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# include "StdInc.h"
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# include "CArtHandler.h"
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# include "filesystem/Filesystem.h"
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# include "CGeneralTextHandler.h"
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# include "VCMI_Lib.h"
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# include "CModHandler.h"
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# include "CSpellHandler.h"
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# include "CObjectHandler.h"
# include "NetPacks.h"
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# include "GameConstants.h"
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using namespace boost : : assign ;
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/*
* CArtHandler . cpp , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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extern std : : minstd_rand ran ;
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// Note: list must match entries in ArtTraits.txt
# define ART_POS_LIST \
ART_POS ( SPELLBOOK ) \
ART_POS ( MACH4 ) \
ART_POS ( MACH3 ) \
ART_POS ( MACH2 ) \
ART_POS ( MACH1 ) \
ART_POS ( MISC5 ) \
ART_POS ( MISC4 ) \
ART_POS ( MISC3 ) \
ART_POS ( MISC2 ) \
ART_POS ( MISC1 ) \
ART_POS ( FEET ) \
ART_POS ( LEFT_RING ) \
ART_POS ( RIGHT_RING ) \
ART_POS ( TORSO ) \
ART_POS ( LEFT_HAND ) \
ART_POS ( RIGHT_HAND ) \
ART_POS ( NECK ) \
ART_POS ( SHOULDERS ) \
ART_POS ( HEAD ) ;
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const std : : string & CArtifact : : Name ( ) const
{
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return name ;
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}
const std : : string & CArtifact : : Description ( ) const
{
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return description ;
}
const std : : string & CArtifact : : EventText ( ) const
{
return eventText ;
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}
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bool CArtifact : : isBig ( ) const
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{
return VLC - > arth - > isBigArtifact ( id ) ;
}
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CArtifact : : CArtifact ( )
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{
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setNodeType ( ARTIFACT ) ;
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possibleSlots [ ArtBearer : : HERO ] ; //we want to generate map entry even if it will be empty
possibleSlots [ ArtBearer : : CREATURE ] ; //we want to generate map entry even if it will be empty
possibleSlots [ ArtBearer : : COMMANDER ] ;
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}
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CArtifact : : ~ CArtifact ( )
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{
}
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int CArtifact : : getArtClassSerial ( ) const
{
if ( id = = 1 )
return 4 ;
switch ( aClass )
{
case ART_TREASURE :
return 0 ;
case ART_MINOR :
return 1 ;
case ART_MAJOR :
return 2 ;
case ART_RELIC :
return 3 ;
case ART_SPECIAL :
return 5 ;
}
return - 1 ;
}
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std : : string CArtifact : : nodeName ( ) const
{
return " Artifact: " + Name ( ) ;
}
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void CArtifact : : addNewBonus ( Bonus * b )
{
b - > source = Bonus : : ARTIFACT ;
b - > duration = Bonus : : PERMANENT ;
b - > description = name ;
CBonusSystemNode : : addNewBonus ( b ) ;
}
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void CGrowingArtifact : : levelUpArtifact ( CArtifactInstance * art )
{
Bonus b ;
b . type = Bonus : : LEVEL_COUNTER ;
b . val = 1 ;
b . duration = Bonus : : COMMANDER_KILLED ;
art - > accumulateBonus ( b ) ;
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for ( auto bonus : bonusesPerLevel )
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{
if ( art - > valOfBonuses ( Bonus : : LEVEL_COUNTER ) % bonus . first = = 0 ) //every n levels
{
art - > accumulateBonus ( bonus . second ) ;
}
}
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for ( auto bonus : thresholdBonuses )
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{
if ( art - > valOfBonuses ( Bonus : : LEVEL_COUNTER ) = = bonus . first ) //every n levels
{
art - > addNewBonus ( & bonus . second ) ;
}
}
}
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CArtHandler : : CArtHandler ( )
{
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//VLC->arth = this;
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// War machines are the default big artifacts.
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for ( ArtifactID i = ArtifactID : : CATAPULT ; i < = ArtifactID : : FIRST_AID_TENT ; i . advance ( 1 ) )
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bigArtifacts . insert ( i ) ;
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}
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CArtHandler : : ~ CArtHandler ( )
{
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for ( CArtifact * art : artifacts )
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delete art ;
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}
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std : : vector < JsonNode > CArtHandler : : loadLegacyData ( size_t dataSize )
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{
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artifacts . resize ( dataSize ) ;
std : : vector < JsonNode > h3Data ;
h3Data . reserve ( dataSize ) ;
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# define ART_POS(x) ( #x)
const std : : vector < std : : string > artSlots = boost : : assign : : list_of ART_POS_LIST ;
# undef ART_POS
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static std : : map < char , std : : string > classes =
map_list_of ( ' S ' , " SPECIAL " ) ( ' T ' , " TREASURE " ) ( ' N ' , " MINOR " ) ( ' J ' , " MAJOR " ) ( ' R ' , " RELIC " ) ;
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CLegacyConfigParser parser ( " DATA/ARTRAITS.TXT " ) ;
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CLegacyConfigParser events ( " DATA/ARTEVENT.TXT " ) ;
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parser . endLine ( ) ; // header
parser . endLine ( ) ;
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for ( size_t i = 0 ; i < dataSize ; i + + )
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{
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JsonNode artData ;
