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vcmi/lib/CArtHandler.cpp

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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
*
*/
#include "StdInc.h"
#include "CArtHandler.h"
#include "filesystem/Filesystem.h"
#include "CGeneralTextHandler.h"
#include "VCMI_Lib.h"
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#include "CModHandler.h"
#include "CCreatureHandler.h"
#include "spells/CSpellHandler.h"
#include "mapObjects/MapObjects.h"
#include "NetPacksBase.h"
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#include "StringConstants.h"
#include "CRandomGenerator.h"
#include "mapObjects/CObjectClassesHandler.h"
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#include "mapping/CMap.h"
#include "serializer/JsonSerializeFormat.h"
// 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) \
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ART_POS(HEAD)
int32_t CArtifact::getIndex() const
{
return id.toEnum();
}
int32_t CArtifact::getIconIndex() const
{
return iconIndex;
}
const std::string & CArtifact::getName() const
{
return name;
}
const std::string & CArtifact::getJsonKey() const
{
return identifier;
}
void CArtifact::registerIcons(const IconRegistar & cb) const
{
cb(getIconIndex(), "ARTIFACT", image);
cb(getIconIndex(), "ARTIFACTLARGE", large);
}
ArtifactID CArtifact::getId() const
{
return id;
}
const IBonusBearer * CArtifact::accessBonuses() const
{
return this;
}
const std::string & CArtifact::getDescription() const
{
return description;
}
const std::string & CArtifact::getEventText() const
{
return eventText;
}
uint32_t CArtifact::getPrice() const
{
return price;
}
CreatureID CArtifact::getWarMachine() const
{
return warMachine;
}
bool CArtifact::isBig() const
{
return warMachine != CreatureID::NONE;
}
bool CArtifact::isTradable() const
{
switch(id)
{
case ArtifactID::SPELLBOOK:
case ArtifactID::GRAIL:
return false;
default:
return !isBig();
}
}
CArtifact::CArtifact()
{
setNodeType(ARTIFACT);
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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iconIndex = ArtifactID::NONE;
price = 0;
aClass = ART_SPECIAL;
}
CArtifact::~CArtifact()
{
}
int CArtifact::getArtClassSerial() const
{
if(id == ArtifactID::SPELL_SCROLL)
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: " + getName();
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}
void CArtifact::addNewBonus(const std::shared_ptr<Bonus>& b)
{
b->source = Bonus::ARTIFACT;
b->duration = Bonus::PERMANENT;
b->description = name;
CBonusSystemNode::addNewBonus(b);
}
void CArtifact::updateFrom(const JsonNode& data)
{
//TODO:CArtifact::updateFrom
}
void CArtifact::serializeJson(JsonSerializeFormat & handler)
{
}
void CArtifact::fillWarMachine()
{
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switch(id)
{
case ArtifactID::CATAPULT:
warMachine = CreatureID::CATAPULT;
break;
case ArtifactID::BALLISTA:
warMachine = CreatureID::BALLISTA;
break;
case ArtifactID::FIRST_AID_TENT:
warMachine = CreatureID::FIRST_AID_TENT;
break;
case ArtifactID::AMMO_CART:
warMachine = CreatureID::AMMO_CART;
break;
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default:
warMachine = CreatureID::NONE;
break;
}
}
void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art)
{
auto b = std::make_shared<Bonus>();
b->type = Bonus::LEVEL_COUNTER;
b->val = 1;
b->duration = Bonus::COMMANDER_KILLED;
art->accumulateBonus(b);
for (auto bonus : bonusesPerLevel)
{
if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels
{
art->accumulateBonus(std::make_shared<Bonus>(bonus.second));
}
}
for (auto bonus : thresholdBonuses)
{
if (art->valOfBonuses(Bonus::LEVEL_COUNTER) == bonus.first) //every n levels
{
art->addNewBonus(std::make_shared<Bonus>(bonus.second));
}
}
}
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CArtHandler::CArtHandler()
