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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

vcmi: massive refactoring v1

This commit is contained in:
Konstantin 2023-04-05 03:26:29 +03:00
parent ee489f18d2
commit 11b237a23c
129 changed files with 803 additions and 762 deletions

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@ -101,7 +101,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
try
{
if(stack->type->idNumber == CreatureID::CATAPULT)
if(stack->type->getId() == CreatureID::CATAPULT)
return useCatapult(stack);
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
{

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@ -435,7 +435,7 @@ int64_t HypotheticBattle::getActualDamage(const DamageRange & damage, int32_t at
int64_t HypotheticBattle::getTreeVersion() const
{
return getBattleNode()->getTreeVersion() + bonusTreeVersion;
return getBonusBearer()->getTreeVersion() + bonusTreeVersion;
}
#if SCRIPTING_ENABLED

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@ -1053,7 +1053,7 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
int count = d->creatures[i].first;
CreatureID creID = d->creatures[i].second.back();
vstd::amin(count, cb->getResourceAmount() / VLC->creh->objects[creID]->cost);
vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
if(count > 0)
cb->recruitCreatures(d, recruiter, creID, count, i);
}
@ -1068,7 +1068,7 @@ bool AIGateway::canRecruitAnyHero(const CGTownInstance * t) const
if(!t || !townHasFreeTavern(t))
return false;
if(cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
return false;
if(cb->getHeroesInfo().size() >= ALLOWED_ROAMING_HEROES)
return false;
@ -1390,7 +1390,7 @@ void AIGateway::tryRealize(Goals::DigAtTile & g)
void AIGateway::tryRealize(Goals::Trade & g) //trade
{
if(cb->getResourceAmount((Res::ERes)g.resID) >= g.value) //goal is already fulfilled. Why we need this check, anyway?
if(cb->getResourceAmount(GameResID(g.resID)) >= g.value) //goal is already fulfilled. Why we need this check, anyway?
throw goalFulfilledException(sptr(g));
int accquiredResources = 0;
@ -1399,10 +1399,10 @@ void AIGateway::tryRealize(Goals::Trade & g) //trade
if(const IMarket * m = IMarket::castFrom(obj, false))
{
auto freeRes = cb->getResourceAmount(); //trade only resources which are not reserved
for(auto it = Res::ResourceSet::nziterator(freeRes); it.valid(); it++)
for(auto it = ResourceSet::nziterator(freeRes); it.valid(); it++)
{
auto res = it->resType;
if(res == g.resID) //sell any other resource
if(res.getNum() == g.resID) //sell any other resource
continue;
int toGive, toGet;
@ -1415,7 +1415,7 @@ void AIGateway::tryRealize(Goals::Trade & g) //trade
accquiredResources = static_cast<int>(toGet * (it->resVal / toGive));
logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, accquiredResources, g.resID, obj->getObjectName());
}
if (cb->getResourceAmount((Res::ERes)g.resID) >= g.value)
if (cb->getResourceAmount(GameResID(g.resID)))
throw goalFulfilledException(sptr(g)); //we traded all we needed
}

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@ -20,6 +20,8 @@
#include "../../lib/GameSettings.h"
#include <vcmi/CreatureService.h>
namespace NKAI
{
@ -278,8 +280,8 @@ creInfo infoFromDC(const dwellingContent & dc)
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != -1)
{
ci.cre = VLC->creh->objects[ci.creID].get();
ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
ci.cre = VLC->creatures()->getById(ci.creID);
ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
}
else
{
@ -398,7 +400,7 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
{
if(level.first
&& h->getSlotFor(CreatureID(c)) != SlotID()
&& ai->cb->getResourceAmount().canAfford(c.toCreature()->cost))
&& ai->cb->getResourceAmount().canAfford(c.toCreature()->getFullRecruitCost()))
{
return true;
}
@ -411,7 +413,7 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
{
for(auto slot : h->Slots())
{
if(slot.second->type->upgrades.size())
if(slot.second->type->hasUpgrades())
return true; //TODO: check price?
}
return false;
@ -438,7 +440,7 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
return false;
TResources myRes = ai->getFreeResources();
if(myRes[Res::GOLD] < 2000 || myRes[Res::GEMS] < 10)
if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
return false;
break;
}

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@ -161,7 +161,7 @@ struct creInfo
{
int count;
CreatureID creID;
CCreature * cre;
const Creature * cre;
int level;
};
creInfo infoFromDC(const dwellingContent & dc);

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@ -28,8 +28,8 @@ public:
StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count)
:initialCreature(initial), upgradedCreature(upgraded), count(count)
{
cost = (upgradedCreature.toCreature()->cost - initialCreature.toCreature()->cost) * count;
upgradeValue = (upgradedCreature.toCreature()->AIValue - initialCreature.toCreature()->AIValue) * count;
cost = (upgradedCreature.toCreature()->getFullRecruitCost() - initialCreature.toCreature()->getFullRecruitCost()) * count;
upgradeValue = (upgradedCreature.toCreature()->getAIValue() - initialCreature.toCreature()->getAIValue()) * count;
}
};
@ -50,9 +50,10 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
{
for(auto & i : armyPtr->Slots())
{
auto & slotInfp = creToPower[i.second->type];
auto cre = dynamic_cast<const CCreature*>(i.second->type);
auto & slotInfp = creToPower[cre];
slotInfp.creature = i.second->type;
slotInfp.creature = cre;
slotInfp.power += i.second->getPower();
slotInfp.count += i.second->count;
}
@ -73,8 +74,8 @@ std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<Slot
{
auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
if(left.creature->level != right.creature->level)
return left.creature->level < right.creature->level;
if(left.creature->getLevel() != right.creature->getLevel())
return left.creature->getLevel() < right.creature->getLevel();
return left.creature->Speed() > right.creature->Speed();
});
@ -99,7 +100,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
for(auto & slot : sortedSlots)
{
alignmentMap[slot.creature->faction] += slot.power;
alignmentMap[slot.creature->getFactionIndex()] += slot.power;
}
std::set<TFaction> allowedFactions;
@ -133,13 +134,13 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
for(auto & slot : sortedSlots)
{
if(vstd::contains(allowedFactions, slot.creature->faction))
if(vstd::contains(allowedFactions, slot.creature->getFactionIndex()))
{
auto slotID = newArmyInstance.getSlotFor(slot.creature);
if(slotID.validSlot())
{
newArmyInstance.setCreature(slotID, slot.creature->idNumber, slot.count);
newArmyInstance.setCreature(slotID, slot.creature->getId(), slot.count);
newArmy.push_back(slot);
}
}
@ -217,7 +218,7 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
if(!ci.count || ci.creID == -1)
continue;
vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
@ -228,7 +229,7 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
break;
army->setCreature(dst, ci.creID, ci.count);
availableRes -= ci.cre->cost * ci.count;
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
return army;
@ -244,7 +245,7 @@ ui64 ArmyManager::howManyReinforcementsCanBuy(
for(const creInfo & ci : army)
{
aivalue += ci.count * ci.cre->AIValue;
aivalue += ci.count * ci.cre->getAIValue();
}
return aivalue;
@ -279,14 +280,14 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
freeHeroSlots--; //new slot will be occupied
}
vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
ci.level = i; //this is important for Dungeon Summoning Portal
creaturesInDwellings.push_back(ci);
availableRes -= ci.cre->cost * ci.count;
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
return creaturesInDwellings;
@ -308,7 +309,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
{
return creature->AIValue * count;
return creature->getAIValue() * count;
}
SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const
@ -378,12 +379,12 @@ std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSe
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->AIValue;
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
if(initial.toCreature()->level == 1)
if(initial.toCreature()->getLevel() == 1)
upgrade.cost = TResources();
upgrades.push_back(upgrade);
@ -417,7 +418,7 @@ std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSe
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->AIValue;
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
@ -488,7 +489,7 @@ ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count);
auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool {
return slot.count == upgradedArmy.count && slot.creature->idNumber == upgrade.initialCreature;
return slot.count == upgradedArmy.count && slot.creature->getId() == upgrade.initialCreature;
});
resourcesLeft -= upgrade.cost;

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@ -93,9 +93,9 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
int32_t convertToGold(const TResources & res)
{
return res[Res::GOLD]
+ 75 * (res[Res::WOOD] + res[Res::ORE])
+ 125 * (res[Res::GEMS] + res[Res::CRYSTAL] + res[Res::MERCURY] + res[Res::SULFUR]);
return res[EGameResID::GOLD]
+ 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
+ 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
}
TResources BuildAnalyzer::getResourcesRequiredNow() const
@ -164,8 +164,8 @@ void BuildAnalyzer::update()
}
else
{
goldPreasure = ai->getLockedResources()[Res::GOLD] / 10000.0f
+ (float)armyCost[Res::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[Res::GOLD] * 7.0f);
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
}
logAi->trace("Gold preasure: %f", goldPreasure);
@ -280,7 +280,7 @@ void BuildAnalyzer::updateDailyIncome()
if(mine)
{
dailyIncome[mine->producedResource] += mine->producedQuantity;
dailyIncome[mine->producedResource.getNum()] += mine->producedQuantity;
}
}
@ -355,10 +355,10 @@ BuildingInfo::BuildingInfo(
if(creature)
{
creatureGrows = creature->growth;
creatureID = creature->idNumber;
creatureCost = creature->cost;
creatureLevel = creature->level;
creatureGrows = creature->getGrowth();
creatureID = creature->getId();
creatureCost = creature->getFullRecruitCost();
creatureLevel = creature->getLevel();
baseCreatureID = baseCreature;
if(exists)
@ -367,7 +367,7 @@ BuildingInfo::BuildingInfo(
}
else
{
creatureGrows = creature->growth;
creatureGrows = creature->getGrowth();
if(town->hasBuilt(BuildingID::CASTLE))
creatureGrows *= 2;

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@ -58,7 +58,7 @@ Goals::TGoalVec BuildingBehavior::decompose() const
{
for(auto & buildingInfo : developmentInfo.toBuild)
{
if(goldPreasure < MAX_GOLD_PEASURE || buildingInfo.dailyIncome[Res::GOLD] > 0)
if(goldPreasure < MAX_GOLD_PEASURE || buildingInfo.dailyIncome[EGameResID::GOLD] > 0)
{
if(buildingInfo.notEnoughRes)
{

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@ -162,7 +162,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(!town->visitingHero
&& town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(Res::GOLD) > GameConstants::HERO_GOLD_COST)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);

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@ -69,7 +69,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
}
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|| (ai->nullkiller->getFreeResources()[Res::GOLD] > 10000
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));

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@ -76,7 +76,7 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
{
if((obj->ID == Obj::RESOURCE && obj->subID == Res::GOLD)
if((obj->ID == Obj::RESOURCE && obj->subID == GameResID(EGameResID::GOLD))
|| obj->ID == Obj::TREASURE_CHEST
|| obj->ID == Obj::CAMPFIRE
|| obj->ID == Obj::WATER_WHEEL)

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@ -65,13 +65,13 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
for(auto s : army->Slots())
{
bool walker = true;
const CCreature * creature = s.second->type;
if(creature->hasBonus(selectorSHOOTER, keySHOOTER))
auto bearer = s.second->getType()->getBonusBearer();
if(bearer->hasBonus(selectorSHOOTER, keySHOOTER))
{
shootersStrength += s.second->getPower();
walker = false;
}
if(creature->hasBonus(selectorFLYING, keyFLYING))
if(bearer->hasBonus(selectorFLYING, keyFLYING))
{
flyersStrength += s.second->getPower();
walker = false;
@ -79,7 +79,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
if(walker)
walkersStrength += s.second->getPower();
vstd::amax(maxSpeed, creature->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
}
armyStructure as;
as.walkers = static_cast<float>(walkersStrength / totalStrength);

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@ -85,7 +85,7 @@ public:
void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }
bool arePathHeroesLocked(const AIPath & path) const;
TResources getFreeResources() const;
int32_t getFreeGold() const { return getFreeResources()[Res::GOLD]; }
int32_t getFreeGold() const { return getFreeResources()[EGameResID::GOLD]; }
void lockResources(const TResources & res);
const TResources & getLockedResources() const { return lockedResources; }

