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mirror of https://github.com/vcmi/vcmi.git synced 2025-04-13 11:40:38 +02:00

Merge remote-tracking branch 'upstream/develop' into battle-dialog

This commit is contained in:
nordsoft 2023-04-11 02:22:42 +04:00
commit bfc75ccd39
186 changed files with 1814 additions and 1257 deletions

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@ -101,7 +101,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
try
{
if(stack->type->idNumber == CreatureID::CATAPULT)
if(stack->type->getId() == CreatureID::CATAPULT)
return useCatapult(stack);
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
{
@ -271,7 +271,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, true);
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
{

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@ -271,7 +271,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(cons
auto hexes = stack->getSurroundingHexes();
for(auto hex : hexes)
{
auto neighbor = cb->battleGetStackByPos(hex);
auto neighbor = cb->battleGetUnitByPos(hex);
if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
{

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@ -15,7 +15,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
{
auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
auto reachability = state.getReachability(attackerInfo);
auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo);
auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo, true);
//FIXME: this should part of battleGetAvailableHexes
bool forceTarget = false;

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@ -435,7 +435,7 @@ int64_t HypotheticBattle::getActualDamage(const DamageRange & damage, int32_t at
int64_t HypotheticBattle::getTreeVersion() const
{
return getBattleNode()->getTreeVersion() + bonusTreeVersion;
return getBonusBearer()->getTreeVersion() + bonusTreeVersion;
}
#if SCRIPTING_ENABLED

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@ -1053,7 +1053,7 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
int count = d->creatures[i].first;
CreatureID creID = d->creatures[i].second.back();
vstd::amin(count, cb->getResourceAmount() / VLC->creh->objects[creID]->cost);
vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
if(count > 0)
cb->recruitCreatures(d, recruiter, creID, count, i);
}
@ -1068,7 +1068,7 @@ bool AIGateway::canRecruitAnyHero(const CGTownInstance * t) const
if(!t || !townHasFreeTavern(t))
return false;
if(cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
return false;
if(cb->getHeroesInfo().size() >= ALLOWED_ROAMING_HEROES)
return false;
@ -1396,7 +1396,7 @@ void AIGateway::tryRealize(Goals::DigAtTile & g)
void AIGateway::tryRealize(Goals::Trade & g) //trade
{
if(cb->getResourceAmount((Res::ERes)g.resID) >= g.value) //goal is already fulfilled. Why we need this check, anyway?
if(cb->getResourceAmount(GameResID(g.resID)) >= g.value) //goal is already fulfilled. Why we need this check, anyway?
throw goalFulfilledException(sptr(g));
int accquiredResources = 0;
@ -1405,10 +1405,10 @@ void AIGateway::tryRealize(Goals::Trade & g) //trade
if(const IMarket * m = IMarket::castFrom(obj, false))
{
auto freeRes = cb->getResourceAmount(); //trade only resources which are not reserved
for(auto it = Res::ResourceSet::nziterator(freeRes); it.valid(); it++)
for(auto it = ResourceSet::nziterator(freeRes); it.valid(); it++)
{
auto res = it->resType;
if(res == g.resID) //sell any other resource
if(res.getNum() == g.resID) //sell any other resource
continue;
int toGive, toGet;
@ -1421,7 +1421,7 @@ void AIGateway::tryRealize(Goals::Trade & g) //trade
accquiredResources = static_cast<int>(toGet * (it->resVal / toGive));
logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, accquiredResources, g.resID, obj->getObjectName());
}
if (cb->getResourceAmount((Res::ERes)g.resID) >= g.value)
if (cb->getResourceAmount(GameResID(g.resID)))
throw goalFulfilledException(sptr(g)); //we traded all we needed
}

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@ -20,6 +20,8 @@
#include "../../lib/GameSettings.h"
#include <vcmi/CreatureService.h>
namespace NKAI
{
@ -278,8 +280,8 @@ creInfo infoFromDC(const dwellingContent & dc)
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != -1)
{
ci.cre = VLC->creh->objects[ci.creID].get();
ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
ci.cre = VLC->creatures()->getById(ci.creID);
ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
}
else
{
@ -398,7 +400,7 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
{
if(level.first
&& h->getSlotFor(CreatureID(c)) != SlotID()
&& ai->cb->getResourceAmount().canAfford(c.toCreature()->cost))
&& ai->cb->getResourceAmount().canAfford(c.toCreature()->getFullRecruitCost()))
{
return true;
}
@ -411,7 +413,7 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
{
for(auto slot : h->Slots())
{
if(slot.second->type->upgrades.size())
if(slot.second->type->hasUpgrades())
return true; //TODO: check price?
}
return false;
@ -438,7 +440,7 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
return false;
TResources myRes = ai->getFreeResources();
if(myRes[Res::GOLD] < 2000 || myRes[Res::GEMS] < 10)
if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
return false;
break;
}

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@ -161,7 +161,7 @@ struct creInfo
{
int count;
CreatureID creID;
CCreature * cre;
const Creature * cre;
int level;
};
creInfo infoFromDC(const dwellingContent & dc);