{
}
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CArtHandler::~CArtHandler() = default;
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std::vector<JsonNode> CArtHandler::loadLegacyData(size_t dataSize)
{
objects.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
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#define ART_POS(x) #x ,
const std::vector<std::string> artSlots = { ART_POS_LIST };
#undef ART_POS
static std::map<char, std::string> classes =
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{{'S',"SPECIAL"}, {'T',"TREASURE"},{'N',"MINOR"},{'J',"MAJOR"},{'R',"RELIC"},};
CLegacyConfigParser parser("DATA/ARTRAITS.TXT");
CLegacyConfigParser events("DATA/ARTEVENT.TXT");
parser.endLine(); // header
parser.endLine();
for (size_t i = 0; i < dataSize; i++)
{
JsonNode artData;
artData["text"]["name"].String() = parser.readString();
artData["text"]["event"].String() = events.readString();
artData["value"].Float() = parser.readNumber();
for(auto & artSlot : artSlots)
{
if(parser.readString() == "x")
{
artData["slot"].Vector().push_back(JsonNode());
artData["slot"].Vector().back().String() = artSlot;
}
}
artData["class"].String() = classes[parser.readString()[0]];
artData["text"]["description"].String() = parser.readString();
parser.endLine();
events.endLine();
h3Data.push_back(artData);
}
return h3Data;
}
void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), objects.size());
object->iconIndex = object->getIndex() + 5;
objects.push_back(object);
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registerObject(scope, "artifact", name, object->id);
}
void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), index);
object->iconIndex = object->getIndex();
assert(objects[index] == nullptr); // ensure that this id was not loaded before
objects[index] = object;
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registerObject(scope, "artifact", name, object->id);
}
const std::vector<std::string> & CArtHandler::getTypeNames() const
{
static const std::vector<std::string> typeNames = { "artifact" };
return typeNames;
}
CArtifact * CArtHandler::loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index)
{
CArtifact * art;
if(!VLC->modh->modules.COMMANDERS || node["growing"].isNull())
{
art = new CArtifact();
}
else
{
auto growing = new CGrowingArtifact();
loadGrowingArt(growing, node);
art = growing;
}
art->id = ArtifactID(index);
art->identifier = identifier;
const JsonNode & text = node["text"];
art->name = text["name"].String();
art->description = text["description"].String();
art->eventText = text["event"].String();
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const JsonNode & graphics = node["graphics"];
art->image = graphics["image"].String();
if(!graphics["large"].isNull())
art->large = graphics["large"].String();
else
art->large = art->image;
art->advMapDef = graphics["map"].String();
art->price = static_cast<ui32>(node["value"].Float());
loadSlots(art, node);
loadClass(art, node);
loadType(art, node);
loadComponents(art, node);
for(auto b : node["bonuses"].Vector())
{
auto bonus = JsonUtils::parseBonus(b);
art->addNewBonus(bonus);
}
const JsonNode & warMachine = node["warMachine"];
if(warMachine.getType() == JsonNode::JsonType::DATA_STRING && warMachine.String() != "")
{
VLC->modh->identifiers.requestIdentifier("creature", warMachine, [=](si32 id)
{
art->warMachine = CreatureID(id);
//this assumes that creature object is stored before registration
VLC->creh->objects.at(id)->warMachine = art->id;
});
}
VLC->modh->identifiers.requestIdentifier(scope, "object", "artifact", [=](si32 index)
{
JsonNode conf;
conf.setMeta(scope);
VLC->objtypeh->loadSubObject(art->getJsonKey(), conf, Obj::ARTIFACT, art->getIndex());
if(!art->advMapDef.empty())
{
JsonNode templ;
templ.setMeta(scope);
templ["animation"].String() = art->advMapDef;
// add new template.