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artData [ " text " ] [ " name " ] . String ( ) = parser . readString ( ) ;
artData [ " text " ] [ " event " ] . String ( ) = events . readString ( ) ;
artData [ " value " ] . Float ( ) = parser . readNumber ( ) ;
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for ( auto & artSlot : artSlots )
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{
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if ( parser . readString ( ) = = " x " )
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{
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artData [ " slot " ] . Vector ( ) . push_back ( JsonNode ( ) ) ;
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artData [ " slot " ] . Vector ( ) . back ( ) . String ( ) = artSlot ;
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}
}
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artData [ " class " ] . String ( ) = classes [ parser . readString ( ) [ 0 ] ] ;
artData [ " text " ] [ " description " ] . String ( ) = parser . readString ( ) ;
parser . endLine ( ) ;
events . endLine ( ) ;
h3Data . push_back ( artData ) ;
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}
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return h3Data ;
}
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void CArtHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data )
{
auto object = loadFromJson ( data ) ;
object - > id = ArtifactID ( artifacts . size ( ) ) ;
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//if (object->id < ArtifactID::ART_SELECTION)
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object - > iconIndex = object - > id ;
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//else
// object->iconIndex = object->id + 2;
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artifacts . push_back ( object ) ;
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VLC - > modh - > identifiers . registerObject ( scope , " artifact " , name , object - > id ) ;
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}
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void CArtHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data , size_t index )
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{
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auto object = loadFromJson ( data ) ;
object - > id = ArtifactID ( index ) ;
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//if (object->id < ArtifactID::ART_SELECTION)
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object - > iconIndex = object - > id ;
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//else
// object->iconIndex = object->id + 2;
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assert ( artifacts [ index ] = = nullptr ) ; // ensure that this id was not loaded before
artifacts [ index ] = object ;
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VLC - > modh - > identifiers . registerObject ( scope , " artifact " , name , object - > id ) ;
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}
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CArtifact * CArtHandler : : loadFromJson ( const JsonNode & node )
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{
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CArtifact * art ;
if ( ! VLC - > modh - > modules . COMMANDERS | | node [ " growing " ] . isNull ( ) )
art = new CArtifact ( ) ;
else
{
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auto growing = new CGrowingArtifact ( ) ;
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loadGrowingArt ( growing , node ) ;
art = growing ;
}
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const JsonNode & text = node [ " text " ] ;
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art - > name = text [ " name " ] . String ( ) ;
art - > description = text [ " description " ] . String ( ) ;
art - > eventText = text [ " event " ] . String ( ) ;
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const JsonNode & graphics = node [ " graphics " ] ;
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art - > image = graphics [ " image " ] . String ( ) ;
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if ( ! graphics [ " large " ] . isNull ( ) )
art - > large = graphics [ " large " ] . String ( ) ;
else
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art - > large = art - > image ;
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art - > advMapDef = graphics [ " map " ] . String ( ) ;
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art - > price = node [ " value " ] . Float ( ) ;
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loadSlots ( art , node ) ;
loadClass ( art , node ) ;
loadType ( art , node ) ;
loadComponents ( art , node ) ;
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for ( auto b : node [ " bonuses " ] . Vector ( ) )
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{
auto bonus = JsonUtils : : parseBonus ( b ) ;
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art - > addNewBonus ( bonus ) ;
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}
return art ;
}
void CArtHandler : : addSlot ( CArtifact * art , const std : : string & slotID )
{
# define ART_POS(x) ( #x, ArtifactPosition::x )
static const std : : map < std : : string , ArtifactPosition > artifactPositionMap = boost : : assign : : map_list_of ART_POS_LIST ;
# undef ART_POS
if ( slotID = = " MISC " )
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{
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art - > possibleSlots [ ArtBearer : : HERO ] + = ArtifactPosition : : MISC1 , ArtifactPosition : : MISC2 , ArtifactPosition : : MISC3 , ArtifactPosition : : MISC4 , ArtifactPosition : : MISC5 ;
}
else if ( slotID = = " RING " )
{
art - > possibleSlots [ ArtBearer : : HERO ] + = ArtifactPosition : : LEFT_RING , ArtifactPosition : : RIGHT_RING ;
}
else
{
auto it = artifactPositionMap . find ( slotID ) ;
if ( it ! = artifactPositionMap . end ( ) )
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{
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auto slot = it - > second ;
art - > possibleSlots [ ArtBearer : : HERO ] . push_back ( slot ) ;
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}
else
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logGlobal - > warnStream ( ) < < " Warning! Artifact slot " < < slotID < < " not recognized! " ;
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}
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}
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void CArtHandler : : loadSlots ( CArtifact * art , const JsonNode & node )
{
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if ( ! node [ " slot " ] . isNull ( ) ) //we assume non-hero slots are irrelevant?
