44 #define DBG_REPLAY LOG_STREAM(debug, log_replay)
45 #define LOG_REPLAY LOG_STREAM(info, log_replay)
46 #define WRN_REPLAY LOG_STREAM(warn, log_replay)
47 #define ERR_REPLAY LOG_STREAM(err, log_replay)
63 static map* instance =
new map();
76 if ( !from.
valid() ) {
80 error_handler(
"Missing leader location for recruitment.\n");
84 std::stringstream errbuf;
85 errbuf <<
"Recruiting leader not found at " << from <<
".\n";
86 error_handler(errbuf.str());
90 std::string type_id = child[
"type"];
91 if ( type_id.empty() ) {
92 error_handler(
"Recruitment is missing a unit type.");
98 std::stringstream errbuf;
99 errbuf <<
"Recruiting illegal unit: '" << type_id <<
"'.\n";
100 error_handler(errbuf.str());
107 std::stringstream errbuf;
108 errbuf <<
"cannot recruit unit: " << res <<
"\n";
109 error_handler(errbuf.str());
113 const int beginning_gold = current_team.
gold();
117 if ( u_type->
cost() > beginning_gold ) {
118 std::stringstream errbuf;
119 errbuf <<
"unit '" << type_id <<
"' is too expensive to recruit: "
120 << u_type->
cost() <<
"/" << beginning_gold <<
"\n";
121 error_handler(errbuf.str());
126 LOG_REPLAY <<
"recruit: team=" << current_team_num <<
" '" << type_id <<
"' at (" << loc
127 <<
") cost=" << u_type->
cost() <<
" from gold=" << beginning_gold <<
' '
128 <<
"-> " << current_team.
gold();
138 const std::string& unit_id = child[
"value"];
143 error_handler(
"illegal recall: unit_id '" + unit_id +
"' could not be found within the recall list.\n");
152 const auto destination = child.optional_child(
"destination");
153 const auto source = child.optional_child(
"source");
157 error_handler(
"no destination found in attack\n");
162 error_handler(
"no source found in attack \n");
171 int weapon_num = child[
"weapon"];
177 int def_weapon_num = child[
"defender_weapon"].to_int(-2);
178 if (def_weapon_num == -2) {
180 LOG_REPLAY <<
"Old data, having to guess weapon";
186 error_handler(
"unfound location for source of attack\n");
190 if (child.has_attribute(
"attacker_type")) {
191 const std::string &att_type_id = child[
"attacker_type"];
192 if (u->type_id() != att_type_id) {
193 WRN_REPLAY <<
"unexpected attacker type: " << att_type_id <<
"(game state gives: " << u->type_id() <<
")";
197 if (
static_cast<unsigned>(weapon_num) >= u->attacks().size()) {
198 error_handler(
"illegal weapon type in attack\n");
205 std::stringstream errbuf;
206 errbuf <<
"unfound defender for attack: " <<
src <<
" -> " <<
dst <<
'\n';
207 error_handler(errbuf.str());
211 if (child.has_attribute(
"defender_type")) {
212 const std::string &def_type_id = child[
"defender_type"];
213 if (tgt->type_id() != def_type_id) {
214 WRN_REPLAY <<
"unexpected defender type: " << def_type_id <<
"(game state gives: " << tgt->type_id() <<
")";
218 if (def_weapon_num >=
static_cast<int>(tgt->attacks().size())) {
220 error_handler(
"illegal defender weapon type in attack\n");
224 DBG_REPLAY <<
"Attacker XP (before attack): " << u->experience();
237 const std::string& unit_id = child[
"value"];
242 if (!dismissed_unit) {
243 error_handler(
"illegal disband\n");
252 error_handler(
"illegal disband\n");
263 std::vector<map_location> steps;
267 }
catch (
const std::invalid_argument&) {
268 WRN_REPLAY <<
"Warning: Path data contained something which could not be parsed to a sequence of locations:" <<
"\n config = " << child.debug();
274 WRN_REPLAY <<
"Warning: Missing path data found in [move]";
282 WRN_REPLAY <<
"Warning: Move with identical source and destination. Skipping...";
289 WRN_REPLAY <<
"Warning: Move destination " <<
dst <<
" appears occupied.";
297 std::stringstream errbuf;
298 errbuf <<
"unfound location for source of movement: "
299 <<
src <<
" -> " <<
dst <<
'\n';
300 error_handler(errbuf.str());
303 bool skip_sighted =
false;
304 bool skip_ally_sighted =
false;
305 if(child[
"skip_sighted"] ==
"all")
309 else if(child[
"skip_sighted"] ==
"only_ally")
311 skip_ally_sighted =
true;
314 bool show_move =
show;
317 show_move = show_move && !
