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Artifact assembling changes
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@ -264,7 +264,7 @@ bool ArtifactUtilsClient::askToAssemble(const CGHeroInstance * hero, const Artif
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if(hero->tempOwner != LOCPLINT->playerID)
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return false;
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auto assemblyPossibilities = ArtifactUtils::assemblyPossibilities(hero, art->getTypeId(), ArtifactUtils::isSlotEquipment(slot));
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auto assemblyPossibilities = ArtifactUtils::assemblyPossibilities(hero, art->getTypeId());
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if(!assemblyPossibilities.empty())
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{
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auto askThread = new boost::thread([hero, art, slot, assemblyPossibilities]() -> void
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@ -261,8 +261,10 @@ void CArtifactsOfHeroBase::setSlotData(ArtPlacePtr artPlace, const ArtifactPosit
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{
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arts.insert(std::pair(combinedArt, 0));
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for(const auto part : combinedArt->getConstituents())
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if(artSet.hasArt(part->getId(), true))
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{
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if(artSet.hasArt(part->getId(), false))
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arts.at(combinedArt)++;
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}
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}
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artPlace->addCombinedArtInfo(arts);
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}
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@ -244,7 +244,7 @@ void CWindowWithArtifacts::rightClickArtPlaceHero(CArtifactsOfHeroBase & artsIns
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void CWindowWithArtifacts::artifactRemoved(const ArtifactLocation & artLoc)
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{
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updateSlots(artLoc.slot);
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updateSlots();
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}
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void CWindowWithArtifacts::artifactMoved(const ArtifactLocation & srcLoc, const ArtifactLocation & destLoc, bool withRedraw)
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@ -310,26 +310,23 @@ void CWindowWithArtifacts::artifactMoved(const ArtifactLocation & srcLoc, const
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void CWindowWithArtifacts::artifactDisassembled(const ArtifactLocation & artLoc)
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{
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updateSlots(artLoc.slot);
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updateSlots();
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}
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void CWindowWithArtifacts::artifactAssembled(const ArtifactLocation & artLoc)
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{
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markPossibleSlots();
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updateSlots(artLoc.slot);
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updateSlots();
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}
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void CWindowWithArtifacts::updateSlots(const ArtifactPosition & slot)
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void CWindowWithArtifacts::updateSlots()
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{
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auto updateSlotBody = [slot](auto artSetWeak) -> void
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auto updateSlotBody = [](auto artSetWeak) -> void
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{
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if(const auto artSetPtr = artSetWeak.lock())
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{
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if(ArtifactUtils::isSlotEquipment(slot))
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artSetPtr->updateWornSlots();
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else if(ArtifactUtils::isSlotBackpack(slot))
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artSetPtr->updateBackpackSlots();
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artSetPtr->updateWornSlots();
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artSetPtr->updateBackpackSlots();
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artSetPtr->redraw();
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}
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};
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@ -43,7 +43,7 @@ private:
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std::vector<CArtifactsOfHeroPtr> artSets;
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CloseCallback closeCallback;
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void updateSlots(const ArtifactPosition & slot);
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void updateSlots();
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std::optional<std::tuple<const CGHeroInstance*, const CArtifactInstance*>> getState();
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std::optional<CArtifactsOfHeroPtr> findAOHbyRef(CArtifactsOfHeroBase & artsInst);
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void markPossibleSlots();
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@ -116,7 +116,7 @@ DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target,
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}
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DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
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const CArtifactSet * artSet, const ArtifactID & aid, bool equipped)
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const CArtifactSet * artSet, const ArtifactID & aid)
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{
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std::vector<const CArtifact*> arts;
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const auto * art = aid.toArtifact();
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@ -130,23 +130,10 @@ DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
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for(const auto constituent : artifact->getConstituents()) //check if all constituents are available
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{
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if(equipped)
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if(!artSet->hasArt(constituent->getId(), false, false, false))
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{
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// Search for equipped arts
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if(!artSet->hasArt(constituent->getId(), true, false, false))
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{
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possible = false;
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break;
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}
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}
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else
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{
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// Search in backpack
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if(!artSet->hasArtBackpack(constituent->getId()))
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{
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possible = false;
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break;
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}
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possible = false;
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break;
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}
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}
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if(possible)
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@ -36,7 +36,7 @@ namespace ArtifactUtils
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DLL_LINKAGE bool isSlotBackpack(const ArtifactPosition & slot);
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DLL_LINKAGE bool isSlotEquipment(const ArtifactPosition & slot);
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DLL_LINKAGE bool isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots = 1);
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DLL_LINKAGE std::vector<const CArtifact*> assemblyPossibilities(const CArtifactSet * artSet, const ArtifactID & aid, bool equipped);
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DLL_LINKAGE std::vector<const CArtifact*> assemblyPossibilities(const CArtifactSet * artSet, const ArtifactID & aid);
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DLL_LINKAGE CArtifactInstance * createScroll(const SpellID & sid);
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DLL_LINKAGE CArtifactInstance * createNewArtifactInstance(CArtifact * art);
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DLL_LINKAGE CArtifactInstance * createNewArtifactInstance(const ArtifactID & aid);
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@ -820,12 +820,6 @@ ArtifactPosition CArtifactSet::getArtPos(const ArtifactID & aid, bool onlyWorn,
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return result.empty() ? ArtifactPosition{ArtifactPosition::PRE_FIRST} : result[0];
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}
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ArtifactPosition CArtifactSet::getArtBackpackPos(const ArtifactID & aid) const
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{
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const auto result = getBackpackArtPositions(aid);
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return result.empty() ? ArtifactPosition{ArtifactPosition::PRE_FIRST} : result[0];
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}
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std::vector<ArtifactPosition> CArtifactSet::getAllArtPositions(const ArtifactID & aid, bool onlyWorn, bool allowLocked, bool getAll) const
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{
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std::vector<ArtifactPosition> result;
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@ -260,7 +260,6 @@ public:
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/// (if more than one such artifact lower ID is returned)
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ArtifactPosition getArtPos(const ArtifactID & aid, bool onlyWorn = true, bool allowLocked = true) const;
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ArtifactPosition getArtPos(const CArtifactInstance *art) const;
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ArtifactPosition getArtBackpackPos(const ArtifactID & aid) const;
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std::vector<ArtifactPosition> getAllArtPositions(const ArtifactID & aid, bool onlyWorn, bool allowLocked, bool getAll) const;
