The Battle for Wesnoth  1.15.2+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 
47  gamedata_(level),
48  board_(tdata, level),
49  tod_manager_(level),
50  pathfind_manager_(new pathfind::manager(level)),
51  reports_(new reports()),
52  lua_kernel_(new game_lua_kernel(*this, pc, *reports_)),
53  ai_manager_(),
54  events_manager_(new game_events::manager()),
55  //TODO: this construct units (in dimiss undo action) but resrouces:: are not available yet,
56  // so we might want to move the innitialisation of undo_stack_ to game_state::init
57  undo_stack_(new actions::undo_list(level.child("undo_stack"))),
58  player_number_(level["playing_team"].to_int() + 1),
59  next_player_number_(level["next_player_number"].to_int(player_number_ + 1)),
60  do_healing_(level["do_healing"].to_bool(false)),
61  init_side_done_(level["init_side_done"].to_bool(false)),
62  start_event_fired_(!level["playing_team"].empty()),
63  server_request_number_(level["server_request_number"].to_int()),
64  first_human_team_(-1)
65 {
66  lua_kernel_->load_core();
67  if(const config& endlevel_cfg = level.child("end_level_data")) {
68  end_level_data el_data;
69  el_data.read(endlevel_cfg);
70  el_data.transient.carryover_report = false;
71  end_level_data_ = el_data;
72  }
73 }
74 
76  gamedata_(level),
77  board_(board),
78  tod_manager_(level),
79  pathfind_manager_(new pathfind::manager(level)),
80  reports_(new reports()),
81  lua_kernel_(new game_lua_kernel(*this, pc, *reports_)),
82  ai_manager_(),
83  events_manager_(new game_events::manager()),
84  player_number_(level["playing_team"].to_int() + 1),
85  next_player_number_(level["next_player_number"].to_int(player_number_ + 1)),
86  do_healing_(level["do_healing"].to_bool(false)),
88  init_side_done_(level["init_side_done"].to_bool(false)),
89  start_event_fired_(!level["playing_team"].empty()),
90  server_request_number_(level["server_request_number"].to_int()),
92 {
93  lua_kernel_->load_core();
94  events_manager_->read_scenario(level);
95  if(const config& endlevel_cfg = level.child("end_level_data")) {
96  end_level_data el_data;
97  el_data.read(endlevel_cfg);
98  el_data.transient.carryover_report = false;
99  end_level_data_ = el_data;
100  }
101 }
102 
103 
105 
106 static int placing_score(const config& side, const gamemap& map, const map_location& pos)
107 {
108  int positions = 0, liked = 0;
109  const t_translation::ter_list terrain = t_translation::read_list(side["terrain_liked"].str());
110 
111  for(int i = -8; i != 8; ++i) {
112  for(int j = -8; j != +8; ++j) {
113  const map_location pos2 = pos.plus(i, j);
114  if(map.on_board(pos2)) {
115  ++positions;
116  if(std::count(terrain.begin(),terrain.end(),map[pos2])) {
117  ++liked;
118  }
119  }
120  }
121  }
122 
123  return (100*liked)/positions;
124 }
125 
126 struct placing_info {
127 
129  side(0),
130  score(0),
131  pos()
132  {
133  }
134 
135  int side, score;
137 };
138 
139 static bool operator<(const placing_info& a, const placing_info& b) { return a.score > b.score; }
140 
141 
143 {
144  std::vector<placing_info> placings;
145 
146  int num_pos = board_.map().num_valid_starting_positions();
147 
148  int side_num = 1;
149  for(const config &side : level.child_range("side"))
150  {
151  for(int p = 1; p <= num_pos; ++p) {
152  const map_location& pos = board_.map().starting_position(p);
153  int score = placing_score(side, board_.map(), pos);
154  placing_info obj;
155  obj.side = side_num;
156  obj.score = score;
157  obj.pos = pos;
158  placings.push_back(obj);
159  }
160  ++side_num;
161  }
162 
163  std::stable_sort(placings.begin(),placings.end());
164  std::set<int> placed;
165  std::set<map_location> positions_taken;
166 
167  for (std::vector<placing_info>::const_iterator i = placings.begin(); i != placings.end() && static_cast<int>(placed.size()) != side_num - 1; ++i) {
168  if(placed.count(i->side) == 0 && positions_taken.count(i->pos) == 0) {
169  placed.insert(i->side);
170  positions_taken.insert(i->pos);
171  board_.map_->set_starting_position(i->side,i->pos);
172  LOG_NG << "placing side " << i->side << " at " << i->pos << std::endl;
173  }
174  }
175 }
176 
178 {
179  events_manager_->read_scenario(level);
181  if (level["modify_placing"].to_bool()) {
182  LOG_NG << "modifying placing..." << std::endl;
184  }
185 
186  LOG_NG << "initialized time of day regions... " << (SDL_GetTicks() - pc.ticks()) << std::endl;
187  for (const config &t : level.child_range("time_area")) {
189  }
190 
191  LOG_NG << "initialized teams... " << (SDL_GetTicks() - pc.ticks()) << std::endl;
192 
193  board_.teams_.resize(level.child_count("side"));
194 
195  std::vector<team_builder_ptr> team_builders;
196 
197  int team_num = 0;
198  for (const config &side : level.child_range("side"))
199  {
200  if (first_human_team_ == -1) {
201  const std::string &controller = side["controller"];
202  if (controller == "human" && side["is_local"].to_bool(true)) {
203  first_human_team_ = team_num;
204  }
205  }
206  ++team_num;
208  board_.teams_, level, board_, team_num);
209  build_team_stage_one(tb_ptr);
210  team_builders.push_back(tb_ptr);
211  }
212  //Initialize the lua kernel before the units are created.
