().push_back(label_cat);
236  }
237  }
238  }
239 }
240 
242 {
243  lua_kernel_->set_game_display(gd);
244 }
245 
246 void game_state::write(config& cfg) const
247 {
248  cfg["init_side_done"] = init_side_done_;
249  if(gamedata_.phase() == game_data::PLAY) {
250  cfg["playing_team"] = player_number_ - 1;
251  cfg["next_player_number"] = next_player_number_;
252  }
253  cfg["server_request_number"] = server_request_number_;
254  cfg["do_healing"] = do_healing_;
255  //Call the lua save_game functions
256  lua_kernel_->save_game(cfg);
257 
258  //Write the game events.
259  events_manager_->write_events(cfg);
260 
261  //Write the map, unit_map, and teams info
262  board_.write_config(cfg);
263 
264  //Write the tod manager, and time areas
266 
267  //write out the current state of the map
268  cfg.merge_with(pathfind_manager_->to_config());
269 
270  //Write the game data, including wml vars
272 
273  // Preserve the undo stack so that fog/shroud clearing is kept accurate.
274  undo_stack_->write(cfg.add_child("undo_stack"));
275 
276  if(end_level_data_.get_ptr() != nullptr) {
277  end_level_data_->write(cfg.add_child("end_level_data"));
278  }
279 }
280 
281 namespace {
282  struct castle_cost_calculator : pathfind::cost_calculator
283  {
284  castle_cost_calculator(const gamemap& map, const team & view_team) :
285  map_(map),
286  viewer_(view_team),
287  use_shroud_(view_team.uses_shroud())
288  {}
289 
290  virtual double cost(const map_location& loc, const double) const
291  {
292  if(!map_.is_castle(loc))
293  return 10000;
294 
295  if ( use_shroud_ && viewer_.shrouded(loc) )
296  return 10000;
297 
298  return 1;
299  }
300 
301  private:
302  const gamemap& map_;
303  const team& viewer_;
304  const bool use_shroud_; // Allows faster checks when shroud is disabled.
305  };
306 }//anonymous namespace
307 
308 
309 /**
310  * Checks to see if a leader at @a leader_loc could recruit somewhere.
311  * This takes into account terrain, shroud (for side @a side), and the presence
312  * of visible units.
313  * The behavior for an invalid @a side is subject to change for future needs.
314  */
315 bool game_state::can_recruit_from(const map_location& leader_loc, int side) const
316 {
317  const gamemap& map = board_.map();
318 
319  if(!map.is_keep(leader_loc)) {
320  return false;
321  }
322 
323  try {
324  return pathfind::find_vacant_tile(leader_loc, pathfind::VACANT_CASTLE, nullptr, &board_.get_team(side))
326  } catch(const std::out_of_range&) {
327  // Invalid side specified.
328  // Currently this cannot happen, but it could conceivably be used in
329  // the future to request that shroud and visibility be ignored. Until
330  // that comes to pass, just return.
331  return false;
332  }
333 }
334 
335 bool game_state::can_recruit_from(const unit& leader) const
336 {
337  return can_recruit_from(leader.get_location(), leader.side());
338 }
339 
340 
341 /**
342  * Checks to see if a leader at @a leader_loc could recruit on @a recruit_loc.
343  * This takes into account terrain, shroud (for side @a side), and whether or
344  * not there is already a visible unit at recruit_loc.
345  * The behavior for an invalid @a side is subject to change for future needs.
346  */
347 bool game_state::can_recruit_on(const map_location& leader_loc, const map_location& recruit_loc, int side) const
348 {
349  const gamemap& map = board_.map();
350 
351  if(!map.is_castle(recruit_loc)) {
352  return false;
353  }
354 
355  if(!map.is_keep(leader_loc)) {
356  return false;
357  }
358 
359  try {
360  const team& view_team = board_.get_team(side);
361 
362  if(view_team.shrouded(recruit_loc)) {
363  return false;
364  }
365 
366  if(board_.has_visible_unit(recruit_loc, view_team)) {
367  return false;
368  }
369 
370  castle_cost_calculator calc(map, view_team);
371 
372  // The limit computed in the third argument is more than enough for
373  // any convex castle on the map. Strictly speaking it could be
374  // reduced to sqrt(map.w()**2 + map.h()**2).
376  pathfind::a_star_search(leader_loc, recruit_loc, map.w() + map.h(), calc, map.w(), map.h());
377 
378  return !rt.steps.empty();
379  } catch(const std::out_of_range&) {
380  // Invalid side specified.
381  // Currently this cannot happen, but it could conceivably be used in
382  // the future to request that shroud and visibility be ignored. Until
383  // that comes to pass, just return.