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std::vector<ArtifactPosition> getBackpackArtPositions(const ArtifactID & aid) const;
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const CArtifactInstance * getArtByInstanceId(const ArtifactInstanceID & artInstId) const;
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@ -1907,43 +1907,69 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
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void AssembledArtifact::applyGs(CGameState *gs)
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{
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CArtifactSet * artSet = al.getHolderArtSet();
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[[maybe_unused]] const CArtifactInstance *transformedArt = al.getArt();
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const CArtifactInstance * transformedArt = al.getArt();
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assert(transformedArt);
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bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
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assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->artType->getId(), combineEquipped), [=](const CArtifact * art)->bool
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assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
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{
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return art->getId() == builtArt->getId();
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}));
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const auto transformedArtSlot = artSet->getSlotByInstance(transformedArt);
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auto * combinedArt = new CArtifactInstance(builtArt);
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gs->map->addNewArtifactInstance(combinedArt);
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// Retrieve all constituents
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for(const CArtifact * constituent : builtArt->getConstituents())
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{
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ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
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artSet->getArtBackpackPos(constituent->getId());
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assert(pos != ArtifactPosition::PRE_FIRST);
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CArtifactInstance * constituentInstance = artSet->getArt(pos);
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//move constituent from hero to be part of new, combined artifact
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constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
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if(combineEquipped)
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// Find slots for all involved artifacts
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std::vector<ArtifactPosition> slotsInvolved;
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for(const auto constituent : builtArt->getConstituents())
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{
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ArtifactPosition slot;
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if(transformedArt->getTypeId() == constituent->getId())
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slot = transformedArtSlot;
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else
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slot = artSet->getArtPos(constituent->getId(), false, false);
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assert(slot != ArtifactPosition::PRE_FIRST);
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slotsInvolved.emplace_back(slot);
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}
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std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
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// Find a slot for combined artifact
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al.slot = transformedArtSlot;
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for(const auto slot : slotsInvolved)
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{
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if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
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{
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if(ArtifactUtils::isSlotBackpack(slot))
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{
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al.slot = ArtifactPosition::BACKPACK_START;
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break;
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}
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if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
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&& vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), pos))
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al.slot = pos;
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if(al.slot == pos)
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pos = ArtifactPosition::PRE_FIRST;
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&& vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), slot))
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al.slot = slot;
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}
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else
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{
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al.slot = std::min(al.slot, pos);
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pos = ArtifactPosition::PRE_FIRST;
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if(ArtifactUtils::isSlotBackpack(slot))
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al.slot = std::min(al.slot, slot);
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}
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combinedArt->addPart(constituentInstance, pos);
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}
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//put new combined artifacts
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// Delete parts from hero
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for(const auto slot : slotsInvolved)
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{
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const auto constituentInstance = artSet->getArt(slot);
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constituentInstance->removeFrom(ArtifactLocation(al.artHolder, slot));
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if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
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combinedArt->addPart(constituentInstance, slot);
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else
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combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
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}
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// Put new combined artifacts
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combinedArt->putAt(al);
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}
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@ -2787,7 +2787,7 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
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* @param assembleTo If assemble is true, this represents the artifact ID of the combination
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* artifact to assemble to. Otherwise it's not used.
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*/
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bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
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bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
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{
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const CGHeroInstance * hero = getHero(heroID);
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const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
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@ -2795,23 +2795,27 @@ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition
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if(!destArtifact)
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COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
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const auto dstLoc = ArtifactLocation(hero, artifactSlot);
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if(assemble)
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{
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CArtifact * combinedArt = VLC->arth->objects[assembleTo];
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if(!combinedArt->isCombined())
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COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
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if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
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ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
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if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
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{
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COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
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}
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if(!destArtifact->canBePutAt(dstLoc)
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&& !destArtifact->canBePutAt(ArtifactLocation(hero, ArtifactPosition::BACKPACK_START)))
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{
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COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
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}
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if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
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giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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AssembledArtifact aa;
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aa.al = ArtifactLocation(hero, artifactSlot);
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aa.al = dstLoc;
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aa.builtArt = combinedArt;
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sendAndApply(&aa);
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}
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@ -2825,7 +2829,7 @@ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition
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COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
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DisassembledArtifact da;
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da.al = ArtifactLocation(hero, artifactSlot);
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da.al = dstLoc;
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sendAndApply(&da);
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}
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