prefs::get().skip_ai_moves();
326 if(
const auto last_select = child.optional_child(
"last_select"))
331 const std::string &event_name = child[
"raise"];
332 if (
const auto source = child.optional_child(
"source")) {
368 bool active = child[
"active"].to_bool();
388 error_handler(
"Team has DSU disabled but we found an explicit shroud update");
400 void debug_notification(
const std::string& text,
bool message_is_command =
false)
403 auto& current_team =
controller.current_team();
404 static bool ignore =
false;
405 bool show_long_message =
controller.is_replay() || !current_team.is_local();
410 if(i18n_vars[
"player"].empty()) {
411 i18n_vars[
"player"] =
_(
"(unknown player)");
414 if(message_is_command) {
415 i18n_vars[
"command"] = text;
416 message =
VGETTEXT(
"The :$command debug command was used during $player’s turn", i18n_vars);
421 if(show_long_message && !ignore) {
423 std::stringstream sbuilder;
424 sbuilder <<
_(
"A player used a debug command during the game. If this is unexpected, it is possible the player in question is cheating.")
426 <<
_(
"Details:") <<
"\n"
429 <<
_(
"Do you wish to save the game before continuing?");
431 save.set_title(
_(
"Debug Command Used"));
440 void debug_cmd_notification(
const std::string& command)
442 debug_notification(command,
true);
451 debug_cmd_notification(
"terrain");
454 const std::string&
terrain_type = child[
"terrain_type"];
455 const std::string& mode_str = child[
"mode_str"];
471 debug_cmd_notification(
"unit");
473 const std::string name = child[
"name"];
474 const std::string value = child[
"value"];
480 if (name ==
"advances" ) {
483 int_value = std::stoi(value);
484 }
catch (
const std::invalid_argument&) {
485 WRN_REPLAY <<
"Warning: Invalid unit advancement argument: " << value;
488 for (
int levels=0; levels<int_value; levels++) {
489 i->set_experience(
i->max_experience());
497 }
else if (name ==
"status" ) {
500 if (status.length() >= 1 && status[0] ==
'-') {
502 status = status.substr(1);
504 if (status.empty()) {
507 i->set_state(status, add);
517 new_u->set_location(loc);
528 if (name ==
"fail") {
543 debug_notification(
N_(
"A unit was created using debug mode during $player’s turn"));
546 const std::string& variation = child[
"variation"].str();
550 error_handler(
"Invalid unit type");
579 if (unit_it.
valid() )
590 debug_cmd_notification(
"lua");
602 debug_cmd_notification(
"teleport");
604 const map_location teleport_from(child[
"teleport_from_x"].to_int(), child[
"teleport_from_y"].to_int(),
wml_loc());
605 const map_location teleport_to(child[
"teleport_to_x"].to_int(), child[
"teleport_to_y"].to_int(),
wml_loc());
609 if(unit_iter.
valid()) {
623 debug_cmd_notification(
"kill");
628 const int dying_side =
i->side();
653 debug_cmd_notification(
"next_level");
655 std::string next_level = child[
"next_level"];
656 if (!next_level.empty())
659 e.transient.carryover_report =
false;
660 e.prescenario_save =
true;
661 e.transient.linger_mode =
false;
662 e.proceed_to_next_level =
true;
677 debug_cmd_notification(
"turn_limit");
690 debug_cmd_notification(
"turn");
706 debug_cmd_notification(
"set_var");
724 debug_cmd_notification(
"gold");
738 debug_cmd_notification(
"throw");
753 debug_cmd_notification(
"fog");
772 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()
static void block_undo(bool do_block=true)
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.
void teleport_unit_from_replay(const std::vector< map_location > &steps, bool continued_move, bool skip_ally_sighted, bool show_move)
Teleports a unit across the board.
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.
::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)
rect dst
Location on the final composed sheet.
rect src
Non-transparent portion of the surface to compose.
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.