1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-05-13 22:06:58 +02:00

ArtifactLocation now use ID for artHolder identification part3

This commit is contained in:
SoundSSGood 2023-10-23 19:37:18 +03:00
parent ab2f6abb87
commit 3c5527a222
12 changed files with 87 additions and 104 deletions

View File

@ -122,6 +122,7 @@ void CCommanderArtPlace::returnArtToHeroCallback()
else
{
ArtifactLocation src(commanderOwner->id, artifactPos);
src.creature = SlotID::COMMANDER_SLOT_PLACEHOLDER;
ArtifactLocation dst(commanderOwner->id, freeSlot);
if(ourArt->canBePutAt(commanderOwner, freeSlot, true))

View File

@ -196,19 +196,21 @@ bool CGarrisonSlot::highlightOrDropArtifact()
artSelected = true;
if (myStack) // try dropping the artifact only if the slot isn't empty
{
/*ArtifactLocation src(srcHero, ArtifactPosition::TRANSITION_POS);
ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
if(pickedArtInst->canBePutAt(dst, true))
ArtifactLocation src(srcHero->id, ArtifactPosition::TRANSITION_POS);
ArtifactLocation dst(getObj()->id, ArtifactPosition::CREATURE_SLOT);
dst.creature = getSlot();
if(pickedArtInst->canBePutAt(myStack, ArtifactPosition::CREATURE_SLOT, true))
{ //equip clicked stack
if(dst.getArt())
if(auto dstArt = myStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
//creature can wear only one active artifact
//if we are placing a new one, the old one will be returned to the hero's backpack
LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero,
ArtifactUtils::getArtBackpackPosition(srcHero, dst.getArt()->getTypeId())));
LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero->id,
ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId())));
}
LOCPLINT->cb->swapArtifacts(src, dst);
}*/
}
}
}
}

View File

@ -974,12 +974,12 @@ void CStackWindow::removeStackArtifact(ArtifactPosition pos)
const auto slot = ArtifactUtils::getArtBackpackPosition(info->owner, art->getTypeId());
if(slot != ArtifactPosition::PRE_FIRST)
{
//LOCPLINT->cb->swapArtifacts(ArtifactLocation(info->stackNode, pos), ArtifactLocation(info->owner->id, slot));
auto artLoc = ArtifactLocation(info->owner->id, pos);
artLoc.creature = info->stackNode->armyObj->findStack(info->stackNode);
LOCPLINT->cb->swapArtifacts(artLoc, ArtifactLocation(info->owner->id, slot));
stackArtifactButton.reset();
stackArtifactHelp.reset();
stackArtifactIcon.reset();
redraw();
}
}

View File

@ -336,18 +336,9 @@ void CHeroWindow::commanderWindow()
const auto freeSlot = ArtifactUtils::getArtAnyPosition(curHero->commander, pickedArtInst->getTypeId());
if(vstd::contains(ArtifactUtils::commanderSlots(), freeSlot)) // We don't want to put it in commander's backpack!
{
ArtifactLocation src(hero->id, ArtifactPosition::TRANSITION_POS);
ArtifactLocation dst(curHero->id, freeSlot);
// TODO add ->commander.get() !!!
/*if(pickedArtInst->canBePutAt(dst, true))
{ //equip clicked stack
if(dst.getArt())
{
LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(hero,
ArtifactUtils::getArtBackpackPosition(hero, pickedArtInst->getTypeId())));
}
LOCPLINT->cb->swapArtifacts(src, dst);
}*/
dst.creature = SlotID::COMMANDER_SLOT_PLACEHOLDER;
LOCPLINT->cb->swapArtifacts(ArtifactLocation(hero->id, ArtifactPosition::TRANSITION_POS), dst);
}
}
else

View File

@ -458,7 +458,7 @@ const CStackInstance & CCreatureSet::getStack(const SlotID & slot) const
return *getStackPtr(slot);
}
const CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const
CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const
{
if(hasStackAtSlot(slot))
return stacks.find(slot)->second;

View File

@ -253,7 +253,7 @@ public:
void setToArmy(CSimpleArmy &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
const CStackInstance & getStack(const SlotID & slot) const; //stack must exist
const CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
const CCreature * getCreature(const SlotID & slot) const; //workaround of map issue;
int getStackCount(const SlotID & slot) const;
TExpType getStackExperience(const SlotID & slot) const;

