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/*
* CCreatureSet . h , 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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# pragma once
# include "HeroBonus.h"
# include "GameConstants.h"
# include "CArtHandler.h"
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class JsonNode ;
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class CCreature ;
class CGHeroInstance ;
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class CArmedInstance ;
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class CCreatureArtifactSet ;
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class JsonSerializeFormat ;
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class DLL_LINKAGE CStackBasicDescriptor
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{
public :
const CCreature * type ;
TQuantity count ;
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CStackBasicDescriptor ( ) ;
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CStackBasicDescriptor ( CreatureID id , TQuantity Count ) ;
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CStackBasicDescriptor ( const CCreature * c , TQuantity Count ) ;
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virtual ~ CStackBasicDescriptor ( ) = default ;
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virtual void setType ( const CCreature * c ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & type ;
h & count ;
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}
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void serializeJson ( JsonSerializeFormat & handler ) ;
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} ;
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class DLL_LINKAGE CStackInstance : public CBonusSystemNode , public CStackBasicDescriptor , public CArtifactSet
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{
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protected :
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const CArmedInstance * _armyObj ; //stack must be part of some army, army must be part of some object
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public :
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// hlp variable used during loading map, when object (hero or town) have creatures that must have same alignment.
// idRand < 0 -> normal, non-random creature
// idRand / 2 -> level
// idRand % 2 -> upgrade number
int idRand ;
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const CArmedInstance * const & armyObj ; //stack must be part of some army, army must be part of some object
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TExpType experience ; //commander needs same amount of exp as hero
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CBonusSystemNode & > ( * this ) ;
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h & static_cast < CStackBasicDescriptor & > ( * this ) ;
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h & static_cast < CArtifactSet & > ( * this ) ;
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h & _armyObj ;
h & experience ;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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void serializeJson ( JsonSerializeFormat & handler ) ;
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//overrides CBonusSystemNode
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std : : string bonusToString ( const std : : shared_ptr < Bonus > & bonus , bool description ) const override ; // how would bonus description look for this particular type of node
std : : string bonusToGraphics ( const std : : shared_ptr < Bonus > & bonus ) const ; //file name of graphics from StackSkills , in future possibly others
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virtual ui64 getPower ( ) const ;
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int getQuantityID ( ) const ;
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std : : string getQuantityTXT ( bool capitalized = true ) const ;
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virtual int getExpRank ( ) const ;
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virtual int getLevel ( ) const ; //different for regular stack and commander
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si32 magicResistance ( ) const override ;
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CreatureID getCreatureID ( ) const ; //-1 if not available
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std : : string getName ( ) const ; //plural or singular
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virtual void init ( ) ;
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CStackInstance ( ) ;
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CStackInstance ( CreatureID id , TQuantity count ) ;
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CStackInstance ( const CCreature * cre , TQuantity count ) ;
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virtual ~ CStackInstance ( ) ;
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void setType ( CreatureID creID ) ;
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void setType ( const CCreature * c ) override ;
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void setArmyObj ( const CArmedInstance * ArmyObj ) ;
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virtual void giveStackExp ( TExpType exp ) ;
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bool valid ( bool allowUnrandomized ) const ;
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void putArtifact ( ArtifactPosition pos , CArtifactInstance * art ) override ; //from CArtifactSet
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ArtBearer : : ArtBearer bearerType ( ) const override ; //from CArtifactSet
virtual std : : string nodeName ( ) const override ; //from CBonusSystemnode
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void deserializationFix ( ) ;
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} ;
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class DLL_LINKAGE CCommanderInstance : public CStackInstance
{
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public :
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//TODO: what if Commander is not a part of creature set?
//commander class is determined by its base creature
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ui8 alive ; //maybe change to bool when breaking save compatibility?
