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vcmi/lib/GameConstants.cpp

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/*
* GameConstants.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
*
*/
#define INSTANTIATE_BASE_FOR_ID_HERE
#include "StdInc.h"
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#ifndef VCMI_NO_EXTRA_VERSION
#include "../Version.h"
#endif
#include <vcmi/Artifact.h>
#include <vcmi/ArtifactService.h>
#include <vcmi/Faction.h>
#include <vcmi/FactionService.h>
#include <vcmi/HeroType.h>
#include <vcmi/HeroTypeService.h>
#include <vcmi/spells/Spell.h>
#include <vcmi/spells/Service.h>
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#include "VCMI_Lib.h"
#include "mapObjects/CObjectClassesHandler.h"//todo: remove
#include "CArtHandler.h"//todo: remove
#include "CCreatureHandler.h"//todo: remove
#include "spells/CSpellHandler.h" //todo: remove
#include "CSkillHandler.h"//todo: remove
#include "StringConstants.h"
#include "CGeneralTextHandler.h"
#include "CModHandler.h"//todo: remove
#include "BattleFieldHandler.h"
#include "ObstacleHandler.h"
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const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3);
const SlotID SlotID::WAR_MACHINES_SLOT = SlotID(-4);
const SlotID SlotID::ARROW_TOWERS_SLOT = SlotID(-5);
const PlayerColor PlayerColor::SPECTATOR = PlayerColor(252);
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const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
const TeamID TeamID::NO_TEAM = TeamID(255);
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namespace GameConstants
{
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const int VCMI_VERSION_MAJOR = 1;
const int VCMI_VERSION_MINOR = 0;
const int VCMI_VERSION_PATCH = 0;
const std::string VCMI_VERSION_STRING = std::to_string(VCMI_VERSION_MAJOR) + "." +
std::to_string(VCMI_VERSION_MINOR) + "." +
std::to_string(VCMI_VERSION_PATCH);
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#ifdef VCMI_NO_EXTRA_VERSION
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const std::string VCMI_VERSION = std::string("VCMI ") + VCMI_VERSION_STRING;
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#else
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const std::string VCMI_VERSION = std::string("VCMI ") + VCMI_VERSION_STRING + "." + GIT_SHA1;
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#endif
}
si32 HeroTypeID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string HeroTypeID::encode(const si32 index)
{
return VLC->heroTypes()->getByIndex(index)->getJsonKey();
}
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const CArtifact * ArtifactID::toArtifact() const
{
return VLC->arth->objects.at(*this);
}
const Artifact * ArtifactID::toArtifact(const ArtifactService * service) const
{
return service->getById(*this);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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si32 ArtifactID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "artifact", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string ArtifactID::encode(const si32 index)
{
return VLC->artifacts()->getByIndex(index)->getJsonKey();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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}
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const CCreature * CreatureID::toCreature() const
{
return VLC->creh->objects.at(*this);
}
const Creature * CreatureID::toCreature(const CreatureService * creatures) const
{
return creatures->getById(*this);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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si32 CreatureID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "creature", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string CreatureID::encode(const si32 index)
{
return VLC->creatures()->getById(CreatureID(index))->getJsonKey();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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}
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const CSpell * SpellID::toSpell() const
{
if(num < 0 || num >= VLC->spellh->objects.size())
{
logGlobal->error("Unable to get spell of invalid ID %d", int(num));
return nullptr;
}
return VLC->spellh->objects[*this];
}
const spells::Spell * SpellID::toSpell(const spells::Service * service) const
{
return service->getById(*this);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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si32 SpellID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "spell", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string SpellID::encode(const si32 index)
