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https://github.com/vcmi/vcmi.git
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Merge pull request #3161 from SoundSSGood/art-swap-optimization
Artifacts swap optimization
This commit is contained in:
commit
bc51d9c772
@ -188,8 +188,7 @@ public:
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void removeAfterVisit(const CGObjectInstance * object) override {};
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bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;};
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bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) override {return false;}
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bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override {return false;}
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void putArtifact(const ArtifactLocation & al, const CArtifactInstance * a) override {};
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bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble) override {return false;};
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void removeArtifact(const ArtifactLocation & al) override {};
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bool moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2) override {return false;};
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@ -301,7 +301,7 @@ void ApplyClientNetPackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
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{
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auto srcLoc = ArtifactLocation(pack.srcArtHolder, slotToMove.srcPos);
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auto dstLoc = ArtifactLocation(pack.dstArtHolder, slotToMove.dstPos);
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MoveArtifact ma(&srcLoc, &dstLoc, false);
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MoveArtifact ma(&srcLoc, &dstLoc, pack.askAssemble);
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visitMoveArtifact(ma);
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}
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};
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@ -33,10 +33,11 @@ DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet
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DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
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{
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const auto * art = aid.toArtifact();
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if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
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{
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return ArtifactPosition::BACKPACK_START;
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}
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if(target->bearerType() == ArtBearer::HERO)
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if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
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{
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return ArtifactPosition::BACKPACK_START;
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}
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return ArtifactPosition::PRE_FIRST;
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}
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@ -107,8 +107,7 @@ public:
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virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
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virtual bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) = 0;
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virtual bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) = 0;
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virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
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virtual bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble = std::nullopt) = 0;
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virtual void removeArtifact(const ArtifactLocation &al) = 0;
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virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
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@ -881,7 +881,7 @@ void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
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void CGArtifact::pick(const CGHeroInstance * h) const
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{
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if(cb->giveHeroArtifact(h, storedArtifact, ArtifactPosition::FIRST_AVAILABLE))
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if(cb->putArtifact(ArtifactLocation(h->id, ArtifactPosition::FIRST_AVAILABLE), storedArtifact))
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cb->removeObject(this, h->getOwner());
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}
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@ -31,6 +31,12 @@ struct ArtifactLocation
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, creature(std::nullopt)
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{
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}
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ArtifactLocation(const ObjectInstanceID id, const std::optional<SlotID> creatureSlot)
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: artHolder(id)
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, slot(ArtifactPosition::PRE_FIRST)
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, creature(creatureSlot)
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{
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}
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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@ -1837,13 +1837,13 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
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switch(operation)
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{
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case EBulkArtsOp::BULK_MOVE:
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art->move(artSet, srcPos, *gs->getHero(dstArtHolder), slot.dstPos);
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art->move(artSet, srcPos, *gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature)), slot.dstPos);
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break;
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case EBulkArtsOp::BULK_REMOVE:
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art->removeFrom(artSet, srcPos);
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break;
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case EBulkArtsOp::BULK_PUT:
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art->putAt(*gs->getHero(srcArtHolder), slot.dstPos);
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art->putAt(*gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature)), slot.dstPos);
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break;
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default:
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break;
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@ -1856,11 +1856,11 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
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}
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};
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auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder));
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auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
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if(swap)