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{
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if ( node [ " slot " ] . getType ( ) = = JsonNode : : DATA_STRING )
addSlot ( art , node [ " slot " ] . String ( ) ) ;
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else
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{
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for ( const JsonNode & slot : node [ " slot " ] . Vector ( ) )
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addSlot ( art , slot . String ( ) ) ;
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}
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}
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}
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void CArtHandler : : loadClass ( CArtifact * art , const JsonNode & node )
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{
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static const std : : map < std : : string , CArtifact : : EartClass > artifactClassMap = boost : : assign : : map_list_of
( " TREASURE " , CArtifact : : ART_TREASURE )
( " MINOR " , CArtifact : : ART_MINOR )
( " MAJOR " , CArtifact : : ART_MAJOR )
( " RELIC " , CArtifact : : ART_RELIC )
( " SPECIAL " , CArtifact : : ART_SPECIAL ) ;
auto it = artifactClassMap . find ( node [ " class " ] . String ( ) ) ;
if ( it ! = artifactClassMap . end ( ) )
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{
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art - > aClass = it - > second ;
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}
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else
{
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logGlobal - > warnStream ( ) < < " Warning! Artifact rarity " < < node [ " class " ] . String ( ) < < " not recognized! " ;
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art - > aClass = CArtifact : : ART_SPECIAL ;
}
}
void CArtHandler : : loadType ( CArtifact * art , const JsonNode & node )
{
# define ART_BEARER(x) ( #x, ArtBearer::x )
static const std : : map < std : : string , int > artifactBearerMap = boost : : assign : : map_list_of ART_BEARER_LIST ;
# undef ART_BEARER
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for ( const JsonNode & b : node [ " type " ] . Vector ( ) )
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{
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auto it = artifactBearerMap . find ( b . String ( ) ) ;
if ( it ! = artifactBearerMap . end ( ) )
{
int bearerType = it - > second ;
switch ( bearerType )
{
case ArtBearer : : HERO : //TODO: allow arts having several possible bearers
break ;
case ArtBearer : : COMMANDER :
makeItCommanderArt ( art ) ; //original artifacts should have only one bearer type
break ;
case ArtBearer : : CREATURE :
makeItCreatureArt ( art ) ;
break ;
}
}
else
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logGlobal - > warnStream ( ) < < " Warning! Artifact type " < < b . String ( ) < < " not recognized! " ;
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}
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}
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void CArtHandler : : loadComponents ( CArtifact * art , const JsonNode & node )
{
if ( ! node [ " components " ] . isNull ( ) )
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{
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art - > constituents . reset ( new std : : vector < CArtifact * > ( ) ) ;
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for ( auto component : node [ " components " ] . Vector ( ) )
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{
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VLC - > modh - > identifiers . requestIdentifier ( " artifact " , component , [ = ] ( si32 id )
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{
// when this code is called both combinational art as well as component are loaded
// so it is safe to access any of them
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art - > constituents - > push_back ( VLC - > arth - > artifacts [ id ] ) ;
VLC - > arth - > artifacts [ id ] - > constituentOf . push_back ( art ) ;
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} ) ;
}
}
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}
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void CArtHandler : : loadGrowingArt ( CGrowingArtifact * art , const JsonNode & node )
{
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for ( auto b : node [ " growing " ] [ " bonusesPerLevel " ] . Vector ( ) )
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{
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art - > bonusesPerLevel . push_back ( std : : pair < ui16 , Bonus > ( b [ " level " ] . Float ( ) , * JsonUtils : : parseBonus ( b [ " bonus " ] ) ) ) ;
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}
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for ( auto b : node [ " growing " ] [ " thresholdBonuses " ] . Vector ( ) )
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{
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art - > thresholdBonuses . push_back ( std : : pair < ui16 , Bonus > ( b [ " level " ] . Float ( ) , * JsonUtils : : parseBonus ( b [ " bonus " ] ) ) ) ;
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}
}
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//TODO: use bimap
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ArtifactID CArtHandler : : creatureToMachineID ( CreatureID id )
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{
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switch ( id )
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{
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case CreatureID : : CATAPULT : //Catapult
return ArtifactID : : CATAPULT ;
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break ;
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case CreatureID : : BALLISTA : //Ballista
return ArtifactID : : BALLISTA ;
break ;
case CreatureID : : FIRST_AID_TENT : //First Aid tent
return ArtifactID : : FIRST_AID_TENT ;
break ;
case CreatureID : : AMMO_CART : //Ammo cart
return ArtifactID : : AMMO_CART ;
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break ;
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}
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return ArtifactID : : NONE ; //this creature is not artifact
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}
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CreatureID CArtHandler : : machineIDToCreature ( ArtifactID id )
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{
switch ( id )
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{
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case ArtifactID : : CATAPULT :
return CreatureID : : CATAPULT ;
break ;
case ArtifactID : : BALLISTA :
return CreatureID : : BALLISTA ;
break ;
case ArtifactID : : FIRST_AID_TENT :
return CreatureID : : FIRST_AID_TENT ;
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break ;
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case ArtifactID : : AMMO_CART :
return CreatureID : : AMMO_CART ;
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break ;
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}
