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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"
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#include "ArtifactUtils.h"
#include "CGeneralTextHandler.h"
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#include "CModHandler.h"
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#include "GameSettings.h"
#include "mapObjects/MapObjects.h"
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#include "StringConstants.h"
#include "mapObjectConstructors/AObjectTypeHandler.h"
#include "mapObjectConstructors/CObjectClassesHandler.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)
VCMI_LIB_NAMESPACE_BEGIN
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bool CCombinedArtifact::isCombined() const
{
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return !(constituents.empty());
}
const std::vector<CArtifact*> & CCombinedArtifact::getConstituents() const
{
return constituents;
}
const std::vector<CArtifact*> & CCombinedArtifact::getPartOf() const
{
return partOf;
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}
bool CScrollArtifact::isScroll() const
{
return static_cast<const CArtifact*>(this)->getId() == ArtifactID::SPELL_SCROLL;
}
bool CGrowingArtifact::isGrowing() const
{
return !bonusesPerLevel.empty() || !thresholdBonuses.empty();
}
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std::vector <std::pair<ui16, Bonus>> & CGrowingArtifact::getBonusesPerLevel()
{
return bonusesPerLevel;
}
const std::vector <std::pair<ui16, Bonus>> & CGrowingArtifact::getBonusesPerLevel() const
{
return bonusesPerLevel;
}
std::vector <std::pair<ui16, Bonus>> & CGrowingArtifact::getThresholdBonuses()
{
return thresholdBonuses;
}
const std::vector <std::pair<ui16, Bonus>> & CGrowingArtifact::getThresholdBonuses() const
{
return thresholdBonuses;
}
int32_t CArtifact::getIndex() const
{
return id.toEnum();
}
int32_t CArtifact::getIconIndex() const
{
return iconIndex;
}
std::string CArtifact::getJsonKey() const
{
return modScope + ':' + identifier;
}
void CArtifact::registerIcons(const IconRegistar & cb) const
{
cb(getIconIndex(), 0, "ARTIFACT", image);
cb(getIconIndex(), 0, "ARTIFACTLARGE", large);
}
ArtifactID CArtifact::getId() const
{
return id;
}
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const IBonusBearer * CArtifact::getBonusBearer() const
{
return this;
}
std::string CArtifact::getDescriptionTranslated() const
{
return VLC->generaltexth->translate(getDescriptionTextID());
}
std::string CArtifact::getEventTranslated() const
{
return VLC->generaltexth->translate(getEventTextID());
}
std::string CArtifact::getNameTranslated() const
{
return VLC->generaltexth->translate(getNameTextID());
}
std::string CArtifact::getDescriptionTextID() const
{
return TextIdentifier("artifact", modScope, identifier, "description").get();
}
std::string CArtifact::getEventTextID() const
{
return TextIdentifier("artifact", modScope, identifier, "event").get();
}
std::string CArtifact::getNameTextID() const
{
return TextIdentifier("artifact", modScope, identifier, "name").get();
}
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();
}
}
bool CArtifact::canBePutAt(const CArtifactSet * artSet, ArtifactPosition slot, bool assumeDestRemoved) const
{
auto simpleArtCanBePutAt = [this](const CArtifactSet * artSet, ArtifactPosition slot, bool assumeDestRemoved) -> bool
{
if(ArtifactUtils::isSlotBackpack(slot))
{
if(isBig() || !ArtifactUtils::isBackpackFreeSlots(artSet))
return false;
return true;
}
if(!vstd::contains(possibleSlots.at(artSet->bearerType()), slot))
return false;
return artSet->isPositionFree(slot, assumeDestRemoved);
};
auto artCanBePutAt = [this, simpleArtCanBePutAt](const CArtifactSet * artSet, ArtifactPosition slot, bool assumeDestRemoved) -> bool
{
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if(isCombined())
{
if(!simpleArtCanBePutAt(artSet, slot, assumeDestRemoved))
return false;
if(ArtifactUtils::isSlotBackpack(slot))
return true;
CArtifactFittingSet fittingSet(artSet->bearerType());
fittingSet.artifactsWorn = artSet->artifactsWorn;
if(assumeDestRemoved)
fittingSet.removeArtifact(slot);
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for(const auto art : constituents)
{
auto possibleSlot = ArtifactUtils::getArtAnyPosition(&fittingSet, art->getId());
if(ArtifactUtils::isSlotEquipment(possibleSlot))
{
fittingSet.setNewArtSlot(possibleSlot, nullptr, true);
}
else
{
return false;
}
}
return true;
}
else
{
return simpleArtCanBePutAt(artSet, slot, assumeDestRemoved);
}
};
if(slot == ArtifactPosition::TRANSITION_POS)
return true;
if(slot == ArtifactPosition::FIRST_AVAILABLE)
{
for(const auto & slot : possibleSlots.at(artSet->bearerType()))
{
if(artCanBePutAt(artSet, slot, assumeDestRemoved))
return true;
}
return artCanBePutAt(artSet, GameConstants::BACKPACK_START, assumeDestRemoved);
}
else if(ArtifactUtils::isSlotBackpack(slot))
{
return artCanBePutAt(artSet, GameConstants::BACKPACK_START, assumeDestRemoved);
}
else
{
return artCanBePutAt(artSet, slot, assumeDestRemoved);
}
}
CArtifact::CArtifact()
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: iconIndex(ArtifactID::NONE),
price(0)
{
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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//This destructor should be placed here to avoid side effects