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@ -28,8 +28,8 @@ public:
StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count)
:initialCreature(initial), upgradedCreature(upgraded), count(count)
{
cost = (upgradedCreature.toCreature()->cost - initialCreature.toCreature()->cost) * count;
upgradeValue = (upgradedCreature.toCreature()->AIValue - initialCreature.toCreature()->AIValue) * count;
cost = (upgradedCreature.toCreature()->getFullRecruitCost() - initialCreature.toCreature()->getFullRecruitCost()) * count;
upgradeValue = (upgradedCreature.toCreature()->getAIValue() - initialCreature.toCreature()->getAIValue()) * count;
}
};
@ -50,9 +50,10 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
{
for(auto & i : armyPtr->Slots())
{
auto & slotInfp = creToPower[i.second->type];
auto cre = dynamic_cast<const CCreature*>(i.second->type);
auto & slotInfp = creToPower[cre];
slotInfp.creature = i.second->type;
slotInfp.creature = cre;
slotInfp.power += i.second->getPower();
slotInfp.count += i.second->count;
}
@ -73,8 +74,8 @@ std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<Slot
{
auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
if(left.creature->level != right.creature->level)
return left.creature->level < right.creature->level;
if(left.creature->getLevel() != right.creature->getLevel())
return left.creature->getLevel() < right.creature->getLevel();
return left.creature->Speed() > right.creature->Speed();
});
@ -99,7 +100,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
for(auto & slot : sortedSlots)
{
alignmentMap[slot.creature->faction] += slot.power;
alignmentMap[slot.creature->getFactionIndex()] += slot.power;
}
std::set<TFaction> allowedFactions;
@ -133,13 +134,13 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
for(auto & slot : sortedSlots)
{
if(vstd::contains(allowedFactions, slot.creature->faction))
if(vstd::contains(allowedFactions, slot.creature->getFactionIndex()))
{
auto slotID = newArmyInstance.getSlotFor(slot.creature);
if(slotID.validSlot())
{
newArmyInstance.setCreature(slotID, slot.creature->idNumber, slot.count);
newArmyInstance.setCreature(slotID, slot.creature->getId(), slot.count);
newArmy.push_back(slot);
}
}
@ -217,7 +218,7 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
if(!ci.count || ci.creID == -1)
continue;
vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
@ -228,7 +229,7 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
break;
army->setCreature(dst, ci.creID, ci.count);
availableRes -= ci.cre->cost * ci.count;
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
return army;
@ -244,7 +245,7 @@ ui64 ArmyManager::howManyReinforcementsCanBuy(
for(const creInfo & ci : army)
{
aivalue += ci.count * ci.cre->AIValue;
aivalue += ci.count * ci.cre->getAIValue();
}
return aivalue;
@ -279,14 +280,14 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
freeHeroSlots--; //new slot will be occupied
}
vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
ci.level = i; //this is important for Dungeon Summoning Portal
creaturesInDwellings.push_back(ci);
availableRes -= ci.cre->cost * ci.count;
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
return creaturesInDwellings;
@ -308,7 +309,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
{
return creature->AIValue * count;
return creature->getAIValue() * count;
}
SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const
@ -378,12 +379,12 @@ std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSe
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->AIValue;
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
if(initial.toCreature()->level == 1)
if(initial.toCreature()->getLevel() == 1)
upgrade.cost = TResources();
upgrades.push_back(upgrade);
@ -417,7 +418,7 @@ std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSe
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->AIValue;
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
@ -488,7 +489,7 @@ ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count);
auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool {
return slot.count == upgradedArmy.count && slot.creature->idNumber == upgrade.initialCreature;
return slot.count == upgradedArmy.count && slot.creature->getId() == upgrade.initialCreature;
});
resourcesLeft -= upgrade.cost;

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@ -93,9 +93,9 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
int32_t convertToGold(const TResources & res)
{
return res[Res::GOLD]
+ 75 * (res[Res::WOOD] + res[Res::ORE])
+ 125 * (res[Res::GEMS] + res[Res::CRYSTAL] + res[Res::MERCURY] + res[Res::SULFUR]);
return res[EGameResID::GOLD]
+ 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
+ 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
}
TResources BuildAnalyzer::getResourcesRequiredNow() const
@ -164,8 +164,8 @@ void BuildAnalyzer::update()
}
else
{
goldPreasure = ai->getLockedResources()[Res::GOLD] / 10000.0f
+ (float)armyCost[Res::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[Res::GOLD] * 7.0f);
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
}
logAi->trace("Gold preasure: %f", goldPreasure);
@ -280,7 +280,7 @@ void BuildAnalyzer::updateDailyIncome()
if(mine)
{
dailyIncome[mine->producedResource] += mine->producedQuantity;
dailyIncome[mine->producedResource.getNum()] += mine->producedQuantity;
}
}
@ -355,10 +355,10 @@ BuildingInfo::BuildingInfo(
if(creature)
{
creatureGrows = creature->growth;
creatureID = creature->idNumber;
creatureCost = creature->cost;
creatureLevel = creature->level;
creatureGrows = creature->getGrowth();
creatureID = creature->getId();
creatureCost = creature->getFullRecruitCost();
creatureLevel = creature->getLevel();
baseCreatureID = baseCreature;
if(exists)
@ -367,7 +367,7 @@ BuildingInfo::BuildingInfo(
}
else
{
creatureGrows = creature->growth;
creatureGrows = creature->getGrowth();
if(town->hasBuilt(BuildingID::CASTLE))
creatureGrows *= 2;