384  return false;
385  }
386 }
387 
388 bool game_state::can_recruit_on(const unit& leader, const map_location& recruit_loc) const
389 {
390  return can_recruit_on(leader.get_location(), recruit_loc, leader.side());
391 }
392 
394 {
395  unit_map::const_iterator leader = board_.units().find(hex);
396  if ( leader != board_.units().end() ) {
397  return leader->can_recruit() && leader->side() == side && can_recruit_from(*leader);
398  } else {
399  // Look for a leader who can recruit on last_hex.
400  for ( leader = board_.units().begin(); leader != board_.units().end(); ++leader) {
401  if ( leader->can_recruit() && leader->side() == side && can_recruit_on(*leader, hex) ) {
402  return true;
403  }
404  }
405  }
406  // No leader found who can recruit at last_hex.
407  return false;
408 }
409 
411 {
412  return this->events_manager_->wml_menu_items();
413 }
414 
416 {
417  return this->events_manager_->wml_menu_items();
418 }
419 
420 
421 namespace
422 {
423  //not really a 'choice' we just need to make sure to inform the server about this.
424 class add_side_wml_choice : public synced_context::server_choice
425 {
426 public:
427  add_side_wml_choice()
428  {
429  }
430 
431  /// We are in a game with no mp server and need to do this choice locally
432  virtual config local_choice() const
433  {
434  return config{};
435  }
436 
437  /// tThe request which is sent to the mp server.
438  virtual config request() const
439  {
440  return config{};
441  }
442 
443  virtual const char* name() const
444  {
445  return "add_side_wml";
446  }
447 
448 private:
449 };
450 } // end anon namespace
451 
452 
454 {
455  cfg["side"] = board_.teams_.size() + 1;
456  //if we want to also allow setting the controller we must update the server code.
457  cfg["controller"] = "null";
458  //TODO: is this it? are there caches which must be cleared?
459  board_.teams_.emplace_back();
460  board_.teams_.back().build(cfg, board_.map(), cfg["gold"].to_int());
461  config choice = synced_context::ask_server_choice(add_side_wml_choice());
462 }
const std::unique_ptr< reports > reports_
Definition: game_state.hpp:49
void read(const config &cfg)
std::unique_ptr< gamemap > map_
Definition: game_board.hpp:56
bool is_keep(const map_location &loc) const
Definition: map.cpp:71
const std::unique_ptr< actions::undo_list > undo_stack_
undo_stack_ is never nullptr.
Definition: game_state.hpp:56
Game board class.
Definition: game_board.hpp:50
virtual const std::vector< std::string > & hidden_label_categories() const override
Definition: game_board.hpp:124
config & child(config_key_type key, int n=0)
Returns the nth child with the given key, or a reference to an invalid config if there is none...
Definition: config.cpp:420
int h() const
Effective map height, in hexes.
Definition: map.hpp:128
unit_iterator end()
Definition: map.hpp:429
void build_team_stage_two(team_builder_ptr tb_ptr)
std::unique_ptr< game_lua_kernel > lua_kernel_
Definition: game_state.hpp:50
virtual const unit_map & units() const override
Definition: game_board.hpp:114
ai::manager ai_manager_
Definition: game_state.hpp:51
This class represents a single unit of a specific type.
Definition: unit.hpp:129
bool is_castle(const map_location &loc) const
Definition: map.cpp:69
bool can_recruit_on(const map_location &leader_loc, const map_location &recruit_loc, int side) const
Checks to see if a leader at leader_loc could recruit on recruit_loc.
Definition: game_state.cpp:347
#define ERR_NG
Definition: game_state.cpp:45
game_events::wmi_manager & get_wml_menu_items()
Definition: game_state.cpp:410
#define a
unsigned child_count(config_key_type key) const
Definition: config.cpp:390
int next_player_number_
Definition: game_state.hpp:58
const randomness::mt_rng & rng() const
Definition: game_data.hpp:65
map_location find_vacant_tile(const map_location &loc, VACANT_TILE_TYPE vacancy, const unit *pass_check, const team *shroud_check, const game_board *board)
Function that will find a location on the board that is as near to loc as possible, but which is unoccupied by any units.
Definition: pathfind.cpp:54
int first_human_team_
Definition: game_state.hpp:72
child_itors child_range(config_key_type key)
Definition: config.cpp:362
int server_request_number_
Definition: game_state.hpp:66
static void progress(loading_stage stage=loading_stage::none)
void resolve_random(randomness::rng &r)
handles random_start_time, should be called before the game starts.
Definition: tod_manager.cpp:66
virtual const gamemap & map() const override
Definition: game_board.hpp:109
unit_iterator begin()
Definition: map.hpp:419
bool do_healing_
True if healing should be done at the beginning of the next side turn.
Definition: game_state.hpp:60
bool on_board(const map_location &loc) const
Tell if a location is on the map.
Definition: map.cpp:377
std::string str
Definition: statement.cpp:110
bool init_side_done_
Definition: game_state.hpp:63
const std::unique_ptr< game_events::manager > events_manager_
Definition: game_state.hpp:52
Unit and team statistics.