CArtifact::~CArtifact() = default;
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: " + getNameTranslated();
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}
void CArtifact::addNewBonus(const std::shared_ptr<Bonus>& b)
{
b->source = BonusSource::ARTIFACT;
b->duration = BonusDuration::PERMANENT;
b->description = getNameTranslated();
CBonusSystemNode::addNewBonus(b);
}
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const std::map<ArtBearer::ArtBearer, std::vector<ArtifactPosition>> & CArtifact::getPossibleSlots() const
{
return possibleSlots;
}
void CArtifact::updateFrom(const JsonNode& data)
{
//TODO:CArtifact::updateFrom
}
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void CArtifact::setImage(int32_t iconIndex, std::string image, std::string large)
{
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this->iconIndex = iconIndex;
this->image = image;
this->large = large;
}
CArtHandler::~CArtHandler() = default;
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std::vector<JsonNode> CArtHandler::loadLegacyData()
{
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size_t dataSize = VLC->settings()->getInteger(EGameSettings::TEXTS_ARTIFACT);
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();
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for(const 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)
{
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auto * object = loadFromJson(scope, data, name, objects.size());
object->iconIndex = object->getIndex() + 5;
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objects.emplace_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)
{
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auto * object = loadFromJson(scope, data, 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)
{
assert(identifier.find(':') == std::string::npos);
assert(!scope.empty());
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CArtifact * art = new CArtifact();
if(!node["growing"].isNull())
{
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for(auto bonus : node["growing"]["bonusesPerLevel"].Vector())
{
art->bonusesPerLevel.emplace_back(static_cast<ui16>(bonus["level"].Float()), Bonus());
JsonUtils::parseBonus(bonus["bonus"], &art->bonusesPerLevel.back().second);
}
for(auto bonus : node["growing"]["thresholdBonuses"].Vector())
{
art->thresholdBonuses.emplace_back(static_cast<ui16>(bonus["level"].Float()), Bonus());
JsonUtils::parseBonus(bonus["bonus"], &art->thresholdBonuses.back().second);
}
}
art->id = ArtifactID(index);
art->identifier = identifier;
art->modScope = scope;
const JsonNode & text = node["text"];
VLC->generaltexth->registerString(scope, art->getNameTextID(), text["name"].String());
VLC->generaltexth->registerString(scope, art->getDescriptionTextID(), text["description"].String());
VLC->generaltexth->registerString(scope, art->getEventTextID(), 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());
art->onlyOnWaterMap = node["onlyOnWaterMap"].Bool();
loadSlots(art, node);
loadClass(art, node);
loadType(art, node);
loadComponents(art, node);
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for(const 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().empty())
{
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);
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VLC->objtypeh->loadSubObject(art->identifier, conf, Obj::ARTIFACT, art->getIndex());
if(!art->advMapDef.empty())
{
JsonNode templ;
templ["animation"].String() = art->advMapDef;
templ.setMeta(scope);
// 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;
}
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ArtifactPosition::ArtifactPosition(std::string slotName):
num(ArtifactPosition::PRE_FIRST)
{
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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())
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num = it->second;
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else
logMod->warn("Warning! Artifact slot %s not recognized!", slotName);
}
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void CArtHandler::addSlot(CArtifact * art, const std::string & slotID) const
{
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 =
{
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ArtifactPosition::RIGHT_RING, ArtifactPosition::LEFT_RING
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};
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
{
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auto slot = ArtifactPosition(slotID);
if (slot != ArtifactPosition::PRE_FIRST)
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art->possibleSlots[ArtBearer::HERO].push_back(slot);
}
}
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void CArtHandler::loadSlots(CArtifact * art, const JsonNode & node) const
{
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());
}
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std::sort(art->possibleSlots.at(ArtBearer::HERO).begin(), art->possibleSlots.at(ArtBearer::HERO).end());
}
}
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CArtifact::EartClass CArtHandler::stringToClass(const 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;
}
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void CArtHandler::loadClass(CArtifact * art, const JsonNode & node) const