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@ -148,14 +148,15 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
for (auto c : creatures)
{
//Only if hero has slot for this creature in the army
if (hero->getSlotFor(c.data.type).validSlot())
auto ccre = dynamic_cast<const CCreature*>(c.data.type);
if (hero->getSlotFor(ccre).validSlot())
{
result += (c.data.type->AIValue * c.data.count) * c.chance;
result += (c.data.type->getAIValue() * c.data.count) * c.chance;
}
else
{
//we will need to discard the weakest stack
result += (c.data.type->AIValue * c.data.count - weakestStackPower) * c.chance;
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
}
}
result /= 100; //divide by total chance
@ -173,11 +174,11 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->level == 1;
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
auto creaturesAreFree = creature->getLevel() == 1;
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
continue;
score += creature->AIValue * creLevel.first;
score += creature->getAIValue() * creLevel.first;
}
}
@ -194,9 +195,9 @@ int getDwellingArmyCost(const CGObjectInstance * target)
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->level == 1;
auto creaturesAreFree = creature->getLevel() == 1;
if(!creaturesAreFree)
cost += creature->cost[Res::GOLD] * creLevel.first;
cost += creature->getRecruitCost(EGameResID::GOLD) * creLevel.first;
}
}
@ -300,7 +301,7 @@ int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroIn
switch(target->ID)
{
case Obj::HILL_FORT:
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[EGameResID::GOLD];
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
return 1000;
@ -375,12 +376,12 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
switch(target->ID)
{
case Obj::MINE:
return target->subID == Res::GOLD
return target->subID == GameResID(EGameResID::GOLD)
? 0.5f
: 0.4f * getTotalResourceRequirementStrength(target->subID) + 0.1f * getResourceRequirementStrength(target->subID);
case Obj::RESOURCE:
return target->subID == Res::GOLD
return target->subID == GameResID(EGameResID::GOLD)
? 0
: 0.2f * getTotalResourceRequirementStrength(target->subID) + 0.4f * getResourceRequirementStrength(target->subID);
@ -391,7 +392,7 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
for (TResources::nziterator it (resourceReward); it.valid(); it++)
{
//Evaluate resources used for construction. Gold is evaluated separately.
if (it->resType != Res::GOLD)
if (it->resType != EGameResID::GOLD)
{
sum += 0.1f * getResourceRequirementStrength(it->resType);
}
@ -502,7 +503,7 @@ int32_t getArmyCost(const CArmedInstance * army)
for(auto stack : army->Slots())
{
value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
value += stack.second->getCreatureID().toCreature()->getRecruitCost(EGameResID::GOLD) * stack.second->count;
}
return value;
@ -517,7 +518,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
const int dailyIncomeMultiplier = 5;
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
auto isGold = target->subID == GameResID(EGameResID::GOLD); // TODO: other resorces could be sold but need to evaluate market power
switch(target->ID)
{
@ -540,7 +541,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
case Obj::WAGON:
return 100;
case Obj::CREATURE_BANK:
return getCreatureBankResources(target, hero)[Res::GOLD];
return getCreatureBankResources(target, hero)[EGameResID::GOLD];
case Obj::CRYPT:
case Obj::DERELICT_SHIP:
return 3000;
@ -627,7 +628,7 @@ private:
continue;
auto creature = creatureInfo.second.back().toCreature();
result += creature->AIValue * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
}
return result;
@ -644,7 +645,7 @@ public:
auto & treat = defendTown.getTreat();
auto armyIncome = townArmyIncome(town);
auto dailyIncome = town->dailyIncome()[Res::GOLD];
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
@ -804,10 +805,10 @@ public:
Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
auto & bi = buildThis.buildingInfo;
evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
evaluationContext.goldReward += 7 * bi.dailyIncome[EGameResID::GOLD] / 2; // 7 day income but half we already have
evaluationContext.heroRole = HeroRole::MAIN;
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
if(bi.creatureID != CreatureID::NONE)
{
@ -921,7 +922,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
turnVariable->setValue(evaluationContext.turn);
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);

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@ -57,12 +57,12 @@ void BuyArmy::accept(AIGateway * ai)
if(objid != -1 && ci.creID != objid)
continue;
vstd::amin(ci.count, res / ci.cre->cost);
vstd::amin(ci.count, res / ci.cre->getFullRecruitCost());
if(ci.count)
{
cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
valueBought += ci.count * ci.cre->AIValue;
valueBought += ci.count * ci.cre->getAIValue();
}
}

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@ -214,7 +214,7 @@ TGoalVec CompleteQuest::missionResources() const
for(int i = 0; i < q.quest->m7resources.size(); ++i)
{
if(q.quest->m7resources[i])
solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->m7resources[i])));
}
}
}

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@ -162,7 +162,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->creatures[creatureID];
if(ai->ah->freeResources().canAfford(creature->cost))
if(ai->ah->freeResources().canAfford(creature->getFullRecruitCost()))
objs.push_back(obj); //TODO: reserve resources?
}
}

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@ -27,10 +27,10 @@ namespace Goals
: CGoal(Goals::TRADE)
{
}
Trade(int rid, int val, int Objid)
Trade(GameResID rid, int val, int Objid)
: CGoal(Goals::TRADE)
{
resID = rid;
resID = rid.getNum();
value = val;
objid = Objid;
}

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@ -23,7 +23,7 @@ using namespace Goals;
ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade)
: CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue),
initialValue(upgradePath.heroArmy->getArmyStrength()), goldCost(upgrade.upgradeCost[Res::GOLD])
initialValue(upgradePath.heroArmy->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD])
{
sethero(upgradePath.targetHero);
}

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@ -350,7 +350,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
{
auto targetSlot = target->getFreeSlot();
target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
}
resources -= upgradeInfo.upgradeCost;
@ -372,10 +372,10 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
for(auto & creatureToBuy : buyArmy)
{
auto targetSlot = target->getSlotFor(creatureToBuy.cre);
auto targetSlot = target->getSlotFor(dynamic_cast<const CCreature*>(creatureToBuy.cre));
target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
target->armyCost += creatureToBuy.cre->cost * creatureToBuy.count;
target->armyCost += creatureToBuy.cre->getFullRecruitCost() * creatureToBuy.count;
target->requireBuyArmy = true;
}
}
@ -399,7 +399,7 @@ HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1
{
auto targetSlot = target->getFreeSlot();
target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
}
return target;
@ -420,7 +420,7 @@ DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bo
{
for(auto & slot : creatureSet->Slots())
{
armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
armyCost += slot.second->getCreatureID().toCreature()->getFullRecruitCost() * slot.second->count;
}
}
@ -454,7 +454,7 @@ CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling,
auto creature = creatureInfo.second.back().toCreature();
dwellingCreatures->addToSlot(
dwellingCreatures->getSlotFor(creature),
creature->idNumber,
creature->getId(),
TQuantity(creatureInfo.first));
}

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@ -95,7 +95,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
ReachabilityInfo dists = cb->getReachability(stack);
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
if(stack->type->idNumber == CreatureID::CATAPULT)
if(stack->type->getId() == CreatureID::CATAPULT)
{
BattleAction attack;
static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};

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@ -230,8 +230,8 @@ creInfo infoFromDC(const dwellingContent & dc)
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != -1)
{
ci.cre = VLC->creh->objects[ci.creID];
ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
ci.cre = VLC->creatures()->getById(ci.creID);
ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
}
else
{

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@ -152,7 +152,7 @@ struct creInfo
{
int count;
CreatureID creID;
CCreature * cre;
const Creature * cre;
int level;
};
creInfo infoFromDC(const dwellingContent & dc);

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@ -36,9 +36,10 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
{
for(auto & i : armyPtr->Slots())
{
auto & slotInfp = creToPower[i.second->type];
auto cre = dynamic_cast<const CCreature*>(i.second->type);
auto & slotInfp = creToPower[cre];
slotInfp.creature = i.second->type;
slotInfp.creature = cre;
slotInfp.power += i.second->getPower();
slotInfp.count += i.second->count;
}
@ -59,8 +60,8 @@ std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<Slot
{
auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
if(left.creature->level != right.creature->level)
return left.creature->level < right.creature->level;
if(left.creature->getLevel() != right.creature->getLevel())
return left.creature->getLevel() < right.creature->getLevel();
return left.creature->Speed() > right.creature->Speed();
});
@ -120,7 +121,7 @@ ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDw
if(!ci.count || ci.creID == -1)
continue;
vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(ci.count && ci.creID != -1) //valid creature at this level
{
@ -135,8 +136,8 @@ ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDw
}
//we found matching occupied or free slot
aivalue += ci.count * ci.cre->AIValue;
availableRes -= ci.cre->cost * ci.count;
aivalue += ci.count * ci.cre->getAIValue();
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
}

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@ -64,13 +64,13 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
for(auto s : army->Slots())
{
bool walker = true;
const CCreature * creature = s.second->type;
if(creature->hasBonus(selectorSHOOTER, keySHOOTER))
auto bearer = s.second->getType()->getBonusBearer();
if(bearer->hasBonus(selectorSHOOTER, keySHOOTER))
{
shootersStrength += s.second->getPower();
walker = false;
}
if(creature->hasBonus(selectorFLYING, keyFLYING))
if(bearer->hasBonus(selectorFLYING, keyFLYING))
{
flyersStrength += s.second->getPower();
walker = false;
@ -78,7 +78,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
if(walker)
walkersStrength += s.second->getPower();
vstd::amax(maxSpeed, creature->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
}
armyStructure as;
as.walkers = static_cast<float>(walkersStrength / totalStrength);

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@ -35,7 +35,7 @@ TSubgoal BuyArmy::whatToDoToAchieve()
{
//TODO: calculate the actual cost of units instead
TResources price;
price[Res::GOLD] = static_cast<int>(value * 0.4f); //some approximate value
price[EGameResID::GOLD] = static_cast<int>(value * 0.4f); //some approximate value
return ai->ah->whatToDo(price, iAmElementar()); //buy right now or gather resources
}

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@ -46,7 +46,7 @@ TGoalVec CollectRes::getAllPossibleSubgoals()
switch (obj->ID.num)
{
case Obj::TREASURE_CHEST:
return resID == Res::GOLD;
return resID == GameResID(EGameResID::GOLD);
break;
case Obj::RESOURCE:
return obj->subID == resID;
@ -59,24 +59,24 @@ TGoalVec CollectRes::getAllPossibleSubgoals()
return true; //contains all resources
break;
case Obj::WINDMILL:
switch (resID)
switch (GameResID(resID).toEnum())
{
case Res::GOLD:
case Res::WOOD:
case EGameResID::GOLD:
case EGameResID::WOOD:
return false;
}
break;
case Obj::WATER_WHEEL:
if (resID != Res::GOLD)
if (resID != GameResID(EGameResID::GOLD))
return false;
break;
case Obj::MYSTICAL_GARDEN:
if ((resID != Res::GOLD) && (resID != Res::GEMS))
if ((resID != GameResID(EGameResID::GOLD)) && (resID != GameResID(EGameResID::GEMS)))
return false;
break;
case Obj::LEAN_TO:
case Obj::WAGON:
if (resID != Res::GOLD)
if (resID != GameResID(EGameResID::GOLD))
return false;
break;
default:
@ -170,12 +170,12 @@ TSubgoal CollectRes::whatToDoToTrade()
const IMarket * m = markets.back();
//attempt trade at back (best prices)
int howManyCanWeBuy = 0;
for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
for (auto i = EGameResID::WOOD; i <= EGameResID::GOLD; vstd::advance(i, 1))
{
if (i == resID)
if (GameResID(i) == resID)
continue;
int toGive = -1, toReceive = -1;
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
m->getOffer(GameResID(i), resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
}
@ -191,7 +191,7 @@ TSubgoal CollectRes::whatToDoToTrade()
}
else //either it's our town, or we have hero there
{
return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately
return sptr(Trade(static_cast<EGameResID>(resID), value, objid).setisElementar(true)); //we can do this immediately
}
}
}

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@ -24,10 +24,10 @@ namespace Goals
: CGoal(Goals::COLLECT_RES)
{
}
CollectRes(int rid, int val)
CollectRes(GameResID rid, int val)
: CGoal(Goals::COLLECT_RES)
{
resID = rid;
resID = rid.getNum();
value = val;
priority = 2;
}

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@ -172,7 +172,7 @@ TGoalVec CompleteQuest::missionArmy() const
for(auto creature : q.quest->m6creatures)
{
solutions.push_back(sptr(GatherTroops(creature.type->idNumber, creature.count)));
solutions.push_back(sptr(GatherTroops(creature.type->getId(), creature.count)));
}
return solutions;
@ -235,7 +235,7 @@ TGoalVec CompleteQuest::missionResources() const
for(int i = 0; i < q.quest->m7resources.size(); ++i)
{
if(q.quest->m7resources[i])
solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->m7resources[i])));
}
}
}

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@ -159,7 +159,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->objects[creatureID];
if(ai->ah->freeResources().canAfford(creature->cost))
if(ai->ah->freeResources().canAfford(creature->getFullRecruitCost()))
objs.push_back(obj); //TODO: reserve resources?
}
}

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@ -93,21 +93,21 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
continue;
}
auto creature = VLC->creh->objects[objid];
if(t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
auto creature = VLC->creatures()->getByIndex(objid);
if(t->subID == creature->getFactionIndex()) //TODO: how to force AI to build unupgraded creatures? :O
{
auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
auto creatures = vstd::tryAt(t->town->creatures, creature->getLevel() - 1);
if(!creatures)
continue;
int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
int upgradeNumber = vstd::find_pos(*creatures, creature->getId());
if(upgradeNumber < 0)
continue;
BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->cost)) //this assumes only creatures with dwellings are assigned to faction
BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction
{
solutions.push_back(sptr(BuyArmy(t, creature->AIValue * this->value).setobjid(objid)));
solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid)));
}
/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
{
@ -129,7 +129,7 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
{
for(auto type : creature.second)
{
if(type == objid && ai->ah->freeResources().canAfford(VLC->creh->objects[type]->cost))
if(type == objid && ai->ah->freeResources().canAfford(VLC->creatures()->getById(type)->getFullRecruitCost()))
vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
}
}

