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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"
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#include "GameSettings.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)
VCMI_LIB_NAMESPACE_BEGIN
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::canBeDisassembled() const
{
return !(constituents == nullptr);
}
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
{
if(canBeDisassembled())
{
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);
assert(constituents);
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()
{
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 = Bonus::ARTIFACT;
b->duration = Bonus::PERMANENT;
b->description = getNameTranslated();
CBonusSystemNode::addNewBonus(b);
}
void CArtifact::updateFrom(const JsonNode& data)
{
//TODO:CArtifact::updateFrom
}
void CArtifact::serializeJson(JsonSerializeFormat & handler)
{
}
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);
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for(const auto & bonus : bonusesPerLevel)
{
if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels
{
art->accumulateBonus(std::make_shared<Bonus>(bonus.second));
}
}
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for(const auto & bonus : thresholdBonuses)
{
if (art->valOfBonuses(Bonus::LEVEL_COUNTER) == bonus.first) //every n levels
{
art->addNewBonus(std::make_shared<Bonus>(bonus.second));
}
}
}
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 = nullptr;
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if(!VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) || node["growing"].isNull())
{
art = new CArtifact();
}
else
{
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auto * growing = new CGrowingArtifact();
loadGrowingArt(growing, node);
art = growing;
}
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());
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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art->constituents = std::make_unique<std::vector<CArtifact *>>();
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
art->constituents->push_back(objects[id]);
objects[id]->constituentOf.push_back(art);
});
}
}
}
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void CArtHandler::loadGrowingArt(CGrowingArtifact * art, const JsonNode & node) const
{
for (auto b : node["growing"]["bonusesPerLevel"].Vector())
{
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art->bonusesPerLevel.emplace_back(static_cast<ui16>(b["level"].Float()), Bonus());
JsonUtils::parseBonus(b["bonus"], &art->bonusesPerLevel.back().second);
}
for (auto b : node["growing"]["thresholdBonuses"].Vector())
{
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art->thresholdBonuses.emplace_back(static_cast<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;
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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->constituents)
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();
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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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}
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for(ArtifactID i = ArtifactID::ART_SELECTION; i < ArtifactID(static_cast<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;
}
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void CArtHandler::erasePickedArt(const ArtifactID & id)
{
CArtifact *art = objects[id];
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if(!(art->aClass & CArtifact::ART_SPECIAL))
{
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auto & artifactList = treasures;
switch(art->aClass)
{
case CArtifact::ART_MINOR:
artifactList = minors;
break;
case CArtifact::ART_MAJOR:
artifactList = majors;
break;
case CArtifact::ART_RELIC:
artifactList = relics;
break;
}
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if(artifactList.empty())
fillList(artifactList, art->aClass);
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auto itr = vstd::find(artifactList, art);
if(itr != artifactList.end())
{
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artifactList.erase(itr);
}
else
logMod->warn("Problem: cannot erase artifact %s from list, it was not present", art->getNameTranslated());
}
else
logMod->warn("Problem: cannot find list for artifact %s, strange class. (special?)", 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 == 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;
attachTo(*Art);
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}
std::string CArtifactInstance::nodeName() const
{
return "Artifact instance of " + (artType ? artType->getJsonKey() : std::string("uninitialized")) + " type";
}
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CArtifactInstance * CArtifactInstance::createScroll(const SpellID & sid)
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{
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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);
}
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std::string CArtifactInstance::getDescription() const
{
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std::string text = artType->getDescriptionTranslated();
if (!vstd::contains(text, '{'))
text = '{' + artType->getNameTranslated() + "}\n\n" + text; //workaround for new artifacts with single name, turns it to H3-style
if(artType->getId() == 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 = getScrollSpellID();
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)
text = text.replace(nameStart, nameEnd - nameStart + 1, spellID.toSpell(VLC->spells())->getNameTranslated());
}
}
return text;
}
ArtifactID CArtifactInstance::getTypeId() const
{
return artType->getId();
}
bool CArtifactInstance::canBePutAt(const ArtifactLocation & al, bool assumeDestRemoved) const
{
return artType->canBePutAt(al.getHolderArtSet(), al.slot, assumeDestRemoved);
}
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void CArtifactInstance::putAt(ArtifactLocation al)
{
assert(canBePutAt(al));
al.getHolderArtSet()->setNewArtSlot(al.slot, this, false);
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if(ArtifactUtils::isSlotEquipment(al.slot))
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);
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if(ArtifactUtils::isSlotEquipment(al.slot))
al.getHolderNode()->detachFrom(*this);
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}
bool CArtifactInstance::canBeDisassembled() const
{
return artType->canBeDisassembled();
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}
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void CArtifactInstance::move(const ArtifactLocation & src, const ArtifactLocation & dst)
{
removeFrom(src);
putAt(dst);
}
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CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art)
{
if(!Art->constituents)
{
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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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{
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auto * ret = new CCombinedArtifactInstance(Art);
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ret->createConstituents();
return ret;
}
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}
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CArtifactInstance * CArtifactInstance::createNewArtifactInstance(const ArtifactID & aid)
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{
