46 #define DBG_REPLAY LOG_STREAM(debug, log_replay)
47 #define LOG_REPLAY LOG_STREAM(info, log_replay)
48 #define WRN_REPLAY LOG_STREAM(warn, log_replay)
49 #define ERR_REPLAY LOG_STREAM(err, log_replay)
65 static map* instance =
new map();
78 if ( !from.
valid() ) {
82 error_handler(
"Missing leader location for recruitment.\n");
86 std::stringstream errbuf;
87 errbuf <<
"Recruiting leader not found at " << from <<
".\n";
88 error_handler(errbuf.str());
92 std::string type_id = child[
"type"];
93 if ( type_id.empty() ) {
94 error_handler(
"Recruitment is missing a unit type.");
100 std::stringstream errbuf;
101 errbuf <<
"Recruiting illegal unit: '" << type_id <<
"'.\n";
102 error_handler(errbuf.str());
109 std::stringstream errbuf;
110 errbuf <<
"cannot recruit unit: " << res <<
"\n";
111 error_handler(errbuf.str());
115 const int beginning_gold = current_team.
gold();
119 if ( u_type->
cost() > beginning_gold ) {
120 std::stringstream errbuf;
121 errbuf <<
"unit '" << type_id <<
"' is too expensive to recruit: "
122 << u_type->
cost() <<
"/" << beginning_gold <<
"\n";
123 error_handler(errbuf.str());
128 LOG_REPLAY <<
"recruit: team=" << current_team_num <<
" '" << type_id <<
"' at (" << loc
129 <<
") cost=" << u_type->
cost() <<
" from gold=" << beginning_gold <<
' '
130 <<
"-> " << current_team.
gold();
140 const std::string& unit_id = child[
"value"];
145 error_handler(
"illegal recall: unit_id '" + unit_id +
"' could not be found within the recall list.\n");
154 const auto destination = child.optional_child(
"destination");
155 const auto source = child.optional_child(
"source");
159 error_handler(
"no destination found in attack\n");
164 error_handler(
"no source found in attack \n");
173 int weapon_num = child[
"weapon"];
179 int def_weapon_num = child[
"defender_weapon"].to_int(-2);
180 if (def_weapon_num == -2) {
182 LOG_REPLAY <<
"Old data, having to guess weapon";
188 error_handler(
"unfound location for source of attack\n");
192 if (child.has_attribute(
"attacker_type")) {
193 const std::string &att_type_id = child[
"attacker_type"];
194 if (u->type_id() != att_type_id) {
195 WRN_REPLAY <<
"unexpected attacker type: " << att_type_id <<
"(game state gives: " << u->type_id() <<
")";
199 if (
static_cast<unsigned>(weapon_num) >= u->attacks().size()) {
200 error_handler(
"illegal weapon type in attack\n");
207 std::stringstream errbuf;
208 errbuf <<
"unfound defender for attack: " << src <<
" -> " << dst <<
'\n';
209 error_handler(errbuf.str());
213 if (child.has_attribute(
"defender_type")) {
214 const std::string &def_type_id = child[
"defender_type"];
215 if (tgt->type_id() != def_type_id) {
216 WRN_REPLAY <<
"unexpected defender type: " << def_type_id <<
"(game state gives: " << tgt->type_id() <<
")";
220 if (def_weapon_num >=
static_cast<int>(tgt->attacks().size())) {
222 error_handler(
"illegal defender weapon type in attack\n");
226 DBG_REPLAY <<
"Attacker XP (before attack): " << u->experience();
239 const std::string& unit_id = child[
"value"];
244 if (!dismissed_unit) {
245 error_handler(
"illegal disband\n");
254 error_handler(
"illegal disband\n");
265 std::vector<map_location> steps;
269 }
catch (
const std::invalid_argument&) {
270 WRN_REPLAY <<
"Warning: Path data contained something which could not be parsed to a sequence of locations:" <<
"\n config = " << child.debug();
276 WRN_REPLAY <<
"Warning: Missing path data found in [move]";
284 WRN_REPLAY <<
"Warning: Move with identical source and destination. Skipping...";
291 WRN_REPLAY <<
"Warning: Move destination " << dst <<
" appears occupied.";
299 std::stringstream errbuf;
300 errbuf <<
"unfound location for source of movement: "
301 << src <<
" -> " << dst <<
'\n';
302 error_handler(errbuf.str());
305 bool skip_sighted =
false;
306 bool skip_ally_sighted =
false;
307 if(child[
"skip_sighted"] ==
"all")
311 else if(child[
"skip_sighted"] ==
"only_ally")
313 skip_ally_sighted =
true;
316 bool show_move =
show;
328 bool undoable =
true;
330 if(
const auto last_select = child.optional_child(
"last_select"))
335 const std::string &event_name = child[
"raise"];
336 if (
const auto source = child.optional_child(
"source")) {
372 bool active = child[
"active"].to_bool();
392 error_handler(
"Team has DSU disabled but we found an explicit shroud update");
404 void debug_notification(
const std::string& text,
bool message_is_command =
false)
407 auto& current_team =
controller.current_team();
408 static bool ignore =
false;
409 bool show_long_message =
controller.is_replay() || !current_team.is_local();
414 if(i18n_vars[
"player"].empty()) {
415 i18n_vars[
"player"] =
_(
"(unknown player)");
418 if(message_is_command) {
419 i18n_vars[
"command"] = text;
420 message =
VGETTEXT(
"The :$command debug command was used during $player’s turn", i18n_vars);
425 if(show_long_message && !ignore) {
427 std::stringstream sbuilder;
428 sbuilder <<
_(
"A player used a debug command during the game. If this is unexpected, it is possible the player in question is cheating.")