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{
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// Swap
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auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder));
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auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
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CArtifactFittingSet artFittingSet(leftSet->bearerType());
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artFittingSet.artifactsWorn = rightSet->artifactsWorn;
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@ -975,13 +975,13 @@ struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
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struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
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{
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PutArtifact() = default;
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explicit PutArtifact(ArtifactLocation * dst, bool askAssemble = true)
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: al(*dst), askAssemble(askAssemble)
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explicit PutArtifact(ArtifactLocation & dst, bool askAssemble = true)
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: al(dst), askAssemble(askAssemble)
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{
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}
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ArtifactLocation al;
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bool askAssemble = false;
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bool askAssemble;
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ConstTransitivePtr<CArtifactInstance> art;
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void applyGs(CGameState * gs);
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@ -1064,17 +1064,25 @@ struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
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ObjectInstanceID srcArtHolder;
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ObjectInstanceID dstArtHolder;
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std::optional<SlotID> srcCreature;
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std::optional<SlotID> dstCreature;
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BulkMoveArtifacts()
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: srcArtHolder(ObjectInstanceID::NONE)
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, dstArtHolder(ObjectInstanceID::NONE)
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, swap(false)
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, askAssemble(false)
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, srcCreature(std::nullopt)
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, dstCreature(std::nullopt)
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{
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}
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BulkMoveArtifacts(const ObjectInstanceID srcArtHolder, const ObjectInstanceID dstArtHolder, bool swap)
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: srcArtHolder(std::move(srcArtHolder))
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, dstArtHolder(std::move(dstArtHolder))
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, swap(swap)
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, askAssemble(false)
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, srcCreature(std::nullopt)
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, dstCreature(std::nullopt)
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{
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}
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@ -1083,6 +1091,7 @@ struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
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std::vector<LinkedSlots> artsPack0;
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std::vector<LinkedSlots> artsPack1;
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bool swap;
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bool askAssemble;
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void visitTyped(ICPackVisitor & visitor) override;
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@ -1092,7 +1101,10 @@ struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
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h & artsPack1;
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h & srcArtHolder;
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h & dstArtHolder;
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h & srcCreature;
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h & dstCreature;
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h & swap;
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h & askAssemble;
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}
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};
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@ -2667,19 +2667,18 @@ bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
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// 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.
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bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst)
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{
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ArtifactLocation srcLoc = src, dstLoc = dst;
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const auto srcArtSet = getArtSet(srcLoc);
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const auto dstArtSet = getArtSet(dstLoc);
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const auto srcArtSet = getArtSet(src);
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const auto dstArtSet = getArtSet(dst);
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assert(srcArtSet);
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assert(dstArtSet);
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// Make sure exchange is even possible between the two heroes.
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if(!isAllowedExchange(srcLoc.artHolder, dstLoc.artHolder))
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if(!isAllowedExchange(src.artHolder, dst.artHolder))
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COMPLAIN_RET("That heroes cannot make any exchange!");
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const auto srcArtifact = srcArtSet->getArt(srcLoc.slot);
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const auto dstArtifact = dstArtSet->getArt(dstLoc.slot);
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const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstLoc.slot) : false;
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const auto srcArtifact = srcArtSet->getArt(src.slot);
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const auto dstArtifact = dstArtSet->getArt(dst.slot);
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const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dst.slot) : false;
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if(srcArtifact == nullptr)
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COMPLAIN_RET("No artifact to move!");
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@ -2688,55 +2687,47 @@ bool CGameHandler::moveArtifact(const ArtifactLocation & src, const ArtifactLoca
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// Check if src/dest slots are appropriate for the artifacts exchanged.
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// Moving to the backpack is always allowed.