// Necessary for objects added via mods that don't have any templates in H3
VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->getIndex())->addTemplate(templ);
}
// object does not have any templates - this is not usable object (e.g. pseudo-art like lock)
if(VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->getIndex())->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::ARTIFACT, art->getIndex());
});
return art;
}
ArtifactPosition CArtHandler::stringToSlot(std::string slotName)
{
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#define ART_POS(x) { #x, ArtifactPosition::x },
static const std::map<std::string, ArtifactPosition> artifactPositionMap = { ART_POS_LIST };
#undef ART_POS
auto it = artifactPositionMap.find (slotName);
if (it != artifactPositionMap.end())
return it->second;
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logMod->warn("Warning! Artifact slot %s not recognized!", slotName);
return ArtifactPosition::PRE_FIRST;
}
void CArtHandler::addSlot(CArtifact * art, const std::string & slotID)
{
static const std::vector<ArtifactPosition> miscSlots =
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{
ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5
};
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static const std::vector<ArtifactPosition> ringSlots =
{
ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING
};
if (slotID == "MISC")
{
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vstd::concatenate(art->possibleSlots[ArtBearer::HERO], miscSlots);
}
else if (slotID == "RING")
{
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vstd::concatenate(art->possibleSlots[ArtBearer::HERO], ringSlots);
}
else
{
auto slot = stringToSlot(slotID);
if (slot != ArtifactPosition::PRE_FIRST)
art->possibleSlots[ArtBearer::HERO].push_back (slot);
}
}
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void CArtHandler::loadSlots(CArtifact * art, const JsonNode & node)
{
if (!node["slot"].isNull()) //we assume non-hero slots are irrelevant?
{
if (node["slot"].getType() == JsonNode::JsonType::DATA_STRING)
addSlot(art, node["slot"].String());
else
{
for (const JsonNode & slot : node["slot"].Vector())
addSlot(art, slot.String());
}
}
}
CArtifact::EartClass CArtHandler::stringToClass(std::string className)
{
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static const std::map<std::string, CArtifact::EartClass> artifactClassMap =
{
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{"TREASURE", CArtifact::ART_TREASURE},
{"MINOR", CArtifact::ART_MINOR},
{"MAJOR", CArtifact::ART_MAJOR},
{"RELIC", CArtifact::ART_RELIC},
{"SPECIAL", CArtifact::ART_SPECIAL}
};
auto it = artifactClassMap.find (className);
if (it != artifactClassMap.end())
return it->second;
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logMod->warn("Warning! Artifact rarity %s not recognized!", className);
return CArtifact::ART_SPECIAL;
}
void CArtHandler::loadClass(CArtifact * art, const JsonNode & node)
{
art->aClass = stringToClass(node["class"].String());
}
void CArtHandler::loadType(CArtifact * art, const JsonNode & node)
{
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#define ART_BEARER(x) { #x, ArtBearer::x },
static const std::map<std::string, int> artifactBearerMap = { ART_BEARER_LIST };
#undef ART_BEARER
for (const JsonNode & b : node["type"].Vector())
{
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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logMod->warn("Warning! Artifact type %s not recognized!", b.String());
}
}
void CArtHandler::loadComponents(CArtifact * art, const JsonNode & node)
{
if (!node["components"].isNull())
{
art->constituents.reset(new std::vector<CArtifact *>());
for (auto component : node["components"].Vector())
{
VLC->modh->identifiers.requestIdentifier("artifact", component, [=](si32 id)
{
// when this code is called both combinational art as well as component are loaded
// so it is safe to access any of them
art->constituents->push_back(objects[id]);
objects[id]->constituentOf.push_back(art);
});
}
}
}
void CArtHandler::loadGrowingArt(CGrowingArtifact * art, const JsonNode & node)
{
for (auto b : node["growing"]["bonusesPerLevel"].Vector())
{
