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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 "../CGameState.h"
#include "../CPlayerState.h"
VCMI_LIB_NAMESPACE_BEGIN
void CArmedInstance::randomizeArmy(int type)
{
for (auto & elem : stacks)
{
int & randID = elem.second->idRand;
if(randID >= 0)
{
int level = randID / 2;
bool upgrade = randID % 2;
elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]);
randID = -1;
}
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()(Bonus::NONEVIL_ALIGNMENT_MIX);
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CArmedInstance::CArmedInstance()
:CArmedInstance(false)
{
}
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CArmedInstance::CArmedInstance(bool isHypotetic):
CBonusSystemNode(isHypotetic),
nonEvilAlignmentMix(this, nonEvilAlignmentMixSelector),
battle(nullptr)
{
}
void CArmedInstance::updateMoraleBonusFromArmy()
{
if(!validTypes(false)) //object not randomized, don't bother
return;
auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE)));
if(!b)
{
b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
addNewBonus(b);
}
//number of alignments and presence of undead
std::set<TFaction> factions;
bool hasUndead = false;
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const std::string undeadCacheKey = "type_UNDEAD";
static const CSelector undeadSelector = Selector::type()(Bonus::UNDEAD);
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for(const auto & slot : Slots())
{
const CStackInstance * inst = slot.second;
const CCreature * creature = VLC->creh->objects[inst->getCreatureID()];
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factions.insert(creature->getFactionIndex());
// 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(TFaction f : factions)
{
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if (VLC->factions()->getByIndex(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);
description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d
description = b->description.substr(0, description.size()-2);//trim value
}
boost::algorithm::trim(description);
b->description = description;
CBonusSystemNode::treeHasChanged();
//-1 modifier for any Undead unit in army
const ui8 UNDEAD_MODIFIER_ID = -2;
auto undeadModifier = getExportedBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID));
if(hasUndead)
{
if(!undeadModifier)
{
undeadModifier = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, 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 < PlayerColor::PLAYER_LIMIT)
if(auto * where = gs->getPlayerState(tempOwner))
return *where;
return gs->globalEffects;
}
CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
{
return *this;
}
VCMI_LIB_NAMESPACE_END