430 <<
_(
"Details:") <<
"\n"
433 <<
_(
"Do you wish to save the game before continuing?");
435 save.set_title(
_(
"Debug Command Used"));
444 void debug_cmd_notification(
const std::string& command)
446 debug_notification(command,
true);
455 debug_cmd_notification(
"terrain");
458 const std::string&
terrain_type = child[
"terrain_type"];
459 const std::string& mode_str = child[
"mode_str"];
475 debug_cmd_notification(
"unit");
477 const std::string name = child[
"name"];
478 const std::string value = child[
"value"];
484 if (name ==
"advances" ) {
487 int_value = std::stoi(value);
488 }
catch (
const std::invalid_argument&) {
489 WRN_REPLAY <<
"Warning: Invalid unit advancement argument: " << value;
492 for (
int levels=0; levels<int_value; levels++) {
493 i->set_experience(
i->max_experience());
501 }
else if (name ==
"status" ) {
504 if (status.length() >= 1 && status[0] ==
'-') {
506 status = status.substr(1);
508 if (status.empty()) {
511 i->set_state(status, add);
521 new_u->set_location(loc);
532 if (name ==
"fail") {
547 debug_notification(
N_(
"A unit was created using debug mode during $player’s turn"));
550 const std::string& variation = child[
"variation"].str();
554 error_handler(
"Invalid unit type");
583 if (unit_it.
valid() )
594 debug_cmd_notification(
"lua");
606 debug_cmd_notification(
"kill");
611 const int dying_side =
i->side();
636 debug_cmd_notification(
"next_level");
638 std::string next_level = child[
"next_level"];
639 if (!next_level.empty())
642 e.transient.carryover_report =
false;
643 e.prescenario_save =
true;
644 e.transient.linger_mode =
false;
645 e.proceed_to_next_level =
true;
660 debug_cmd_notification(
"turn_limit");
673 debug_cmd_notification(
"turn");
689 debug_cmd_notification(
"set_var");
707 debug_cmd_notification(
"gold");
721 debug_cmd_notification(
"throw");
736 debug_cmd_notification(
"fog");
755 debug_cmd_notification(
"shroud");
void attack_unit_and_advance(const map_location &attacker, const map_location &defender, int attack_with, int defend_with, bool update_display)
Performs an attack, and advanced the units afterwards.
Various functions that implement attacks and attack calculations.
Various functions related to moving units.
void advance_unit_at(const advance_unit_params ¶ms)
Various functions that implement advancements of units.
Class to encapsulate fog/shroud clearing and the resultant sighted events.
game_events::pump_result_t fire_events()
Fires the sighted events that were earlier recorded by fog/shroud clearing.
bool clear_unit(const map_location &view_loc, team &view_team, std::size_t viewer_id, int sight_range, bool slowed, const movetype::terrain_costs &costs, const map_location &real_loc, const std::set< map_location > *known_units=nullptr, std::size_t *enemy_count=nullptr, std::size_t *friend_count=nullptr, move_unit_spectator *spectator=nullptr, bool instant=true)
Clears shroud (and fog) around the provided location for view_team based on sight_range,...
void add_dismissal(const unit_const_ptr u)
Adds a dismissal to the undo stack.
bool commit_vision()
Updates fog/shroud based on the undo stack, then updates stack as needed.
void clear()
Clears the stack of undoable (and redoable) actions.
void add_dummy()
Adds an auto-shroud toggle to the undo stack.
void add_auto_shroud(bool turned_on)
Adds an auto-shroud toggle to the undo stack.
void add_update_shroud()
Adds a shroud update to the undo stack.
A config object defines a single node in a WML file, with access to child nodes.
void recalculate_minimap()
Schedule the minimap for recalculation.
void redraw_minimap()
Schedule the minimap to be redrawn.
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
void announce(const std::string &msg, const color_t &color=font::GOOD_COLOR, const announce_options &options=announce_options())
Announce a message prominently.
void queue_rerender()
Marks everything for rendering including all tiles and sidebar.
static display * get_singleton()
Returns the display object if a display object exists.
bool change_terrain(const map_location &loc, const std::string &t, const std::string &mode, bool replace_if_failed)
unit_map::iterator find_visible_unit(const map_location &loc, const team ¤t_team, bool see_all=false)
virtual const unit_map & units() const override
void set_next_scenario(const std::string &next_scenario)
void set_variable(const std::string &varname, const t_string &value)
does nothing if varname is no valid variable name.