{
art->aClass = stringToClass(node["class"].String());
}
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void CArtHandler::loadType(CArtifact * art, const JsonNode & node) const
{
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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())
{
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for(const 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
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art->constituents.push_back(objects[id]);
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objects[id]->partOf.push_back(art);
});
}
}
}
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;
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out.emplace_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);
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if(out.empty()) //no artifact of specified rarity, we need to take another one
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{
getAllowedArts (out, &treasures, CArtifact::ART_TREASURE);
getAllowedArts (out, &minors, CArtifact::ART_MINOR);
getAllowedArts (out, &majors, CArtifact::ART_MAJOR);
getAllowedArts (out, &relics, CArtifact::ART_RELIC);
}
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if(out.empty()) //no arts are available at all
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{
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)
{
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return pickRandomArtifact(rand, 0xff, std::move(accepts));
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags)
{
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return pickRandomArtifact(rand, flags, [](const 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(const ArtifactID & id)
{
auto art = objects[id];
//assert ( (!art->constituents) || art->constituents->size() ); //artifacts is not combined or has some components
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if(art->isCombined())
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return false; //no combo artifacts spawning
if(art->aClass < CArtifact::ART_TREASURE || art->aClass > CArtifact::ART_RELIC)
return false; // invalid class
if(!art->possibleSlots[ArtBearer::HERO].empty())
return true;
if(!art->possibleSlots[ArtBearer::CREATURE].empty() && VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_ARTIFACT))
return true;
if(!art->possibleSlots[ArtBearer::COMMANDER].empty() && VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS))
return true;
return false;
}
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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();
for (ArtifactID i=ArtifactID::SPELLBOOK; i < ArtifactID(static_cast<si32>(objects.size())); i.advance(1))
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{
if (allowed[i] && 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;
}
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void CArtHandler::erasePickedArt(const ArtifactID & id)
{
CArtifact *art = objects[id];
std::vector<CArtifact*> * artifactList = nullptr;
switch(art->aClass)
{
case CArtifact::ART_TREASURE:
artifactList = &treasures;
break;
case CArtifact::ART_MINOR:
artifactList = &minors;
break;
case CArtifact::ART_MAJOR:
artifactList = &majors;
break;
case CArtifact::ART_RELIC:
artifactList = &relics;
break;
default:
logMod->warn("Problem: cannot find list for artifact %s, strange class. (special?)", art->getNameTranslated());
return;
}
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->getNameTranslated());
}
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 == BonusSource::ARTIFACT);
bonus->sid = art->id;
}
}
CBonusSystemNode::treeHasChanged();
}
CArtifactSet::~CArtifactSet() = default;
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const CArtifactInstance * CArtifactSet::getArt(const ArtifactPosition & pos, bool excludeLocked) const
{
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if(const ArtSlotInfo * si = getSlot(pos))
{
if(si->artifact && (!excludeLocked || !si->locked))
return si->artifact;
}
return nullptr;
}
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CArtifactInstance * CArtifactSet::getArt(const ArtifactPosition & pos, bool excludeLocked)
{
return const_cast<CArtifactInstance*>((const_cast<const CArtifactSet*>(this))->getArt(pos, excludeLocked));
}
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ArtifactPosition CArtifactSet::getArtPos(const ArtifactID & aid, bool onlyWorn, bool allowLocked) const
{
const auto result = getAllArtPositions(aid, onlyWorn, allowLocked, false);
return result.empty() ? ArtifactPosition{ArtifactPosition::PRE_FIRST} : result[0];
}
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ArtifactPosition CArtifactSet::getArtBackpackPos(const ArtifactID & aid) const
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{
const auto result = getBackpackArtPositions(aid);
return result.empty() ? ArtifactPosition{ArtifactPosition::PRE_FIRST} : result[0];
}
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std::vector<ArtifactPosition> CArtifactSet::getAllArtPositions(const ArtifactID & aid, bool onlyWorn, bool allowLocked, bool getAll) const
{
std::vector<ArtifactPosition> result;
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for(const auto & slotInfo : artifactsWorn)