return createNewArtifactInstance(VLC->arth->objects[aid]);
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}
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CArtifactInstance * CArtifactInstance::createArtifact(CMap * map, const ArtifactID & aid, int spellID)
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{
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))
{
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auto * comb = dynamic_cast<CCombinedArtifactInstance *>(a);
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for(CCombinedArtifactInstance::ConstituentInfo & ci : comb->constituentsInfo)
{
map->addNewArtifactInstance(ci.art);
}
}
return a;
}
void CArtifactInstance::deserializationFix()
{
setType(artType);
}
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SpellID CArtifactInstance::getScrollSpellID() 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;
}
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CCombinedArtifactInstance::CCombinedArtifactInstance(CArtifact *Art)
: CArtifactInstance(Art) //TODO: seems unused, but need to be written
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{
}
void CCombinedArtifactInstance::createConstituents()
{
assert(artType);
assert(artType->constituents);
for(const CArtifact * art : *artType->constituents)
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{
addAsConstituent(CArtifactInstance::createNewArtifactInstance(art->getId()), ArtifactPosition::PRE_FIRST);
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}
}
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void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance * art, const ArtifactPosition & slot)
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{
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assert(vstd::contains_if(*artType->constituents, [=](const CArtifact * constituent){
return constituent->getId() == art->artType->getId();
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}));
assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType);
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constituentsInfo.emplace_back(art, slot);
attachTo(*art);
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}
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void CCombinedArtifactInstance::putAt(ArtifactLocation al)
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{
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if(al.slot == ArtifactPosition::TRANSITION_POS)
{
CArtifactInstance::putAt(al);
}
else if(ArtifactUtils::isSlotBackpack(al.slot))
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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);
if(!(inActiveSlot && suggestedPosValid)) //there is a valid suggestion where to place lock
ci.slot = ArtifactUtils::getArtAnyPosition(al.getHolderArtSet(), ci.art->getTypeId());
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assert(ArtifactUtils::isSlotEquipment(ci.slot));
al.getHolderArtSet()->setNewArtSlot(ci.slot, 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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{
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if(ArtifactUtils::isSlotBackpack(al.slot) || al.slot == ArtifactPosition::TRANSITION_POS)
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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;
}
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CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance * Art, const ArtifactPosition & Slot):
art(Art),
slot(Slot)
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{
}
bool CCombinedArtifactInstance::ConstituentInfo::operator==(const ConstituentInfo &rhs) const
{
return art == rhs.art && slot == rhs.slot;
}
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CArtifactSet::~CArtifactSet() = default;
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const CArtifactInstance * CArtifactSet::getArt(const ArtifactPosition & pos, bool excludeLocked) const
{
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)
if(i.second.artifact->id == artInstId)
return i.second.artifact;
for(auto i : artifactsInBackpack)
if(i.artifact->id == artInstId)
return i.artifact;
return nullptr;
}
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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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std::pair<const CCombinedArtifactInstance *, 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;
if(art->canBeDisassembled())
{
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auto * ass = dynamic_cast<CCombinedArtifactInstance *>(art.get());
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for(auto& ci : ass->constituentsInfo)
{
if(ci.art->getTypeId() == aid)
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{
return {ass, ci.art};
}
}
}
}
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 CCombinedArtifactInstance * 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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ArtSlotInfo & CArtifactSet::retrieveNewArtSlot(const ArtifactPosition & slot)
{
assert(!vstd::contains(artifactsWorn, slot));
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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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return artifactsTransitionPos.back();
}
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if(!ArtifactUtils::isSlotBackpack(slot))
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return artifactsWorn[slot];
ArtSlotInfo newSlot;
size_t index = slot - GameConstants::BACKPACK_START;
auto position = artifactsInBackpack.begin() + index;
auto inserted = artifactsInBackpack.insert(position, newSlot);
return *inserted;
}
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void CArtifactSet::setNewArtSlot(const ArtifactPosition & slot, CArtifactInstance * art, bool locked)
{
ArtSlotInfo & asi = retrieveNewArtSlot(slot);
asi.artifact = art;
asi.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
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handler.serializeIdArray(NArtifactPosition::backpack, backpackTemp);
if(!handler.saving)
{
for(const ArtifactID & artifactID : backpackTemp)
{
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auto * artifact = CArtifactInstance::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
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handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE);
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if(artifactID != ArtifactID::NONE)
{
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auto * artifact = CArtifactInstance::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)
{
}
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void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
{
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if(art && art->canBeDisassembled() && ArtifactUtils::isSlotEquipment(pos))
{
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for(auto & part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo)
{
const auto slot = ArtifactUtils::getArtAnyPosition(this, part.art->getTypeId());
assert(slot != ArtifactPosition::PRE_FIRST);
// For the ArtFittingSet is no needed to do figureMainConstituent, just lock slots
this->setNewArtSlot(slot, part.art, true);
}
}
else
{
this->setNewArtSlot(pos, art, false);
}
}
void CArtifactFittingSet::removeArtifact(ArtifactPosition pos)
{
// Removes the art from the CartifactSet, but does not remove it from art->constituentsInfo.