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@ -33,6 +33,6 @@ TSubgoal RecruitHero::whatToDoToAchieve()
return sptr(BuildThis(BuildingID::TAVERN).setpriority(2));
TResources res;
res[Res::GOLD] = GameConstants::HERO_GOLD_COST;
res[EGameResID::GOLD] = GameConstants::HERO_GOLD_COST;
return ai->ah->whatToDo(res, iAmElementar()); //either buy immediately, or collect res
}

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@ -24,10 +24,10 @@ namespace Goals
: CGoal(Goals::TRADE)
{
}
Trade(int rid, int val, int Objid)
Trade(GameResID rid, int val, int Objid)
: CGoal(Goals::TRADE)
{
resID = rid;
resID = rid.getNum();
value = val;
objid = Objid;
priority = 3; //trading is instant, but picking resources is free

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@ -154,7 +154,7 @@ TSubgoal Win::whatToDoToAchieve()
case EventCondition::HAVE_RESOURCES:
//TODO mines? piles? marketplace?
//save?
return sptr(CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
return sptr(CollectRes(static_cast<EGameResID>(goal.objectType), goal.value));
case EventCondition::HAVE_CREATURES:
return sptr(GatherTroops(goal.objectType, goal.value));
case EventCondition::TRANSPORT:

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@ -73,8 +73,8 @@ boost::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->objects[creatureID];
aiValue += (creature->AIValue * creature->growth);
auto creature = VLC->creatures()->getById(creatureID);
aiValue += (creature->getAIValue() * creature->getGrowth());
}
}
return aiValue;

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@ -58,15 +58,15 @@ TResources ResourceManager::estimateIncome() const
{
if (obj->ID == Obj::MINE)
{
switch (obj->subID)
auto mine = dynamic_cast<const CGMine*>(obj);
switch (mine->producedResource.toEnum())
{
case Res::WOOD:
case Res::ORE:
case EGameResID::WOOD:
case EGameResID::ORE:
ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
break;
case Res::GOLD:
case 7: //abandoned mine -> also gold
ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
case EGameResID::GOLD:
ret[EGameResID::GOLD] += GOLD_MINE_PRODUCTION;
break;
default:
ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
@ -90,11 +90,11 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
{
auto allResources = cb->getResourceAmount();
auto income = estimateIncome();
Res::ERes resourceType = Res::INVALID;
GameResID resourceType = EGameResID::INVALID;
TResource amountToCollect = 0;
typedef std::pair<Res::ERes, TResource> resPair;
std::map<Res::ERes, TResource> missingResources;
using resPair = std::pair<GameResID, TResource>;
std::map<GameResID, TResource> missingResources;
//TODO: unit test for complex resource sets
@ -102,10 +102,10 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
for (auto it = queue.ordered_begin(); it != queue.ordered_end(); it++)
{
//choose specific resources we need for this goal (not 0)
for (auto r = Res::ResourceSet::nziterator(o.resources); r.valid(); r++)
for (auto r = ResourceSet::nziterator(o.resources); r.valid(); r++)
missingResources[r->resType] += it->resources[r->resType]; //goal it costs r units of resType
}
for (auto it = Res::ResourceSet::nziterator(o.resources); it.valid(); it++)
for (auto it = ResourceSet::nziterator(o.resources); it.valid(); it++)
{
missingResources[it->resType] -= allResources[it->resType]; //missing = (what we need) - (what we have)
vstd::amax(missingResources[it->resType], 0); // if we have more resources than reserved, we don't need them
@ -129,11 +129,11 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
break;
}
}
if (resourceType == Res::INVALID) //no needed resources has 0 income,
if (resourceType == EGameResID::INVALID) //no needed resources has 0 income,
{
//find the one which takes longest to collect
typedef std::pair<Res::ERes, float> timePair;
std::map<Res::ERes, float> daysToEarn;
using timePair = std::pair<GameResID, float>;
std::map<GameResID, float> daysToEarn;
for (auto it : missingResources)
daysToEarn[it.first] = (float)missingResources[it.first] / income[it.first];
auto incomeComparer = [](const timePair & lhs, const timePair & rhs) -> bool
@ -345,7 +345,7 @@ TResources ResourceManager::freeResources() const
TResource ResourceManager::freeGold() const
{
return freeResources()[Res::GOLD];
return freeResources()[EGameResID::GOLD];
}
TResources ResourceManager::allResources() const
@ -355,5 +355,5 @@ TResources ResourceManager::allResources() const
TResource ResourceManager::allGold() const
{
return cb->getResourceAmount()[Res::GOLD];
return cb->getResourceAmount()[EGameResID::GOLD];
}

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@ -1235,7 +1235,7 @@ void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruit
int count = d->creatures[i].first;
CreatureID creID = d->creatures[i].second.back();
vstd::amin(count, ah->freeResources() / VLC->creh->objects[creID]->cost);
vstd::amin(count, ah->freeResources() / VLC->creatures()->getById(creID)->getFullRecruitCost());
if(count > 0)
cb->recruitCreatures(d, recruiter, creID, count, i);
}
@ -1314,7 +1314,7 @@ bool VCAI::canRecruitAnyHero(const CGTownInstance * t) const
t = findTownWithTavern();
if(!t)
return false;
if(cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
return false;
if(cb->getHeroesInfo().size() >= ALLOWED_ROAMING_HEROES)
return false;
@ -1434,7 +1434,7 @@ void VCAI::wander(HeroPtr h)
}
break;
}
else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
else if(cb->getResourceAmount(EGameResID::GOLD) >= GameConstants::HERO_GOLD_COST)
{
std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
@ -2117,10 +2117,10 @@ void VCAI::tryRealize(Goals::Trade & g) //trade
if(const IMarket * m = IMarket::castFrom(obj, false))
{
auto freeRes = ah->freeResources(); //trade only resources which are not reserved
for(auto it = Res::ResourceSet::nziterator(freeRes); it.valid(); it++)
for(auto it = ResourceSet::nziterator(freeRes); it.valid(); it++)
{
auto res = it->resType;
if(res == g.resID) //sell any other resource
if(res.getNum() == g.resID) //sell any other resource
continue;
int toGive, toGet;
@ -2174,7 +2174,7 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
|| t->getUpperArmy()->getSlotFor(ci.creID) == SlotID())
continue;
vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, res / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
@ -2190,15 +2190,15 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
*boost::max_element(creaturesInDwellings, [](const creInfo & lhs, const creInfo & rhs)
{
//max value of creatures we can buy with our res
int value1 = lhs.cre->AIValue * lhs.count,
value2 = rhs.cre->AIValue * rhs.count;
int value1 = lhs.cre->getAIValue() * lhs.count,
value2 = rhs.cre->getAIValue() * rhs.count;
return value1 < value2;
});
cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level);
valueBought += ci.count * ci.cre->AIValue;
valueBought += ci.count * ci.cre->getAIValue();
}
throw goalFulfilledException(sptr(g)); //we bought as many creatures as we wanted
@ -2820,7 +2820,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
{
for(auto slot : h->Slots())
{
if(slot.second->type->upgrades.size())
if(slot.second->type->hasUpgrades())
return true; //TODO: check price?
}
return false;
@ -2844,7 +2844,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
case Obj::TREE_OF_KNOWLEDGE:
{
TResources myRes = ai->ah->freeResources();
if(myRes[Res::GOLD] < 2000 || myRes[Res::GEMS] < 10)
if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
return false;
break;
}

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@ -279,7 +279,7 @@ template<typename T, size_t N> char (&_ArrayCountObj(const T (&)[N]))[N];
#define VCMI_LIB_NAMESPACE_BEGIN
#define VCMI_LIB_NAMESPACE_END
#define VCMI_LIB_USING_NAMESPACE
#define VCMI_LIB_WRAP_NAMESPACE(x) x
#define VCMI_LIB_WRAP_NAMESPACE(x) ::x
#endif
/* ---------------------------------------------------------------------------- */

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@ -195,7 +195,7 @@ public:
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
void showTeleportDialog(TeleportDialog * iw) override {};
void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {};
void giveResource(PlayerColor player, Res::ERes which, int val) override {};
void giveResource(PlayerColor player, GameResID which, int val) override {};
virtual void giveResources(PlayerColor player, TResources resources) override {};
void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove) override {};

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@ -80,7 +80,7 @@ std::string CResDataBar::buildDateString()
void CResDataBar::draw(SDL_Surface * to)
{
//TODO: all this should be labels, but they require proper text update on change
for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
for (auto i=GameResID(EGameResID::WOOD); i <= GameResID(EGameResID::GOLD); vstd::advance(i, 1))
{
std::string text = std::to_string(LOCPLINT->cb->getResourceAmount(i));

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@ -158,7 +158,7 @@ ECreatureAnimType AttackAnimation::findValidGroup( const std::vector<ECreatureAn
const CCreature * AttackAnimation::getCreature() const
{
if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
if (attackingStack->getCreature()->getId() == CreatureID::ARROW_TOWERS)
return owner.siegeController->getTurretCreature();
else
return attackingStack->getCreature();

View File

@ -453,7 +453,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
auto best = vstd::maxElementByFun(stacks, [](const CStack * stack)
{
return stack->type->AIValue;
return stack->type->getAIValue();
});
if(best != stacks.end()) //should be always but to be safe...
@ -715,7 +715,7 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
// if mod is not up to date and does have arrow tower icon yet - second setFrame call will fail and retain previously set image
// for 1.2 release & later next line should be moved into 'else' block
icon->setFrame(unit->creatureIconIndex(), 0);
if (unit->unitType()->idNumber == CreatureID::ARROW_TOWERS)
if (unit->unitType()->getId() == CreatureID::ARROW_TOWERS)
icon->setFrame(owner->getSiegeShooterIconID(), 1);
amount->setText(TextOperations::formatMetric(unit->getCount(), 4));

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@ -148,7 +148,7 @@ const CCreature & BattleProjectileController::getShooter(const CStack * stack) c
{
const CCreature * creature = stack->getCreature();
if(creature->idNumber == CreatureID::ARROW_TOWERS)
if(creature->getId() == CreatureID::ARROW_TOWERS)
creature = owner.siegeController->getTurretCreature();
if(creature->animation.missleFrameAngles.empty())

View File

@ -200,7 +200,7 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
// FIXME: workaround for visible animation of Medusa tails (animation disabled in H3)
if (turretCreature->idNumber == CreatureID::MEDUSA )
if (turretCreature->getId() == CreatureID::MEDUSA )
stackAnimation[stack->ID]->pos.w = 250;
coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);

View File

@ -309,7 +309,7 @@ void BattleWindow::reallyFlee()
void BattleWindow::reallySurrender()
{
if (owner.curInt->cb->getResourceAmount(Res::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
{
owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
}

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@ -126,25 +126,25 @@ size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
return GOLD;
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case Res::WOOD_AND_ORE:
case EGameResID::WOOD_AND_ORE:
return WOOD_ORE;
case Res::WOOD:
case EGameResID::WOOD:
return WOOD;
case Res::MERCURY:
case EGameResID::MERCURY:
return MERCURY;
case Res::ORE:
case EGameResID::ORE:
return ORE;
case Res::SULFUR:
case EGameResID::SULFUR:
return SULFUR;
case Res::CRYSTAL:
case EGameResID::CRYSTAL:
return CRYSTAL;
case Res::GEMS:
case EGameResID::GEMS:
return GEM;
case Res::GOLD:
case EGameResID::GOLD:
return GOLD;
case Res::MITHRIL:
case EGameResID::MITHRIL:
return MITHRIL;
}
}
@ -268,17 +268,17 @@ std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
return CGI->generaltexth->allTexts[87]; //500-1000
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case Res::MERCURY:
case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[694];
case Res::SULFUR:
case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[695];
case Res::CRYSTAL:
case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[692];
case Res::GEMS:
case EGameResID::GEMS:
return CGI->generaltexth->allTexts[693];
case Res::WOOD_AND_ORE:
case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
@ -310,17 +310,17 @@ std::string OptionsTab::CPlayerSettingsHelper::getDescription()
return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case Res::MERCURY:
case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[690];
case Res::SULFUR:
case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[691];
case Res::CRYSTAL:
case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[688];
case Res::GEMS:
case EGameResID::GEMS:
return CGI->generaltexth->allTexts[689];
case Res::WOOD_AND_ORE:
case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}

View File

@ -26,5 +26,5 @@ private:
using ImagePtr = std::shared_ptr<CAnimImage>;
LabelPtr title;
std::map<int, std::pair<LabelPtr, ImagePtr>> resources;
std::map<GameResID, std::pair<LabelPtr, ImagePtr>> resources;
};

View File

@ -200,11 +200,11 @@ void CMinorResDataBar::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
for (Res::ERes i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
for (EGameResID i=EGameResID::WOOD; i<=EGameResID::GOLD; vstd::advance(i, 1))
{
std::string text = std::to_string(LOCPLINT->cb->getResourceAmount(i));
graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * i, pos.y + pos.h/2));
graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * GameResID(i), pos.y + pos.h/2));
}
graphics->fonts[FONT_SMALL]->renderTextCenter(to, buildDateString(), Colors::WHITE, Point(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2));
}
@ -347,10 +347,10 @@ void CTownTooltip::init(const InfoAboutTown & town)
if(town.details->customRes)//silo is built
{
if(town.tType->primaryRes == Res::WOOD_AND_ORE )// wood & ore
if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
{
res1 = std::make_shared<CAnimImage>("SMALRES", Res::WOOD, 0, 7, 75);
res2 = std::make_shared<CAnimImage>("SMALRES", Res::ORE , 0, 7, 88);
res1 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::WOOD), 0, 7, 75);
res2 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::ORE), 0, 7, 88);
}
else
{
@ -448,7 +448,7 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool A
pos.x+=x;
pos.y+=y;
TFaction faction = cre->faction;
TFaction faction = cre->getFactionIndex();
assert(CGI->townh->size() > faction);