{
return VLC->spells()->getByIndex(index)->getJsonKey();
}
bool PlayerColor::isValidPlayer() const
{
return num < PLAYER_LIMIT_I;
}
bool PlayerColor::isSpectator() const
{
return num == 252;
}
std::string PlayerColor::getStr(bool L10n) const
{
std::string ret = "unnamed";
if(isValidPlayer())
{
if(L10n)
ret = VLC->generaltexth->colors[num];
else
ret = GameConstants::PLAYER_COLOR_NAMES[num];
}
else if(L10n)
{
ret = VLC->generaltexth->allTexts[508];
ret[0] = std::tolower(ret[0]);
}
return ret;
}
std::string PlayerColor::getStrCap(bool L10n) const
{
std::string ret = getStr(L10n);
ret[0] = std::toupper(ret[0]);
return ret;
}
const FactionID FactionID::ANY = FactionID(-1);
const FactionID FactionID::CASTLE = FactionID(0);
const FactionID FactionID::RAMPART = FactionID(1);
const FactionID FactionID::TOWER = FactionID(2);
const FactionID FactionID::INFERNO = FactionID(3);
const FactionID FactionID::NECROPOLIS = FactionID(4);
const FactionID FactionID::DUNGEON = FactionID(5);
const FactionID FactionID::STRONGHOLD = FactionID(6);
const FactionID FactionID::FORTRESS = FactionID(7);
const FactionID FactionID::CONFLUX = FactionID(8);
const FactionID FactionID::NEUTRAL = FactionID(9);
si32 FactionID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "faction", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string FactionID::encode(const si32 index)
{
return VLC->factions()->getByIndex(index)->getJsonKey();
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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std::ostream & operator<<(std::ostream & os, const EActionType actionType)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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static const std::map<EActionType, std::string> actionTypeToString =
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{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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{EActionType::END_TACTIC_PHASE, "End tactic phase"},
{EActionType::INVALID, "Invalid"},
{EActionType::NO_ACTION, "No action"},
{EActionType::HERO_SPELL, "Hero spell"},
{EActionType::WALK, "Walk"},
{EActionType::DEFEND, "Defend"},
{EActionType::RETREAT, "Retreat"},
{EActionType::SURRENDER, "Surrender"},
{EActionType::WALK_AND_ATTACK, "Walk and attack"},
{EActionType::SHOOT, "Shoot"},
{EActionType::WAIT, "Wait"},
{EActionType::CATAPULT, "Catapult"},
{EActionType::MONSTER_SPELL, "Monster spell"},
{EActionType::BAD_MORALE, "Bad morale"},
{EActionType::STACK_HEAL, "Stack heal"},
{EActionType::DAEMON_SUMMONING, "Daemon summoning"}
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};
auto it = actionTypeToString.find(actionType);
if (it == actionTypeToString.end()) return os << "<Unknown type>";
else return os << it->second;
}
std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer)
{
static const std::map<EPathfindingLayer::EEPathfindingLayer, std::string> pathfinderLayerToString
{
#define DEFINE_ELEMENT(element) {EPathfindingLayer::element, #element}
DEFINE_ELEMENT(WRONG),
DEFINE_ELEMENT(AUTO),
DEFINE_ELEMENT(LAND),
DEFINE_ELEMENT(SAIL),
DEFINE_ELEMENT(WATER),
DEFINE_ELEMENT(AIR),
DEFINE_ELEMENT(NUM_LAYERS)
#undef DEFINE_ELEMENT
};
auto it = pathfinderLayerToString.find(pathfindingLayer.num);
if (it == pathfinderLayerToString.end()) return os << "<Unknown type>";
else return os << it->second;
}
const BattleField BattleField::NONE;
bool operator==(const BattleField & l, const BattleField & r)
{
return l.num == r.num;
}
bool operator!=(const BattleField & l, const BattleField & r)
{
return l.num != r.num;
}
bool operator<(const BattleField & l, const BattleField & r)
{
return l.num < r.num;
}
BattleField::operator std::string() const
{
return getInfo()->identifier;
}
const BattleFieldInfo * BattleField::getInfo() const
{
return VLC->battlefields()->getById(*this);
}
BattleField BattleField::fromString(std::string identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "battlefield", identifier);
if(rawId)
return BattleField(rawId.get());
else
return BattleField::NONE;
}
const ObstacleInfo * Obstacle::getInfo() const
{
return VLC->obstacles()->getById(*this);
}
Obstacle::operator std::string() const
{
return getInfo()->identifier;
}
Obstacle Obstacle::fromString(std::string identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "obstacle", identifier);
if(rawId)
return Obstacle(rawId.get());
else
return Obstacle(-1);
}