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@ -58,7 +58,7 @@ Goals::TGoalVec BuildingBehavior::decompose() const
{
for(auto & buildingInfo : developmentInfo.toBuild)
{
if(goldPreasure < MAX_GOLD_PEASURE || buildingInfo.dailyIncome[Res::GOLD] > 0)
if(goldPreasure < MAX_GOLD_PEASURE || buildingInfo.dailyIncome[EGameResID::GOLD] > 0)
{
if(buildingInfo.notEnoughRes)
{

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@ -162,7 +162,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(!town->visitingHero
&& town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(Res::GOLD) > GameConstants::HERO_GOLD_COST)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);

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@ -69,7 +69,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
}
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|| (ai->nullkiller->getFreeResources()[Res::GOLD] > 10000
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));

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@ -76,7 +76,7 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
{
if((obj->ID == Obj::RESOURCE && obj->subID == Res::GOLD)
if((obj->ID == Obj::RESOURCE && obj->subID == GameResID(EGameResID::GOLD))
|| obj->ID == Obj::TREASURE_CHEST
|| obj->ID == Obj::CAMPFIRE
|| obj->ID == Obj::WATER_WHEEL)

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@ -65,13 +65,13 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
for(auto s : army->Slots())
{
bool walker = true;
const CCreature * creature = s.second->type;
if(creature->hasBonus(selectorSHOOTER, keySHOOTER))
auto bearer = s.second->getType()->getBonusBearer();
if(bearer->hasBonus(selectorSHOOTER, keySHOOTER))
{
shootersStrength += s.second->getPower();
walker = false;
}
if(creature->hasBonus(selectorFLYING, keyFLYING))
if(bearer->hasBonus(selectorFLYING, keyFLYING))
{
flyersStrength += s.second->getPower();
walker = false;
@ -79,7 +79,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
if(walker)
walkersStrength += s.second->getPower();
vstd::amax(maxSpeed, creature->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
}
armyStructure as;
as.walkers = static_cast<float>(walkersStrength / totalStrength);

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@ -85,7 +85,7 @@ public:
void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }
bool arePathHeroesLocked(const AIPath & path) const;
TResources getFreeResources() const;
int32_t getFreeGold() const { return getFreeResources()[Res::GOLD]; }
int32_t getFreeGold() const { return getFreeResources()[EGameResID::GOLD]; }
void lockResources(const TResources & res);
const TResources & getLockedResources() const { return lockedResources; }

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@ -148,14 +148,15 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
for (auto c : creatures)
{
//Only if hero has slot for this creature in the army
if (hero->getSlotFor(c.data.type).validSlot())
auto ccre = dynamic_cast<const CCreature*>(c.data.type);
if (hero->getSlotFor(ccre).validSlot())
{
result += (c.data.type->AIValue * c.data.count) * c.chance;
result += (c.data.type->getAIValue() * c.data.count) * c.chance;
}
else
{
//we will need to discard the weakest stack
result += (c.data.type->AIValue * c.data.count - weakestStackPower) * c.chance;
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
}
}
result /= 100; //divide by total chance
@ -173,11 +174,11 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->level == 1;
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
auto creaturesAreFree = creature->getLevel() == 1;
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
continue;
score += creature->AIValue * creLevel.first;
score += creature->getAIValue() * creLevel.first;
}
}
@ -194,9 +195,9 @@ int getDwellingArmyCost(const CGObjectInstance * target)
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->level == 1;
auto creaturesAreFree = creature->getLevel() == 1;
if(!creaturesAreFree)
cost += creature->cost[Res::GOLD] * creLevel.first;
cost += creature->getRecruitCost(EGameResID::GOLD) * creLevel.first;
}
}
@ -300,7 +301,7 @@ int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroIn
switch(target->ID)
{
case Obj::HILL_FORT:
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[EGameResID::GOLD];
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
return 1000;
@ -375,12 +376,12 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
switch(target->ID)
{
case Obj::MINE:
return target->subID == Res::GOLD
return target->subID == GameResID(EGameResID::GOLD)
? 0.5f
: 0.4f * getTotalResourceRequirementStrength(target->subID) + 0.1f * getResourceRequirementStrength(target->subID);
case Obj::RESOURCE:
return target->subID == Res::GOLD
return target->subID == GameResID(EGameResID::GOLD)
? 0
: 0.2f * getTotalResourceRequirementStrength(target->subID) + 0.4f * getResourceRequirementStrength(target->subID);
@ -391,7 +392,7 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
for (TResources::nziterator it (resourceReward); it.valid(); it++)
{
//Evaluate resources used for construction. Gold is evaluated separately.
if (it->resType != Res::GOLD)
if (it->resType != EGameResID::GOLD)
{
sum += 0.1f * getResourceRequirementStrength(it->resType);
}
@ -502,7 +503,7 @@ int32_t getArmyCost(const CArmedInstance * army)
for(auto stack : army->Slots())
{
value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
value += stack.second->getCreatureID().toCreature()->getRecruitCost(EGameResID::GOLD) * stack.second->count;
}
return value;
@ -517,7 +518,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
const int dailyIncomeMultiplier = 5;
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
auto isGold = target->subID == GameResID(EGameResID::GOLD); // TODO: other resorces could be sold but need to evaluate market power
switch(target->ID)
{
@ -540,7 +541,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
case Obj::WAGON:
return 100;
case Obj::CREATURE_BANK:
return getCreatureBankResources(target, hero)[Res::GOLD];
return getCreatureBankResources(target, hero)[EGameResID::GOLD];
case Obj::CRYPT:
case Obj::DERELICT_SHIP:
return 3000;
@ -627,7 +628,7 @@ private:
continue;
auto creature = creatureInfo.second.back().toCreature();
result += creature->AIValue * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
}
return result;
@ -644,7 +645,7 @@ public:
auto & treat = defendTown.getTreat();
auto armyIncome = townArmyIncome(town);
auto dailyIncome = town->dailyIncome()[Res::GOLD];
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
@ -804,10 +805,10 @@ public:
Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
auto & bi = buildThis.buildingInfo;
evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
evaluationContext.goldReward += 7 * bi.dailyIncome[EGameResID::GOLD] / 2; // 7 day income but half we already have
evaluationContext.heroRole = HeroRole::MAIN;
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
if(bi.creatureID != CreatureID::NONE)
{
@ -921,7 +922,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
turnVariable->setValue(evaluationContext.turn);
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);