if(slotInfo.second.artifact->getTypeId() == aid && (allowLocked || !slotInfo.second.locked))
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result.push_back(slotInfo.first);
if(onlyWorn)
return result;
if(!getAll && !result.empty())
return result;
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auto backpackPositions = getBackpackArtPositions(aid);
result.insert(result.end(), backpackPositions.begin(), backpackPositions.end());
return result;
}
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std::vector<ArtifactPosition> CArtifactSet::getBackpackArtPositions(const ArtifactID & aid) const
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{
std::vector<ArtifactPosition> result;
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si32 backpackPosition = GameConstants::BACKPACK_START;
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for(const auto & artInfo : artifactsInBackpack)
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{
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const auto * art = artInfo.getArt();
if(art && art->artType->getId() == aid)
result.emplace_back(backpackPosition);
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backpackPosition++;
}
return result;
}
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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;
}
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const CArtifactInstance * CArtifactSet::getArtByInstanceId(const ArtifactInstanceID & artInstId) const
{
for(auto i : artifactsWorn)
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if(i.second.artifact->getId() == artInstId)
return i.second.artifact;
for(auto i : artifactsInBackpack)
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if(i.artifact->getId() == artInstId)
return i.artifact;
return nullptr;
}
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const ArtifactPosition CArtifactSet::getSlotByInstance(const CArtifactInstance * artInst) const
{
if(artInst)
{
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for(const auto & slot : artInst->artType->getPossibleSlots().at(bearerType()))
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if(getArt(slot) == artInst)
return slot;
auto backpackSlot = GameConstants::BACKPACK_START;
for(auto & slotInfo : artifactsInBackpack)
{
if(slotInfo.getArt() == artInst)
return backpackSlot;
backpackSlot = ArtifactPosition(backpackSlot + 1);
}
}
return ArtifactPosition::PRE_FIRST;
}
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bool CArtifactSet::hasArt(const ArtifactID & aid, bool onlyWorn, bool searchBackpackAssemblies, bool allowLocked) const
{
return getArtPosCount(aid, onlyWorn, searchBackpackAssemblies, allowLocked) > 0;
}
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bool CArtifactSet::hasArtBackpack(const ArtifactID & aid) const
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{
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return !getBackpackArtPositions(aid).empty();
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}
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unsigned CArtifactSet::getArtPosCount(const ArtifactID & aid, bool onlyWorn, bool searchBackpackAssemblies, bool allowLocked) const
{
const auto allPositions = getAllArtPositions(aid, onlyWorn, allowLocked, true);
if(!allPositions.empty())
return allPositions.size();
if(searchBackpackAssemblies && getHiddenArt(aid))
return 1;
return 0;
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}
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void CArtifactSet::putArtifact(ArtifactPosition slot, CArtifactInstance * art)
{
setNewArtSlot(slot, art, false);
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if(art->artType->isCombined() && ArtifactUtils::isSlotEquipment(slot))
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{
const CArtifactInstance * mainPart = nullptr;
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for(const auto & part : art->getPartsInfo())
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if(vstd::contains(part.art->artType->getPossibleSlots().at(bearerType()), slot)
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&& (part.slot == ArtifactPosition::PRE_FIRST))
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{
mainPart = part.art;
break;
}
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for(auto & part : art->getPartsInfo())
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{
if(part.art != mainPart)
{
if(!part.art->artType->canBePutAt(this, part.slot))
part.slot = ArtifactUtils::getArtAnyPosition(this, part.art->getTypeId());
assert(ArtifactUtils::isSlotEquipment(part.slot));
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setNewArtSlot(part.slot, part.art, true);
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}
}
}
}
void CArtifactSet::removeArtifact(ArtifactPosition slot)
{
auto art = getArt(slot, false);
if(art)
{
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if(art->isCombined())
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{
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for(auto & part : art->getPartsInfo())
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{
if(getArt(part.slot, false))
eraseArtSlot(part.slot);
}
}
eraseArtSlot(slot);
}
}