art->bonusesPerLevel.push_back(std::pair <ui16, Bonus>((ui16)b["level"].Float(), Bonus()));
JsonUtils::parseBonus(b["bonus"], &art->bonusesPerLevel.back().second);
}
for (auto b : node["growing"]["thresholdBonuses"].Vector())
{
art->thresholdBonuses.push_back(std::pair <ui16, Bonus>((ui16)b["level"].Float(), Bonus()));
JsonUtils::parseBonus(b["bonus"], &art->thresholdBonuses.back().second);
}
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts)
{
auto getAllowedArts = [&](std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, CArtifact::EartClass flag)
{
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if (arts->empty()) //restock available arts
fillList(*arts, flag);
for (auto & arts_i : *arts)
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{
if (accepts(arts_i->id))
{
CArtifact *art = arts_i;
out.push_back(art);
}
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}
};
auto getAllowed = [&](std::vector<ConstTransitivePtr<CArtifact> > &out)
{
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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, objects[2]); //Give Grail - this can't be banned (hopefully)
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}
};
std::vector<ConstTransitivePtr<CArtifact> > out;
getAllowed(out);
ArtifactID artID = (*RandomGeneratorUtil::nextItem(out, rand))->id;
erasePickedArt(artID);
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return artID;
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts)
{
return pickRandomArtifact(rand, 0xff, accepts);
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags)
{
return pickRandomArtifact(rand, flags, [](ArtifactID){ return true;});
}
void CArtHandler::makeItCreatureArt(CArtifact * a, bool onlyCreature)
{
if (onlyCreature)
{
a->possibleSlots[ArtBearer::HERO].clear();
a->possibleSlots[ArtBearer::COMMANDER].clear();
}
a->possibleSlots[ArtBearer::CREATURE].push_back(ArtifactPosition::CREATURE_SLOT);
}
void CArtHandler::makeItCommanderArt(CArtifact * a, bool onlyCommander)
{
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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bool CArtHandler::legalArtifact(ArtifactID id)
{
auto art = objects[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
art->aClass >= CArtifact::ART_TREASURE &&
art->aClass <= CArtifact::ART_RELIC);
}
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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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{
//check artifacts allowed on a map
//TODO: This line will be different when custom map format is implemented
if (allowed[i] && legalArtifact(i))
allowedArtifacts.push_back(objects[i]);
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}
for (ArtifactID i = ArtifactID::ART_SELECTION; i<ArtifactID((si32)objects.size()); i.advance(1)) //try to allow all artifacts added by mods
{
if (legalArtifact(ArtifactID(i)))
allowedArtifacts.push_back(objects[i]);
//keep im mind that artifact can be worn by more than one type of bearer
}
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}
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std::vector<bool> CArtHandler::getDefaultAllowed() const
{
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std::vector<bool> allowedArtifacts;
allowedArtifacts.resize(127, true);
allowedArtifacts.resize(141, false);
allowedArtifacts.resize(size(), true);
return allowedArtifacts;
}
void CArtHandler::erasePickedArt(ArtifactID id)
{
CArtifact *art = objects[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
logMod->warn("Problem: cannot erase artifact %s from list, it was not present", art->getName());
}
else
logMod->warn("Problem: cannot find list for artifact %s, strange class. (special?)", art->getName());
}
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 boost::optional<std::vector<CArtifact*>&>();
}
}
void CArtHandler::fillList( std::vector<CArtifact*> &listToBeFilled, CArtifact::EartClass artifactClass )
{
assert(listToBeFilled.empty());
for (auto & elem : allowedArtifacts)
{
if (elem->aClass == artifactClass)
listToBeFilled.push_back(elem);
}
}
void CArtHandler::afterLoadFinalization()
{
//All artifacts have their id, so we can properly update their bonuses' source ids.