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@ -60,7 +60,7 @@ std::string AbstractGoal::toString() const //TODO: virtualize
desc = "GATHER TROOPS";
break;
case GET_ART_TYPE:
desc = "GET ARTIFACT OF TYPE " + VLC->arth->objects[aid]->getNameTranslated();
desc = "GET ARTIFACT OF TYPE " + VLC->artifacts()->getByIndex(aid)->getNameTranslated();
break;
case DIG_AT_TILE:
desc = "DIG AT TILE " + tile.toString();

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@ -57,12 +57,12 @@ void BuyArmy::accept(AIGateway * ai)
if(objid != -1 && ci.creID != objid)
continue;
vstd::amin(ci.count, res / ci.cre->cost);
vstd::amin(ci.count, res / ci.cre->getFullRecruitCost());
if(ci.count)
{
cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
valueBought += ci.count * ci.cre->AIValue;
valueBought += ci.count * ci.cre->getAIValue();
}
}

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@ -214,7 +214,7 @@ TGoalVec CompleteQuest::missionResources() const
for(int i = 0; i < q.quest->m7resources.size(); ++i)
{
if(q.quest->m7resources[i])
solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->m7resources[i])));
}
}
}

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@ -162,7 +162,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->creatures[creatureID];
if(ai->ah->freeResources().canAfford(creature->cost))
if(ai->ah->freeResources().canAfford(creature->getFullRecruitCost()))
objs.push_back(obj); //TODO: reserve resources?
}
}

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@ -27,10 +27,10 @@ namespace Goals
: CGoal(Goals::TRADE)
{
}
Trade(int rid, int val, int Objid)
Trade(GameResID rid, int val, int Objid)
: CGoal(Goals::TRADE)
{
resID = rid;
resID = rid.getNum();
value = val;
objid = Objid;
}

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@ -23,7 +23,7 @@ using namespace Goals;
ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade)
: CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue),
initialValue(upgradePath.heroArmy->getArmyStrength()), goldCost(upgrade.upgradeCost[Res::GOLD])
initialValue(upgradePath.heroArmy->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD])
{
sethero(upgradePath.targetHero);
}

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@ -350,7 +350,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
{
auto targetSlot = target->getFreeSlot();
target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
}
resources -= upgradeInfo.upgradeCost;
@ -372,10 +372,10 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
for(auto & creatureToBuy : buyArmy)
{
auto targetSlot = target->getSlotFor(creatureToBuy.cre);
auto targetSlot = target->getSlotFor(dynamic_cast<const CCreature*>(creatureToBuy.cre));
target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
target->armyCost += creatureToBuy.cre->cost * creatureToBuy.count;
target->armyCost += creatureToBuy.cre->getFullRecruitCost() * creatureToBuy.count;
target->requireBuyArmy = true;
}
}
@ -399,7 +399,7 @@ HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1
{
auto targetSlot = target->getFreeSlot();
target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
}
return target;
@ -420,7 +420,7 @@ DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bo
{
for(auto & slot : creatureSet->Slots())
{
armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
armyCost += slot.second->getCreatureID().toCreature()->getFullRecruitCost() * slot.second->count;
}
}
@ -454,7 +454,7 @@ CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling,
auto creature = creatureInfo.second.back().toCreature();
dwellingCreatures->addToSlot(
dwellingCreatures->getSlotFor(creature),
creature->idNumber,
creature->getId(),
TQuantity(creatureInfo.first));
}

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@ -80,7 +80,7 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
for(int i = 0; i < 2; i++)
{
for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
if(const CStack * s = cbc->battleGetStackByPos(neighbour))
if(const auto * s = cbc->battleGetUnitByPos(neighbour))
if(s->isShooter())
shooters[i]++;
}
@ -95,7 +95,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
ReachabilityInfo dists = cb->getReachability(stack);
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
if(stack->type->idNumber == CreatureID::CATAPULT)
if(stack->type->getId() == CreatureID::CATAPULT)
{
BattleAction attack;
static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
@ -120,7 +120,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
}
else
{
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack);
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, true);
for (BattleHex hex : avHexes)
{
@ -238,7 +238,7 @@ void CStupidAI::print(const std::string &text) const
BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
{

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@ -230,8 +230,8 @@ creInfo infoFromDC(const dwellingContent & dc)
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != -1)
{
ci.cre = VLC->creh->objects[ci.creID];
ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
ci.cre = VLC->creatures()->getById(ci.creID);
ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
}
else
{

