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Merge pull request #3069 from SoundSSGood/artifact-location-id

ArtifactLocation now use ID for artHolder identification
This commit is contained in:
Ivan Savenko
2023-11-01 14:41:36 +02:00
committed by GitHub
39 changed files with 339 additions and 390 deletions

View File

@ -1574,67 +1574,6 @@ struct GetBase
}
};
void ArtifactLocation::removeArtifact()
{
CArtifactInstance *a = getArt();
assert(a);
a->removeFrom(*this);
}
const CArmedInstance * ArtifactLocation::relatedObj() const
{
return std::visit(ObjectRetriever(), artHolder);
}
PlayerColor ArtifactLocation::owningPlayer() const
{
const auto * obj = relatedObj();
return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
}
CArtifactSet *ArtifactLocation::getHolderArtSet()
{
return std::visit(GetBase<CArtifactSet>(), artHolder);
}
CBonusSystemNode *ArtifactLocation::getHolderNode()
{
return std::visit(GetBase<CBonusSystemNode>(), artHolder);
}
const CArtifactInstance *ArtifactLocation::getArt() const
{
const auto * s = getSlot();
if(s)
return s->getArt();
else
return nullptr;
}
CArtifactSet * ArtifactLocation::getHolderArtSet() const
{
auto * t = const_cast<ArtifactLocation *>(this);
return t->getHolderArtSet();
}
const CBonusSystemNode * ArtifactLocation::getHolderNode() const
{
auto * t = const_cast<ArtifactLocation *>(this);
return t->getHolderNode();
}
CArtifactInstance *ArtifactLocation::getArt()
{
const ArtifactLocation *t = this;
return const_cast<CArtifactInstance*>(t->getArt());
}
const ArtSlotInfo *ArtifactLocation::getSlot() const
{
return getHolderArtSet()->getSlot(slot);
}
void ChangeStackCount::applyGs(CGameState * gs)
{
auto * srcObj = gs->getArmyInstance(army);
@ -1709,39 +1648,40 @@ void RebalanceStacks::applyGs(CGameState * gs)
if(srcCount == count) //moving whole stack
{
[[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
const auto c = dst.army->getCreature(dst.slot);
if(c) //stack at dest -> merge
{
assert(c == srcType);
auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
auto * artHere = alHere.getArt();
auto * artDest = alDest.getArt();
if (artHere)
const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
auto srcStack = const_cast<CStackInstance*>(src.getStack());
auto dstStack = const_cast<CStackInstance*>(dst.getStack());
if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
if (alDest.getArt())
if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
{
artDest->move (alDest, ArtifactLocation (hero, dstSlot));
dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
}
//else - artifact cna be lost :/
else
{
EraseArtifact ea;
ea.al = alDest;
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 (alHere, alDest);
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 (alHere, alDest);
srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
}
}
if (stackExp)
@ -1811,53 +1751,57 @@ void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
void PutArtifact::applyGs(CGameState *gs)
{
assert(art->canBePutAt(al));
// Ensure that artifact has been correctly added via NewArtifact pack
assert(vstd::contains(gs->map->artInstances, art));
assert(!art->getParentNodes().empty());
art->putAt(al);
auto hero = gs->getHero(al.artHolder);
assert(hero);
assert(art && art->canBePutAt(hero, al.slot));
art->putAt(*hero, al.slot);
}
void EraseArtifact::applyGs(CGameState *gs)
{
const auto * slot = al.getSlot();
const auto hero = gs->getHero(al.artHolder);
assert(hero);
const auto slot = hero->getSlot(al.slot);
if(slot->locked)
{
logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
DisassembledArtifact dis;
dis.al.artHolder = al.artHolder;
auto * aset = al.getHolderArtSet();
#ifndef NDEBUG
bool found = false;
#endif
for(auto& p : aset->artifactsWorn)
for(auto & slotInfo : hero->artifactsWorn)
{
auto art = p.second.artifact;
auto art = slotInfo.second.artifact;
if(art->isCombined() && art->isPart(slot->artifact))
{
dis.al.slot = aset->getArtPos(art);
#ifndef NDEBUG
found = true;
#endif
dis.al.slot = hero->getArtPos(art);
break;
}
}
assert(found && "Failed to determine the assembly this locked artifact belongs to");
logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
logGlobal->debug("Found the corresponding assembly: %s", hero->getArt(dis.al.slot)->artType->getNameTranslated());
dis.applyGs(gs);
}
else
{
logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
}
al.removeArtifact();
auto art = hero->getArt(al.slot);
assert(art);
art->removeFrom(*hero, al.slot);
}
void MoveArtifact::applyGs(CGameState * gs)
{
CArtifactInstance * art = src.getArt();
assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
art->move(src, dst);
auto srcHero = gs->getArtSet(src);
auto dstHero = gs->getArtSet(dst);
assert(srcHero);
assert(dstHero);
auto art = srcHero->getArt(src.slot);
assert(art && art->canBePutAt(dstHero, dst.slot));
art->move(*srcHero, src.slot, *dstHero, dst.slot);
}
void BulkMoveArtifacts::applyGs(CGameState * gs)
@ -1869,8 +1813,8 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
BULK_PUT
};
auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack,
CArtifactSet * artSet, EBulkArtsOp operation) -> void
auto bulkArtsOperation = [this, gs](std::vector<LinkedSlots> & artsPack,
CArtifactSet & artSet, EBulkArtsOp operation) -> void
{
int numBackpackArtifactsMoved = 0;
for(auto & slot : artsPack)
@ -1883,21 +1827,18 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
{
srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
}
const auto * slotInfo = artSet->getSlot(srcPos);
assert(slotInfo);
auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
auto * art = artSet.getArt(srcPos);
assert(art);
switch(operation)
{
case EBulkArtsOp::BULK_MOVE:
const_cast<CArtifactInstance*>(art)->move(
ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
art->move(artSet, srcPos, *gs->getHero(dstArtHolder), slot.dstPos);
break;
case EBulkArtsOp::BULK_REMOVE:
art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
art->removeFrom(artSet, srcPos);
break;
case EBulkArtsOp::BULK_PUT:
art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
art->putAt(*gs->getHero(srcArtHolder), slot.dstPos);
break;
default:
break;
@ -1910,37 +1851,38 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
}
};
auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder));
if(swap)
{
// Swap
auto * leftSet = getSrcHolderArtSet();
auto * rightSet = getDstHolderArtSet();
auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder));
CArtifactFittingSet artFittingSet(leftSet->bearerType());
artFittingSet.artifactsWorn = rightSet->artifactsWorn;
artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
bulkArtsOperation(artsPack1, *rightSet, EBulkArtsOp::BULK_REMOVE);
bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
bulkArtsOperation(artsPack1, artFittingSet, EBulkArtsOp::BULK_PUT);
}
else
{
bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
bulkArtsOperation(artsPack0, *leftSet, EBulkArtsOp::BULK_MOVE);
}
}
void AssembledArtifact::applyGs(CGameState *gs)
{
CArtifactSet * artSet = al.getHolderArtSet();
const CArtifactInstance * transformedArt = al.getArt();
auto hero = gs->getHero(al.artHolder);
assert(hero);
const auto transformedArt = hero->getArt(al.slot);
assert(transformedArt);
assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
{
return art->getId() == builtArt->getId();
}));
const auto transformedArtSlot = artSet->getSlotByInstance(transformedArt);
const auto transformedArtSlot = hero->getSlotByInstance(transformedArt);
auto * combinedArt = new CArtifactInstance(builtArt);
gs->map->addNewArtifactInstance(combinedArt);
@ -1952,7 +1894,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
if(transformedArt->getTypeId() == constituent->getId())
slot = transformedArtSlot;
else
slot = artSet->getArtPos(constituent->getId(), false, false);
slot = hero->getArtPos(constituent->getId(), false, false);
assert(slot != ArtifactPosition::PRE_FIRST);
slotsInvolved.emplace_back(slot);
@ -1972,8 +1914,8 @@ void AssembledArtifact::applyGs(CGameState *gs)
break;
}
if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
&& vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), slot))
if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
&& vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
al.slot = slot;
}
else
@ -1986,8 +1928,8 @@ void AssembledArtifact::applyGs(CGameState *gs)
// Delete parts from hero
for(const auto slot : slotsInvolved)
{
const auto constituentInstance = artSet->getArt(slot);
constituentInstance->removeFrom(ArtifactLocation(al.artHolder, slot));
const auto constituentInstance = hero->getArt(slot);
constituentInstance->removeFrom(*hero, slot);
if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
combinedArt->addPart(constituentInstance, slot);
@ -1996,25 +1938,26 @@ void AssembledArtifact::applyGs(CGameState *gs)
}
// Put new combined artifacts
combinedArt->putAt(al);
combinedArt->putAt(*hero, al.slot);
}
void DisassembledArtifact::applyGs(CGameState *gs)
{
auto * disassembled = al.getArt();
assert(disassembled);
auto hero = gs->getHero(al.artHolder);
assert(hero);
auto disassembledArt = hero->getArt(al.slot);
assert(disassembledArt);
auto parts = disassembled->getPartsInfo();
disassembled->removeFrom(al);
auto parts = disassembledArt->getPartsInfo();
disassembledArt->removeFrom(*hero, al.slot);
for(auto & part : parts)
{
ArtifactLocation partLoc = al;
// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
disassembled->detachFrom(*part.art);
part.art->putAt(partLoc);
auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
disassembledArt->detachFrom(*part.art);
part.art->putAt(*hero, slot);
}
gs->map->eraseArtifactInstance(disassembled);
gs->map->eraseArtifactInstance(disassembledArt);
}
void HeroVisit::applyGs(CGameState *gs)
@ -2603,14 +2546,4 @@ const CArtifactInstance * ArtSlotInfo::getArt() const
return artifact;
}
CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
{
return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
}
CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
{
return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
}
VCMI_LIB_NAMESPACE_END