View File

@ -292,10 +292,11 @@ CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstanc
for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
if(creature->cost[i])
auto res = static_cast<EGameResID>(i);
if(creature->getRecruitCost(res))
{
resPicture.push_back(std::make_shared<CAnimImage>("RESOURCE", i, 0, 0, 0));
resAmount.push_back(std::make_shared<CLabel>(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(creature->cost[i])));
resAmount.push_back(std::make_shared<CLabel>(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(creature->getRecruitCost(res))));
}
}
@ -810,7 +811,7 @@ void CCastleBuildings::enterBlacksmith(ArtifactID artifactID)
auto art = artifactID.toArtifact();
int price = art->getPrice();
bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price;
bool possible = LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) >= price;
if(possible)
{
for(auto slot : art->possibleSlots.at(ArtBearer::HERO))
@ -942,7 +943,7 @@ void CCastleBuildings::enterMagesGuild()
// "Yog has given up magic in all its forms..."
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[736]);
}
else if(LOCPLINT->cb->getResourceAmount(Res::GOLD) < 500) //not enough gold to buy spellbook
else if(LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) < 500) //not enough gold to buy spellbook
{
openMagesGuild();
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
@ -1100,7 +1101,7 @@ void CCreaInfo::clickRight(tribool down, bool previousState)
if (showAvailable)
GH.pushIntT<CDwellingInfoBox>(GH.screenDimensions().x / 2, GH.screenDimensions().y / 2, town, level);
else
CRClickPopup::createAndPush(genGrowthText(), std::make_shared<CComponent>(CComponent::creature, creature->idNumber));
CRClickPopup::createAndPush(genGrowthText(), std::make_shared<CComponent>(CComponent::creature, creature->getId()));
}
}
@ -1279,7 +1280,7 @@ void CCastleInterface::recreateIcons()
icon->setFrame(iconIndex);
TResources townIncome = town->dailyIncome();
income->setText(std::to_string(townIncome[Res::GOLD]));
income->setText(std::to_string(townIncome[EGameResID::GOLD]));
hall = std::make_shared<CTownInfo>(80, 413, town, true);
fort = std::make_shared<CTownInfo>(122, 413, town, false);
@ -1870,5 +1871,5 @@ CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, Art
else
buy->block(true);
costIcon = std::make_shared<CAnimImage>("RESOURCE", Res::GOLD, 0, 148, 244);
costIcon = std::make_shared<CAnimImage>("RESOURCE", GameResID(EGameResID::GOLD), 0, 148, 244);
}

View File

@ -323,7 +323,7 @@ CStackWindow::ButtonsSection::ButtonsSection(CStackWindow * owner, int yOffset)
};
auto upgradeBtn = std::make_shared<CButton>(Point(221 + (int)buttonIndex * 40, 5), "stackWindow/upgradeButton", CGI->generaltexth->zelp[446], onClick, SDLK_1);
upgradeBtn->addOverlay(std::make_shared<CAnimImage>("CPRSMALL", VLC->creh->objects[upgradeInfo.info.newID[buttonIndex]]->iconIndex));
upgradeBtn->addOverlay(std::make_shared<CAnimImage>("CPRSMALL", VLC->creh->objects[upgradeInfo.info.newID[buttonIndex]]->getIconIndex()));
if(buttonsToCreate == 1) // single upgrade avaialbe
{
@ -844,7 +844,7 @@ std::string CStackWindow::generateStackExpDescription()
const CStackInstance * stack = info->stackNode;
const CCreature * creature = info->creature;
int tier = stack->type->level;
int tier = stack->type->getLevel();
int rank = stack->getExpRank();
if (!vstd::iswithin(tier, 1, 7))
tier = 0;

View File

@ -564,7 +564,7 @@ std::shared_ptr<CIntObject> CKingdomInterface::createMainTab(size_t index)
void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstance *> & ownedObjects)
{
ui32 footerPos = conf.go()->ac.overviewSize * 116;
std::vector<int> minesCount(GameConstants::RESOURCE_QUANTITY, 0);
TResources minesCount(GameConstants::RESOURCE_QUANTITY, 0);
int totalIncome=0;
for(const CGObjectInstance * object : ownedObjects)
@ -576,7 +576,7 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
assert(mine);
minesCount[mine->producedResource]++;
if (mine->producedResource == Res::GOLD)
if (mine->producedResource == EGameResID::GOLD)
totalIncome += mine->producedQuantity;
}
}
@ -585,14 +585,14 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
for(auto & heroe : heroes)
{
totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
}
//Add town income of all towns
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
totalIncome += town->dailyIncome()[Res::GOLD];
totalIncome += town->dailyIncome()[EGameResID::GOLD];
}
for(int i=0; i<7; i++)
{
@ -772,7 +772,7 @@ CTownItem::CTownItem(const CGTownInstance * Town)
background = std::make_shared<CAnimImage>("OVSLOT", 6);
name = std::make_shared<CLabel>(74, 8, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, town->getNameTranslated());
income = std::make_shared<CLabel>( 190, 60, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(town->dailyIncome()[Res::GOLD]));
income = std::make_shared<CLabel>( 190, 60, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(town->dailyIncome()[EGameResID::GOLD]));
hall = std::make_shared<CTownInfo>( 69, 31, town, true);
fort = std::make_shared<CTownInfo>(111, 31, town, false);
@ -801,7 +801,7 @@ void CTownItem::updateGarrisons()
void CTownItem::update()
{
std::string incomeVal = std::to_string(town->dailyIncome()[Res::GOLD]);
std::string incomeVal = std::to_string(town->dailyIncome()[EGameResID::GOLD]);
if (incomeVal != income->getText())
income->setText(incomeVal);

View File

@ -191,7 +191,7 @@ void CTradeWindow::CTradeableItem::clickLeft(tribool down, bool previousState)
aw->arts->markPossibleSlots(art);
//aw->arts->commonInfo->dst.AOH = aw->arts;
CCS->curh->dragAndDropCursor("artifact", art->artType->iconIndex);
CCS->curh->dragAndDropCursor("artifact", art->artType->getIconIndex());
aw->arts->artifactsOnAltar.erase(art);
setID(-1);
@ -447,7 +447,7 @@ std::vector<int> *CTradeWindow::getItemsIds(bool Left)
for(int i = 0; i < 7; i++)
{
if(const CCreature *c = hero->getCreature(SlotID(i)))
ids->push_back(c->idNumber);
ids->push_back(c->getId());
else
ids->push_back(-1);
}
@ -535,7 +535,7 @@ void CTradeWindow::initSubs(bool Left)
item->subtitle = std::to_string(hero->getStackCount(SlotID(item->serial)));
break;
case RESOURCE:
item->subtitle = std::to_string(LOCPLINT->cb->getResourceAmount(static_cast<Res::ERes>(item->serial)));
item->subtitle = std::to_string(LOCPLINT->cb->getResourceAmount(static_cast<EGameResID>(item->serial)));
break;
}
}
@ -869,7 +869,7 @@ void CMarketplaceWindow::selectionChanged(bool side)
{
int newAmount = -1;
if(itemsType[1] == RESOURCE)
newAmount = LOCPLINT->cb->getResourceAmount(static_cast<Res::ERes>(soldItemId));
newAmount = LOCPLINT->cb->getResourceAmount(static_cast<EGameResID>(soldItemId));
else if(itemsType[1] == CREATURE)
newAmount = hero->getStackCount(SlotID(hLeft->serial)) - (hero->stacksCount() == 1 && hero->needsLastStack());
else
@ -882,7 +882,7 @@ void CMarketplaceWindow::selectionChanged(bool side)
}
else if(itemsType[1] == RESOURCE) //buying -> check if we can afford transaction
{
deal->block(LOCPLINT->cb->getResourceAmount(static_cast<Res::ERes>(soldItemId)) < r1);
deal->block(LOCPLINT->cb->getResourceAmount(static_cast<EGameResID>(soldItemId)) < r1);
}
else
deal->block(false);
@ -1486,7 +1486,7 @@ void CAltarWindow::showAll(SDL_Surface * to)
CTradeWindow::showAll(to);
if(mode == EMarketMode::ARTIFACT_EXP && arts && arts->commonInfo->src.art)
{
artIcon->setFrame(arts->commonInfo->src.art->artType->iconIndex);
artIcon->setFrame(arts->commonInfo->src.art->artType->getIconIndex());
artIcon->showAll(to);
int dmp, val;

View File

@ -48,13 +48,13 @@ void CreaturePurchaseCard::initCreatureSwitcherButton()
void CreaturePurchaseCard::switchCreatureLevel()
{
OBJECT_CONSTRUCTION_CAPTURING(ACTIVATE + DEACTIVATE + UPDATE + SHOWALL + SHARE_POS);
auto index = vstd::find_pos(upgradesID, creatureOnTheCard->idNumber);
auto index = vstd::find_pos(upgradesID, creatureOnTheCard->getId());
auto nextCreatureId = vstd::circularAt(upgradesID, ++index);
creatureOnTheCard = nextCreatureId.toCreature();
picture = std::make_shared<CCreaturePic>(parent->pos.x, parent->pos.y, creatureOnTheCard);
creatureClickArea = std::make_shared<CCreatureClickArea>(Point(parent->pos.x, parent->pos.y), picture, creatureOnTheCard);
parent->updateAllSliders();
cost->set(creatureOnTheCard->cost * slider->getValue());
cost->set(creatureOnTheCard->getFullRecruitCost() * slider->getValue());
}
void CreaturePurchaseCard::initAmountInfo()
@ -78,13 +78,13 @@ void CreaturePurchaseCard::initSlider()
void CreaturePurchaseCard::initCostBox()
{
cost = std::make_shared<CreatureCostBox>(Rect(pos.x+2, pos.y + 194, 97, 74), "");
cost->createItems(creatureOnTheCard->cost);
cost->createItems(creatureOnTheCard->getFullRecruitCost());
}
void CreaturePurchaseCard::sliderMoved(int to)
{
updateAmountInfo(to);
cost->set(creatureOnTheCard->cost * to);
cost->set(creatureOnTheCard->getFullRecruitCost() * to);
parent->updateAllSliders();
}