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@ -152,7 +152,7 @@ struct creInfo
{
int count;
CreatureID creID;
CCreature * cre;
const Creature * cre;
int level;
};
creInfo infoFromDC(const dwellingContent & dc);

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@ -36,9 +36,10 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
{
for(auto & i : armyPtr->Slots())
{
auto & slotInfp = creToPower[i.second->type];
auto cre = dynamic_cast<const CCreature*>(i.second->type);
auto & slotInfp = creToPower[cre];
slotInfp.creature = i.second->type;
slotInfp.creature = cre;
slotInfp.power += i.second->getPower();
slotInfp.count += i.second->count;
}
@ -59,8 +60,8 @@ std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<Slot
{
auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
if(left.creature->level != right.creature->level)
return left.creature->level < right.creature->level;
if(left.creature->getLevel() != right.creature->getLevel())
return left.creature->getLevel() < right.creature->getLevel();
return left.creature->Speed() > right.creature->Speed();
});
@ -120,7 +121,7 @@ ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDw
if(!ci.count || ci.creID == -1)
continue;
vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(ci.count && ci.creID != -1) //valid creature at this level
{
@ -135,8 +136,8 @@ ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDw
}
//we found matching occupied or free slot
aivalue += ci.count * ci.cre->AIValue;
availableRes -= ci.cre->cost * ci.count;
aivalue += ci.count * ci.cre->getAIValue();
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
}

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@ -64,13 +64,13 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
for(auto s : army->Slots())
{
bool walker = true;
const CCreature * creature = s.second->type;
if(creature->hasBonus(selectorSHOOTER, keySHOOTER))
auto bearer = s.second->getType()->getBonusBearer();
if(bearer->hasBonus(selectorSHOOTER, keySHOOTER))
{
shootersStrength += s.second->getPower();
walker = false;
}
if(creature->hasBonus(selectorFLYING, keyFLYING))
if(bearer->hasBonus(selectorFLYING, keyFLYING))
{
flyersStrength += s.second->getPower();
walker = false;
@ -78,7 +78,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
if(walker)
walkersStrength += s.second->getPower();
vstd::amax(maxSpeed, creature->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
}
armyStructure as;
as.walkers = static_cast<float>(walkersStrength / totalStrength);

View File

@ -35,7 +35,7 @@ TSubgoal BuyArmy::whatToDoToAchieve()
{
//TODO: calculate the actual cost of units instead
TResources price;
price[Res::GOLD] = static_cast<int>(value * 0.4f); //some approximate value
price[EGameResID::GOLD] = static_cast<int>(value * 0.4f); //some approximate value
return ai->ah->whatToDo(price, iAmElementar()); //buy right now or gather resources
}

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@ -46,7 +46,7 @@ TGoalVec CollectRes::getAllPossibleSubgoals()
switch (obj->ID.num)
{
case Obj::TREASURE_CHEST:
return resID == Res::GOLD;
return resID == GameResID(EGameResID::GOLD);
break;
case Obj::RESOURCE:
return obj->subID == resID;
@ -59,24 +59,24 @@ TGoalVec CollectRes::getAllPossibleSubgoals()
return true; //contains all resources
break;
case Obj::WINDMILL:
switch (resID)
switch (GameResID(resID).toEnum())
{
case Res::GOLD:
case Res::WOOD:
case EGameResID::GOLD:
case EGameResID::WOOD:
return false;
}
break;
case Obj::WATER_WHEEL:
if (resID != Res::GOLD)
if (resID != GameResID(EGameResID::GOLD))
return false;
break;
case Obj::MYSTICAL_GARDEN:
if ((resID != Res::GOLD) && (resID != Res::GEMS))
if ((resID != GameResID(EGameResID::GOLD)) && (resID != GameResID(EGameResID::GEMS)))
return false;
break;
case Obj::LEAN_TO:
case Obj::WAGON:
if (resID != Res::GOLD)
if (resID != GameResID(EGameResID::GOLD))
return false;
break;
default:
@ -170,12 +170,12 @@ TSubgoal CollectRes::whatToDoToTrade()
const IMarket * m = markets.back();
//attempt trade at back (best prices)
int howManyCanWeBuy = 0;
for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
for (auto i = EGameResID::WOOD; i <= EGameResID::GOLD; vstd::advance(i, 1))
{
if (i == resID)
if (GameResID(i) == resID)
continue;
int toGive = -1, toReceive = -1;
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
m->getOffer(GameResID(i), resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
}
@ -191,7 +191,7 @@ TSubgoal CollectRes::whatToDoToTrade()
}
else //either it's our town, or we have hero there
{
return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately
return sptr(Trade(static_cast<EGameResID>(resID), value, objid).setisElementar(true)); //we can do this immediately
}
}
}

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@ -24,10 +24,10 @@ namespace Goals
: CGoal(Goals::COLLECT_RES)
{
}
CollectRes(int rid, int val)
CollectRes(GameResID rid, int val)
: CGoal(Goals::COLLECT_RES)
{
resID = rid;
resID = rid.getNum();
value = val;
priority = 2;
}