for(auto &art : objects)
{
for(auto &bonus : art->getExportedBonusList())
{
assert(art == objects[art->id]);
assert(bonus->source == Bonus::ARTIFACT);
bonus->sid = art->id;
}
}
CBonusSystemNode::treeHasChanged();
}
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CArtifactInstance::CArtifactInstance()
{
init();
}
CArtifactInstance::CArtifactInstance( CArtifact *Art)
{
init();
setType(Art);
}
void CArtifactInstance::setType( CArtifact *Art )
{
artType = Art;
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attachTo(Art);
}
std::string CArtifactInstance::nodeName() const
{
return "Artifact instance of " + (artType ? artType->getName() : std::string("uninitialized")) + " type";
}
CArtifactInstance *CArtifactInstance::createScroll(SpellID sid)
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{
auto ret = new CArtifactInstance(VLC->arth->objects[ArtifactID::SPELL_SCROLL]);
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, sid);
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ret->addNewBonus(b);
return ret;
}
void CArtifactInstance::init()
{
id = ArtifactInstanceID();
id = static_cast<ArtifactInstanceID>(ArtifactID::NONE); //to be randomized
setNodeType(ARTIFACT_INSTANCE);
}
std::string CArtifactInstance::getEffectiveDescription(const CGHeroInstance * hero) const
{
std::string text = artType->getDescription();
if (!vstd::contains(text, '{'))
text = '{' + artType->getName() + "}\n\n" + text; //workaround for new artifacts with single name, turns it to H3-style
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if(artType->id == ArtifactID::SPELL_SCROLL)
{
// we expect scroll description to be like this: This scroll contains the [spell name] spell which is added into your spell book for as long as you carry 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
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SpellID spellID = getGivenSpellID();
size_t nameStart = text.find_first_of('[');
size_t nameEnd = text.find_first_of(']', nameStart);
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if(spellID.getNum() >= 0)
{
if(nameStart != std::string::npos && nameEnd != std::string::npos)
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text = text.replace(nameStart, nameEnd - nameStart + 1, spellID.toSpell(VLC->spells())->getName());
}
}
else if(hero && artType->constituentOf.size()) //display info about set
{
std::string artList;
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auto combinedArt = artType->constituentOf[0];
text += "\n\n";
text += "{" + combinedArt->getName() + "}";
int wornArtifacts = 0;
for(auto a : *combinedArt->constituents) //TODO: can the artifact be a part of more than one set?
{
artList += "\n" + a->getName();
if (hero->hasArt(a->id, true))
wornArtifacts++;
}
text += " (" + boost::str(boost::format("%d") % wornArtifacts) + " / " +
boost::str(boost::format("%d") % combinedArt->constituents->size()) + ")" + artList;
//TODO: fancy colors and fonts for this text
}
return text;
}
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))
{
//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
{
if(!artType->isBig()) //discard big artifact
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return ArtifactPosition(
GameConstants::BACKPACK_START + (si32)h->artifactsInBackpack.size());
return ArtifactPosition::PRE_FIRST;
}
bool CArtifactInstance::canBePutAt(const ArtifactLocation & al, bool assumeDestRemoved) const
{
return canBePutAt(al.getHolderArtSet(), al.slot, assumeDestRemoved);
}
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bool CArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved) const
{
if(slot >= GameConstants::BACKPACK_START)
{
if(artType->isBig())
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return false;
//TODO backpack limit
return true;
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}
auto possibleSlots = artType->possibleSlots.find(artSet->bearerType());
if(possibleSlots == artType->possibleSlots.end())
{
logMod->warn("Warning: artifact %s doesn't have defined allowed slots for bearer of type %s", artType->getName(), artSet->bearerType());
return false;
}
if(!vstd::contains(possibleSlots->second, slot))
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return false;
return artSet->isPositionFree(slot, assumeDestRemoved);
}
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void CArtifactInstance::putAt(ArtifactLocation al)
{
assert(canBePutAt(al));
al.getHolderArtSet()->setNewArtSlot(al.slot, this, false);
if(al.slot < GameConstants::BACKPACK_START)
al.getHolderNode()->attachTo(this);
}
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void CArtifactInstance::removeFrom(ArtifactLocation al)
{
assert(al.getHolderArtSet()->getArt(al.slot) == this);
al.getHolderArtSet()->eraseArtSlot(al.slot);
if(al.slot < GameConstants::BACKPACK_START)
al.getHolderNode()->detachFrom(this);
//TODO delete me?
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}
bool CArtifactInstance::canBeDisassembled() const
{
return bool(artType->constituents);
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}
std::vector<const CArtifact *> CArtifactInstance::assemblyPossibilities(const CArtifactSet *h) const
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{
std::vector<const CArtifact *> ret;
if(artType->constituents) //combined artifact already: no combining of combined artifacts... for now.
