wesnoth/src/teambuilder.cpp
shijie.chen d88ddec6f1
Remove unnecessary header files (#8531)
Co-authored-by: shijie.chen <shijie.chen@goland.cn>
2024-03-12 00:07:48 -04:00

266 lines
6.7 KiB
C++

/*
Copyright (C) 2014 - 2024
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 "game_board.hpp"
#include "game_errors.hpp"
#include "log.hpp"
#include "map/map.hpp"
#include "serialization/string_utils.hpp"
#include "team.hpp"
#include "units/type_error.hpp"
#include "units/unit.hpp"
#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)
team_builder::team_builder(const config& side_cfg, team& to_build, 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)
, team_(to_build)
, unit_configs_()
{
}
void team_builder::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();
// builds the team for the given side
new_team();
// set team objectives if necessary
objectives();
// If the game state specifies additional units that can be recruited by the player, add them.
previous_recruits();
}
void team_builder::build_team_stage_two()
{
// place leader
leader();
// prepare units, populate obvious recall lists elements
prepare_units();
}
void team_builder::build_team_stage_three()
{
// place units
// this is separate stage because we need to place units only after every other team is constructed
place_units();
}
void team_builder::log_step(const char* s) const
{
LOG_NG_TC << "team " << side_ << " construction: " << s;
}
void team_builder::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_;
}
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_);
unit_configs_.clear();
seen_ids_.clear();
}
void team_builder::gold()
{
log_step("gold");
gold_info_ngold_ = side_cfg_["gold"];
DBG_NG_TC << "set gold to '" << gold_info_ngold_ << "'";
}
void team_builder::new_team()
{
log_step("new team");
team_.build(side_cfg_, board_.map(), gold_info_ngold_);
}
void team_builder::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(team_.objectives().empty()) {
team_.set_objectives(level_["objectives"], false);
}
}
void team_builder::previous_recruits()
{
log_step("previous recruits");
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;
team_.add_recruit(rec);
}
}
}
void team_builder::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"] << "]";
if(u["type"].empty()) {
WRN_NG_TC
<< "when building level, skipping a unit (id=[" << u["id"] << "]) from " << origin
<< " with no type information,\n"
<< "for side:\n"
<< side_cfg_.debug();
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_);
team_.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 team_builder::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);
}
// Remove [ai] tag as it is already added for the side
stored.remove_children("ai");
// 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 team_builder::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 team_builder::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 team_builder::place_units()
{
log_step("place units");
unit_creator uc(team_, 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();
}
}
}