213  lua_kernel_->initialize(level);
214 
215  {
216  //sync traits of start units and the random start time.
218 
220 
221  for(team_builder_ptr tb_ptr : team_builders)
222  {
223  build_team_stage_two(tb_ptr);
224  }
225  for(std::size_t i = 0; i < board_.teams_.size(); i++) {
226  // Labels from players in your ignore list default to hidden
227  if(preferences::is_ignored(board_.teams_[i].current_player())) {
228  std::string label_cat = "side:" + std::to_string(i + 1);
229  board_.hidden_label_categories().push_back(label_cat);
230  }
231  }
232  }
233 }
234 
236 {
237  lua_kernel_->set_game_display(gd);
238 }
239 
240 void game_state::write(config& cfg) const
241 {
242  cfg["init_side_done"] = init_side_done_;
243  if(gamedata_.phase() == game_data::PLAY) {
244  cfg["playing_team"] = player_number_ - 1;
245  cfg["next_player_number"] = next_player_number_;
246  }
247  cfg["server_request_number"] = server_request_number_;
248  cfg["do_healing"] = do_healing_;
249  //Call the lua save_game functions
250  lua_kernel_->save_game(cfg);
251 
252  //Write the game events.
253  events_manager_->write_events(cfg);
254 
255  //Write the map, unit_map, and teams info
256  board_.write_config(cfg);
257 
258  //Write the tod manager, and time areas
260 
261  //write out the current state of the map
262  cfg.merge_with(pathfind_manager_->to_config());
263 
264  //Write the game data, including wml vars
266 
267  // Preserve the undo stack so that fog/shroud clearing is kept accurate.
268  undo_stack_->write(cfg.add_child("undo_stack"));
269 
270  if(end_level_data_.get_ptr() != nullptr) {
271  end_level_data_->write(cfg.add_child("end_level_data"));
272  }
273 }
274 
275 namespace {
276  struct castle_cost_calculator : pathfind::cost_calculator
277  {
278  castle_cost_calculator(const gamemap& map, const team & view_team) :
279  map_(map),
280  viewer_(view_team),
281  use_shroud_(view_team.uses_shroud())
282  {}
283 
284  virtual double cost(const map_location& loc, const double) const
285  {
286  if(!map_.is_castle(loc))
287  return 10000;
288 
289  if ( use_shroud_ && viewer_.shrouded(loc) )
290  return 10000;
291 
292  return 1;
293  }
294 
295  private:
296  const gamemap& map_;
297  const team& viewer_;
298  const bool use_shroud_; // Allows faster checks when shroud is disabled.
299  };
300 }//anonymous namespace
301 
302 
303 /**
304  * Checks to see if a leader at @a leader_loc could recruit somewhere.
305  * This takes into account terrain, shroud (for side @a side), and the presence
306  * of visible units.
307  * The behavior for an invalid @a side is subject to change for future needs.
308  */
309 bool game_state::can_recruit_from(const map_location& leader_loc, int side) const
310 {
311  const gamemap& map = board_.map();
312 
313  if(!map.is_keep(leader_loc)) {
314  return false;
315  }
316 
317  try {
318  return pathfind::find_vacant_tile(leader_loc, pathfind::VACANT_CASTLE, nullptr, &board_.get_team(side))
320  } catch(const std::out_of_range&) {
321  // Invalid side specified.
322  // Currently this cannot happen, but it could conceivably be used in
323  // the future to request that shroud and visibility be ignored. Until
324  // that comes to pass, just return.
