312 lines
7.7 KiB
C++
312 lines
7.7 KiB
C++
/*
|
|
Copyright (C) 2014 - 2018 by Chris Beck <render787@gmail.com>
|
|
Part of the Battle for Wesnoth Project https://www.wesnoth.org/
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; either version 2 of the License, or
|
|
(at your option) any later version.
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY.
|
|
|
|
See the COPYING file for more details.
|
|
*/
|
|
#include "teambuilder.hpp"
|
|
|
|
#include "actions/create.hpp"
|
|
#include "config.hpp"
|
|
#include "game_board.hpp"
|
|
#include "log.hpp"
|
|
#include "map/map.hpp"
|
|
#include "team.hpp"
|
|
#include "units/unit.hpp"
|
|
#include "units/map.hpp"
|
|
#include "resources.hpp"
|
|
#include "gettext.hpp"
|
|
#include "game_errors.hpp"
|
|
#include "serialization/string_utils.hpp"
|
|
|
|
#include <deque>
|
|
#include <vector>
|
|
|
|
static lg::log_domain log_engine_tc("engine/team_construction");
|
|
#define ERR_NG_TC LOG_STREAM(err, log_engine_tc)
|
|
#define WRN_NG_TC LOG_STREAM(warn, log_engine_tc)
|
|
#define LOG_NG_TC LOG_STREAM(info, log_engine_tc)
|
|
#define DBG_NG_TC LOG_STREAM(debug, log_engine_tc)
|
|
|
|
class team_builder {
|
|
public:
|
|
team_builder(const config& side_cfg, std::vector<team>& teams,
|
|
const config& level, game_board& board, int num)
|
|
: gold_info_ngold_(0)
|
|
, leader_configs_()
|
|
, level_(level)
|
|
, board_(board)
|
|
, player_exists_(false)
|
|
, seen_ids_()
|
|
, side_(num)
|
|
, side_cfg_(side_cfg)
|
|
, t_(nullptr)
|
|
, teams_(teams)
|
|
, unit_configs_()
|
|
{
|
|
}
|
|
|
|
void build_team_stage_one()
|
|
{
|
|
//initialize the context variables and flags, find relevant tags, set up everything
|
|
init();
|
|
|
|
//find out the correct qty of gold and handle gold carryover.
|
|
gold();
|
|
|
|
//create a new instance of team and push it to back of resources::gameboard->teams() vector
|
|
new_team();
|
|
|
|
assert(t_!=nullptr);
|
|
|
|
//set team objectives if necessary
|
|
objectives();
|
|
|
|
// If the game state specifies additional units that can be recruited by the player, add them.
|
|
previous_recruits();
|
|
|
|
//place leader
|
|
leader();
|
|
|
|
//prepare units, populate obvious recall lists elements
|
|
prepare_units();
|
|
|
|
}
|
|
|
|
|
|
void build_team_stage_two()
|
|
{
|
|
//place units
|
|
//this is separate stage because we need to place units only after every other team is constructed
|
|
place_units();
|
|
|
|
}
|
|
|
|
protected:
|
|
|
|
int gold_info_ngold_;
|
|
std::deque<config> leader_configs_;
|
|
//only used for objectives
|
|
const config &level_;
|
|
game_board &board_;
|
|
//only used for debug message
|
|
bool player_exists_;
|
|
std::set<std::string> seen_ids_;
|
|
int side_;
|
|
const config &side_cfg_;
|
|
team *t_;
|
|
std::vector<team> &teams_;
|
|
std::vector<const config*> unit_configs_;
|
|
|
|
void log_step(const char *s) const
|
|
{
|
|
LOG_NG_TC << "team "<<side_<<" construction: "<< s << std::endl;
|
|
}
|
|
|
|
|
|
void init()
|
|
{
|
|
if (side_cfg_["side"].to_int(side_) != side_) {
|
|
ERR_NG_TC << "found invalid side=" << side_cfg_["side"].to_int(side_) << " in definition of side number " << side_ << std::endl;
|
|
}
|
|
t_ = &teams_[side_ - 1];
|
|
log_step("init");
|
|
|
|
//track whether a [player] tag with persistence information exists (in addition to the [side] tag)
|
|
player_exists_ = false;
|
|
|
|
if(board_.map().empty()) {
|
|
throw game::load_game_failed("Map not found");
|
|
}
|
|
|
|
DBG_NG_TC << "snapshot: " << utils::bool_string(player_exists_) <<std::endl;
|
|
|
|
unit_configs_.clear();
|
|
seen_ids_.clear();
|
|
|
|
}
|
|
|
|
|
|
void gold()
|
|
{
|
|
log_step("gold");
|
|
|
|
gold_info_ngold_ = side_cfg_["gold"];
|
|
|
|
DBG_NG_TC << "set gold to '" << gold_info_ngold_ << "'\n";
|
|
}
|
|
|
|
|
|
void new_team()
|
|
{
|
|
log_step("new team");
|
|
t_->build(side_cfg_, board_.map(), gold_info_ngold_);
|
|
}
|
|
|
|
|
|
void objectives()
|
|
{
|
|
log_step("objectives");
|
|
// If this team has no objectives, set its objectives
|
|
// to the level-global "objectives"
|
|
// this is only used by the default mp 'Defeat enemy leader' objectives
|
|
if (t_->objectives().empty())
|
|
t_->set_objectives(level_["objectives"], false);
|
|
}
|
|
|
|
|
|
void previous_recruits()
|
|
{
|
|
log_step("previous recruits");
|
|
// If the game state specifies units that
|
|
// can be recruited for the player, add them.
