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Merge pull request #1112 from SoundSSGood/bulk-move-swap-artifacts-rev2

Bulk move and swap artifacts rev2
This commit is contained in:
Andrii Danylchenko
2022-11-14 08:31:48 +02:00
committed by GitHub
17 changed files with 425 additions and 178 deletions

View File

@@ -1457,4 +1457,83 @@ void CArtifactSet::serializeJsonSlot(JsonSerializeFormat & handler, const Artifa
}
}
CArtifactFittingSet::CArtifactFittingSet(ArtBearer::ArtBearer Bearer)
{
this->Bearer = Bearer;
}
void CArtifactFittingSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance * art, bool locked)
{
ArtSlotInfo & asi = retrieveNewArtSlot(slot);
asi.artifact = art;
asi.locked = locked;
}
void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
{
if(art && art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST))
{
for(auto & part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo)
{
// For the ArtFittingSet is no needed to do figureMainConstituent, just lock slots
this->setNewArtSlot(part.art->firstAvailableSlot(this), part.art, true);
}
}
else
{
this->setNewArtSlot(pos, art, false);
}
}
ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const
{
return this->Bearer;
}
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtifactDstPosition( const CArtifactInstance * artifact,
const CArtifactSet * target,
ArtBearer::ArtBearer bearer)
{
for(auto slot : artifact->artType->possibleSlots.at(bearer))
{
auto existingArtifact = target->getArt(slot);
auto existingArtInfo = target->getSlot(slot);
if(!existingArtifact
&& (!existingArtInfo || !existingArtInfo->locked)
&& artifact->canBePutAt(target, slot))
{
return slot;
}
}
return ArtifactPosition(GameConstants::BACKPACK_START);
}
DLL_LINKAGE std::vector<ArtifactPosition> ArtifactUtils::unmovablePositions()
{
return { ArtifactPosition::SPELLBOOK, ArtifactPosition::MACH4 };
}
DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot)
{
return slot.second.artifact
&& !slot.second.locked
&& !vstd::contains(unmovablePositions(), slot.first);
}
DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, ArtifactID artID, ArtifactPosition slot)
{
// TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
// Titan's Thunder creates new spellbook on equip
if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
{
if(heroPtr)
{
if(heroPtr && !heroPtr->hasSpellbook())
return true;
}
}
return false;
}
VCMI_LIB_NAMESPACE_END