View File

@ -172,7 +172,7 @@ TGoalVec CompleteQuest::missionArmy() const
for(auto creature : q.quest->m6creatures)
{
solutions.push_back(sptr(GatherTroops(creature.type->idNumber, creature.count)));
solutions.push_back(sptr(GatherTroops(creature.type->getId(), creature.count)));
}
return solutions;
@ -235,7 +235,7 @@ TGoalVec CompleteQuest::missionResources() const
for(int i = 0; i < q.quest->m7resources.size(); ++i)
{
if(q.quest->m7resources[i])
solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->m7resources[i])));
}
}
}

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@ -159,7 +159,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->objects[creatureID];
if(ai->ah->freeResources().canAfford(creature->cost))
if(ai->ah->freeResources().canAfford(creature->getFullRecruitCost()))
objs.push_back(obj); //TODO: reserve resources?
}
}

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@ -93,21 +93,21 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
continue;
}
auto creature = VLC->creh->objects[objid];
if(t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
auto creature = VLC->creatures()->getByIndex(objid);
if(t->subID == creature->getFactionIndex()) //TODO: how to force AI to build unupgraded creatures? :O
{
auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
auto creatures = vstd::tryAt(t->town->creatures, creature->getLevel() - 1);
if(!creatures)
continue;
int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
int upgradeNumber = vstd::find_pos(*creatures, creature->getId());
if(upgradeNumber < 0)
continue;
BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->cost)) //this assumes only creatures with dwellings are assigned to faction
BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction
{
solutions.push_back(sptr(BuyArmy(t, creature->AIValue * this->value).setobjid(objid)));
solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid)));
}
/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
{
@ -129,7 +129,7 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
{
for(auto type : creature.second)
{
if(type == objid && ai->ah->freeResources().canAfford(VLC->creh->objects[type]->cost))
if(type == objid && ai->ah->freeResources().canAfford(VLC->creatures()->getById(type)->getFullRecruitCost()))
vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
}
}

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@ -33,6 +33,6 @@ TSubgoal RecruitHero::whatToDoToAchieve()
return sptr(BuildThis(BuildingID::TAVERN).setpriority(2));
TResources res;
res[Res::GOLD] = GameConstants::HERO_GOLD_COST;
res[EGameResID::GOLD] = GameConstants::HERO_GOLD_COST;
return ai->ah->whatToDo(res, iAmElementar()); //either buy immediately, or collect res
}

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@ -24,10 +24,10 @@ namespace Goals
: CGoal(Goals::TRADE)
{
}
Trade(int rid, int val, int Objid)
Trade(GameResID rid, int val, int Objid)
: CGoal(Goals::TRADE)
{
resID = rid;
resID = rid.getNum();
value = val;
objid = Objid;
priority = 3; //trading is instant, but picking resources is free

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@ -154,7 +154,7 @@ TSubgoal Win::whatToDoToAchieve()
case EventCondition::HAVE_RESOURCES:
//TODO mines? piles? marketplace?
//save?
return sptr(CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
return sptr(CollectRes(static_cast<EGameResID>(goal.objectType), goal.value));
case EventCondition::HAVE_CREATURES:
return sptr(GatherTroops(goal.objectType, goal.value));
case EventCondition::TRANSPORT:

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@ -73,8 +73,8 @@ boost::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->objects[creatureID];
aiValue += (creature->AIValue * creature->growth);
auto creature = VLC->creatures()->getById(creatureID);
aiValue += (creature->getAIValue() * creature->getGrowth());
}
}
return aiValue;

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@ -58,15 +58,15 @@ TResources ResourceManager::estimateIncome() const
{
if (obj->ID == Obj::MINE)
{
switch (obj->subID)
auto mine = dynamic_cast<const CGMine*>(obj);
switch (mine->producedResource.toEnum())
{
case Res::WOOD:
case Res::ORE:
case EGameResID::WOOD:
case EGameResID::ORE:
ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
break;
case Res::GOLD:
case 7: //abandoned mine -> also gold
ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
case EGameResID::GOLD:
ret[EGameResID::GOLD] += GOLD_MINE_PRODUCTION;
break;
default:
ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
@ -90,11 +90,11 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
{
auto allResources = cb->getResourceAmount();
auto income = estimateIncome();
Res::ERes resourceType = Res::INVALID;
GameResID resourceType = EGameResID::INVALID;
TResource amountToCollect = 0;
typedef std::pair<Res::ERes, TResource> resPair;
std::map<Res::ERes, TResource> missingResources;
using resPair = std::pair<GameResID, TResource>;
std::map<GameResID, TResource> missingResources;
//TODO: unit test for complex resource sets
@ -102,10 +102,10 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
for (auto it = queue.ordered_begin(); it != queue.ordered_end(); it++)
{
//choose specific resources we need for this goal (not 0)
for (auto r = Res::ResourceSet::nziterator(o.resources); r.valid(); r++)
for (auto r = ResourceSet::nziterator(o.resources); r.valid(); r++)
missingResources[r->resType] += it->resources[r->resType]; //goal it costs r units of resType
}
for (auto it = Res::ResourceSet::nziterator(o.resources); it.valid(); it++)
for (auto it = ResourceSet::nziterator(o.resources); it.valid(); it++)
{
missingResources[it->resType] -= allResources[it->resType]; //missing = (what we need) - (what we have)
vstd::amax(missingResources[it->resType], 0); // if we have more resources than reserved, we don't need them
@ -129,11 +129,11 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
break;
}
}
if (resourceType == Res::INVALID) //no needed resources has 0 income,
if (resourceType == EGameResID::INVALID) //no needed resources has 0 income,
{
//find the one which takes longest to collect
typedef std::pair<Res::ERes, float> timePair;
std::map<Res::ERes, float> daysToEarn;
using timePair = std::pair<GameResID, float>;
std::map<GameResID, float> daysToEarn;
for (auto it : missingResources)
daysToEarn[it.first] = (float)missingResources[it.first] / income[it.first];
auto incomeComparer = [](const timePair & lhs, const timePair & rhs) -> bool
@ -345,7 +345,7 @@ TResources ResourceManager::freeResources() const
TResource ResourceManager::freeGold() const
{
return freeResources()[Res::GOLD];
return freeResources()[EGameResID::GOLD];
}
TResources ResourceManager::allResources() const
@ -355,5 +355,5 @@ TResources ResourceManager::allResources() const
TResource ResourceManager::allGold() const
{
return cb->getResourceAmount()[Res::GOLD];
return cb->getResourceAmount()[EGameResID::GOLD];
}