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return CreatureID : : NONE ; //this artifact is not a creature
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}
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ArtifactID CArtHandler : : getRandomArt ( int flags )
{
return getArtSync ( ran ( ) , flags , true ) ;
}
ArtifactID CArtHandler : : getArtSync ( ui32 rand , int flags , bool erasePicked )
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{
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auto getAllowedArts = [ & ] ( std : : vector < ConstTransitivePtr < CArtifact > > & out , std : : vector < CArtifact * > * arts , CArtifact : : EartClass flag )
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{
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if ( arts - > empty ( ) ) //restock available arts
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fillList ( * arts , flag ) ;
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for ( auto & arts_i : * arts )
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{
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CArtifact * art = arts_i ;
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out . push_back ( art ) ;
}
} ;
auto getAllowed = [ & ] ( std : : vector < ConstTransitivePtr < CArtifact > > & out )
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{
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if ( flags & CArtifact : : ART_TREASURE )
getAllowedArts ( out , & treasures , CArtifact : : ART_TREASURE ) ;
if ( flags & CArtifact : : ART_MINOR )
getAllowedArts ( out , & minors , CArtifact : : ART_MINOR ) ;
if ( flags & CArtifact : : ART_MAJOR )
getAllowedArts ( out , & majors , CArtifact : : ART_MAJOR ) ;
if ( flags & CArtifact : : ART_RELIC )
getAllowedArts ( out , & relics , CArtifact : : ART_RELIC ) ;
if ( ! out . size ( ) ) //no artifact of specified rarity, we need to take another one
{
getAllowedArts ( out , & treasures , CArtifact : : ART_TREASURE ) ;
getAllowedArts ( out , & minors , CArtifact : : ART_MINOR ) ;
getAllowedArts ( out , & majors , CArtifact : : ART_MAJOR ) ;
getAllowedArts ( out , & relics , CArtifact : : ART_RELIC ) ;
}
if ( ! out . size ( ) ) //no arts are available at all
{
out . resize ( 64 ) ;
std : : fill_n ( out . begin ( ) , 64 , artifacts [ 2 ] ) ; //Give Grail - this can't be banned (hopefully)
}
} ;
std : : vector < ConstTransitivePtr < CArtifact > > out ;
getAllowed ( out ) ;
ArtifactID artID = out [ rand % out . size ( ) ] - > id ;
if ( erasePicked )
erasePickedArt ( artID ) ;
return artID ;
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}
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Bonus * createBonus ( Bonus : : BonusType type , int val , int subtype , Bonus : : ValueType valType , shared_ptr < ILimiter > limiter = shared_ptr < ILimiter > ( ) , int additionalInfo = 0 )
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{
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auto added = new Bonus ( Bonus : : PERMANENT , type , Bonus : : ARTIFACT , val , - 1 , subtype ) ;
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added - > additionalInfo = additionalInfo ;
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added - > valType = valType ;
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added - > limiter = limiter ;
return added ;
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}
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Bonus * createBonus ( Bonus : : BonusType type , int val , int subtype , shared_ptr < IPropagator > propagator = shared_ptr < IPropagator > ( ) , int additionalInfo = 0 )
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{
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auto added = new Bonus ( Bonus : : PERMANENT , type , Bonus : : ARTIFACT , val , - 1 , subtype ) ;
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added - > additionalInfo = additionalInfo ;
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added - > valType = Bonus : : BASE_NUMBER ;
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added - > propagator = propagator ;
return added ;
}
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void CArtHandler : : giveArtBonus ( ArtifactID aid , Bonus : : BonusType type , int val , int subtype , Bonus : : ValueType valType , shared_ptr < ILimiter > limiter , int additionalInfo )
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{
giveArtBonus ( aid , createBonus ( type , val , subtype , valType , limiter , additionalInfo ) ) ;
}
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void CArtHandler : : giveArtBonus ( ArtifactID aid , Bonus : : BonusType type , int val , int subtype , shared_ptr < IPropagator > propagator /*= nullptr*/ , int additionalInfo )
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{
giveArtBonus ( aid , createBonus ( type , val , subtype , propagator , additionalInfo ) ) ;
}
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void CArtHandler : : giveArtBonus ( ArtifactID aid , Bonus * bonus )
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{
bonus - > sid = aid ;
if ( bonus - > subtype = = Bonus : : MORALE | | bonus - > type = = Bonus : : LUCK )
bonus - > description = artifacts [ aid ] - > Name ( ) + ( bonus - > val > 0 ? " + " : " " ) + boost : : lexical_cast < std : : string > ( bonus - > val ) ;
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else
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bonus - > description = artifacts [ aid ] - > Name ( ) ;
artifacts [ aid ] - > addNewBonus ( bonus ) ;
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}
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void CArtHandler : : makeItCreatureArt ( CArtifact * a , bool onlyCreature /*=true*/ )
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{
if ( onlyCreature )
{
a - > possibleSlots [ ArtBearer : : HERO ] . clear ( ) ;
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a - > possibleSlots [ ArtBearer : : COMMANDER ] . clear ( ) ;
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}
a - > possibleSlots [ ArtBearer : : CREATURE ] . push_back ( ArtifactPosition : : CREATURE_SLOT ) ;
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}
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void CArtHandler : : makeItCreatureArt ( ArtifactID aid , bool onlyCreature /*=true*/ )
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{
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CArtifact * a = artifacts [ aid ] ;
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makeItCreatureArt ( a , onlyCreature ) ;
}
void CArtHandler : : makeItCommanderArt ( CArtifact * a , bool onlyCommander /*= true*/ )
{
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if ( onlyCommander )
{
a - > possibleSlots [ ArtBearer : : HERO ] . clear ( ) ;
a - > possibleSlots [ ArtBearer : : CREATURE ] . clear ( ) ;
}
for ( int i = ArtifactPosition : : COMMANDER1 ; i < = ArtifactPosition : : COMMANDER6 ; + + i )
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a - > possibleSlots [ ArtBearer : : COMMANDER ] . push_back ( ArtifactPosition ( i ) ) ;
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}
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void CArtHandler : : makeItCommanderArt ( ArtifactID aid , bool onlyCommander /*= true*/ )