View File

@ -135,11 +135,11 @@ void CRecruitmentWindow::select(std::shared_ptr<CCreatureCard> card)
else // if slider already at 0 - emulate call to sliderMoved()
sliderMoved(maxAmount);
costPerTroopValue->createItems(card->creature->cost);
totalCostValue->createItems(card->creature->cost);
costPerTroopValue->createItems(card->creature->getFullRecruitCost());
totalCostValue->createItems(card->creature->getFullRecruitCost());
costPerTroopValue->set(card->creature->cost);
totalCostValue->set(card->creature->cost * maxAmount);
costPerTroopValue->set(card->creature->getFullRecruitCost());
totalCostValue->set(card->creature->getFullRecruitCost() * maxAmount);
//Recruit %s
title->setText(boost::str(boost::format(CGI->generaltexth->tcommands[21]) % card->creature->getNamePluralTranslated()));
@ -151,7 +151,7 @@ void CRecruitmentWindow::select(std::shared_ptr<CCreatureCard> card)
void CRecruitmentWindow::buy()
{
CreatureID crid = selected->creature->idNumber;
CreatureID crid = selected->creature->getId();
SlotID dstslot = dst-> getSlotFor(crid);
if(!dstslot.validSlot() && (selected->creature->warMachine == ArtifactID::NONE)) //no available slot
@ -296,7 +296,7 @@ void CRecruitmentWindow::sliderMoved(int to)
availableValue->setText(std::to_string(selected->amount - to));
toRecruitValue->setText(std::to_string(to));
totalCostValue->set(selected->creature->cost * to);
totalCostValue->set(selected->creature->getFullRecruitCost() * to);
}
CSplitWindow::CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback_, int leftMin_, int rightMin_, int leftAmount_, int rightAmount_)
@ -463,7 +463,7 @@ CTavernWindow::CTavernWindow(const CGObjectInstance * TavernObj)
recruit = std::make_shared<CButton>(Point(272, 355), "TPTAV01.DEF", CButton::tooltip(), std::bind(&CTavernWindow::recruitb, this), SDLK_RETURN);
thiefGuild = std::make_shared<CButton>(Point(22, 428), "TPTAV02.DEF", CButton::tooltip(CGI->generaltexth->tavernInfo[5]), std::bind(&CTavernWindow::thievesguildb, this), SDLK_t);
if(LOCPLINT->cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //not enough gold
if(LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) //not enough gold
{
recruit->addHoverText(CButton::NORMAL, CGI->generaltexth->tavernInfo[0]); //Cannot afford a Hero
recruit->block(true);
@ -811,7 +811,7 @@ void CExchangeController::moveArmy(bool leftToRight)
source->Slots(),
[](const std::pair<SlotID, CStackInstance *> & s) -> int
{
return s.second->getCreatureID().toCreature()->AIValue;
return s.second->getCreatureID().toCreature()->getAIValue();
});
slot = weakestSlot->first;
@ -1093,20 +1093,20 @@ CShipyardWindow::CShipyardWindow(const TResources & cost, int state, int boatTyp
bgShip->center(waterCenter);
// Create resource icons and costs.
std::string goldValue = std::to_string(cost[Res::GOLD]);
std::string woodValue = std::to_string(cost[Res::WOOD]);
std::string goldValue = std::to_string(cost[EGameResID::GOLD]);
std::string woodValue = std::to_string(cost[EGameResID::WOOD]);
goldCost = std::make_shared<CLabel>(118, 294, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, goldValue);
woodCost = std::make_shared<CLabel>(212, 294, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, woodValue);
goldPic = std::make_shared<CAnimImage>("RESOURCE", Res::GOLD, 0, 100, 244);
woodPic = std::make_shared<CAnimImage>("RESOURCE", Res::WOOD, 0, 196, 244);
goldPic = std::make_shared<CAnimImage>("RESOURCE",GameResID(EGameResID::GOLD), 0, 100, 244);
woodPic = std::make_shared<CAnimImage>("RESOURCE", GameResID(EGameResID::WOOD), 0, 196, 244);
quit = std::make_shared<CButton>(Point(224, 312), "ICANCEL", CButton::tooltip(CGI->generaltexth->allTexts[599]), std::bind(&CShipyardWindow::close, this), SDLK_ESCAPE);
build = std::make_shared<CButton>(Point(42, 312), "IBUY30", CButton::tooltip(CGI->generaltexth->allTexts[598]), std::bind(&CShipyardWindow::close, this), SDLK_RETURN);
build->addCallback(onBuy);
for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
for(auto i = EGameResID::WOOD; i <= EGameResID::GOLD; vstd::advance(i, 1))
{
if(cost[i] > LOCPLINT->cb->getResourceAmount(i))
{
@ -1141,7 +1141,7 @@ void CTransformerWindow::CItem::clickLeft(tribool down, bool previousState)
void CTransformerWindow::CItem::update()
{
icon->setFrame(parent->army->getCreature(SlotID(id))->idNumber + 2);
icon->setFrame(parent->army->getCreature(SlotID(id))->getId() + 2);
}
CTransformerWindow::CItem::CItem(CTransformerWindow * parent_, int size_, int id_)
@ -1157,7 +1157,7 @@ CTransformerWindow::CItem::CItem(CTransformerWindow * parent_, int size_, int id
pos.x += 45 + (id%3)*83 + id/6*83;
pos.y += 109 + (id/3)*98;
icon = std::make_shared<CAnimImage>("TWCRPORT", parent->army->getCreature(SlotID(id))->idNumber + 2);
icon = std::make_shared<CAnimImage>("TWCRPORT", parent->army->getCreature(SlotID(id))->getId() + 2);
count = std::make_shared<CLabel>(28, 76,FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(size));
}
@ -1240,7 +1240,7 @@ void CUniversityWindow::CItem::clickLeft(tribool down, bool previousState)
if(previousState && (!down))
{
if(state() == 2)
GH.pushIntT<CUnivConfirmWindow>(parent, ID, LOCPLINT->cb->getResourceAmount(Res::GOLD) >= 2000);
GH.pushIntT<CUnivConfirmWindow>(parent, ID, LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) >= 2000);
}
}
@ -1346,7 +1346,7 @@ CUnivConfirmWindow::CUnivConfirmWindow(CUniversityWindow * owner_, int SKILL, bo
icon = std::make_shared<CAnimImage>("SECSKILL", SKILL*3+3, 0, 211, 51);
level = std::make_shared<CLabel>(230, 107, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->levels[1]);
costIcon = std::make_shared<CAnimImage>("RESOURCE", Res::GOLD, 0, 210, 210);
costIcon = std::make_shared<CAnimImage>("RESOURCE", GameResID(EGameResID::GOLD), 0, 210, 210);
cost = std::make_shared<CLabel>(230, 267, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, "2000");
std::string hoverText = CGI->generaltexth->allTexts[609];
@ -1531,7 +1531,7 @@ void CHillFortWindow::updateGarrisons()
else//free upgrade - print gold image and "Free" text
{
slotIcons[i][0]->visible = true;
slotIcons[i][0]->setFrame(Res::GOLD);
slotIcons[i][0]->setFrame(GameResID(EGameResID::GOLD));
slotLabels[i][0]->setText(CGI->generaltexth->allTexts[344]);
}
}

View File

@ -93,7 +93,7 @@ void QuickRecruitmentWindow::maxAllCards(std::vector<std::shared_ptr<CreaturePur
i->sliderMoved(maxAmount);
i->slider->moveToMax();
allAvailableResources -= (i->creatureOnTheCard->cost * maxAmount);
allAvailableResources -= (i->creatureOnTheCard->getFullRecruitCost() * maxAmount);
}
maxButton->block(allAvailableResources == LOCPLINT->cb->getResourceAmount());
}
@ -105,8 +105,8 @@ void QuickRecruitmentWindow::purchaseUnits()
{
if(selected->slider->getValue())
{
auto onRecruit = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, selected->creatureOnTheCard->level-1); };
CreatureID crid = selected->creatureOnTheCard->idNumber;
auto onRecruit = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, selected->creatureOnTheCard->getLevel()-1); };
CreatureID crid = selected->creatureOnTheCard->getId();
SlotID dstslot = town -> getSlotFor(crid);
if(!dstslot.validSlot())
continue;
@ -129,7 +129,7 @@ void QuickRecruitmentWindow::updateAllSliders()
{
auto allAvailableResources = LOCPLINT->cb->getResourceAmount();
for(auto i : boost::adaptors::reverse(cards))
allAvailableResources -= (i->creatureOnTheCard->cost * i->slider->getValue());
allAvailableResources -= (i->creatureOnTheCard->getFullRecruitCost() * i->slider->getValue());
for(auto i : cards)
{
si32 maxAmount = i->creatureOnTheCard->maxAmount(allAvailableResources);

View File

@ -15,6 +15,8 @@
VCMI_LIB_NAMESPACE_BEGIN
class CreatureID;
class ResourceSet;
enum class EGameResID : int8_t;
class DLL_LINKAGE Creature : public EntityWithBonuses<CreatureID>
{
@ -50,7 +52,10 @@ public:
virtual int32_t getBaseSpeed() const = 0;
virtual int32_t getBaseShots() const = 0;
virtual int32_t getCost(int32_t resIndex) const = 0;
virtual int32_t getRecruitCost(Identifier<EGameResID> resIndex) const = 0;
virtual ResourceSet getFullRecruitCost() const = 0;
virtual bool hasUpgrades() const = 0;
virtual bool isDoubleWide() const = 0;
};

View File

@ -14,6 +14,12 @@ VCMI_LIB_NAMESPACE_BEGIN
class IBonusBearer;
class DLL_LINKAGE WithBonuses
{
public:
virtual const IBonusBearer * getBonusBearer() const = 0;
};
class DLL_LINKAGE Entity
{
public:
@ -38,10 +44,8 @@ public:
};
template <typename IdType>
class DLL_LINKAGE EntityWithBonuses : public EntityT<IdType>
class DLL_LINKAGE EntityWithBonuses : public EntityT<IdType>, public WithBonuses
{
public:
virtual const IBonusBearer * accessBonuses() const = 0;
};
VCMI_LIB_NAMESPACE_END

View File

@ -77,7 +77,7 @@ ArtifactID CArtifact::getId() const
return id;
}
const IBonusBearer * CArtifact::accessBonuses() const
const IBonusBearer * CArtifact::getBonusBearer() const
{
return this;
}

View File

@ -69,7 +69,7 @@ public:
std::string getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
ArtifactID getId() const override;
virtual const IBonusBearer * accessBonuses() const override;
virtual const IBonusBearer * getBonusBearer() const override;
std::string getDescriptionTranslated() const override;
std::string getEventTranslated() const override;

View File

@ -64,7 +64,7 @@ CreatureID CCreature::getId() const
return idNumber;
}
const IBonusBearer * CCreature::accessBonuses() const
const IBonusBearer * CCreature::getBonusBearer() const
{
return this;
}
@ -162,7 +162,7 @@ int32_t CCreature::getBaseShots() const
return getExportedBonusList().valOfBonuses(SELECTOR);
}
int32_t CCreature::getCost(int32_t resIndex) const
int32_t CCreature::getRecruitCost(GameResID resIndex) const
{
if(resIndex >= 0 && resIndex < cost.size())
return cost[resIndex];
@ -170,6 +170,16 @@ int32_t CCreature::getCost(int32_t resIndex) const
return 0;
}
TResources CCreature::getFullRecruitCost() const
{
return cost;
}
bool CCreature::hasUpgrades() const
{
return !upgrades.empty();
}
std::string CCreature::getNameTranslated() const
{
return getNameSingularTranslated();
@ -307,7 +317,7 @@ void CCreature::addBonus(int val, Bonus::BonusType type, int subtype)
bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
{
//TODO upgrade of upgrade?
return vstd::contains(upgrades, anotherCre->idNumber);
return vstd::contains(upgrades, anotherCre->getId());
}
bool CCreature::valid() const
@ -614,7 +624,7 @@ CCreature * CCreatureHandler::loadFromJson(const std::string & scope, const Json
JsonDeserializer handler(nullptr, node);
cre->serializeJson(handler);
cre->cost = Res::ResourceSet(node["cost"]);
cre->cost = ResourceSet(node["cost"]);
VLC->generaltexth->registerString(scope, cre->getNameSingularTextID(), node["name"]["singular"].String());
VLC->generaltexth->registerString(scope, cre->getNamePluralTextID(), node["name"]["plural"].String());
@ -647,18 +657,18 @@ CCreature * CCreatureHandler::loadFromJson(const std::string & scope, const Json
JsonNode conf;
conf.setMeta(scope);
VLC->objtypeh->loadSubObject(cre->identifier, conf, Obj::MONSTER, cre->idNumber.num);
VLC->objtypeh->loadSubObject(cre->identifier, conf, Obj::MONSTER, cre->getId().num);
if (!cre->advMapDef.empty())
{
JsonNode templ;
templ["animation"].String() = cre->advMapDef;
templ.setMeta(scope);
VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->idNumber.num)->addTemplate(templ);
VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->getId().num)->addTemplate(templ);
}
// object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower)
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->idNumber.num)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::MONSTER, cre->idNumber.num);
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->getId().num)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::MONSTER, cre->getId().num);
});
return cre;
@ -1335,7 +1345,7 @@ CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier
{
do
{
r = (*RandomGeneratorUtil::nextItem(objects, rand))->idNumber;
r = (*RandomGeneratorUtil::nextItem(objects, rand))->getId();
} while (objects[r] && objects[r]->special); // find first "not special" creature
}
else
@ -1347,7 +1357,7 @@ CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
const auto * crea = dynamic_cast<const CCreature *>(b);
if(crea && !crea->special)
allowed.push_back(crea->idNumber);
allowed.push_back(crea->getId());
}
if(allowed.empty())

View File

@ -9,9 +9,6 @@
*/
#pragma once
#include <vcmi/Creature.h>
#include <vcmi/CreatureService.h>
#include "HeroBonus.h"
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
@ -21,6 +18,9 @@
#include "CRandomGenerator.h"
#include "Color.h"
#include <vcmi/Creature.h>
#include <vcmi/CreatureService.h>
VCMI_LIB_NAMESPACE_BEGIN
class CLegacyConfigParser;
@ -37,7 +37,6 @@ class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
public:
CreatureID idNumber;
TFaction faction = 0;
@ -45,17 +44,22 @@ public:
//stats that are not handled by bonus system
ui32 fightValue, AIValue, growth, hordeGrowth;
ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
bool doubleWide = false;
bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
si32 iconIndex = -1; // index of icon in files like twcrport
TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
public:
ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
std::string animDefName; // creature animation used during battles
std::string advMapDef; //for new creatures only, image for adventure map
si32 iconIndex = -1; // index of icon in files like twcrport
/// names of files with appropriate icons. Used only during loading
std::string smallIconName;
@ -168,7 +172,7 @@ public:
std::string getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
CreatureID getId() const override;
virtual const IBonusBearer * accessBonuses() const override;
virtual const IBonusBearer * getBonusBearer() const override;
uint32_t getMaxHealth() const override;
int32_t getAdvMapAmountMin() const override;
@ -189,8 +193,10 @@ public:
int32_t getBaseSpeed() const override;
int32_t getBaseShots() const override;
int32_t getCost(int32_t resIndex) const override;
int32_t getRecruitCost(GameResID resIndex) const override;
TResources getFullRecruitCost() const override;
bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
bool hasUpgrades() const override;
bool isGood () const;
bool isEvil () const;

