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vcmi/lib/mapObjects/CArmedInstance.cpp

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/*
* CArmedInstance.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 "CArmedInstance.h"
#include "../CTownHandler.h"
#include "../CCreatureHandler.h"
#include "../CGeneralTextHandler.h"
#include "../gameState/CGameState.h"
#include "../CPlayerState.h"
#include "../MetaString.h"
VCMI_LIB_NAMESPACE_BEGIN
void CArmedInstance::randomizeArmy(FactionID type)
{
for (auto & elem : stacks)
{
if(elem.second->randomStack)
{
int level = elem.second->randomStack->level;
int upgrade = elem.second->randomStack->upgrade;
elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]);
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elem.second->randomStack = std::nullopt;
}
assert(elem.second->valid(false));
assert(elem.second->armyObj == this);
}
}
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// Take Angelic Alliance troop-mixing freedom of non-evil units into account.
CSelector CArmedInstance::nonEvilAlignmentMixSelector = Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX);
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CArmedInstance::CArmedInstance(IGameCallback *cb)
:CArmedInstance(cb, false)
{
}
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CArmedInstance::CArmedInstance(IGameCallback *cb, bool isHypothetic):
CGObjectInstance(cb),
CBonusSystemNode(isHypothetic),
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nonEvilAlignmentMix(this, nonEvilAlignmentMixSelector),
battle(nullptr)
{
}
void CArmedInstance::updateMoraleBonusFromArmy()
{
if(!validTypes(false)) //object not randomized, don't bother
return;
auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
if(!b)
{
b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
addNewBonus(b);
}
//number of alignments and presence of undead
std::set<FactionID> factions;
bool hasUndead = false;
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const std::string undeadCacheKey = "type_UNDEAD";
static const CSelector undeadSelector = Selector::type()(BonusType::UNDEAD);
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for(const auto & slot : Slots())
{
const CStackInstance * inst = slot.second;
const auto * creature = inst->getCreatureID().toEntity(VLC);
factions.insert(creature->getFaction());
// Check for undead flag instead of faction (undead mummies are neutral)
if (!hasUndead)
{
//this is costly check, let's skip it at first undead
hasUndead |= inst->hasBonus(undeadSelector, undeadCacheKey);
}
}
size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
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if (nonEvilAlignmentMix.getHasBonus())
{
size_t mixableFactions = 0;
for(auto f : factions)
{
if (VLC->factions()->getById(f)->getAlignment() != EAlignment::EVIL)
mixableFactions++;
}
if (mixableFactions > 0)
factionsInArmy -= mixableFactions - 1;
}
std::string description;
if(factionsInArmy == 1)
{
b->val = +1;
description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1
description = description.substr(0, description.size()-3);//trim "+1"
}
else if (!factions.empty()) // no bonus from empty garrison
{
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b->val = 2 - static_cast<si32>(factionsInArmy);
MetaString formatter;
formatter.appendTextID("core.arraytxt.114"); //Troops of %d alignments %d
formatter.replaceNumber(factionsInArmy);
formatter.replaceNumber(b->val);
description = formatter.toString();
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description = description.substr(0, description.size()-3);//trim value
}
boost::algorithm::trim(description);
b->description = description;
CBonusSystemNode::treeHasChanged();
//-1 modifier for any Undead unit in army
auto undeadModifier = getExportedBonusList().getFirst(Selector::source(BonusSource::ARMY, BonusCustomSource::undeadMoraleDebuff));
if(hasUndead)
{
if(!undeadModifier)
{
undeadModifier = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, -1, BonusCustomSource::undeadMoraleDebuff, VLC->generaltexth->arraytxt[116]);
undeadModifier->description = undeadModifier->description.substr(0, undeadModifier->description.size()-2);//trim value
addNewBonus(undeadModifier);
}
}
else if(undeadModifier)
removeBonus(undeadModifier);
}
void CArmedInstance::armyChanged()
{
updateMoraleBonusFromArmy();
}
CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState * gs)
{
if(tempOwner.isValidPlayer())
if(auto * where = gs->getPlayerState(tempOwner))
return *where;
return gs->globalEffects;
}
CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
{
return *this;
}
const IBonusBearer* CArmedInstance::getBonusBearer() const
{
return this;
}
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void CArmedInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
CGObjectInstance::serializeJsonOptions(handler);
CCreatureSet::serializeJson(handler, "army", 7);
}
VCMI_LIB_NAMESPACE_END