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if((!srcArtifact || !isDstSlotBackpack) && srcArtifact && !srcArtifact->canBePutAt(dstArtSet, dstLoc.slot, true))
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if((!srcArtifact || !isDstSlotBackpack) && srcArtifact && !srcArtifact->canBePutAt(dstArtSet, dst.slot, true))
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COMPLAIN_RET("Cannot move artifact!");
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auto srcSlotInfo = srcArtSet->getSlot(srcLoc.slot);
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auto dstSlotInfo = dstArtSet->getSlot(dstLoc.slot);
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auto srcSlotInfo = srcArtSet->getSlot(src.slot);
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auto dstSlotInfo = dstArtSet->getSlot(dst.slot);
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if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
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COMPLAIN_RET("Cannot move artifact locks.");
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if(isDstSlotBackpack && srcArtifact->artType->isBig())
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COMPLAIN_RET("Cannot put big artifacts in backpack!");
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if(srcLoc.slot == ArtifactPosition::MACH4 || dstLoc.slot == ArtifactPosition::MACH4)
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if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
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COMPLAIN_RET("Cannot move catapult!");
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if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
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COMPLAIN_RET("Backpack is full!");
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if(isDstSlotBackpack)
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auto dstSlot = std::min(dst.slot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
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if(src.slot == dstSlot && src.artHolder == dst.artHolder)
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COMPLAIN_RET("Won't move artifact: Dest same as source!");
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BulkMoveArtifacts ma(src.artHolder, dst.artHolder, false);
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ma.srcCreature = src.creature;
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ma.dstCreature = dst.creature;
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// Check if dst slot is occupied
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if(!isDstSlotBackpack && dstArtifact)
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{
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if(!ArtifactUtils::isBackpackFreeSlots(dstArtSet))
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COMPLAIN_RET("Backpack is full!");
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vstd::amin(dstLoc.slot, ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size());
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// Previous artifact must be removed
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ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
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ma.swap = true;
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}
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if(!(srcLoc.slot == ArtifactPosition::TRANSITION_POS && dstLoc.slot == ArtifactPosition::TRANSITION_POS))
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{
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if(srcLoc.slot == dstLoc.slot && srcLoc.artHolder == dstLoc.artHolder)
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COMPLAIN_RET("Won't move artifact: Dest same as source!");
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auto hero = getHero(dst.artHolder);
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if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
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giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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// Check if dst slot is occupied
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if(!isDstSlotBackpack && dstArtifact)
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{
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// Previous artifact must be removed first
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moveArtifact(dstLoc, ArtifactLocation(dstLoc.artHolder, ArtifactPosition::TRANSITION_POS));
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}
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try
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{
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auto hero = getHero(dst.artHolder);
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if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstLoc.slot))
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giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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}
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catch(const std::bad_variant_access &)
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{
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// object other than hero received an art - ignore
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}
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MoveArtifact ma(&srcLoc, &dstLoc);
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if(srcLoc.artHolder == dstLoc.artHolder)
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ma.askAssemble = false;
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sendAndApply(&ma);
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}
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ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
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if(src.artHolder != dst.artHolder)
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ma.askAssemble = true;
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sendAndApply(&ma);
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return true;
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}
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@ -3961,38 +3952,46 @@ bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & s
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}
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}
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bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
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bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
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{
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assert(a->artType);
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ArtifactLocation al(h->id, ArtifactPosition::PRE_FIRST);
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assert(art && art->artType);
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ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
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dst.creature = al.creature;
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auto putTo = getArtSet(al);
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assert(putTo);
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if(pos == ArtifactPosition::FIRST_AVAILABLE)
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if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
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{
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al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
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dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
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}
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else if(ArtifactUtils::isSlotBackpack(pos))
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else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
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{
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al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
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dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
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}
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else
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{
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al.slot = pos;
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dst.slot = al.slot;
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}
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if(a->canBePutAt(h, al.slot))
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putArtifact(al, a);
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if(!askAssemble.has_value())
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{
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if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
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askAssemble = true;
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else
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askAssemble = false;
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}
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if(art->canBePutAt(putTo, dst.slot))
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{
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PutArtifact pa(dst, askAssemble.value());
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pa.art = art;
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sendAndApply(&pa);
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return true;
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}
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else
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{
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return false;
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return true;
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}
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void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
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{
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PutArtifact pa;
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pa.art = a;
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pa.al = al;
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sendAndApply(&pa);
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}
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}
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bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
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@ -4021,7 +4020,7 @@ bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact
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na.art = newArtInst;
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sendAndApply(&na); // -> updates newArtInst!!!
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if(giveHeroArtifact(h, newArtInst, pos))
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if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
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return true;
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else
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return false;
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@ -127,8 +127,7 @@ public:
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void removeAfterVisit(const CGObjectInstance *object) override;
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bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override;
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bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override;
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
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bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble) override;
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void removeArtifact(const ArtifactLocation &al) override;
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bool moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst) override;
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bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack);
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@ -67,8 +67,7 @@ public:
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void removeAfterVisit(const CGObjectInstance *object) override {} //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
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bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) override {return false;}
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bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override {return false;}
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {}
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bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble) override {return false;}
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void removeArtifact(const ArtifactLocation &al) override {}
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bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override {return false;}
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