View File

@ -590,12 +590,12 @@ bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStac
//get types of creatures that need their own slot
for(const auto & elem : cs.stacks)
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
cres.addToSlot(j, elem.second->type->idNumber, 1, true); //merge if possible
//cres.addToSlot(elem.first, elem.second->type->idNumber, 1, true);
cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible
//cres.addToSlot(elem.first, elem.second->type->getId(), 1, true);
for(const auto & elem : stacks)
{
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
cres.addToSlot(j, elem.second->type->idNumber, 1, true); //merge if possible
cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible
else
return false; //no place found
}
@ -706,7 +706,7 @@ int CStackInstance::getExpRank() const
{
if (!VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
return 0;
int tier = type->level;
int tier = type->getLevel();
if (vstd::iswithin(tier, 1, 7))
{
for(int i = static_cast<int>(VLC->creh->expRanks[tier].size()) - 2; i > -1; --i) //sic!
@ -729,7 +729,7 @@ int CStackInstance::getExpRank() const
int CStackInstance::getLevel() const
{
return std::max(1, static_cast<int>(type->level));
return std::max(1, static_cast<int>(type->getLevel()));
}
si32 CStackInstance::magicResistance() const
@ -741,7 +741,7 @@ si32 CStackInstance::magicResistance() const
void CStackInstance::giveStackExp(TExpType exp)
{
int level = type->level;
int level = type->getLevel();
if (!vstd::iswithin(level, 1, 7))
level = 0;
@ -816,7 +816,7 @@ bool CStackInstance::valid(bool allowUnrandomized) const
bool isRand = (idRand != -1);
if(!isRand)
{
return (type && type == VLC->creh->objects[type->idNumber]);
return (type && type == VLC->creh->objects[type->getId()]);
}
else
return allowUnrandomized;
@ -852,7 +852,7 @@ void CStackInstance::deserializationFix()
CreatureID CStackInstance::getCreatureID() const
{
if(type)
return type->idNumber;
return type->getId();
else
return CreatureID::NONE;
}
@ -865,7 +865,7 @@ std::string CStackInstance::getName() const
ui64 CStackInstance::getPower() const
{
assert(type);
return type->AIValue * count;
return type->getAIValue() * count;
}
ArtBearer::ArtBearer CStackInstance::bearerType() const

View File

@ -43,7 +43,7 @@ public:
{
if(h.saving)
{
CreatureID idNumber = type ? type->idNumber : CreatureID(CreatureID::NONE);
auto idNumber = type ? type->getId() : CreatureID(CreatureID::NONE);
h & idNumber;
}
else
@ -51,7 +51,7 @@ public:
CreatureID idNumber;
h & idNumber;
if(idNumber != CreatureID::NONE)
setType(VLC->creh->objects[idNumber]);
setType(dynamic_cast<const CCreature*>(VLC->creatures()->getByIndex(idNumber)));
else
type = nullptr;
}

View File

@ -37,7 +37,7 @@ PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const
return obj->tempOwner;
}
int CGameInfoCallback::getResource(PlayerColor Player, Res::ERes which) const
int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const
{
const PlayerState *p = getPlayerState(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
@ -323,9 +323,9 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
for(auto & elem : info.army)
{
if(static_cast<int>(elem.second.type->AIValue) > maxAIValue)
if(static_cast<int>(elem.second.type->getAIValue()) > maxAIValue)
{
maxAIValue = elem.second.type->AIValue;
maxAIValue = elem.second.type->getAIValue();
mostStrong = elem.second.type;
}
}
@ -359,9 +359,9 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
for(auto creature : VLC->creh->objects)
{
if(static_cast<si16>(creature->faction) == factionIndex && static_cast<int>(creature->AIValue) > maxAIValue)
if(static_cast<si16>(creature->getFactionIndex()) == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
{
maxAIValue = creature->AIValue;
maxAIValue = creature->getAIValue();
mostStrong = creature;
}
}
@ -860,7 +860,7 @@ const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId)
return p->towns[serialId];
}
int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const
int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);

View File

@ -10,7 +10,7 @@
#pragma once
#include "int3.h"
#include "ResourceSet.h" // for Res::ERes
#include "ResourceSet.h" // for Res
#include "battle/CCallbackBase.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -58,7 +58,7 @@ public:
//player
virtual const Player * getPlayer(PlayerColor color) const = 0;
// virtual int getResource(PlayerColor Player, Res::ERes which) const = 0;
// virtual int getResource(PlayerColor Player, EGameResID which) const = 0;
// bool isVisible(int3 pos) const;
// PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
// void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
@ -148,7 +148,7 @@ public:
//player
const Player * getPlayer(PlayerColor color) const override;
virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
virtual int getResource(PlayerColor Player, Res::ERes which) const;
virtual int getResource(PlayerColor Player, GameResID which) const;
virtual PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
virtual EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
@ -245,7 +245,7 @@ public:
virtual std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
virtual std::vector <QuestInfo> getMyQuests() const;
virtual int getResourceAmount(Res::ERes type) const;
virtual int getResourceAmount(GameResID type) const;
virtual TResources getResourceAmount() const;
virtual std::shared_ptr<const boost::multi_array<ui8, 3>> getVisibilityMap() const; //returns visibility map
//virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;

View File

@ -293,7 +293,7 @@ void MetaString::addCreReplacement(const CreatureID & id, TQuantity count) //add
void MetaString::addReplacement(const CStackBasicDescriptor & stack)
{
assert(stack.type); //valid type
addCreReplacement(stack.type->idNumber, stack.count);
addCreReplacement(stack.type->getId(), stack.count);
}
static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & pos, const PlayerColor & owner)
@ -1443,10 +1443,14 @@ void CGameState::initStartingResources()
res.push_back(chosenBonus->info1);
break;
case 0xFD: //wood+ore
res.push_back(Res::WOOD); res.push_back(Res::ORE);
res.push_back(GameResID(EGameResID::WOOD));
res.push_back(GameResID(EGameResID::ORE));
break;
case 0xFE: //rare
res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
res.push_back(GameResID(EGameResID::MERCURY));
res.push_back(GameResID(EGameResID::SULFUR));
res.push_back(GameResID(EGameResID::CRYSTAL));
res.push_back(GameResID(EGameResID::GEMS));
break;
default:
assert(0);
@ -1664,16 +1668,16 @@ void CGameState::initStartingBonus()
switch(scenarioOps->playerInfos[elem.first].bonus)
{
case PlayerSettings::GOLD:
elem.second.resources[Res::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
break;
case PlayerSettings::RESOURCE:
{
int res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == Res::WOOD_AND_ORE)
auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == EGameResID::WOOD_AND_ORE)
{
int amount = getRandomGenerator().nextInt(5, 10);
elem.second.resources[Res::WOOD] += amount;
elem.second.resources[Res::ORE] += amount;
elem.second.resources[EGameResID::WOOD] += amount;
elem.second.resources[EGameResID::ORE] += amount;
}
else
{
@ -2016,14 +2020,14 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
t = dynamic_cast<const CGTownInstance *>(stack.armyObj);
else if(h)
{ //hero specialty
TConstBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
TConstBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->getId()));
for(const auto & it : *lista)
{
auto nid = CreatureID(it->additionalInfo[0]);
if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
if (nid != base->getId()) //in very specific case the upgrade is available by default (?)
{
ret.newID.push_back(nid);
ret.cost.push_back(VLC->creh->objects[nid]->cost - base->cost);
ret.cost.push_back(nid.toCreature()->getFullRecruitCost() - base->getFullRecruitCost());
}
}
t = h->visitedTown;
@ -2032,14 +2036,14 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
{
for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
{
if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
if (vstd::contains(dwelling.second, base->getId())) //Dwelling with our creature
{
for(const auto & upgrID : dwelling.second)
{
if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
{
ret.newID.push_back(upgrID);
ret.cost.push_back(VLC->creh->objects[upgrID]->cost - base->cost);
ret.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - base->getFullRecruitCost());
}
}
}
@ -2050,19 +2054,19 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
{
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
const int costModifier = costModifiers[std::min<int>(std::max((int)base->getLevel() - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
for(const auto & nid : base->upgrades)
{
ret.newID.push_back(nid);
ret.cost.push_back((VLC->creh->objects[nid]->cost - base->cost) * costModifier / 100);
ret.cost.push_back((nid.toCreature()->getFullRecruitCost() - base->getFullRecruitCost()) * costModifier / 100);
}
}
if(!ret.newID.empty())
ret.oldID = base->idNumber;
ret.oldID = base->getId();
for (Res::ResourceSet &cost : ret.cost)
for (ResourceSet &cost : ret.cost)
cost.positive(); //upgrade cost can't be negative, ignore missing resources
return ret;
@ -2346,7 +2350,7 @@ bool CGameState::checkForVictory(const PlayerColor & player, const EventConditio
&& (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
{
for(const auto & elem : ai->Slots()) //iterate through army
if(elem.second->type->idNumber == condition.objectType) //it's searched creature
if(elem.second->type->getId() == condition.objectType) //it's searched creature
total += elem.second->count;
}
}
@ -2584,7 +2588,7 @@ struct statsHLP
//Heroes can produce gold as well - skill, specialty or arts
for(const auto & h : ps->heroes)
{
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
if(!heroOrTown)
heroOrTown = h;
@ -2593,7 +2597,7 @@ struct statsHLP
//Add town income of all towns
for(const auto & t : ps->towns)
{
totalIncome += t->dailyIncome()[Res::GOLD];
totalIncome += t->dailyIncome()[EGameResID::GOLD];
if(!heroOrTown)
heroOrTown = t;
@ -2618,7 +2622,7 @@ struct statsHLP
const auto * mine = dynamic_cast<const CGMine *>(object);
assert(mine);
if (mine->producedResource == Res::GOLD)
if (mine->producedResource == EGameResID::GOLD)
totalIncome += mine->producedQuantity;
}
}
@ -2677,15 +2681,15 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
}
if(level >= 2) //gold
{
FILL_FIELD(gold, g->second.resources[Res::GOLD])
FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
}
if(level >= 2) //wood & ore
{
FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
}
if(level >= 3) //mercury, sulfur, crystal, gems
{
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
}
if(level >= 3) //obelisks found
{
@ -2744,8 +2748,8 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
for(const auto & it : elem->Slots())
{
int toCmp = it.second->type->idNumber; //ID of creature we should compare with the best one
if(bestCre == -1 || VLC->creh->objects[bestCre]->AIValue < VLC->creh->objects[toCmp]->AIValue)
int toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
if(bestCre == -1 || VLC->creh->objects[bestCre]->getAIValue() < VLC->creh->objects[toCmp]->getAIValue())
{
bestCre = toCmp;
}
@ -3138,7 +3142,7 @@ void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
//include details about hero
details = new Details();
TResources income = t->dailyIncome();
details->goldIncome = income[Res::GOLD];
details->goldIncome = income[EGameResID::GOLD];
details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
details->hallLevel = t->hallLevel();
details->garrisonedHero = t->garrisonHero;
@ -3169,12 +3173,12 @@ int ArmyDescriptor::getStrength() const
if(isDetailed)
{
for(const auto & elem : *this)
ret += elem.second.type->AIValue * elem.second.count;
ret += elem.second.type->getAIValue() * elem.second.count;
}
else
{
for(const auto & elem : *this)
ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
ret += elem.second.type->getAIValue() * CCreature::estimateCreatureCount(elem.second.count);
}
return static_cast<int>(ret);
}

View File

@ -164,7 +164,7 @@ private:
{
}
si32 intValue; // uses EResult
si32 intValue; // uses EResultult
};
/*static std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)

View File

@ -529,7 +529,7 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
for(CreatureID cid : targets)
{
const CCreature &specCreature = *VLC->creh->objects[cid];
int stepSize = specCreature.level ? specCreature.level : 5;
int stepSize = specCreature.getLevel() ? specCreature.getLevel() : 5;
{
std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();

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@ -86,7 +86,7 @@ bool PlayerState::isHuman() const
return human;
}
const IBonusBearer * PlayerState::accessBonuses() const
const IBonusBearer * PlayerState::getBonusBearer() const
{
return this;
}

View File

@ -48,7 +48,7 @@ public:
PlayerColor getId() const override;
TeamID getTeam() const override;
bool isHuman() const override;
const IBonusBearer * accessBonuses() const override;
const IBonusBearer * getBonusBearer() const override;
int getResourceAmount(int type) const override;
int32_t getIndex() const override;

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@ -88,7 +88,7 @@ ui32 CStack::level() const
if(base)
return base->getLevel(); //creature or commander
else
return std::max(1, static_cast<int>(getCreature()->level)); //war machine, clone etc
return std::max(1, static_cast<int>(getCreature()->getLevel())); //war machine, clone etc
}
si32 CStack::magicResistance() const
@ -342,7 +342,7 @@ bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
{
for(const CStack * st : battle->stacks)
{
if(battle->battleMatchOwner(st, unit, true) && st->getCreature()->idNumber == CreatureID::AMMO_CART)
if(battle->battleMatchOwner(st, unit, true) && st->getCreature()->getId() == CreatureID::AMMO_CART)
{
return st->alive();
}