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
static game_display * get_singleton()
void new_turn()
Update lighting settings.
void needs_rebuild(bool b)
Sets whether the screen (map visuals) needs to be rebuilt.
bool maybe_rebuild()
Rebuilds the screen if needs_rebuild(true) was previously called, and resets the flag.
game_events::wml_event_pump & pump()
void flush_messages()
Flushes WML messages and errors.
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
void custom_command(const std::string &, const config &)
void run(char const *prog, const std::string &name, int nArgs=0)
Runs a plain script.
void set_end_level_data(const end_level_data &data)
int current_side() const
Returns the number of the side whose turn it is.
virtual void force_end_turn()=0
game_events::wml_event_pump & pump()
std::size_t size() const
Get the number of units on the list.
unit_ptr find_if_matches_id(const std::string &unit_id)
Find a unit by id.
void erase_if_matches_id(const std::string &unit_id)
Erase any unit with this id.
synced_command(const std::string &tag, handler function)
static map & registry()
using static function variable instead of static member variable to prevent static initialization fia...
std::map< std::string, handler > map
static bool undo_blocked()
This class stores all the data for a single 'side' (in game nomenclature).
void set_shroud(bool shroud)
bool auto_shroud_updates() const
void set_auto_shroud_updates(bool value)
bool is_network_ai() const
void spend_gold(const int amount)
recall_list_manager & recall_list()
void set_turn(const int num, game_data *vars=nullptr, const bool increase_limit_if_needed=true)
Dynamically change the current turn number.
void set_number_of_turns(int num)
umap_retval_pair_t replace(const map_location &l, unit_ptr p)
Works like unit_map::add; but l is emptied first, if needed.
unit_iterator find(std::size_t id)
std::size_t erase(const map_location &l)
Erases the unit at location l, if any.
umap_retval_pair_t insert(unit_ptr p)
Inserts the unit pointed to by p into the map.
const unit_type * find(const std::string &key, unit_type::BUILD_STATUS status=unit_type::FULL) const
Finds a unit_type by its id() and makes sure it is built to the specified level.
A single unit type that the player may recruit.
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
Various functions related to the creation of units (recruits, recalls, and placed units).
static std::string _(const char *str)
void read_locations(const config &cfg, std::vector< map_location > &locs)
Parse x,y keys of a config into a vector of locations.
Standard logging facilities (interface).
std::string find_recruit_location(const int side, map_location &recruit_location, map_location &recruited_from, const std::string &unit_type)
Finds a location on which to place a unit.
void recruit_unit(const unit_type &u_type, int side_num, const map_location &loc, const map_location &from, bool show, bool use_undo)
Recruits a unit of the given type for the given side.
bool clear_shroud(int side, bool reset_fog, bool fire_events)
Function that will clear shroud (and fog) based on current unit positions.
std::size_t move_unit_from_replay(const std::vector< map_location > &steps, undo_list *undo_stack, bool continued_move, bool skip_ally_sighted, bool show_move)
Moves a unit across the board.
game_events::pump_result_t actor_sighted(const unit &target, const std::vector< int > *cache)
Fires sighted events for the sides that can see target.
bool recall_unit(const std::string &id, team ¤t_team, const map_location &loc, const map_location &from, map_location::DIRECTION facing, bool show, bool use_undo)
Recalls the unit with the indicated ID for the provided team.
game_events::pump_result_t get_village(const map_location &loc, int side, bool *action_timebonus, bool fire_event)
Makes it so the village at the given location is owned by the given side.
void recalculate_fog(int side)
Function that recalculates the fog of war.
void pump()
Process all events currently in the queue.
const color_t NORMAL_COLOR
void show(const std::string &window_id, const t_string &message, const point &mouse, const SDL_Rect &source_rect)
Shows a tip.
bool fire_event(const ui_event event, const std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
std::string custom_command()
::tod_manager * tod_manager
game_events::manager * game_events
actions::undo_list * undo_stack
game_lua_kernel * lua_kernel
play_controller * controller
std::shared_ptr< wb::manager > whiteboard
void unit_recruited(const map_location &loc, const map_location &leader_loc)
void unit_die(const map_location &loc, unit &loser, const_attack_ptr attack, const_attack_ptr secondary_attack, const map_location &winner_loc, unit_ptr winner)
Show a unit fading out.
std::map< std::string, t_string > string_map
std::vector< std::string > split(const config_attribute_value &val)
std::shared_ptr< unit > unit_ptr
Define the game's event mechanism.
unit_race::GENDER string_gender(const std::string &str, unit_race::GENDER def)
advances the unit at loc if it has enough experience, maximum 20 times.
Holds options for calls to function 'announce' (announce).
Additional information on the game outcome which can be provided by WML.
Encapsulates the map of the game.
SYNCED_COMMAND_HANDLER_FUNCTION(recruit, child, use_undo, show, error_handler)
static lg::log_domain log_replay("replay")
unit_type_data unit_types
Display units performing various actions: moving, attacking, and dying.
Various functions that implement the undoing (and redoing) of in-game commands.