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 #include "teambuilder.hpp"
15
16 #include "actions/create.hpp"
17 #include "config.hpp"
18 #include "game_board.hpp"
19 #include "log.hpp"
20 #include "map/map.hpp"
21 #include "team.hpp"
22 #include "units/unit.hpp"
23 #include "units/map.hpp"
24 #include "resources.hpp"
25 #include "gettext.hpp"
26 #include "game_errors.hpp"
27 #include "serialization/string_utils.hpp"
28
29 #include <deque>
30 #include <vector>
31
32 static lg::log_domain log_engine_tc("engine/team_construction");
33 #define ERR_NG_TC LOG_STREAM(err, log_engine_tc)
34 #define WRN_NG_TC LOG_STREAM(warn, log_engine_tc)
35 #define LOG_NG_TC LOG_STREAM(info, log_engine_tc)
36 #define DBG_NG_TC LOG_STREAM(debug, log_engine_tc)
37
38 class team_builder {
39 public:
team_builder(const config & side_cfg,std::vector<team> & teams,const config & level,game_board & board,int num)40 team_builder(const config& side_cfg, std::vector<team>& teams,
41 const config& level, game_board& board, int num)
42 : gold_info_ngold_(0)
43 , leader_configs_()
44 , level_(level)
45 , board_(board)
46 , player_exists_(false)
47 , seen_ids_()
48 , side_(num)
49 , side_cfg_(side_cfg)
50 , t_(nullptr)
51 , teams_(teams)
52 , unit_configs_()
53 {
54 }
55
build_team_stage_one()56 void build_team_stage_one()
57 {
58 //initialize the context variables and flags, find relevant tags, set up everything
59 init();
60
61 //find out the correct qty of gold and handle gold carryover.
62 gold();
63
64 //create a new instance of team and push it to back of resources::gameboard->teams() vector
65 new_team();
66
67 assert(t_!=nullptr);
68
69 //set team objectives if necessary
70 objectives();
71
72 // If the game state specifies additional units that can be recruited by the player, add them.
73 previous_recruits();
74
75 //place leader
76 leader();
77
78 //prepare units, populate obvious recall lists elements
79 prepare_units();
80
81 }
82
83
build_team_stage_two()84 void build_team_stage_two()
85 {
86 //place units
87 //this is separate stage because we need to place units only after every other team is constructed
88 place_units();
89
90 }
91
92 protected:
93
94 int gold_info_ngold_;
95 std::deque<config> leader_configs_;
96 //only used for objectives
97 const config &level_;
98 game_board &board_;
99 //only used for debug message
100 bool player_exists_;
101 std::set<std::string> seen_ids_;
102 int side_;
103 const config &side_cfg_;
104 team *t_;
105 std::vector<team> &teams_;
106 std::vector<const config*> unit_configs_;
107
log_step(const char * s) const108 void log_step(const char *s) const
109 {
110 LOG_NG_TC << "team "<<side_<<" construction: "<< s << std::endl;
111 }
112
113
init()114 void init()
115 {
116 if (side_cfg_["side"].to_int(side_) != side_) {
117 ERR_NG_TC << "found invalid side=" << side_cfg_["side"].to_int(side_) << " in definition of side number " << side_ << std::endl;
118 }
119 t_ = &teams_[side_ - 1];
120 log_step("init");
121
122 //track whether a [player] tag with persistence information exists (in addition to the [side] tag)
123 player_exists_ = false;
124
125 if(board_.map().empty()) {
126 throw game::load_game_failed("Map not found");
127 }
128
129 DBG_NG_TC << "snapshot: " << utils::bool_string(player_exists_) <<std::endl;
130
131 unit_configs_.clear();
132 seen_ids_.clear();
133
134 }
135
136
gold()137 void gold()
138 {
139 log_step("gold");
140
141 gold_info_ngold_ = side_cfg_["gold"];
142
143 DBG_NG_TC << "set gold to '" << gold_info_ngold_ << "'\n";
144 }
145
146
new_team()147 void new_team()
148 {
149 log_step("new team");
150 t_->build(side_cfg_, board_.map(), gold_info_ngold_);
151 }
152
153
objectives()154 void objectives()
155 {
156 log_step("objectives");
157 // If this team has no objectives, set its objectives
158 // to the level-global "objectives"
159 // this is only used by the default mp 'Defeat enemy leader' objectives
160 if (t_->objectives().empty())
161 t_->set_objectives(level_["objectives"], false);
162 }
163
164
previous_recruits()165 void previous_recruits()
166 {
167 log_step("previous recruits");
168 // If the game state specifies units that
169 // can be recruited for the player, add them.