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ui8 level ; //required only to count callbacks
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std : : string name ; // each Commander has different name
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std : : vector < ui8 > secondarySkills ; //ID -> level
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std : : set < ui8 > specialSKills ;
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//std::vector <CArtifactInstance *> arts;
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void init ( ) override ;
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CCommanderInstance ( ) ;
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CCommanderInstance ( CreatureID id ) ;
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virtual ~ CCommanderInstance ( ) ;
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void setAlive ( bool alive ) ;
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void giveStackExp ( TExpType exp ) override ;
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void levelUp ( ) ;
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bool gainsLevel ( ) const ; //true if commander has lower level than should upon his experience
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ui64 getPower ( ) const override { return 0 ; } ;
int getExpRank ( ) const override ;
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int getLevel ( ) const override ;
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ArtBearer : : ArtBearer bearerType ( ) const override ; //from CArtifactSet
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CStackInstance & > ( * this ) ;
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h & alive ;
h & level ;
h & name ;
h & secondarySkills ;
h & specialSKills ;
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}
} ;
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typedef std : : map < SlotID , CStackInstance * > TSlots ;
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typedef std : : map < SlotID , std : : pair < CreatureID , TQuantity > > TSimpleSlots ;
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class IArmyDescriptor
{
public :
virtual void clear ( ) = 0 ;
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virtual bool setCreature ( SlotID slot , CreatureID cre , TQuantity count ) = 0 ;
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} ;
//simplified version of CCreatureSet
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class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
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{
public :
TSimpleSlots army ;
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void clear ( ) override ;
bool setCreature ( SlotID slot , CreatureID cre , TQuantity count ) override ;
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operator bool ( ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & army ;
}
} ;
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class DLL_LINKAGE CCreatureSet : public IArmyDescriptor //seven combined creatures
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{
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CCreatureSet ( const CCreatureSet & ) ;
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CCreatureSet & operator = ( const CCreatureSet & ) ;
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public :
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TSlots stacks ; //slots[slot_id]->> pair(creature_id,creature_quantity)
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ui8 formation ; //false - wide, true - tight
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CCreatureSet ( ) ;
virtual ~ CCreatureSet ( ) ;
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virtual void armyChanged ( ) ;
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const CStackInstance & operator [ ] ( SlotID slot ) const ;
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const TSlots & Slots ( ) const { return stacks ; }
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void addToSlot ( SlotID slot , CreatureID cre , TQuantity count , bool allowMerging = true ) ; //Adds stack to slot. Slot must be empty or with same type creature
void addToSlot ( SlotID slot , CStackInstance * stack , bool allowMerging = true ) ; //Adds stack to slot. Slot must be empty or with same type creature
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void clear ( ) override ;
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void setFormation ( bool tight ) ;
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CArmedInstance * castToArmyObj ( ) ;
//basic operations
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void putStack ( SlotID slot , CStackInstance * stack ) ; //adds new stack to the army, slot must be empty
void setStackCount ( SlotID slot , TQuantity count ) ; //stack must exist!
CStackInstance * detachStack ( SlotID slot ) ; //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
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void setStackType ( SlotID slot , CreatureID type ) ;
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void giveStackExp ( TExpType exp ) ;
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void setStackExp ( SlotID slot , TExpType exp ) ;
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//derivative
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void eraseStack ( SlotID slot ) ; //slot must be occupied
void joinStack ( SlotID slot , CStackInstance * stack ) ; //adds new stack to the existing stack of the same type
void changeStackCount ( SlotID slot , TQuantity toAdd ) ; //stack must exist!
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bool setCreature ( SlotID slot , CreatureID type , TQuantity quantity ) override ; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
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void setToArmy ( CSimpleArmy & src ) ; //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
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const CStackInstance & getStack ( SlotID slot ) const ; //stack must exist
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const CStackInstance * getStackPtr ( SlotID slot ) const ; //if stack doesn't exist, returns nullptr
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const CCreature * getCreature ( SlotID slot ) const ; //workaround of map issue;
int getStackCount ( SlotID slot ) const ;
TExpType getStackExperience ( SlotID slot ) const ;
SlotID findStack ( const CStackInstance * stack ) const ; //-1 if none
SlotID getSlotFor ( CreatureID creature , ui32 slotsAmount = GameConstants : : ARMY_SIZE ) const ; //returns -1 if no slot available
SlotID getSlotFor ( const CCreature * c , ui32 slotsAmount = GameConstants : : ARMY_SIZE ) const ; //returns -1 if no slot available
SlotID getFreeSlot ( ui32 slotsAmount = GameConstants : : ARMY_SIZE ) const ;
bool mergableStacks ( std : : pair < SlotID , SlotID > & out , SlotID preferable = SlotID ( ) ) const ; //looks for two same stacks, returns slot positions;
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bool validTypes ( bool allowUnrandomized = false ) const ; //checks if all types of creatures are set properly
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bool slotEmpty ( SlotID slot ) const ;
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int stacksCount ( ) const ;
virtual bool needsLastStack ( ) const ; //true if last stack cannot be taken
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ui64 getArmyStrength ( ) const ; //sum of AI values of creatures
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ui64 getPower ( SlotID slot ) const ; //value of specific stack
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std : : string getRoughAmount ( SlotID slot , int mode = 0 ) const ; //rough size of specific stack
std : : string getArmyDescription ( ) const ;
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bool hasStackAtSlot ( SlotID slot ) const ;
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bool contains ( const CStackInstance * stack ) const ;
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bool canBeMergedWith ( const CCreatureSet & cs , bool allowMergingStacks = true ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & stacks ;
h & formation ;
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}
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void serializeJson ( JsonSerializeFormat & handler , const std : : string & fieldName , const boost : : optional < int > fixedSize = boost : : none ) ;
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operator bool ( ) const
{
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return ! stacks . empty ( ) ;
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}
void sweep ( ) ;
} ;