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return ret;
for(const CArtifact * artifact : artType->constituentOf)
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{
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assert(artifact->constituents);
bool possible = true;
for(const CArtifact * constituent : *artifact->constituents) //check if all constituents are available
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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)
{
removeFrom(src);
putAt(dst);
}
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CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art)
{
if(!Art->constituents)
{
auto ret = new CArtifactInstance(Art);
if (dynamic_cast<CGrowingArtifact *>(Art))
{
auto bonus = std::make_shared<Bonus>();
bonus->type = Bonus::LEVEL_COUNTER;
bonus->val = 0;
ret->addNewBonus (bonus);
}
return ret;
}
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else
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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->objects[aid]);
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}
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CArtifactInstance * CArtifactInstance::createArtifact(CMap * map, int aid, int spellID)
{
CArtifactInstance * a = nullptr;
if(aid >= 0)
{
if(spellID < 0)
{
a = CArtifactInstance::createNewArtifactInstance(aid);
}
else
{
a = CArtifactInstance::createScroll(SpellID(spellID));
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}
}
else //FIXME: create combined artifact instance for random combined artifacts, just in case
{
a = new CArtifactInstance(); //random, empty
}
map->addNewArtifactInstance(a);
//TODO make it nicer
if(a->artType && (!!a->artType->constituents))
{
CCombinedArtifactInstance * comb = dynamic_cast<CCombinedArtifactInstance *>(a);
for(CCombinedArtifactInstance::ConstituentInfo & ci : comb->constituentsInfo)
{
map->addNewArtifactInstance(ci.art);
}
}
return a;
}
void CArtifactInstance::deserializationFix()
{
setType(artType);
}
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SpellID CArtifactInstance::getGivenSpellID() const
{
const auto b = getBonusLocalFirst(Selector::type()(Bonus::SPELL));
if(!b)
{
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logMod->warn("Warning: %s doesn't bear any spell!", nodeName());
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return SpellID::NONE;
}
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return SpellID(b->subtype);
}
bool CArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
{
return supposedPart == this;
}
bool CCombinedArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved) const
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{
bool canMainArtifactBePlaced = CArtifactInstance::canBePutAt(artSet, slot, assumeDestRemoved);
if(!canMainArtifactBePlaced)
return false; //no is no...
if(slot >= GameConstants::BACKPACK_START)
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
//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
for(const ConstituentInfo &constituent : constituentsInfo)
{
if(constituent.art == artSet->getArt(constituent.slot, false)) //no need to worry about locked constituent
constituentsToBePlaced -= constituent;
}
//we iterate over all active slots and check if constituents fits them
for (int i = 0; i < GameConstants::BACKPACK_START; i++)
{
for(auto art = constituentsToBePlaced.begin(); art != constituentsToBePlaced.end(); art++)
{
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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
{
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)
: CArtifactInstance(Art) //TODO: seems unused, but need to be written
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{
}
CCombinedArtifactInstance::CCombinedArtifactInstance()
{
}
void CCombinedArtifactInstance::createConstituents()
{
assert(artType);
assert(artType->constituents);
for(const CArtifact * art : *artType->constituents)
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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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{
assert(vstd::contains(*artType->constituents, art->artType.get()));
assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType);
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constituentsInfo.push_back(ConstituentInfo(art, slot));
attachTo(art);
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}
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void CCombinedArtifactInstance::putAt(ArtifactLocation al)
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{
if(al.slot >= GameConstants::BACKPACK_START)
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{
CArtifactInstance::putAt(al);
for(ConstituentInfo &ci : constituentsInfo)
ci.slot = ArtifactPosition::PRE_FIRST;