View File

@ -1235,7 +1235,7 @@ void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruit
int count = d->creatures[i].first;
CreatureID creID = d->creatures[i].second.back();
vstd::amin(count, ah->freeResources() / VLC->creh->objects[creID]->cost);
vstd::amin(count, ah->freeResources() / VLC->creatures()->getById(creID)->getFullRecruitCost());
if(count > 0)
cb->recruitCreatures(d, recruiter, creID, count, i);
}
@ -1314,7 +1314,7 @@ bool VCAI::canRecruitAnyHero(const CGTownInstance * t) const
t = findTownWithTavern();
if(!t)
return false;
if(cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
return false;
if(cb->getHeroesInfo().size() >= ALLOWED_ROAMING_HEROES)
return false;
@ -1434,7 +1434,7 @@ void VCAI::wander(HeroPtr h)
}
break;
}
else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
else if(cb->getResourceAmount(EGameResID::GOLD) >= GameConstants::HERO_GOLD_COST)
{
std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
@ -2123,10 +2123,10 @@ void VCAI::tryRealize(Goals::Trade & g) //trade
if(const IMarket * m = IMarket::castFrom(obj, false))
{
auto freeRes = ah->freeResources(); //trade only resources which are not reserved
for(auto it = Res::ResourceSet::nziterator(freeRes); it.valid(); it++)
for(auto it = ResourceSet::nziterator(freeRes); it.valid(); it++)
{
auto res = it->resType;
if(res == g.resID) //sell any other resource
if(res.getNum() == g.resID) //sell any other resource
continue;
int toGive, toGet;
@ -2180,7 +2180,7 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
|| t->getUpperArmy()->getSlotFor(ci.creID) == SlotID())
continue;
vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford
vstd::amin(ci.count, res / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
@ -2196,15 +2196,15 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
*boost::max_element(creaturesInDwellings, [](const creInfo & lhs, const creInfo & rhs)
{
//max value of creatures we can buy with our res
int value1 = lhs.cre->AIValue * lhs.count,
value2 = rhs.cre->AIValue * rhs.count;
int value1 = lhs.cre->getAIValue() * lhs.count,
value2 = rhs.cre->getAIValue() * rhs.count;
return value1 < value2;
});
cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level);
valueBought += ci.count * ci.cre->AIValue;
valueBought += ci.count * ci.cre->getAIValue();
}
throw goalFulfilledException(sptr(g)); //we bought as many creatures as we wanted
@ -2826,7 +2826,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
{
for(auto slot : h->Slots())
{
if(slot.second->type->upgrades.size())
if(slot.second->type->hasUpgrades())
return true; //TODO: check price?
}
return false;
@ -2850,7 +2850,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
case Obj::TREE_OF_KNOWLEDGE:
{
TResources myRes = ai->ah->freeResources();
if(myRes[Res::GOLD] < 2000 || myRes[Res::GEMS] < 10)
if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
return false;
break;
}

View File

@ -185,6 +185,12 @@ void CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dst
sendRequest(&bma);
}
void CCallback::eraseArtifactByClient(const ArtifactLocation & al)
{
EraseArtifactByClient ea(al);
sendRequest(&ea);
}
bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
{
if(town->tempOwner!=player)

View File

@ -85,6 +85,7 @@ public:
//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
virtual void endTurn()=0;
virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
@ -159,6 +160,7 @@ public:
bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override;
void eraseArtifactByClient(const ArtifactLocation & al) override;
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;

View File

@ -61,6 +61,8 @@
"description": "VCMI Linux GCC",
"inherits": "linux-release",
"cacheVariables": {
"ENABLE_LUA" : "ON",
"ENABLE_PCH" : "OFF",
"CMAKE_C_COMPILER": "/usr/bin/gcc",
"CMAKE_CXX_COMPILER": "/usr/bin/g++"
}

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@ -279,7 +279,7 @@ template<typename T, size_t N> char (&_ArrayCountObj(const T (&)[N]))[N];
#define VCMI_LIB_NAMESPACE_BEGIN
#define VCMI_LIB_NAMESPACE_END
#define VCMI_LIB_USING_NAMESPACE
#define VCMI_LIB_WRAP_NAMESPACE(x) x
#define VCMI_LIB_WRAP_NAMESPACE(x) ::x
#endif
/* ---------------------------------------------------------------------------- */
@ -753,6 +753,12 @@ namespace vstd
if(i < 0) return -i;
return i;
}
///C++23
template< class Enum > constexpr std::underlying_type_t<Enum> to_underlying( Enum e ) noexcept
{
return static_cast<std::underlying_type_t<Enum>>(e);
}
}
using vstd::operator-=;