#define b
void merge_with(const config &c)
Merge config &#39;c&#39; into this config, overwriting this config&#39;s values.
Definition: config.cpp:1167
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
team & get_team(int i)
Definition: game_board.hpp:104
map_location plus(int x_diff, int y_diff) const
Definition: location.hpp:164
std::vector< map_location > steps
Definition: pathfind.hpp:134
std::vector< team > teams_
Definition: game_board.hpp:53
bool uses_shroud() const
Definition: team.hpp:318
bool can_recruit_from(const map_location &leader_loc, int side) const
Checks to see if a leader at leader_loc could recruit somewhere.
Definition: game_state.cpp:315
RAII class to use rng_deterministic in the current scope.
Structure which holds a single route between one location and another.
Definition: pathfind.hpp:131
static const ::game_config_view * terrain
The terrain used to create the cache.
Definition: minimap.cpp:130
Encapsulates the map of the game.
Definition: map.hpp:36
tod_manager tod_manager_
Definition: game_state.hpp:47
config to_config() const
int num_valid_starting_positions() const
Definition: map.cpp:336
std::unique_ptr< pathfind::manager > pathfind_manager_
Definition: game_state.hpp:48
bool carryover_report
Should a summary of the scenario outcome be displayed?
static int placing_score(const config &side, const gamemap &map, const map_location &pos)
Definition: game_state.cpp:107
bool has_visible_unit(const map_location &loc, const team &team, bool see_all=false) const
Definition: game_board.cpp:187
bool is_ignored(const std::string &nick)
Definition: game.cpp:315
#define LOG_NG
Definition: game_state.cpp:43
Encapsulates the map of the game.
Definition: location.hpp:42
Domain specific events.
Definition: action_wml.cpp:89
unit_iterator find(std::size_t id)
Definition: map.cpp:311
bool shrouded(const map_location &loc) const
Definition: team.cpp:653
int w() const
Effective map width, in hexes.
Definition: map.hpp:125
transient_end_level transient
std::size_t i
Definition: function.cpp:933
mock_party p
std::shared_ptr< team_builder > team_builder_ptr
Definition: teambuilder.hpp:23
static bool operator<(const placing_info &a, const placing_info &b)
Definition: game_state.cpp:140
map_location starting_position(int side) const
Definition: map.cpp:331
boost::optional< end_level_data > end_level_data_
Definition: game_state.hpp:62
game_data gamedata_
Definition: game_state.hpp:45
Additional information on the game outcome which can be provided by WML.
game_state(const config &level, play_controller &, const ter_data_cache &tdata)
Definition: game_state.cpp:47
rng * generator
This generator is automatically synced during synced context.
Definition: random.cpp:60
void build_team_stage_one(team_builder_ptr tb_ptr)
void init(const config &level, play_controller &)
Definition: game_state.cpp:178
config & add_child(config_key_type key)
Definition: config.cpp:476
void write_config(config &cfg) const
Definition: game_board.cpp:337
bool side_can_recruit_on(int side, map_location loc) const
Checks if any of the sides leaders can recruit at a location.
Definition: game_state.cpp:393
void set_game_display(game_display *)
Definition: game_state.cpp:241
double t
Definition: astarsearch.cpp:64
void add_time_area(const gamemap &map, const config &cfg)
Adds a new local time area from config, making it follow its own time-of-day sequence.
const map_location & get_location() const
The current map location this unit is at.
Definition: unit.hpp:1343
game_board board_
Definition: game_state.hpp:46
map_location pos
Definition: game_state.cpp:137
Various functions that implement the undoing (and redoing) of in-game commands.
ter_list read_list(utils::string_view str, const ter_layer filler)
Reads a list of terrains from a string, when reading the.
Standard logging facilities (interface).
std::vector< terrain_code > ter_list
Definition: translation.hpp:78
int player_number_
Definition: game_state.hpp:57
static const map_location & null_location()
Definition: location.hpp:85
static lg::log_domain log_engine("engine")
team_builder_ptr create_team_builder(const config &side_cfg, std::vector< team > &teams, const config &level, game_board &board, int num)
int side() const
The side this unit belongs to.
Definition: unit.hpp:341
void place_sides_in_preferred_locations(const config &level)
Definition: game_state.cpp:143
void write_snapshot(config &cfg) const
Definition: game_data.cpp:126
plain_route a_star_search(const map_location &src, const map_location &dst, double stop_at, const cost_calculator &calc, const std::size_t width, const std::size_t height, const teleport_map *teleports, bool border)
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
void write(config &cfg) const
Definition: game_state.cpp:246
This module contains various pathfinding functions and utilities.
void add_side_wml(config cfg)
creates a new side during a game. todo: maybe add parameters like id etc?
Definition: game_state.cpp:453
bool start_event_fired_
Definition: game_state.hpp:64
static config ask_server_choice(const server_choice &)
std::shared_ptr< terrain_type_data > ter_data_cache