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vcmi/lib/ArtifactUtils.cpp

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/*
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* ArtifactUtils.cpp, part of VCMI engine
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*
* 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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#include "ArtifactUtils.h"
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#include "CArtHandler.h"
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#include "GameSettings.h"
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#include "spells/CSpellHandler.h"
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#include "mapping/CMap.h"
#include "mapObjects/CGHeroInstance.h"
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VCMI_LIB_NAMESPACE_BEGIN
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid)
{
const auto * art = aid.toArtifact();
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for(const auto & slot : art->getPossibleSlots().at(target->bearerType()))
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{
if(art->canBePutAt(target, slot))
return slot;
}
return getArtBackpackPosition(target, aid);
}
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
{
const auto * art = aid.toArtifact();
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if(target->bearerType() == ArtBearer::HERO)
if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
{
return ArtifactPosition::BACKPACK_START;
}
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return ArtifactPosition::PRE_FIRST;
}
DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots()
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{
static const std::vector<ArtifactPosition> positions =
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{
ArtifactPosition::SPELLBOOK,
ArtifactPosition::MACH4
};
return positions;
}
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DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commonWornSlots()
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{
static const std::vector<ArtifactPosition> positions =
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{
ArtifactPosition::HEAD,
ArtifactPosition::SHOULDERS,
ArtifactPosition::NECK,
ArtifactPosition::RIGHT_HAND,
ArtifactPosition::LEFT_HAND,
ArtifactPosition::TORSO,
ArtifactPosition::RIGHT_RING,
ArtifactPosition::LEFT_RING,
ArtifactPosition::FEET,
ArtifactPosition::MISC1,
ArtifactPosition::MISC2,
ArtifactPosition::MISC3,
ArtifactPosition::MISC4,
ArtifactPosition::MISC5,
};
return positions;
}
DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::allWornSlots()
{
static const std::vector<ArtifactPosition> positions =
{
ArtifactPosition::HEAD,
ArtifactPosition::SHOULDERS,
ArtifactPosition::NECK,
ArtifactPosition::RIGHT_HAND,
ArtifactPosition::LEFT_HAND,
ArtifactPosition::TORSO,
ArtifactPosition::RIGHT_RING,
ArtifactPosition::LEFT_RING,
ArtifactPosition::FEET,
ArtifactPosition::MISC1,
ArtifactPosition::MISC2,
ArtifactPosition::MISC3,
ArtifactPosition::MISC4,
ArtifactPosition::MISC5,
ArtifactPosition::MACH1,
ArtifactPosition::MACH2,
ArtifactPosition::MACH3,
ArtifactPosition::MACH4,
ArtifactPosition::SPELLBOOK
};
return positions;
}
DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commanderSlots()
{
static const std::vector<ArtifactPosition> positions =
{
ArtifactPosition::COMMANDER1,
ArtifactPosition::COMMANDER2,
ArtifactPosition::COMMANDER3,
ArtifactPosition::COMMANDER4,
ArtifactPosition::COMMANDER5,
ArtifactPosition::COMMANDER6
};
return positions;
}
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DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot)
{
return slot.second.artifact
&& !slot.second.locked
&& !vstd::contains(unmovableSlots(), slot.first);
}
DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot)
{
// TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
// Titan's Thunder creates new spellbook on equip
if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
{
if(heroPtr && !heroPtr->hasSpellbook())
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{
return true;
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}
}
return false;
}
DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
{
return slot >= ArtifactPosition::BACKPACK_START;
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}
DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
{
return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);
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}
DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)
{
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if(target->bearerType() == ArtBearer::HERO)
{
const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
if(backpackCap < 0)
return true;
else
return target->artifactsInBackpack.size() + reqSlots <= backpackCap;
}
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else
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return false;
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}
DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
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const CArtifactSet * artSet, const ArtifactID & aid)
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{
std::vector<const CArtifact*> arts;
const auto * art = aid.toArtifact();
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if(art->isCombined())
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return arts;
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for(const auto artifact : art->getPartOf())
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{
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assert(artifact->isCombined());
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bool possible = true;
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for(const auto constituent : artifact->getConstituents()) //check if all constituents are available
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{
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if(!artSet->hasArt(constituent->getId(), false, false, false))
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{
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possible = false;
break;
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}
}
if(possible)
arts.push_back(artifact);
}
return arts;
}
DLL_LINKAGE CArtifactInstance * ArtifactUtils::createScroll(const SpellID & sid)
{
auto ret = new CArtifactInstance(ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact());
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auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL,
BonusSource::ARTIFACT_INSTANCE, -1, BonusSourceID(ArtifactID(ArtifactID::SPELL_SCROLL)), BonusSubtypeID(sid));
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ret->addNewBonus(bonus);
return ret;
}
DLL_LINKAGE CArtifactInstance * ArtifactUtils::createNewArtifactInstance(const CArtifact * art)
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{
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assert(art);
auto * artInst = new CArtifactInstance(art);
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if(art->isCombined())
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{
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for(const auto & part : art->getConstituents())
artInst->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
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}
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if(art->isGrowing())
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{
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auto bonus = std::make_shared<Bonus>();
bonus->type = BonusType::LEVEL_COUNTER;
bonus->val = 0;
artInst->addNewBonus(bonus);
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}
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return artInst;
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}
DLL_LINKAGE CArtifactInstance * ArtifactUtils::createNewArtifactInstance(const ArtifactID & aid)
{
return ArtifactUtils::createNewArtifactInstance(aid.toArtifact());
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}
DLL_LINKAGE CArtifactInstance * ArtifactUtils::createArtifact(CMap * map, const ArtifactID & aid, SpellID spellID)
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{
CArtifactInstance * art = nullptr;
if(aid.getNum() >= 0)
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{
if(spellID == SpellID::NONE)
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{
art = ArtifactUtils::createNewArtifactInstance(aid);
}
else
{
art = ArtifactUtils::createScroll(spellID);
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}
}
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else
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{
art = new CArtifactInstance(); // random, empty
}
map->addNewArtifactInstance(art);
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if(art->artType && art->isCombined())
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{
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for(auto & part : art->getPartsInfo())
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{
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map->addNewArtifactInstance(part.art);
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}
}
return art;
}
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DLL_LINKAGE void ArtifactUtils::insertScrrollSpellName(std::string & description, const SpellID & sid)
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{
// We expect scroll description to be like this: This scroll contains the [spell name] spell which is added
// into spell book for as long as hero carries the scroll. So we want to replace text in [...] with a spell name.
// However other language versions don't have name placeholder at all, so we have to be careful
auto nameStart = description.find_first_of('[');
auto nameEnd = description.find_first_of(']', nameStart);
if(nameStart != std::string::npos && nameEnd != std::string::npos)
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{
if(sid.getNum() >= 0)
description = description.replace(nameStart, nameEnd - nameStart + 1, sid.toEntity(VLC->spells())->getNameTranslated());
else
description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space
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}
}
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VCMI_LIB_NAMESPACE_END