View File

@ -966,6 +966,22 @@ const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid
return gs->map->objects[oid.num];
}
CArtifactSet * CGameInfoCallback::getArtSet(const ArtifactLocation & loc) const
{
auto hero = const_cast<CGHeroInstance*>(getHero(loc.artHolder));
if(loc.creature.has_value())
{
if(loc.creature.value() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
return hero->commander;
else
return hero->getStackPtr(loc.creature.value());
}
else
{
return hero;
}
}
std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const
{
vstd::erase_if(ids, [&](const ObjectInstanceID & id) -> bool

View File

@ -40,6 +40,8 @@ class CGameState;
class PathfinderConfig;
struct TurnTimerInfo;
struct ArtifactLocation;
class CArtifactSet;
class CArmedInstance;
class CGObjectInstance;
class CGHeroInstance;
@ -174,6 +176,7 @@ public:
virtual int64_t estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
virtual const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
virtual const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
virtual CArtifactSet * getArtSet(const ArtifactLocation & loc) const;
//virtual const CGObjectInstance * getArmyInstance(ObjectInstanceID oid) const;
//objects

View File

@ -9,67 +9,34 @@
*/
#pragma once
#include "../ConstTransitivePtr.h"
#include "../constants/EntityIdentifiers.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CStackInstance;
class CArmedInstance;
class CArtifactSet;
class CBonusSystemNode;
struct ArtSlotInfo;
using TArtHolder = std::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance>>;
struct ArtifactLocation
{
TArtHolder artHolder;//TODO: identify holder by id
ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
ObjectInstanceID artHolder;
ArtifactPosition slot;
std::optional<SlotID> creature;
ArtifactLocation()
: artHolder(ConstTransitivePtr<CGHeroInstance>())
: artHolder(ObjectInstanceID::NONE)
, slot(ArtifactPosition::PRE_FIRST)
, creature(std::nullopt)
{
}
template<typename T>
ArtifactLocation(const T * ArtHolder, ArtifactPosition Slot)
: artHolder(const_cast<T *>(ArtHolder)) //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
, slot(Slot)
{
}
ArtifactLocation(TArtHolder ArtHolder, const ArtifactPosition & Slot)
: artHolder(std::move(std::move(ArtHolder)))
, slot(Slot)
ArtifactLocation(const ObjectInstanceID id, const ArtifactPosition & slot = ArtifactPosition::PRE_FIRST)
: artHolder(id)
, slot(slot)
, creature(std::nullopt)
{
}
template <typename T>
bool isHolder(const T *t) const
{
if(auto ptrToT = std::get<ConstTransitivePtr<T>>(artHolder))
{
return ptrToT == t;
}
return false;
}
DLL_LINKAGE void removeArtifact(); // BE CAREFUL, this operation modifies holder (gs)
DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
DLL_LINKAGE PlayerColor owningPlayer() const;
DLL_LINKAGE CArtifactSet *getHolderArtSet();
DLL_LINKAGE CBonusSystemNode *getHolderNode();
DLL_LINKAGE CArtifactSet *getHolderArtSet() const;
DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
DLL_LINKAGE const CArtifactInstance *getArt() const;
DLL_LINKAGE CArtifactInstance *getArt();
DLL_LINKAGE const ArtSlotInfo *getSlot() const;
template <typename Handler> void serialize(Handler &h, const int version)
template <typename Handler> void serialize(Handler & h, const int version)
{
h & artHolder;
h & slot;
h & creature;
}
};

View File

@ -1656,35 +1656,34 @@ void RebalanceStacks::applyGs(CGameState * gs)
const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
auto srcLoc = ArtifactLocation(srcHero->id, ArtifactPosition::CREATURE_SLOT);
auto dstLoc = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
// TODO set creature id !!!
/*if (auto artHere = srcLoc.getArt())
auto srcStack = const_cast<CStackInstance*>(src.getStack());
auto dstStack = const_cast<CStackInstance*>(dst.getStack());
if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
if (dstLoc.getArt())
if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstLoc.getArt()->getTypeId());
auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
{
dstLoc.getArt()->move (dstLoc, ArtifactLocation (srcHero, dstSlot));
dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
}
//else - artifact cna be lost :/
else
{
EraseArtifact ea;
ea.al = dstLoc;
ea.al = ArtifactLocation(dstHero->id, ArtifactPosition::CREATURE_SLOT);
ea.al.creature = dst.slot;
ea.applyGs(gs);
logNetwork->warn("Cannot move artifact! No free slots");
}
artHere->move (srcLoc, dstLoc);
srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
//TODO: choose from dialog
}
else //just move to the other slot before stack gets erased
{
artHere->move (srcLoc, dstLoc);
srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
}
}*/
}
if (stackExp)
{
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
@ -1757,7 +1756,7 @@ void PutArtifact::applyGs(CGameState *gs)
assert(!art->getParentNodes().empty());
auto hero = gs->getHero(al.artHolder);
assert(hero);
assert(art->canBePutAt(hero, al.slot));
assert(art && art->canBePutAt(hero, al.slot));
art->putAt(*hero, al.slot);
}
@ -1796,12 +1795,12 @@ void EraseArtifact::applyGs(CGameState *gs)
void MoveArtifact::applyGs(CGameState * gs)
{
auto srcHero = gs->getHero(src.artHolder);
auto dstHero = gs->getHero(dst.artHolder);
auto srcHero = gs->getArtSet(src);
auto dstHero = gs->getArtSet(dst);
assert(srcHero);
assert(dstHero);
auto art = srcHero->getArt(src.slot);
assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
assert(art && art->canBePutAt(dstHero, dst.slot));
art->move(*srcHero, src.slot, *dstHero, dst.slot);
}