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std::pair<const CArtifactInstance *, const CArtifactInstance *> CArtifactSet::searchForConstituent(const ArtifactID & aid) const
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{
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for(const auto & slot : artifactsInBackpack)
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{
auto art = slot.artifact;
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if(art->isCombined())
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{
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for(auto & ci : art->getPartsInfo())
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{
if(ci.art->getTypeId() == aid)
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{
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return {art, ci.art};
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}
}
}
}
return {nullptr, nullptr};
}
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const CArtifactInstance * CArtifactSet::getHiddenArt(const ArtifactID & aid) const
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{
return searchForConstituent(aid).second;
}
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const CArtifactInstance * CArtifactSet::getAssemblyByConstituent(const ArtifactID & aid) const
{
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return searchForConstituent(aid).first;
}
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const ArtSlotInfo * CArtifactSet::getSlot(const ArtifactPosition & pos) const
{
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if(pos == ArtifactPosition::TRANSITION_POS)
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{
// Always add to the end. Always take from the beginning.
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if(artifactsTransitionPos.empty())
return nullptr;
else
return &(*artifactsTransitionPos.begin());
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}
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;
}
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bool CArtifactSet::isPositionFree(const ArtifactPosition & pos, bool onlyLockCheck) const
{
if(const ArtSlotInfo *s = getSlot(pos))
return (onlyLockCheck || !s->artifact) && !s->locked;
return true; //no slot means not used
}
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void CArtifactSet::setNewArtSlot(const ArtifactPosition & slot, CArtifactInstance * art, bool locked)
{
assert(!vstd::contains(artifactsWorn, slot));
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ArtSlotInfo * slotInfo;
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if(slot == ArtifactPosition::TRANSITION_POS)
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{
// Always add to the end. Always take from the beginning.
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artifactsTransitionPos.emplace_back();
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slotInfo = &artifactsTransitionPos.back();
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}
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else if(ArtifactUtils::isSlotEquipment(slot))
{
slotInfo = &artifactsWorn[slot];
}
else
{
auto position = artifactsInBackpack.begin() + slot - GameConstants::BACKPACK_START;
slotInfo = &(*artifactsInBackpack.emplace(position, ArtSlotInfo()));
}
slotInfo->artifact = art;
slotInfo->locked = locked;
}
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void CArtifactSet::eraseArtSlot(const ArtifactPosition & slot)
{
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if(slot == ArtifactPosition::TRANSITION_POS)
{
assert(!artifactsTransitionPos.empty());
artifactsTransitionPos.erase(artifactsTransitionPos.begin());
}
else if(ArtifactUtils::isSlotBackpack(slot))
{
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auto backpackSlot = ArtifactPosition(slot - GameConstants::BACKPACK_START);
assert(artifactsInBackpack.begin() + backpackSlot < artifactsInBackpack.end());
artifactsInBackpack.erase(artifactsInBackpack.begin() + backpackSlot);
}
else
{
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artifactsWorn.erase(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->getTypeId());
}
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)
{
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auto * artifact = ArtifactUtils::createArtifact(map, artifactID.toEnum());
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + (si32)artifactsInBackpack.size());
if(artifact->artType->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->getTypeId();
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);
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if(artifactID != ArtifactID::NONE)
{
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auto * artifact = ArtifactUtils::createArtifact(map, artifactID.toEnum());
if(artifact->artType->canBePutAt(this, slot))
{
putArtifact(slot, artifact);
}
else
{
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logGlobal->debug("Artifact can't be put at the specified location."); //TODO add more debugging information
}
}
}
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}
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CArtifactFittingSet::CArtifactFittingSet(ArtBearer::ArtBearer Bearer):
Bearer(Bearer)
{
}
ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const
{
return this->Bearer;
}
VCMI_LIB_NAMESPACE_END