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@ -24,6 +24,7 @@
#include "mapObjects/CObjectClassesHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "HeroBonus.h"
#include "ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -635,21 +636,21 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
if(!ret->produce.nonZero())
{
switch (ret->bid) {
break; case BuildingID::VILLAGE_HALL: ret->produce[Res::GOLD] = 500;
break; case BuildingID::TOWN_HALL : ret->produce[Res::GOLD] = 1000;
break; case BuildingID::CITY_HALL : ret->produce[Res::GOLD] = 2000;
break; case BuildingID::CAPITOL : ret->produce[Res::GOLD] = 4000;
break; case BuildingID::GRAIL : ret->produce[Res::GOLD] = 5000;
break; case BuildingID::VILLAGE_HALL: ret->produce[EGameResID::GOLD] = 500;
break; case BuildingID::TOWN_HALL : ret->produce[EGameResID::GOLD] = 1000;
break; case BuildingID::CITY_HALL : ret->produce[EGameResID::GOLD] = 2000;
break; case BuildingID::CAPITOL : ret->produce[EGameResID::GOLD] = 4000;
break; case BuildingID::GRAIL : ret->produce[EGameResID::GOLD] = 5000;
break; case BuildingID::RESOURCE_SILO :
{
switch (ret->town->primaryRes)
switch (ret->town->primaryRes.toEnum())
{
case Res::GOLD:
case EGameResID::GOLD:
ret->produce[ret->town->primaryRes] = 500;
break;
case Res::WOOD_AND_ORE:
ret->produce[Res::WOOD] = 1;
ret->produce[Res::ORE] = 1;
case EGameResID::WOOD_AND_ORE:
ret->produce[EGameResID::WOOD] = 1;
ret->produce[EGameResID::ORE] = 1;
break;
default:
ret->produce[ret->town->primaryRes] = 1;
@ -880,9 +881,9 @@ void CTownHandler::loadTown(CTown * town, const JsonNode & source)
{
const auto * resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
if(resIter == std::end(GameConstants::RESOURCE_NAMES))
town->primaryRes = Res::WOOD_AND_ORE; //Wood + Ore
town->primaryRes = GameResID(EGameResID::WOOD_AND_ORE); //Wood + Ore
else
town->primaryRes = static_cast<ui16>(resIter - std::begin(GameConstants::RESOURCE_NAMES));
town->primaryRes = GameResID(resIter - std::begin(GameConstants::RESOURCE_NAMES));
warMachinesToLoad[town] = source["warMachine"];

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@ -271,7 +271,7 @@ public:
// should be removed at least from configs in favor of auto-detection
std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
ui32 mageLevel; //max available mage guild level
ui16 primaryRes;
GameResID primaryRes;
ArtifactID warMachine;
SpellID moatAbility;
// default chance for hero of specific class to appear in tavern, if field "tavern" was not set

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@ -205,6 +205,11 @@ public:
bool operator > (const BaseForID & b) const { return num > b.num; }
BaseForID & operator++() { ++num; return *this; }
operator NumericType() const
{
return num;
}
};
template < typename T>
@ -267,6 +272,11 @@ public:
++num;
return ret;
}
operator NumericType() const
{
return num;
}
};

View File

@ -1775,7 +1775,7 @@ BonusParams::BonusParams(std::string deprecatedTypeStr, std::string deprecatedSu
else if(deprecatedSubtype == SecondarySkill::ESTATES || deprecatedSubtypeStr == "skill.estates")
{
type = Bonus::GENERATE_RESOURCE;
subtype = Res::GOLD;
subtype = GameResID(EGameResID::GOLD);
subtypeRelevant = true;
}
else if(deprecatedSubtype == SecondarySkill::AIR_MAGIC || deprecatedSubtypeStr == "skill.airMagic")
@ -2380,7 +2380,7 @@ CreatureFactionLimiter::CreatureFactionLimiter():
ILimiter::EDecision CreatureFactionLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
auto accept = c && c->faction == faction;
auto accept = c && c->getFactionIndex() == faction;
return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; //drop bonus for non-creatures or non-native residents
}
@ -2731,7 +2731,7 @@ std::shared_ptr<Bonus> TimesStackLevelUpdater::createUpdatedBonus(const std::sha
//otherwise we'd end up multiplying twice
if(stack.base == nullptr)
{
int level = stack.type->level;
int level = stack.type->getLevel();
std::shared_ptr<Bonus> newBonus = std::make_shared<Bonus>(*b);
newBonus->val *= level;
return newBonus;

View File

@ -93,7 +93,7 @@ public:
virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
virtual void showTeleportDialog(TeleportDialog *iw) =0;
virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0;
virtual void giveResource(PlayerColor player, Res::ERes which, int val)=0;
virtual void giveResource(PlayerColor player, GameResID which, int val)=0;
virtual void giveResources(PlayerColor player, TResources resources)=0;
virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;

View File

@ -1759,7 +1759,7 @@ void RebalanceStacks::applyGs(CGameState * gs)
else //split stack to an empty slot
{
src.army->changeStackCount(src.slot, -count);
dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
if (stackExp)
dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
}
@ -2508,7 +2508,7 @@ void YourTurn::applyGs(CGameState * gs) const
Component::Component(const CStackBasicDescriptor & stack)
: id(EComponentType::CREATURE)
, subtype(stack.type->idNumber)
, subtype(stack.type->getId())
, val(stack.count)
{
}

View File

@ -19,26 +19,26 @@
VCMI_LIB_NAMESPACE_BEGIN
Res::ResourceSet::ResourceSet(const JsonNode & node)
ResourceSet::ResourceSet(const JsonNode & node)
{
for(auto i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
container[i] = static_cast<int>(node[GameConstants::RESOURCE_NAMES[i]].Float());
}
Res::ResourceSet::ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,
ResourceSet::ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,
TResource gems, TResource gold, TResource mithril)
{
container[Res::WOOD] = wood;
container[Res::MERCURY] = mercury;
container[Res::ORE] = ore;
container[Res::SULFUR] = sulfur;
container[Res::CRYSTAL] = crystal;
container[Res::GEMS] = gems;
container[Res::GOLD] = gold;
container[Res::MITHRIL] = mithril;
container[GameResID(EGameResID::WOOD)] = wood;
container[GameResID(EGameResID::MERCURY)] = mercury;
container[GameResID(EGameResID::ORE)] = ore;
container[GameResID(EGameResID::SULFUR)] = sulfur;
container[GameResID(EGameResID::CRYSTAL)] = crystal;
container[GameResID(EGameResID::GEMS)] = gems;
container[GameResID(EGameResID::GOLD)] = gold;
container[GameResID(EGameResID::MITHRIL)] = mithril;
}
void Res::ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName)
void ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName)
{
if(handler.saving && !nonZero())
return;
@ -49,7 +49,7 @@ void Res::ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::s
handler.serializeInt(GameConstants::RESOURCE_NAMES[idx], this->operator[](idx), 0);
}
bool Res::ResourceSet::nonZero() const
bool ResourceSet::nonZero() const
{
for(const auto & elem : *this)
if(elem)
@ -58,35 +58,25 @@ bool Res::ResourceSet::nonZero() const
return false;
}
void Res::ResourceSet::amax(const TResourceCap &val)
void ResourceSet::amax(const TResourceCap &val)
{
for(auto & elem : *this)
vstd::amax(elem, val);
}
void Res::ResourceSet::amin(const TResourceCap &val)
void ResourceSet::amin(const TResourceCap &val)
{
for(auto & elem : *this)
vstd::amin(elem, val);
}
void Res::ResourceSet::positive()
void ResourceSet::positive()
{
for(auto & elem : *this)
vstd::amax(elem, 0);
}
bool Res::ResourceSet::canBeAfforded(const ResourceSet &res) const
{
return Res::canAfford(res, *this);
}
bool Res::ResourceSet::canAfford(const ResourceSet &price) const
{
return Res::canAfford(*this, price);
}
bool Res::canAfford(const ResourceSet &res, const ResourceSet &price)
static bool canAfford(const ResourceSet &res, const ResourceSet &price)
{
assert(res.size() == price.size() && price.size() == GameConstants::RESOURCE_QUANTITY);
for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
@ -96,7 +86,17 @@ bool Res::canAfford(const ResourceSet &res, const ResourceSet &price)
return true;
}
TResourceCap Res::ResourceSet::marketValue() const
bool ResourceSet::canBeAfforded(const ResourceSet &res) const
{
return VCMI_LIB_WRAP_NAMESPACE(canAfford(res, *this));
}
bool ResourceSet::canAfford(const ResourceSet &price) const
{
return VCMI_LIB_WRAP_NAMESPACE(canAfford(*this, price));
}
TResourceCap ResourceSet::marketValue() const
{
TResourceCap total = 0;
for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
@ -104,7 +104,7 @@ TResourceCap Res::ResourceSet::marketValue() const
return total;
}
std::string Res::ResourceSet::toString() const
std::string ResourceSet::toString() const
{
std::ostringstream out;
out << "[";
@ -117,35 +117,35 @@ std::string Res::ResourceSet::toString() const
return out.str();
}
bool Res::ResourceSet::nziterator::valid() const
bool ResourceSet::nziterator::valid() const
{
return cur.resType < GameConstants::RESOURCE_QUANTITY && cur.resVal;
}
Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++()
ResourceSet::nziterator ResourceSet::nziterator::operator++()
{
advance();
return *this;
}
Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++(int)
ResourceSet::nziterator ResourceSet::nziterator::operator++(int)
{
nziterator ret = *this;
advance();
return ret;
}
const Res::ResourceSet::nziterator::ResEntry& Res::ResourceSet::nziterator::operator*() const
const ResourceSet::nziterator::ResEntry& ResourceSet::nziterator::operator*() const
{
return cur;
}
const Res::ResourceSet::nziterator::ResEntry * Res::ResourceSet::nziterator::operator->() const
const ResourceSet::nziterator::ResEntry * ResourceSet::nziterator::operator->() const
{
return &cur;
}
void Res::ResourceSet::nziterator::advance()
void ResourceSet::nziterator::advance()
{
do
{
@ -156,11 +156,11 @@ void Res::ResourceSet::nziterator::advance()
cur.resVal = -1;
}
Res::ResourceSet::nziterator::nziterator(const ResourceSet &RS)
ResourceSet::nziterator::nziterator(const ResourceSet &RS)
: rs(RS)
{
cur.resType = WOOD;
cur.resVal = rs[WOOD];
cur.resType = EGameResID::WOOD;
cur.resVal = rs[EGameResID::WOOD];
if(!valid())
advance();

View File

@ -11,6 +11,7 @@
#pragma once
#include "GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
using TResource = int32_t;
@ -19,12 +20,9 @@ using TResourceCap = int64_t; //to avoid overflow when adding integers. Signed v
class JsonNode;
class JsonSerializeFormat;
namespace Res
{
class ResourceSet;
bool canAfford(const ResourceSet &res, const ResourceSet &price); //can a be used to pay price b
enum ERes
enum class EGameResID : int8_t
{
WOOD = 0, MERCURY, ORE, SULFUR, CRYSTAL, GEMS, GOLD, MITHRIL,
@ -32,6 +30,8 @@ namespace Res
INVALID = -1
};
using GameResID = Identifier<EGameResID>;
//class to be representing a vector of resource
class ResourceSet
{
@ -93,14 +93,14 @@ namespace Res
using iterator = decltype(container)::iterator;
// Array-like interface
TResource & operator[](Res::ERes index)
TResource & operator[](GameResID index)
{
return operator[](static_cast<size_t>(index));
return operator[](index.getNum());
}
const TResource & operator[](Res::ERes index) const
const TResource & operator[](GameResID index) const
{
return operator[](static_cast<size_t>(index));
return operator[](index.getNum());
}
TResource & operator[](size_t index)
@ -213,7 +213,7 @@ namespace Res
{
struct ResEntry
{
Res::ERes resType;
GameResID resType;
TResourceCap resVal;
} cur;
const ResourceSet &rs;
@ -226,14 +226,12 @@ namespace Res
nziterator operator++(int);
const ResEntry& operator*() const;
const ResEntry* operator->() const;
};
};
}
using TResources = Res::ResourceSet;
using TResources = ResourceSet;
VCMI_LIB_NAMESPACE_END

View File

@ -653,7 +653,7 @@ int32_t BattleInfo::getEnchanterCounter(ui8 side) const
return sides.at(side).enchanterCounter;
}
const IBonusBearer * BattleInfo::asBearer() const
const IBonusBearer * BattleInfo::getBonusBearer() const
{
return this;
}

View File

@ -93,7 +93,7 @@ public:
uint32_t getCastSpells(ui8 side) const override;
int32_t getEnchanterCounter(ui8 side) const override;
const IBonusBearer * asBearer() const override;
const IBonusBearer * getBonusBearer() const override;
uint32_t nextUnitId() const override;

View File

@ -108,9 +108,9 @@ int32_t BattleProxy::getEnchanterCounter(ui8 side) const
return subject->battleGetEnchanterCounter(side);
}
const IBonusBearer * BattleProxy::asBearer() const
const IBonusBearer * BattleProxy::getBonusBearer() const
{
return subject->getBattleNode();
return subject->getBonusBearer();
}

View File

@ -50,7 +50,7 @@ public:
uint32_t getCastSpells(ui8 side) const override;
int32_t getEnchanterCounter(ui8 side) const override;
const IBonusBearer * asBearer() const override;
const IBonusBearer * getBonusBearer() const override;
protected:
Subject subject;
};

View File

@ -33,7 +33,7 @@ uint64_t getFightingStrength(const std::vector<const battle::Unit *> & stacks, c
for(const battle::Unit * stack : stacks)
{
result += stack->creatureId().toCreature()->AIValue * stack->getCount();
result += stack->creatureId().toCreature()->getAIValue() * stack->getCount();
}
if(hero)