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{
CArtifact * a = artifacts [ aid ] ;
makeItCommanderArt ( a , onlyCommander ) ;
}
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bool CArtHandler : : legalArtifact ( ArtifactID id )
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{
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auto art = artifacts [ id ] ;
//assert ( (!art->constituents) || art->constituents->size() ); //artifacts is not combined or has some components
return ( art - > possibleSlots [ ArtBearer : : HERO ] . size ( ) | |
( art - > possibleSlots [ ArtBearer : : COMMANDER ] . size ( ) & & VLC - > modh - > modules . COMMANDERS ) | |
( art - > possibleSlots [ ArtBearer : : CREATURE ] . size ( ) & & VLC - > modh - > modules . STACK_ARTIFACT ) ) & &
! ( art - > constituents ) ; //no combo artifacts spawning
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}
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void CArtHandler : : initAllowedArtifactsList ( const std : : vector < bool > & allowed )
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{
allowedArtifacts . clear ( ) ;
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treasures . clear ( ) ;
minors . clear ( ) ;
majors . clear ( ) ;
relics . clear ( ) ;
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for ( ArtifactID i = ArtifactID : : SPELLBOOK ; i < ArtifactID : : ART_SELECTION ; i . advance ( 1 ) )
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{
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if ( allowed [ i ] & & legalArtifact ( i ) )
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allowedArtifacts . push_back ( artifacts [ i ] ) ;
}
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if ( VLC - > modh - > modules . COMMANDERS ) //allow all commander artifacts for testing
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{
for ( int i = 146 ; i < = 155 ; + + i )
{
allowedArtifacts . push_back ( artifacts [ i ] ) ;
}
}
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for ( int i = GameConstants : : ARTIFACTS_QUANTITY ; i < artifacts . size ( ) ; + + i ) //allow all new artifacts by default
{
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if ( legalArtifact ( ArtifactID ( i ) ) )
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allowedArtifacts . push_back ( artifacts [ i ] ) ;
//keep im mind that artifact can be worn by more than one type of bearer
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}
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}
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std : : vector < bool > CArtHandler : : getDefaultAllowed ( ) const
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{
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std : : vector < bool > allowedArtifacts ;
allowedArtifacts . resize ( 127 , true ) ;
allowedArtifacts . resize ( 141 , false ) ;
allowedArtifacts . resize ( GameConstants : : ARTIFACTS_QUANTITY , true ) ;
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return allowedArtifacts ;
}
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void CArtHandler : : erasePickedArt ( ArtifactID id )
{
CArtifact * art = artifacts [ id ] ;
if ( auto artifactList = listFromClass ( art - > aClass ) )
{
if ( artifactList - > empty ( ) )
fillList ( * artifactList , art - > aClass ) ;
auto itr = vstd : : find ( * artifactList , art ) ;
if ( itr ! = artifactList - > end ( ) )
{
artifactList - > erase ( itr ) ;
}
else
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logGlobal - > warnStream ( ) < < " Problem: cannot erase artifact " < < art - > Name ( ) < < " from list, it was not present " ;
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}
else
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logGlobal - > warnStream ( ) < < " Problem: cannot find list for artifact " < < art - > Name ( ) < < " , strange class. (special?) " ;
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}
boost : : optional < std : : vector < CArtifact * > & > CArtHandler : : listFromClass ( CArtifact : : EartClass artifactClass )
{
switch ( artifactClass )
{
case CArtifact : : ART_TREASURE :
return treasures ;
case CArtifact : : ART_MINOR :
return minors ;
case CArtifact : : ART_MAJOR :
return majors ;
case CArtifact : : ART_RELIC :
return relics ;
default : //special artifacts should not be erased
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return nullptr ;
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}
}
void CArtHandler : : fillList ( std : : vector < CArtifact * > & listToBeFilled , CArtifact : : EartClass artifactClass )
{
assert ( listToBeFilled . empty ( ) ) ;
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for ( auto & elem : allowedArtifacts )
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{
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if ( elem - > aClass = = artifactClass )
listToBeFilled . push_back ( elem ) ;
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}
}
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void CArtHandler : : afterLoadFinalization ( )
{
//All artifacts have their id, so we can properly update their bonuses' source ids.
for ( auto & art : artifacts )
{
for ( auto & bonus : art - > getExportedBonusList ( ) )
{
assert ( art = = artifacts [ art - > id ] ) ;
assert ( bonus - > source = = Bonus : : ARTIFACT ) ;
bonus - > sid = art - > id ;
}
}
}
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CArtifactInstance : : CArtifactInstance ( )
{
init ( ) ;
}
CArtifactInstance : : CArtifactInstance ( CArtifact * Art )
{
init ( ) ;
setType ( Art ) ;
}
void CArtifactInstance : : setType ( CArtifact * Art )
{
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artType = Art ;
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attachTo ( Art ) ;
}
std : : string CArtifactInstance : : nodeName ( ) const
{
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return " Artifact instance of " + ( artType ? artType - > Name ( ) : std : : string ( " uninitialized " ) ) + " type " ;
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}
CArtifactInstance * CArtifactInstance : : createScroll ( const CSpell * s )
{
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auto ret = new CArtifactInstance ( VLC - > arth - > artifacts [ 1 ] ) ;
auto b = new Bonus ( Bonus : : PERMANENT , Bonus : : SPELL , Bonus : : ARTIFACT_INSTANCE , - 1 , 1 , s - > id ) ;
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ret - > addNewBonus ( b ) ;
return ret ;
}
void CArtifactInstance : : init ( )
{
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id = ArtifactInstanceID ( ) ;
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id = static_cast < ArtifactInstanceID > ( ArtifactID : : NONE ) ; //to be randomized
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setNodeType ( ARTIFACT_INSTANCE ) ;
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}
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ArtifactPosition CArtifactInstance : : firstAvailableSlot ( const CArtifactSet * h ) const
{
for ( auto slot : artType - > possibleSlots . at ( h - > bearerType ( ) ) )
{
if ( canBePutAt ( h , slot ) ) //if(artType->fitsAt(h->artifWorn, slot))
{
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//we've found a free suitable slot.