170 if (!side_cfg_) return;
171 if (const config::attribute_value *v = side_cfg_.get("previous_recruits")) {
172 for (const std::string &rec : utils::split(*v)) {
173 DBG_NG_TC << "adding previous recruit: " << rec << '\n';
174 t_->add_recruit(rec);
175 }
176 }
177 }
178
179
180
181
handle_unit(const config & u,const char * origin)182 void handle_unit(const config &u, const char *origin)
183 {
184 DBG_NG_TC
185 << "unit from "<<origin
186 << ": type=["<<u["type"]
187 << "] id=["<<u["id"]
188 << "] placement=["<<u["placement"]
189 << "] x=["<<u["x"]
190 << "] y=["<<u["y"]
191 <<"]"<< std::endl;
192
193 if (u["type"].empty()) {
194 WRN_NG_TC << "warning: when building level, skipping a unit (id=[" << u["id"] << "]) from " << origin
195 << " with no type information,\n"
196 << "for side:\n" << side_cfg_.debug() << std::endl;
197
198 return ;
199 }
200
201 const std::string &id = u["id"];
202 if (!id.empty()) {
203 if ( seen_ids_.find(id)!=seen_ids_.end() ) {
204 //seen before
205 config u_tmp = u;
206 u_tmp["side"] = std::to_string(side_);
207 t_->recall_list().add(unit::create(u_tmp,true));
208 } else {
209 //not seen before
210 unit_configs_.push_back(&u);
211 seen_ids_.insert(id);
212 }
213
214 } else {
215 unit_configs_.push_back(&u);
216 }
217 }
218
handle_leader(const config & leader)219 void handle_leader(const config &leader)
220 {
221 // Make a persistent copy of the config.
222 leader_configs_.push_back(leader);
223 config & stored = leader_configs_.back();
224
225 // Remove the attributes used to define a side.
226 for (const std::string & attr : team::attributes) {
227 stored.remove_attribute(attr);
228 }
229
230 // Provide some default values, if not specified.
231 config::attribute_value &a1 = stored["canrecruit"];
232 if (a1.blank()) a1 = true;
233 config::attribute_value &a2 = stored["placement"];
234 if (a2.blank()) a2 = "map,leader";
235
236 // Add the leader to the list of units to create.
237 handle_unit(stored, "leader_cfg");
238 }
239
leader()240 void leader()
241 {
242 log_step("leader");
243 // If this side tag describes the leader of the side, we can simply add it to front of unit queue
244 // there was a hack: if this side tag describes the leader of the side,
245 // we may replace the leader with someone from recall list who can recruit, but take positioning from [side]
246 // this hack shall be removed, since it messes up with 'multiple leaders'
247
248 // If this side tag describes the leader of the side
249 if (!side_cfg_["type"].empty() && side_cfg_["type"] != "null" ) {
250 handle_leader(side_cfg_);
251 }
252 for (const config &l : side_cfg_.child_range("leader")) {
253 handle_leader(l);
254 }
255 }
256
257
prepare_units()258 void prepare_units()
259 {
260 //if this is a start-of-scenario save then playcampaign.cpp merged
261 //units in [replay_start][side] merged with [side] already
262 //units that are in '[scenario][side]' are 'first'
263
264 //for create-or-recall semantics to work: for each unit with non-empty
265 //id, unconditionally put OTHER, later, units with same id directly to
266 //recall list, not including them in unit_configs_
267 for (const config &su : side_cfg_.child_range("unit")) {
268 handle_unit(su, "side_cfg");
269 }
270 }
271
272
place_units()273 void place_units()
274 {
275 log_step("place units");
276 unit_creator uc(*t_, board_.map().starting_position(side_), &board_);
277 uc
278 .allow_add_to_recall(true)
279 .allow_discover(true)
280 .allow_get_village(false)
281 .allow_invalidate(false)
282 .allow_rename_side(true)
283 .allow_show(false);
284
285 for (const config *u : unit_configs_) {
286 try {
287 uc.add_unit(*u);
288 }
289 catch (const unit_type::error& e) {
290 ERR_NG_TC << e.what() << "\n";
291 }
292 }
293 }
294
295 };
296
create_team_builder(const config & side_cfg,std::vector<team> & teams,const config & level,game_board & board,int num)297 team_builder_ptr create_team_builder(const config& side_cfg,
298 std::vector<team>& teams,
299 const config& level, game_board& board, int num)
300 {
301 return team_builder_ptr(new team_builder(side_cfg, teams, level, board, num));
302 }
303
build_team_stage_one(team_builder_ptr tb_ptr)304 void build_team_stage_one(team_builder_ptr tb_ptr)
305 {
306 tb_ptr->build_team_stage_one();
307 }
308
build_team_stage_two(team_builder_ptr tb_ptr)309 void build_team_stage_two(team_builder_ptr tb_ptr)
310 {
311 tb_ptr->build_team_stage_two();
312 }
313