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Partial support for splitting neutral stacks. Can't go further until interface is fixed.
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4bcf4926c9
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57d292ba67
@ -77,6 +77,18 @@ TSlot CCreatureSet::getSlotFor(const CCreature *c, ui32 slotsAmount/*=ARMY_SIZE*
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return -1; //no slot available
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}
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TSlot CCreatureSet::getFreeSlot(ui32 slotsAmount/*=ARMY_SIZE*/) const
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{
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for (ui32 i = 0; i < slotsAmount; i++)
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{
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if(stacks.find(i) == stacks.end())
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{
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return i; //return first free slot
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}
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}
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return -1; //no slot available
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}
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int CCreatureSet::getStackCount(TSlot slot) const
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{
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TSlots::const_iterator i = stacks.find(slot);
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@ -227,7 +239,7 @@ void CCreatureSet::setFormation(bool tight)
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void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
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{
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assert(hasStackAtSlot(slot));
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assert(count > 0);
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assert(stacks[slot]->count + count > 0);
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if (STACK_EXP && count > stacks[slot]->count)
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stacks[slot]->experience *= (count/(float)stacks[slot]->count);
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stacks[slot]->count = count;
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@ -138,6 +138,7 @@ public:
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TSlot findStack(const CStackInstance *stack) const; //-1 if none
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TSlot getSlotFor(TCreature creature, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available
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TSlot getSlotFor(const CCreature *c, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available
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TSlot getFreeSlot(ui32 slotsAmount=ARMY_SIZE) const;
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bool mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable = -1) const; //looks for two same stacks, returns slot positions;
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bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
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bool slotEmpty(TSlot slot) const;
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@ -2852,7 +2852,7 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
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const std::string & CGCreature::getHoverText() const
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{
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MetaString ms;
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int pom = stacks.find(0)->second->getQuantityID();
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int pom = stacks.begin()->second->getQuantityID();
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pom = 174 + 3*pom + 1;
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ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
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ms.toString(hoverName);
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@ -3131,7 +3131,73 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
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void CGCreature::fight( const CGHeroInstance *h ) const
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{
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//split stacks
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int totalCount; //TODO: multiple creature types in a stack?
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int basicType = stacks.begin()->second->type->idNumber;
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float relativePower = ((float)h->getTotalStrength() / getArmyStrength());
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int stacksCount;
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//TODO: number depends on tile type
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if (relativePower < 0.5)
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{
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stacksCount = 7;
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}
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else if (relativePower < 0.67)
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{
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stacksCount = 7;
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}
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else if (relativePower < 1)
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{
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stacksCount = 6;
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}
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else if (relativePower < 1.5)
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{
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stacksCount = 5;
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}
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else if (relativePower < 2)
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{
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stacksCount = 4;
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}
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else
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{
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stacksCount = 3;
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}
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int stackSize;
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TSlot sourceSlot = stacks.begin()->first;
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TSlot destSlot;
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for (int stacksLeft = stacksCount; stacksLeft > 1; --stacksLeft)
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{
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stackSize = stacks.begin()->second->count / stacksLeft;
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if (stackSize)
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{
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if ((destSlot = getFreeSlot()) > -1)
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cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, destSlot), stackSize);
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else
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{
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tlog2 <<"Warning! Not enough empty slots to split stack!";
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break;
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}
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}
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else break;
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}
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if (stacksCount > 1)
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{
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if (rand()%100 > 50) //upgrade
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{
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TSlot slotId = (stacks.size() / 2);
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if(ui32 upgradesSize = getStack(slotId).type->upgrades.size())
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{
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std::set<TCreature>::const_iterator it = getStack(slotId).type->upgrades.begin(); //pick random in case there are more
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std::advance (it, rand() % upgradesSize);
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cb->changeStackType(StackLocation(this, slotId), VLC->creh->creatures[*it]);
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}
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}
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}
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cb->startBattleI(h, this, boost::bind(&CGCreature::endBattle,this,_1));
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//stacks.clear();
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//stacks.insert(
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}
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void CGCreature::flee( const CGHeroInstance * h ) const
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