return slot ;
}
}
//if haven't find proper slot, use backpack
return firstBackpackSlot ( h ) ;
}
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ArtifactPosition CArtifactInstance : : firstBackpackSlot ( const CArtifactSet * h ) const
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{
if ( ! artType - > isBig ( ) ) //discard big artifact
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return ArtifactPosition (
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GameConstants : : BACKPACK_START + h - > artifactsInBackpack . size ( ) ) ;
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return ArtifactPosition : : PRE_FIRST ;
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}
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bool CArtifactInstance : : canBePutAt ( const ArtifactLocation & al , bool assumeDestRemoved /*= false*/ ) const
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{
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return canBePutAt ( al . getHolderArtSet ( ) , al . slot , assumeDestRemoved ) ;
}
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bool CArtifactInstance : : canBePutAt ( const CArtifactSet * artSet , ArtifactPosition slot , bool assumeDestRemoved /*= false*/ ) const
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{
if ( slot > = GameConstants : : BACKPACK_START )
{
if ( artType - > isBig ( ) )
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return false ;
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//TODO backpack limit
return true ;
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}
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auto possibleSlots = artType - > possibleSlots . find ( artSet - > bearerType ( ) ) ;
if ( possibleSlots = = artType - > possibleSlots . end ( ) )
{
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logGlobal - > warnStream ( ) < < " Warning: artifact " < < artType - > Name ( ) < < " doesn't have defined allowed slots for bearer of type "
< < artSet - > bearerType ( ) ;
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return false ;
}
if ( ! vstd : : contains ( possibleSlots - > second , slot ) )
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return false ;
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return artSet - > isPositionFree ( slot , assumeDestRemoved ) ;
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}
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void CArtifactInstance : : putAt ( ArtifactLocation al )
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{
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assert ( canBePutAt ( al ) ) ;
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al . getHolderArtSet ( ) - > setNewArtSlot ( al . slot , this , false ) ;
if ( al . slot < GameConstants : : BACKPACK_START )
al . getHolderNode ( ) - > attachTo ( this ) ;
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}
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void CArtifactInstance : : removeFrom ( ArtifactLocation al )
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{
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assert ( al . getHolderArtSet ( ) - > getArt ( al . slot ) = = this ) ;
al . getHolderArtSet ( ) - > eraseArtSlot ( al . slot ) ;
if ( al . slot < GameConstants : : BACKPACK_START )
al . getHolderNode ( ) - > detachFrom ( this ) ;
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//TODO delete me?
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}
bool CArtifactInstance : : canBeDisassembled ( ) const
{
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return bool ( artType - > constituents ) ;
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}
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std : : vector < const CArtifact * > CArtifactInstance : : assemblyPossibilities ( const CArtifactSet * h ) const
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{
std : : vector < const CArtifact * > ret ;
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if ( artType - > constituents ) //combined artifact already: no combining of combined artifacts... for now.
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return ret ;
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for ( const CArtifact * artifact : artType - > constituentOf )
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{
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assert ( artifact - > constituents ) ;
bool possible = true ;
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for ( const CArtifact * constituent : * artifact - > constituents ) //check if all constituents are available
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{
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if ( ! h - > hasArt ( constituent - > id , true ) ) //constituent must be equipped
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{
possible = false ;
break ;
}
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}
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if ( possible )
ret . push_back ( artifact ) ;
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}
return ret ;
}
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void CArtifactInstance : : move ( ArtifactLocation src , ArtifactLocation dst )
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{
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removeFrom ( src ) ;
putAt ( dst ) ;
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}
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CArtifactInstance * CArtifactInstance : : createNewArtifactInstance ( CArtifact * Art )
{
if ( ! Art - > constituents )
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{
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auto ret = new CArtifactInstance ( Art ) ;
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if ( dynamic_cast < CGrowingArtifact * > ( Art ) )
{
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auto bonus = new Bonus ;
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bonus - > type = Bonus : : LEVEL_COUNTER ;
bonus - > val = 0 ;
ret - > addNewBonus ( bonus ) ;
}
return ret ;
}
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else
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{
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auto ret = new CCombinedArtifactInstance ( Art ) ;
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ret - > createConstituents ( ) ;
return ret ;
}
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}
CArtifactInstance * CArtifactInstance : : createNewArtifactInstance ( int aid )
{
return createNewArtifactInstance ( VLC - > arth - > artifacts [ aid ] ) ;
}
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void CArtifactInstance : : deserializationFix ( )
{
setType ( artType ) ;
}
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SpellID CArtifactInstance : : getGivenSpellID ( ) const
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{
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const Bonus * b = getBonusLocalFirst ( Selector : : type ( Bonus : : SPELL ) ) ;
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if ( ! b )
{
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logGlobal - > warnStream ( ) < < " Warning: " < < nodeName ( ) < < " doesn't bear any spell! " ;
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return SpellID : : NONE ;
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}
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return SpellID ( b - > subtype ) ;
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}
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bool CArtifactInstance : : isPart ( const CArtifactInstance * supposedPart ) const
{
return supposedPart = = this ;
}
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bool CCombinedArtifactInstance : : canBePutAt ( const CArtifactSet * artSet , ArtifactPosition slot , bool assumeDestRemoved /*= false*/ ) const
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{
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bool canMainArtifactBePlaced = CArtifactInstance : : canBePutAt ( artSet , slot , assumeDestRemoved ) ;
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if ( ! canMainArtifactBePlaced )
return false ; //no is no...