// removeArtifact is for CArtifactFittingSet only. Do not move it to the parent class.
auto art = getArt(pos);
if(art == nullptr)
return;
if(art->canBeDisassembled())
{
auto combinedArt = dynamic_cast<CCombinedArtifactInstance*>(art);
for(const auto & part : combinedArt->constituentsInfo)
{
if(ArtifactUtils::isSlotEquipment(part.slot))
eraseArtSlot(part.slot);
}
}
eraseArtSlot(pos);
}
ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const
{
return this->Bearer;
}
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid)
{
const auto * art = aid.toArtifact();
for(const auto & slot : art->possibleSlots.at(target->bearerType()))
{
if(art->canBePutAt(target, slot))
return slot;
}
return getArtBackpackPosition(target, aid);
}
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
{
const auto * art = aid.toArtifact();
if(art->canBePutAt(target, GameConstants::BACKPACK_START))
{
return GameConstants::BACKPACK_START;
}
return ArtifactPosition::PRE_FIRST;
}
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DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUtils::unmovableSlots()
{
static const std::vector<ArtifactPosition::EArtifactPosition> positions =
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{
ArtifactPosition::SPELLBOOK,
ArtifactPosition::MACH4
};
return positions;
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}
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUtils::constituentWornSlots()
{
static const std::vector<ArtifactPosition::EArtifactPosition> positions =
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{
ArtifactPosition::HEAD,
ArtifactPosition::SHOULDERS,
ArtifactPosition::NECK,
ArtifactPosition::RIGHT_HAND,
ArtifactPosition::LEFT_HAND,
ArtifactPosition::TORSO,
ArtifactPosition::RIGHT_RING,
ArtifactPosition::LEFT_RING,
ArtifactPosition::FEET,
ArtifactPosition::MISC1,
ArtifactPosition::MISC2,
ArtifactPosition::MISC3,
ArtifactPosition::MISC4,
ArtifactPosition::MISC5,
};
return positions;
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}
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DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot)
{
return slot.second.artifact
&& !slot.second.locked
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&& !vstd::contains(unmovableSlots(), slot.first);
}
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DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot)
{
// TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
// Titan's Thunder creates new spellbook on equip
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if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
{
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if(heroPtr)
{
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if(heroPtr && !heroPtr->hasSpellbook())
return true;
}
}
return false;
}
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DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
{
return slot >= GameConstants::BACKPACK_START;
}
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DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
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{
return slot < GameConstants::BACKPACK_START && slot >= 0;
}
DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)
{
const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
if(backpackCap < 0)
return true;
else
return target->artifactsInBackpack.size() + reqSlots <= backpackCap;
}
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DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
const CArtifactSet * artSet, const ArtifactID & aid, bool equipped)
{
std::vector<const CArtifact*> arts;
const auto * art = aid.toArtifact();
if(art->canBeDisassembled())
return arts;
for(const auto artifact : art->constituentOf)
{
assert(artifact->constituents);
bool possible = true;
for(const auto constituent : *artifact->constituents) //check if all constituents are available
{
if(equipped)
{
// Search for equipped arts
if(!artSet->hasArt(constituent->getId(), true, false, false))
{
possible = false;
break;
}
}
else
{
// Search in backpack
if(!artSet->hasArtBackpack(constituent->getId()))
{
possible = false;
break;
}
}
}
if(possible)
arts.push_back(artifact);
}
return arts;
}
VCMI_LIB_NAMESPACE_END