View File

@ -1721,7 +1721,7 @@ si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBattleNode();
node = getBonusBearer();
if(!node)
return 0;
@ -1739,7 +1739,7 @@ si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
if(const CGHeroInstance * h = battleGetFightingHero(side))
node = h;
else
node = getBattleNode();
node = getBonusBearer();
if(!node)
return GameConstants::SPELL_LEVELS;

View File

@ -252,9 +252,9 @@ uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const
return getBattle()->getCastSpells(side);
}
const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
const IBonusBearer * CBattleInfoEssentials::getBonusBearer() const
{
return getBattle()->asBearer();
return getBattle()->getBonusBearer();
}
bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const

View File

@ -46,7 +46,7 @@ public:
};
BattlePerspective::BattlePerspective battleGetMySide() const;
const IBonusBearer * getBattleNode() const;
const IBonusBearer * getBonusBearer() const override;
TerrainId battleTerrainType() const override;
BattleField battleGetBattlefieldType() const override;

View File

@ -395,22 +395,22 @@ CreatureID CUnitState::creatureId() const
int32_t CUnitState::creatureLevel() const
{
return static_cast<int32_t>(unitType()->level);
return static_cast<int32_t>(unitType()->getLevel());
}
bool CUnitState::doubleWide() const
{
return unitType()->doubleWide;
return unitType()->isDoubleWide();
}
int32_t CUnitState::creatureCost() const
{
return unitType()->cost[Res::GOLD];
return unitType()->getRecruitCost(EGameResID::GOLD);
}
int32_t CUnitState::creatureIconIndex() const
{
return unitType()->iconIndex;
return unitType()->getIconIndex();
}
int32_t CUnitState::getCasterUnitId() const

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@ -145,7 +145,7 @@ int DamageCalculator::getActorAttackSlayer() const
int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
{
ui8 attackerTier = info.attacker->unitType()->level;
ui8 attackerTier = info.attacker->unitType()->getLevel();
ui8 specialtyBonus = std::max(5 - attackerTier, 0);
attackBonus += specialtyBonus;
}

View File

@ -13,6 +13,8 @@
#include "GameConstants.h"
#include "BattleHex.h"
#include <vcmi/Entity.h>
VCMI_LIB_NAMESPACE_BEGIN
struct CObstacleInstance;
@ -45,7 +47,7 @@ namespace scripting
}
#endif
class DLL_LINKAGE IBattleInfoCallback
class DLL_LINKAGE IBattleInfoCallback : public WithBonuses
{
public:
#if SCRIPTING_ENABLED

View File

@ -30,7 +30,7 @@ namespace battle
class UnitInfo;
}
class DLL_LINKAGE IBattleInfo
class DLL_LINKAGE IBattleInfo : public WithBonuses
{
public:
using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
@ -62,8 +62,6 @@ public:
virtual ui8 getTacticDist() const = 0;
virtual ui8 getTacticsSide() const = 0;
virtual const IBonusBearer * asBearer() const = 0;
virtual uint32_t nextUnitId() const = 0;
virtual int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;

View File

@ -76,7 +76,7 @@ void CArmedInstance::updateMoraleBonusFromArmy()
const CStackInstance * inst = slot.second;
const CCreature * creature = VLC->creh->objects[inst->getCreatureID()];
factions.insert(creature->faction);
factions.insert(creature->getFactionIndex());
// Check for undead flag instead of faction (undead mummies are neutral)
if (!hasUndead)
{

View File

@ -229,7 +229,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
loot << "%d %s";
loot.addReplacement(iw.components.back().val);
loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
cb->giveResource(hero->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);
cb->giveResource(hero->getOwner(), static_cast<EGameResID>(it), bc->resources[it]);
}
}
//grant artifacts
@ -246,9 +246,9 @@ void CBank::doVisit(const CGHeroInstance * hero) const
iw.text.addTxt(MetaString::ADVOB_TXT, textID);
if (textID == 34)
{
const CCreature * strongest = boost::range::max_element(bc->guards, [](const CStackBasicDescriptor & a, const CStackBasicDescriptor & b)
const auto * strongest = boost::range::max_element(bc->guards, [](const CStackBasicDescriptor & a, const CStackBasicDescriptor & b)
{
return a.type->fightValue < b.type->fightValue;
return a.type->getFightValue() < b.type->getFightValue();
})->type;
iw.text.addReplacement(MetaString::CRE_PL_NAMES, strongest->getId());
@ -305,7 +305,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
CCreatureSet ourArmy;
for(const auto & slot : bc->creatures)
{
ourArmy.addToSlot(ourArmy.getSlotFor(slot.type->idNumber), slot.type->getId(), slot.count);
ourArmy.addToSlot(ourArmy.getSlotFor(slot.type->getId()), slot.type->getId(), slot.count);
}
for(const auto & elem : ourArmy.Slots())

View File

@ -325,7 +325,7 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
if (VLC->settings()->getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander)
{
commander = new CCommanderInstance(type->heroClass->commander->idNumber);
commander = new CCommanderInstance(type->heroClass->commander->getId());
commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
commander->giveStackExp (exp); //after our exp is set
}
@ -790,7 +790,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
};
int maxCasualtyLevel = 1;
for(const auto & casualty : casualties)
vstd::amax(maxCasualtyLevel, VLC->creh->objects[casualty.first]->level);
vstd::amax(maxCasualtyLevel, VLC->creatures()->getByIndex(casualty.first)->getLevel());
// pick best bonus available
std::shared_ptr<Bonus> topPick;
for(const std::shared_ptr<Bonus> & newPick : *improvedNecromancy)
@ -806,8 +806,8 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
{
auto quality = [getCreatureID](const std::shared_ptr<Bonus> & pick) -> std::tuple<int, int, int>
{
const CCreature * c = VLC->creh->objects[getCreatureID(pick)];
return std::tuple<int, int, int> {c->level, static_cast<int>(c->cost.marketValue()), -pick->additionalInfo[1]};
const auto * c = getCreatureID(pick).toCreature();
return std::tuple<int, int, int> {c->getLevel(), static_cast<int>(c->getFullRecruitCost().marketValue()), -pick->additionalInfo[1]};
};
if(quality(topPick) < quality(newPick))
topPick = newPick;
@ -840,7 +840,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
{
const CCreature * c = VLC->creh->objects[casualty.first];
double raisedFromCasualty = std::min(c->MaxHealth() / raisedUnitHealth, 1.0) * casualty.second * necromancySkill;
if(c->level < requiredCasualtyLevel)
if(c->getLevel() < requiredCasualtyLevel)
raisedFromCasualty *= 0.5;
raisedUnits += raisedFromCasualty;
}

View File

@ -50,7 +50,7 @@ bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMar
const double effectivenessArray[] = {0.0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1.0};
double effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];
double r = VLC->creh->objects[id1]->cost[6]; //value of given creature in gold
double r = VLC->creatures()->getByIndex(id1)->getRecruitCost(EGameResID::GOLD); //value of given creature in gold
double g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
@ -98,7 +98,7 @@ bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMar
case EMarketMode::CREATURE_EXP:
{
val1 = 1;
val2 = (VLC->creh->objects[id1]->AIValue / 40) * 5;
val2 = (VLC->creh->objects[id1]->getAIValue() / 40) * 5;
}
break;
case EMarketMode::ARTIFACT_EXP:

View File

@ -263,7 +263,7 @@ void CGDwelling::newTurn(CRandomGenerator & rand) const
creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
sac.creatures[i].first += amount;
else
@ -287,7 +287,7 @@ void CGDwelling::updateGuards() const
//default condition - creatures are of level 5 or higher
for (auto creatureEntry : creatures)
{
if (VLC->creh->objects[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
{
guarded = true;
break;
@ -299,14 +299,14 @@ void CGDwelling::updateGuards() const
for (auto creatureEntry : creatures)
{
const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
SlotID slot = getSlotFor(crea->idNumber);
SlotID slot = getSlotFor(crea->getId());
if (hasStackAtSlot(slot)) //stack already exists, overwrite it
{
ChangeStackCount csc;
csc.army = this->id;
csc.slot = slot;
csc.count = crea->growth * 3;
csc.count = crea->getGrowth() * 3;
csc.absoluteValue = true;
cb->sendAndApply(&csc);
}
@ -315,8 +315,8 @@ void CGDwelling::updateGuards() const
InsertNewStack ns;
ns.army = this->id;
ns.slot = slot;
ns.type = crea->idNumber;
ns.count = crea->growth * 3;
ns.type = crea->getId();
ns.count = crea->getGrowth() * 3;
cb->sendAndApply(&ns);
}
}
@ -326,10 +326,10 @@ void CGDwelling::updateGuards() const
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
{
CreatureID crid = creatures[0].second[0];
CCreature *crs = VLC->creh->objects[crid];
auto *crs = crid.toCreature();
TQuantity count = creatures[0].first;
if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
{
if(count) //there are available creatures
{
@ -538,7 +538,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
return ret; //no dwelling
const CCreature *creature = VLC->creh->objects[creatures[level].second.back()];
const int base = creature->growth;
const int base = creature->getGrowth();
int castleBonus = 0;
ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
@ -550,11 +550,11 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
if(town->hordeLvl.at(0) == level)//horde 1
if(hasBuilt(BuildingID::HORDE_1))
ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->hordeGrowth);
ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
if(town->hordeLvl.at(1) == level)//horde 2
if(hasBuilt(BuildingID::HORDE_2))
ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->hordeGrowth);
ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
//statue-of-legion-like bonus: % to base+castle
TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(Bonus::CREATURE_GROWTH_PERCENT));
@ -915,7 +915,7 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
int resID = rand.nextInt(2, 5); //bonus to random rare resource
resID = (resID==2)?1:resID;
int resVal = rand.nextInt(1, 4);//with size 1..4
cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
@ -938,7 +938,7 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
std::vector<SlotID> nativeCrits; //slots
for(const auto & elem : Slots())
{
if (elem.second->type->faction == subID) //native
if (elem.second->type->getFactionIndex() == subID) //native
{
nativeCrits.push_back(elem.first); //collect matching slots
}
@ -951,7 +951,7 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
const CCreature *c = getCreature(pos);
if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
{
cb->changeStackCount(sl, c->growth);
cb->changeStackCount(sl, c->getGrowth());
}
else //upgrade
{
@ -968,7 +968,7 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
TQuantity count = creatureGrowth(i);
if (!count) // no dwelling
count = VLC->creh->objects[c]->growth;
count = VLC->creh->objects[c]->getGrowth();
{//no lower tiers or above current month

View File

@ -494,8 +494,8 @@ void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visit
void IShipyard::getBoatCost(TResources & cost) const
{
cost[Res::WOOD] = 10;
cost[Res::GOLD] = 1000;
cost[EGameResID::WOOD] = 10;
cost[EGameResID::GOLD] = 1000;
}
IShipyard::IShipyard(const CGObjectInstance *O)

View File

@ -163,7 +163,7 @@ bool CQuest::checkQuest(const CGHeroInstance * h) const
case MISSION_ARMY:
return checkMissionArmy(this, h);
case MISSION_RESOURCES:
for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, +1)) //including Mithril ?
for(auto i = EGameResID::WOOD; i <= EGameResID::GOLD; vstd::advance(i, +1)) //including Mithril ?
{ //Quest has no direct access to callback
if(CGHeroInstance::cb->getResource(h->tempOwner, i) < static_cast<int>(m7resources[i]))
return false;
@ -821,7 +821,7 @@ void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const
case CQuest::MISSION_RESOURCES:
for (int i = 0; i < 7; ++i)
{
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(i), -static_cast<int>(quest->m7resources[i]));
cb->giveResource(h->getOwner(), static_cast<EGameResID>(i), -static_cast<int>(quest->m7resources[i]));
}
break;
default:
@ -858,7 +858,7 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
}
break;
case RESOURCES:
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(rID), rVal);
cb->giveResource(h->getOwner(), static_cast<EGameResID>(rID), rVal);
break;
case PRIMARY_SKILL:
cb->changePrimSkill(h, static_cast<PrimarySkill::PrimarySkill>(rID), rVal, false);

View File

@ -12,6 +12,7 @@
#include "CObjectHandler.h"
#include "CArmedInstance.h"
#include "../ResourceSet.h"
#include "../CCreatureSet.h"
#include "../NetPacksBase.h"
@ -58,7 +59,7 @@ public:
std::vector<ui32> m2stats;
std::vector<ArtifactID> m5arts; // artifact IDs. Add IDs through addArtifactID(), not directly to the field.
std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
std::vector<ui32> m7resources; //TODO: use resourceset?
TResources m7resources;
// following fields are used only for kill creature/hero missions, the original
// objects became inaccessible after their removal, so we need to store info

View File

@ -455,7 +455,7 @@ void CRewardInfo::loadComponents(std::vector<Component> & comps,
comps.emplace_back(Component::EComponentType::SPELL, entry, 1, 0);
for(const auto & entry : creatures)
comps.emplace_back(Component::EComponentType::CREATURE, entry.type->idNumber, entry.count, 0);
comps.emplace_back(Component::EComponentType::CREATURE, entry.type->getId(), entry.count, 0);
for (size_t i=0; i<resources.size(); i++)
{

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