325  return false;
326  }
327 }
328 
329 bool game_state::can_recruit_from(const unit& leader) const
330 {
331  return can_recruit_from(leader.get_location(), leader.side());
332 }
333 
334 
335 /**
336  * Checks to see if a leader at @a leader_loc could recruit on @a recruit_loc.
337  * This takes into account terrain, shroud (for side @a side), and whether or
338  * not there is already a visible unit at recruit_loc.
339  * The behavior for an invalid @a side is subject to change for future needs.
340  */
341 bool game_state::can_recruit_on(const map_location& leader_loc, const map_location& recruit_loc, int side) const
342 {
343  const gamemap& map = board_.map();
344 
345  if(!map.is_castle(recruit_loc)) {
346  return false;
347  }
348 
349  if(!map.is_keep(leader_loc)) {
350  return false;
351  }
352 
353  try {
354  const team& view_team = board_.get_team(side);
355 
356  if(view_team.shrouded(recruit_loc)) {
357  return false;
358  }
359 
360  if(board_.has_visible_unit(recruit_loc, view_team)) {
361  return false;
362  }
363 
364  castle_cost_calculator calc(map, view_team);
365 
366  // The limit computed in the third argument is more than enough for
367  // any convex castle on the map. Strictly speaking it could be
368  // reduced to sqrt(map.w()**2 + map.h()**2).
370  pathfind::a_star_search(leader_loc, recruit_loc, map.w() + map.h(), calc, map.w(), map.h());
371 
372  return !rt.steps.empty();
373  } catch(const std::out_of_range&) {
374  // Invalid side specified.
375  // Currently this cannot happen, but it could conceivably be used in
376  // the future to request that shroud and visibility be ignored. Until
377  // that comes to pass, just return.
378  return false;
379  }
380 }
381 
382 bool game_state::can_recruit_on(const unit& leader, const map_location& recruit_loc) const
383 {
384  return can_recruit_on(leader.get_location(), recruit_loc, leader.side());
385 }
386 
388 {
389  unit_map::const_iterator leader = board_.units().find(hex);
390  if ( leader != board_.units().end() ) {
391  return leader->can_recruit() && leader->side() == side && can_recruit_from(*leader);
392  } else {
393  // Look for a leader who can recruit on last_hex.
394  for ( leader = board_.units().begin(); leader != board_.units().end(); ++leader) {
395  if ( leader->can_recruit() && leader->side() == side && can_recruit_on(*leader, hex) ) {
396  return true;
397  }
398  }
399  }
400  // No leader found who can recruit at last_hex.
401  return false;
402 }
403 
405 {
406  return this->events_manager_->wml_menu_items();
407 }
408 
410 {
411  return this->events_manager_->wml_menu_items();
412 }
413 
414 
415 namespace
416 {
417  //not really a 'choice' we just need to make sure to inform the server about this.
418 class add_side_wml_choice : public synced_context::server_choice
419 {
420 public:
421  add_side_wml_choice()
422  {
423  }
424 
425  /// We are in a game with no mp server and need to do this choice locally
426  virtual config local_choice() const
427  {
428  return config{};
429  }
430 
431  /// tThe request which is sent to the mp server.
432  virtual config request() const
433  {
434  return config{};
435  }
436 
437  virtual const char* name() const
438  {
439  return "add_side_wml";
440  }
441 
442 private:
443 };
444 } // end anon namespace
445 
446 
448 {
449  cfg["side"] = board_.teams_.size() + 1;
450  //if we want to also allow setting the controller we must update the server code.
451  cfg["controller"] = "null";
452  //TODO: is this it? are there caches which must be cleared?
453  board_.teams_.emplace_back();
454  board_.teams_.back().build(cfg, board_.map(), cfg["gold"].to_int());
455  config choice = synced_context::ask_server_choice(add_side_wml_choice());
456 }
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:415
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:99
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:341
game_events::wmi_manager & get_wml_menu_items()
Definition: game_state.cpp:404
#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:88
virtual const gamemap & map() const override
Definition: game_board.hpp:109
unit_iterator begin()
Definition: map.hpp:405
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
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:309
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
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 const ::config * terrain
The terrain used to create the cache.
Definition: minimap.cpp:130
static int placing_score(const config &side, const gamemap &map, const map_location &pos)
Definition: game_state.cpp:106
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:316
#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:88
unit_iterator find(std::size_t id)
Definition: map.cpp:311
bool shrouded(const map_location &loc) const
Definition: team.cpp:652
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:139
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:46
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:177
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:387
void set_game_display(game_display *)
Definition: game_state.cpp:235
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:1313
game_board board_
Definition: game_state.hpp:46
map_location pos
Definition: game_state.cpp:136
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:304
void place_sides_in_preferred_locations(const config &level)
Definition: game_state.cpp:142
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:240
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:447
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