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if ( slot > = GameConstants : : BACKPACK_START )
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return true ; //we can always remove combined art to the backapck
assert ( artType - > constituents ) ;
std : : vector < ConstituentInfo > constituentsToBePlaced = constituentsInfo ; //we'll remove constituents from that list, as we find a suitable slot for them
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//it may be that we picked a combined artifact in hero screen (though technically it's still there) to move it
//so we remove from the list all constituents that are already present on dst hero in the form of locks
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for ( const ConstituentInfo & constituent : constituentsInfo )
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{
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if ( constituent . art = = artSet - > getArt ( constituent . slot , false ) ) //no need to worry about locked constituent
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constituentsToBePlaced - = constituent ;
}
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//we iterate over all active slots and check if constituents fits them
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for ( int i = 0 ; i < GameConstants : : BACKPACK_START ; i + + )
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{
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for ( auto art = constituentsToBePlaced . begin ( ) ; art ! = constituentsToBePlaced . end ( ) ; art + + )
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{
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if ( art - > art - > canBePutAt ( artSet , ArtifactPosition ( i ) , i = = slot ) ) // i == al.slot because we can remove already worn artifact only from that slot that is our main destination
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{
constituentsToBePlaced . erase ( art ) ;
break ;
}
}
}
return constituentsToBePlaced . empty ( ) ;
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}
bool CCombinedArtifactInstance : : canBeDisassembled ( ) const
{
return true ;
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}
CCombinedArtifactInstance : : CCombinedArtifactInstance ( CArtifact * Art )
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: CArtifactInstance ( Art ) //TODO: seems unued, but need to be written
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{
}
CCombinedArtifactInstance : : CCombinedArtifactInstance ( )
{
}
void CCombinedArtifactInstance : : createConstituents ( )
{
assert ( artType ) ;
assert ( artType - > constituents ) ;
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for ( const CArtifact * art : * artType - > constituents )
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{
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addAsConstituent ( CArtifactInstance : : createNewArtifactInstance ( art - > id ) , ArtifactPosition : : PRE_FIRST ) ;
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}
}
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void CCombinedArtifactInstance : : addAsConstituent ( CArtifactInstance * art , ArtifactPosition slot )
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{
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assert ( vstd : : contains ( * artType - > constituents , art - > artType . get ( ) ) ) ;
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assert ( art - > getParentNodes ( ) . size ( ) = = 1 & & art - > getParentNodes ( ) . front ( ) = = art - > artType ) ;
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constituentsInfo . push_back ( ConstituentInfo ( art , slot ) ) ;
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attachTo ( art ) ;
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}
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void CCombinedArtifactInstance : : putAt ( ArtifactLocation al )
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{
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if ( al . slot > = GameConstants : : BACKPACK_START )
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{
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CArtifactInstance : : putAt ( al ) ;
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for ( ConstituentInfo & ci : constituentsInfo )
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ci . slot = ArtifactPosition : : PRE_FIRST ;
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}
else
{
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CArtifactInstance * mainConstituent = figureMainConstituent ( al ) ; //it'll be replaced with combined artifact, not a lock
CArtifactInstance : : putAt ( al ) ; //puts combined art (this)
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for ( ConstituentInfo & ci : constituentsInfo )
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{
if ( ci . art ! = mainConstituent )
{
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const ArtifactLocation suggestedPos ( al . artHolder , ci . slot ) ;
const bool inActiveSlot = vstd : : isbetween ( ci . slot , 0 , GameConstants : : BACKPACK_START ) ;
const bool suggestedPosValid = ci . art - > canBePutAt ( suggestedPos ) ;
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ArtifactPosition pos = ArtifactPosition : : PRE_FIRST ;
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if ( inActiveSlot & & suggestedPosValid ) //there is a valid suggestion where to place lock
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pos = ci . slot ;
else
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ci . slot = pos = ci . art - > firstAvailableSlot ( al . getHolderArtSet ( ) ) ;
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assert ( pos < GameConstants : : BACKPACK_START ) ;
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al . getHolderArtSet ( ) - > setNewArtSlot ( pos , ci . art , true ) ; //sets as lock
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}
else
{
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ci . slot = ArtifactPosition : : PRE_FIRST ;
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}
}
}
}
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void CCombinedArtifactInstance : : removeFrom ( ArtifactLocation al )
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{
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if ( al . slot > = GameConstants : : BACKPACK_START )
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{
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CArtifactInstance : : removeFrom ( al ) ;
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}
else
{
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for ( ConstituentInfo & ci : constituentsInfo )
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{
if ( ci . slot > = 0 )
{
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al . getHolderArtSet ( ) - > eraseArtSlot ( ci . slot ) ;
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ci . slot = ArtifactPosition : : PRE_FIRST ;
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}
else
{
//main constituent
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CArtifactInstance : : removeFrom ( al ) ;
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}
}
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}
}
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CArtifactInstance * CCombinedArtifactInstance : : figureMainConstituent ( const ArtifactLocation al )
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{
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CArtifactInstance * mainConstituent = nullptr ; //it'll be replaced with combined artifact, not a lock
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for ( ConstituentInfo & ci : constituentsInfo )
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if ( ci . slot = = al . slot )
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mainConstituent = ci . art ;
if ( ! mainConstituent )
{
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for ( ConstituentInfo & ci : constituentsInfo )
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{
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if ( vstd : : contains ( ci . art - > artType - > possibleSlots [ al . getHolderArtSet ( ) - > bearerType ( ) ] , al . slot ) )
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{
mainConstituent = ci . art ;
}
}
}
return mainConstituent ;
}
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void CCombinedArtifactInstance : : deserializationFix ( )
{
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for ( ConstituentInfo & ci : constituentsInfo )
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attachTo ( ci . art ) ;