|
|
if (!side_cfg_) return;
|
|
if (const config::attribute_value *v = side_cfg_.get("previous_recruits")) {
|
|
for (const std::string &rec : utils::split(*v)) {
|
|
DBG_NG_TC << "adding previous recruit: " << rec << '\n';
|
|
t_->add_recruit(rec);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void handle_unit(const config &u, const char *origin)
|
|
{
|
|
DBG_NG_TC
|
|
<< "unit from "<<origin
|
|
<< ": type=["<<u["type"]
|
|
<< "] id=["<<u["id"]
|
|
<< "] placement=["<<u["placement"]
|
|
<< "] x=["<<u["x"]
|
|
<< "] y=["<<u["y"]
|
|
<<"]"<< std::endl;
|
|
|
|
if (u["type"].empty()) {
|
|
WRN_NG_TC << "warning: when building level, skipping a unit (id=[" << u["id"] << "]) from " << origin
|
|
<< " with no type information,\n"
|
|
<< "for side:\n" << side_cfg_.debug() << std::endl;
|
|
|
|
return ;
|
|
}
|
|
|
|
const std::string &id = u["id"];
|
|
if (!id.empty()) {
|
|
if ( seen_ids_.find(id)!=seen_ids_.end() ) {
|
|
//seen before
|
|
config u_tmp = u;
|
|
u_tmp["side"] = std::to_string(side_);
|
|
t_->recall_list().add(unit::create(u_tmp,true));
|
|
} else {
|
|
//not seen before
|
|
unit_configs_.push_back(&u);
|
|
seen_ids_.insert(id);
|
|
}
|
|
|
|
} else {
|
|
unit_configs_.push_back(&u);
|
|
}
|
|
}
|
|
|
|
void handle_leader(const config &leader)
|
|
{
|
|
// Make a persistent copy of the config.
|
|
leader_configs_.push_back(leader);
|
|
config & stored = leader_configs_.back();
|
|
|
|
// Remove the attributes used to define a side.
|
|
for (const std::string & attr : team::attributes) {
|
|
stored.remove_attribute(attr);
|
|
}
|
|
|
|
// Provide some default values, if not specified.
|
|
config::attribute_value &a1 = stored["canrecruit"];
|
|
if (a1.blank()) a1 = true;
|
|
config::attribute_value &a2 = stored["placement"];
|
|
if (a2.blank()) a2 = "map,leader";
|
|
|
|
// Add the leader to the list of units to create.
|
|
handle_unit(stored, "leader_cfg");
|
|
}
|
|
|
|
void leader()
|
|
{
|
|
log_step("leader");
|
|
// If this side tag describes the leader of the side, we can simply add it to front of unit queue
|
|
// there was a hack: if this side tag describes the leader of the side,
|
|
// we may replace the leader with someone from recall list who can recruit, but take positioning from [side]
|
|
// this hack shall be removed, since it messes up with 'multiple leaders'
|
|
|
|
// If this side tag describes the leader of the side
|
|
if (!side_cfg_["type"].empty() && side_cfg_["type"] != "null" ) {
|
|
handle_leader(side_cfg_);
|
|
}
|
|
for (const config &l : side_cfg_.child_range("leader")) {
|
|
handle_leader(l);
|
|
}
|
|
}
|
|
|
|
|
|
void prepare_units()
|
|
{
|
|
//if this is a start-of-scenario save then playcampaign.cpp merged
|
|
//units in [replay_start][side] merged with [side] already
|
|
//units that are in '[scenario][side]' are 'first'
|
|
|
|
//for create-or-recall semantics to work: for each unit with non-empty
|
|
//id, unconditionally put OTHER, later, units with same id directly to
|
|
//recall list, not including them in unit_configs_
|
|
for (const config &su : side_cfg_.child_range("unit")) {
|
|
handle_unit(su, "side_cfg");
|
|
}
|
|
}
|
|
|
|
|
|
void place_units()
|
|
{
|
|
log_step("place units");
|
|
unit_creator uc(*t_, board_.map().starting_position(side_), &board_);
|
|
uc
|
|
.allow_add_to_recall(true)
|
|
.allow_discover(true)
|
|
.allow_get_village(false)
|
|
.allow_invalidate(false)
|
|
.allow_rename_side(true)
|
|
.allow_show(false);
|
|
|
|
for (const config *u : unit_configs_) {
|
|
try {
|
|
uc.add_unit(*u);
|
|
}
|
|
catch (const unit_type::error& e) {
|
|
ERR_NG_TC << e.what() << "\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
team_builder_ptr create_team_builder(const config& side_cfg,
|
|
std::vector<team>& teams,
|
|
const config& level, game_board& board, int num)
|
|
{
|
|
return team_builder_ptr(new team_builder(side_cfg, teams, level, board, num));
|
|
}
|
|
|
|
void build_team_stage_one(team_builder_ptr tb_ptr)
|
|
{
|
|
tb_ptr->build_team_stage_one();
|
|
}
|
|
|
|
void build_team_stage_two(team_builder_ptr tb_ptr)
|
|
{
|
|
tb_ptr->build_team_stage_two();
|
|
}
|