View File

@ -2666,29 +2666,32 @@ bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst)
{
const auto srcHero = getHero(src.artHolder), dstHero = getHero(dst.artHolder);
ArtifactLocation srcLoc = src, dstLoc = dst;
const auto srcArtSet = getArtSet(srcLoc);
const auto dstArtSet = getArtSet(dstLoc);
assert(srcArtSet);
assert(dstArtSet);
// Make sure exchange is even possible between the two heroes.
if(!isAllowedExchange(srcLoc.artHolder, dstLoc.artHolder))
COMPLAIN_RET("That heroes cannot make any exchange!");
const auto srcArtifact = srcHero->getArt(srcLoc.slot);
const auto dstArtifact = dstHero->getArt(dstLoc.slot);
const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dstLoc.slot);
const auto srcArtifact = srcArtSet->getArt(srcLoc.slot);
const auto dstArtifact = dstArtSet->getArt(dstLoc.slot);
const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstLoc.slot) : false;
if(srcArtifact == nullptr)
COMPLAIN_RET("No artifact to move!");
if(dstArtifact && srcHero->getOwner() != dstHero->getOwner() && !isDstSlotBackpack)
if(dstArtifact && getHero(src.artHolder)->getOwner() != getHero(dst.artHolder)->getOwner() && !isDstSlotBackpack)
COMPLAIN_RET("Can't touch artifact on hero of another player!");
// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
if((!srcArtifact || !isDstSlotBackpack) && srcArtifact && !srcArtifact->canBePutAt(dstHero, dstLoc.slot, true))
if((!srcArtifact || !isDstSlotBackpack) && srcArtifact && !srcArtifact->canBePutAt(dstArtSet, dstLoc.slot, true))
COMPLAIN_RET("Cannot move artifact!");
auto srcSlotInfo = srcHero->getSlot(srcLoc.slot);
auto dstSlotInfo = dstHero->getSlot(dstLoc.slot);
auto srcSlotInfo = srcArtSet->getSlot(srcLoc.slot);
auto dstSlotInfo = dstArtSet->getSlot(dstLoc.slot);
if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
COMPLAIN_RET("Cannot move artifact locks.");
@ -2700,9 +2703,9 @@ bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLoca
if(isDstSlotBackpack)
{
if(!ArtifactUtils::isBackpackFreeSlots(dstHero))
if(!ArtifactUtils::isBackpackFreeSlots(dstArtSet))
COMPLAIN_RET("Backpack is full!");
vstd::amin(dstLoc.slot, ArtifactPosition::BACKPACK_START + dstHero->artifactsInBackpack.size());
vstd::amin(dstLoc.slot, ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size());
}
if(!(srcLoc.slot == ArtifactPosition::TRANSITION_POS && dstLoc.slot == ArtifactPosition::TRANSITION_POS))
@ -2719,8 +2722,9 @@ bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLoca
try
{
if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, srcArtifact->artType->getId(), dstLoc.slot))
giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
auto hero = getHero(dst.artHolder);
if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstLoc.slot))
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
}
catch(const std::bad_variant_access &)
{

View File

@ -381,12 +381,12 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
// TODO add ->commander.get() !!!
/*const CArtifactInstance* art = ma.src.getArt();
ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}*/
}
}
}
}
@ -396,17 +396,17 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
/*for (auto artSlot : artifactsWorn)
for(auto & artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
const CArtifactInstance* art = ma.src.getArt();
ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
// TODO add stack !!!
}*/
}
}
}