}
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bool CCombinedArtifactInstance : : isPart ( const CArtifactInstance * supposedPart ) const
{
bool me = CArtifactInstance : : isPart ( supposedPart ) ;
if ( me )
return true ;
//check for constituents
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for ( const ConstituentInfo & constituent : constituentsInfo )
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if ( constituent . art = = supposedPart )
return true ;
return false ;
}
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CCombinedArtifactInstance : : ConstituentInfo : : ConstituentInfo ( CArtifactInstance * Art /*= nullptr*/ , ArtifactPosition Slot /*= -1*/ )
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{
art = Art ;
slot = Slot ;
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}
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bool CCombinedArtifactInstance : : ConstituentInfo : : operator = = ( const ConstituentInfo & rhs ) const
{
return art = = rhs . art & & slot = = rhs . slot ;
}
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const CArtifactInstance * CArtifactSet : : getArt ( ArtifactPosition pos , bool excludeLocked /*= true*/ ) const
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{
if ( const ArtSlotInfo * si = getSlot ( pos ) )
{
if ( si - > artifact & & ( ! excludeLocked | | ! si - > locked ) )
return si - > artifact ;
}
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return nullptr ;
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}
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CArtifactInstance * CArtifactSet : : getArt ( ArtifactPosition pos , bool excludeLocked /*= true*/ )
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{
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return const_cast < CArtifactInstance * > ( ( const_cast < const CArtifactSet * > ( this ) ) - > getArt ( pos , excludeLocked ) ) ;
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}
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ArtifactPosition CArtifactSet : : getArtPos ( int aid , bool onlyWorn /*= true*/ ) const
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{
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for ( auto i = artifactsWorn . cbegin ( ) ; i ! = artifactsWorn . cend ( ) ; i + + )
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if ( i - > second . artifact - > artType - > id = = aid )
return i - > first ;
if ( onlyWorn )
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return ArtifactPosition : : PRE_FIRST ;
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for ( int i = 0 ; i < artifactsInBackpack . size ( ) ; i + + )
if ( artifactsInBackpack [ i ] . artifact - > artType - > id = = aid )
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return ArtifactPosition ( GameConstants : : BACKPACK_START + i ) ;
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return ArtifactPosition : : PRE_FIRST ;
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}
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ArtifactPosition CArtifactSet : : getArtPos ( const CArtifactInstance * art ) const
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{
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for ( auto i : artifactsWorn )
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if ( i . second . artifact = = art )
return i . first ;
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for ( int i = 0 ; i < artifactsInBackpack . size ( ) ; i + + )
if ( artifactsInBackpack [ i ] . artifact = = art )
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return ArtifactPosition ( GameConstants : : BACKPACK_START + i ) ;
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return ArtifactPosition : : PRE_FIRST ;
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}
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const CArtifactInstance * CArtifactSet : : getArtByInstanceId ( ArtifactInstanceID artInstId ) const
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{
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for ( auto i : artifactsWorn )
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if ( i . second . artifact - > id = = artInstId )
return i . second . artifact ;
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for ( auto i : artifactsInBackpack )
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if ( i . artifact - > id = = artInstId )
return i . artifact ;
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return nullptr ;
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}
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bool CArtifactSet : : hasArt ( ui32 aid , bool onlyWorn /*= false*/ ) const
{
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return getArtPos ( aid , onlyWorn ) ! = ArtifactPosition : : PRE_FIRST ;
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}
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const ArtSlotInfo * CArtifactSet : : getSlot ( ArtifactPosition pos ) const
{
if ( vstd : : contains ( artifactsWorn , pos ) )
return & artifactsWorn . at ( pos ) ;
if ( pos > = ArtifactPosition : : AFTER_LAST )
{
int backpackPos = ( int ) pos - GameConstants : : BACKPACK_START ;
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if ( backpackPos < 0 | | backpackPos > = artifactsInBackpack . size ( ) )
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return nullptr ;
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else
return & artifactsInBackpack [ backpackPos ] ;
}
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return nullptr ;
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}
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bool CArtifactSet : : isPositionFree ( ArtifactPosition pos , bool onlyLockCheck /*= false*/ ) const
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{
if ( const ArtSlotInfo * s = getSlot ( pos ) )
return ( onlyLockCheck | | ! s - > artifact ) & & ! s - > locked ;
return true ; //no slot means not used
}
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si32 CArtifactSet : : getArtTypeId ( ArtifactPosition pos ) const
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{
const CArtifactInstance * const a = getArt ( pos ) ;
if ( ! a )
{
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logGlobal - > warnStream ( ) < < ( dynamic_cast < const CGHeroInstance * > ( this ) ) - > name < < " has no artifact at " < < pos < < " (getArtTypeId) " ;
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return - 1 ;
}
return a - > artType - > id ;
}
CArtifactSet : : ~ CArtifactSet ( )
{
}
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ArtSlotInfo & CArtifactSet : : retreiveNewArtSlot ( ArtifactPosition slot )
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{
assert ( ! vstd : : contains ( artifactsWorn , slot ) ) ;
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ArtSlotInfo & ret = slot < GameConstants : : BACKPACK_START
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? artifactsWorn [ slot ]
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: * artifactsInBackpack . insert ( artifactsInBackpack . begin ( ) + ( slot - GameConstants : : BACKPACK_START ) , ArtSlotInfo ( ) ) ;
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return ret ;
}
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void CArtifactSet : : setNewArtSlot ( ArtifactPosition slot , CArtifactInstance * art , bool locked )
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{
ArtSlotInfo & asi = retreiveNewArtSlot ( slot ) ;
asi . artifact = art ;
asi . locked = locked ;
}
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void CArtifactSet : : eraseArtSlot ( ArtifactPosition slot )
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{
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if ( slot < GameConstants : : BACKPACK_START )
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{
artifactsWorn . erase ( slot ) ;
}
else
{
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slot = ArtifactPosition ( slot - GameConstants : : BACKPACK_START ) ;
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artifactsInBackpack . erase ( artifactsInBackpack . begin ( ) + slot ) ;
}
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}
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void CArtifactSet : : artDeserializationFix ( CBonusSystemNode * node )
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{
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for ( auto & elem : artifactsWorn )
if ( elem . second . artifact & & ! elem . second . locked )
node - > attachTo ( elem . second . artifact ) ;
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}