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}
else
{
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)
{
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;
if(inActiveSlot && suggestedPosValid) //there is a valid suggestion where to place lock
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pos = ci.slot;
else
ci.slot = pos = ci.art->firstAvailableSlot(al.getHolderArtSet());
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assert(pos < GameConstants::BACKPACK_START);
al.getHolderArtSet()->setNewArtSlot(pos, ci.art, true); //sets as lock
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}
else
{
ci.slot = ArtifactPosition::PRE_FIRST;
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}
}
}
}
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void CCombinedArtifactInstance::removeFrom(ArtifactLocation al)
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{
if(al.slot >= GameConstants::BACKPACK_START)
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{
CArtifactInstance::removeFrom(al);
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}
else
{
for(ConstituentInfo &ci : constituentsInfo)
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{
if(ci.slot >= 0)
{
al.getHolderArtSet()->eraseArtSlot(ci.slot);
ci.slot = ArtifactPosition::PRE_FIRST;
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}
else
{
//main constituent
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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{
CArtifactInstance *mainConstituent = nullptr; //it'll be replaced with combined artifact, not a lock
for(ConstituentInfo &ci : constituentsInfo)
if(ci.slot == al.slot)
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mainConstituent = ci.art;
if(!mainConstituent)
{
for(ConstituentInfo &ci : constituentsInfo)
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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()
{
for(ConstituentInfo &ci : constituentsInfo)
attachTo(ci.art);
}
bool CCombinedArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
{
bool me = CArtifactInstance::isPart(supposedPart);
if(me)
return true;
//check for constituents
for(const ConstituentInfo &constituent : constituentsInfo)
if(constituent.art == supposedPart)
return true;
return false;
}
CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art, ArtifactPosition Slot)
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{
art = Art;
slot = Slot;
}
bool CCombinedArtifactInstance::ConstituentInfo::operator==(const ConstituentInfo &rhs) const
{
return art == rhs.art && slot == rhs.slot;
}
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CArtifactSet::~CArtifactSet() = default;
const CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked) const
{
if(const ArtSlotInfo *si = getSlot(pos))
{
if(si->artifact && (!excludeLocked || !si->locked))
return si->artifact;
}
return nullptr;
}
CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked)
{
return const_cast<CArtifactInstance*>((const_cast<const CArtifactSet*>(this))->getArt(pos, excludeLocked));
}
ArtifactPosition CArtifactSet::getArtPos(int aid, bool onlyWorn) const
{
for(auto i = artifactsWorn.cbegin(); i != artifactsWorn.cend(); i++)
if(i->second.artifact->artType->id == aid)
return i->first;
if(onlyWorn)
return ArtifactPosition::PRE_FIRST;
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);
return ArtifactPosition::PRE_FIRST;
}
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ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const
{
for(auto i : artifactsWorn)
if(i.second.artifact == art)
return i.first;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact == art)
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return ArtifactPosition(GameConstants::BACKPACK_START + i);
return ArtifactPosition::PRE_FIRST;
}
const CArtifactInstance * CArtifactSet::getArtByInstanceId( ArtifactInstanceID artInstId ) const
{
for(auto i : artifactsWorn)
if(i.second.artifact->id == artInstId)
return i.second.artifact;
for(auto i : artifactsInBackpack)
if(i.artifact->id == artInstId)
return i.artifact;
return nullptr;
}
bool CArtifactSet::hasArt(ui32 aid, bool onlyWorn,
bool searchBackpackAssemblies) const
{
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return getArtPos(aid, onlyWorn) != ArtifactPosition::PRE_FIRST ||
(searchBackpackAssemblies && getHiddenArt(aid));
}
std::pair<const CCombinedArtifactInstance *, const CArtifactInstance *>
CArtifactSet::searchForConstituent(int aid) const
{
for(auto & slot : artifactsInBackpack)
{
auto art = slot.artifact;
if(art->canBeDisassembled())
{
auto ass = static_cast<CCombinedArtifactInstance *>(art.get());
for(auto& ci : ass->constituentsInfo)
{
if(ci.art->artType->id == aid)
{
return {ass, ci.art};
}
}
}
}
return {nullptr, nullptr};
}
const CArtifactInstance *CArtifactSet::getHiddenArt(int aid) const
{
return searchForConstituent(aid).second;
}
const CCombinedArtifactInstance *CArtifactSet::getAssemblyByConstituent(int aid) const
{
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return searchForConstituent(aid).first;
}
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;
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
return nullptr;
else
return &artifactsInBackpack[backpackPos];
}
return nullptr;
}
bool CArtifactSet::isPositionFree(ArtifactPosition pos, bool onlyLockCheck) const
{
if(const ArtSlotInfo *s = getSlot(pos))
return (onlyLockCheck || !s->artifact) && !s->locked;
return true; //no slot means not used
}
ArtSlotInfo & CArtifactSet::retrieveNewArtSlot(ArtifactPosition slot)
{
assert(!vstd::contains(artifactsWorn, slot));
ArtSlotInfo &ret = slot < GameConstants::BACKPACK_START
? artifactsWorn[slot]
: *artifactsInBackpack.insert(artifactsInBackpack.begin() + (slot - GameConstants::BACKPACK_START), ArtSlotInfo());
return ret;
}
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void CArtifactSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance *art, bool locked)
{
ArtSlotInfo & asi = retrieveNewArtSlot(slot);
asi.artifact = art;
asi.locked = locked;
}
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void CArtifactSet::eraseArtSlot(ArtifactPosition slot)
{
if(slot < GameConstants::BACKPACK_START)
{
artifactsWorn.erase(slot);
}
else
{
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slot = ArtifactPosition(slot - GameConstants::BACKPACK_START);
artifactsInBackpack.erase(artifactsInBackpack.begin() + slot);
}
}
void CArtifactSet::artDeserializationFix(CBonusSystemNode *node)
{
for(auto & elem : artifactsWorn)
if(elem.second.artifact && !elem.second.locked)
node->attachTo(elem.second.artifact);
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}
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void CArtifactSet::serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map)
{
//todo: creature and commander artifacts
if(handler.saving && artifactsInBackpack.empty() && artifactsWorn.empty())
return;
if(!handler.saving)
{
assert(map);
artifactsInBackpack.clear();
artifactsWorn.clear();
}
auto s = handler.enterStruct(fieldName);
switch(bearerType())
{
case ArtBearer::HERO:
serializeJsonHero(handler, map);
break;
case ArtBearer::CREATURE:
serializeJsonCreature(handler, map);
break;
case ArtBearer::COMMANDER:
serializeJsonCommander(handler, map);
break;
default:
assert(false);
break;
}
}
void CArtifactSet::serializeJsonHero(JsonSerializeFormat & handler, CMap * map)
{
for(ArtifactPosition ap = ArtifactPosition::HEAD; ap < ArtifactPosition::AFTER_LAST; ap.advance(1))
{
serializeJsonSlot(handler, ap, map);
}
std::vector<ArtifactID> backpackTemp;
if(handler.saving)
{
backpackTemp.reserve(artifactsInBackpack.size());
for(const ArtSlotInfo & info : artifactsInBackpack)
backpackTemp.push_back(info.artifact->artType->id);
}
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
2017-07-20 06:08:49 +02:00
handler.serializeIdArray(NArtifactPosition::backpack, backpackTemp);
if(!handler.saving)
{
for(const ArtifactID & artifactID : backpackTemp)
{
auto artifact = CArtifactInstance::createArtifact(map, artifactID.toEnum());
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + (si32)artifactsInBackpack.size());
if(artifact->canBePutAt(this, slot))
putArtifact(slot, artifact);
}
}
}
void CArtifactSet::serializeJsonCreature(JsonSerializeFormat & handler, CMap * map)
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{
logGlobal->error("CArtifactSet::serializeJsonCreature not implemented");
}
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void CArtifactSet::serializeJsonCommander(JsonSerializeFormat & handler, CMap * map)
{
logGlobal->error("CArtifactSet::serializeJsonCommander not implemented");
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}
void CArtifactSet::serializeJsonSlot(JsonSerializeFormat & handler, const ArtifactPosition & slot, CMap * map)
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{
ArtifactID artifactID;
if(handler.saving)
{
const ArtSlotInfo * info = getSlot(slot);
if(info != nullptr && !info->locked)
{
artifactID = info->artifact->artType->id;
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
2017-07-20 06:08:49 +02:00
handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE);
}
}
else
{
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
2017-07-20 06:08:49 +02:00
handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE);
2016-01-24 01:27:14 +02:00
if(artifactID != ArtifactID::NONE)
{
auto artifact = CArtifactInstance::createArtifact(map, artifactID.toEnum());
if(artifact->canBePutAt(this, slot))
{
putArtifact(slot, artifact);
}
else
{
2017-08-10 18:39:27 +02:00
logGlobal->debug("Artifact can't be put at the specified location."); //TODO add more debugging information
}
}
}
2016-01-24 01:27:14 +02:00
}