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@ -79,6 +79,10 @@
"vcmi.battleOptions.animationsSpeed1.help": "Set animation speed to very slow",
"vcmi.battleOptions.animationsSpeed5.help": "Set animation speed to very fast",
"vcmi.battleOptions.animationsSpeed6.help": "Set animation speed to instantaneous",
"vcmi.battleOptions.touchscreenMode.hover": "Touchscreen mode",
"vcmi.battleOptions.touchscreenMode.help": "{Touchscreen mode}\n\nIf enabled, second click is required to confirm and execute action. This is more suitable for touchscreen devices.",
"vcmi.battleOptions.movementHighlightOnHover.hover": "Movement Highlight on Hover",
"vcmi.battleOptions.movementHighlightOnHover.help": "{Movement Highlight on Hover}\n\nHighlight unit's movement range when you hover over it.",
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Skip Intro Music",
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAllow actions during the intro music that plays at the beginning of each battle",
"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately",

View File

@ -50,6 +50,7 @@
"description" : "Ключові файли необхідні для повноцінної роботи VCMI",
"author" : "Команда VCMI",
"skipValidation" : true,
"translations" : [
"config/vcmi/ukrainian.json"
]

View File

@ -1928,7 +1928,6 @@ void CPlayerInterface::artifactPut(const ArtifactLocation &al)
EVENT_HANDLER_CALLED_BY_CLIENT;
auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
updateInfo(hero);
askToAssembleArtifact(al);
}
void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)

View File

@ -195,7 +195,7 @@ public:
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
void showTeleportDialog(TeleportDialog * iw) override {};
void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {};
void giveResource(PlayerColor player, Res::ERes which, int val) override {};
void giveResource(PlayerColor player, GameResID which, int val) override {};
virtual void giveResources(PlayerColor player, TResources resources) override {};
void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove) override {};
@ -231,6 +231,7 @@ public:
void changeObjPos(ObjectInstanceID objid, int3 newPos) override {};
void sendAndApply(CPackForClient * pack) override {};
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {};
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
void changeFogOfWar(std::unordered_set<int3, ShashInt3> & tiles, PlayerColor player, bool hide) override {}

View File

@ -255,6 +255,8 @@ void ApplyClientNetPackVisitor::visitBulkSmartRebalanceStacks(BulkSmartRebalance
void ApplyClientNetPackVisitor::visitPutArtifact(PutArtifact & pack)
{
callInterfaceIfPresent(cl, pack.al.owningPlayer(), &IGameEventsReceiver::artifactPut, pack.al);
if(pack.askAssemble)
callInterfaceIfPresent(cl, pack.al.owningPlayer(), &IGameEventsReceiver::askToAssembleArtifact, pack.al);
}
void ApplyClientNetPackVisitor::visitEraseArtifact(EraseArtifact & pack)

View File

@ -80,7 +80,7 @@ std::string CResDataBar::buildDateString()
void CResDataBar::draw(SDL_Surface * to)
{
//TODO: all this should be labels, but they require proper text update on change
for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
for (auto i=GameResID(EGameResID::WOOD); i <= GameResID(EGameResID::GOLD); vstd::advance(i, 1))
{
std::string text = std::to_string(LOCPLINT->cb->getResourceAmount(i));

View File

@ -115,7 +115,9 @@ BattleActionsController::BattleActionsController(BattleInterface & owner):
owner(owner),
selectedStack(nullptr),
heroSpellToCast(nullptr)
{}
{
touchscreenMode = settings["battle"]["touchscreenMode"].Bool();
}
void BattleActionsController::endCastingSpell()
{
@ -621,7 +623,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
{
if(owner.stacksController->getActiveStack()->doubleWide())
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack(), true);
BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
if(vstd::contains(acc, targetHex))
owner.giveCommand(EActionType::WALK, targetHex);
@ -826,6 +828,10 @@ void BattleActionsController::onHoverEnded()
void BattleActionsController::onHexLeftClicked(BattleHex clickedHex)
{
static BattleHex lastSelectedHex;
static BattleHex lastDirectionalHex;
static PossiblePlayerBattleAction::Actions lastSelectedAction;
if (owner.stacksController->getActiveStack() == nullptr)
return;
@ -835,10 +841,25 @@ void BattleActionsController::onHexLeftClicked(BattleHex clickedHex)
if (!actionIsLegal(action, clickedHex))
return;
auto directionalHex = lastDirectionalHex;
if(action.get() == PossiblePlayerBattleAction::ATTACK
|| action.get() == PossiblePlayerBattleAction::WALK_AND_ATTACK
|| action.get() == PossiblePlayerBattleAction::ATTACK_AND_RETURN)
directionalHex = owner.fieldController->fromWhichHexAttack(clickedHex);
actionRealize(action, clickedHex);
if(!touchscreenMode || (lastSelectedAction == action.get() && lastSelectedHex == clickedHex && lastDirectionalHex == directionalHex))
{
actionRealize(action, clickedHex);
GH.statusbar->clear();
GH.statusbar->clear();
}
else
{
lastSelectedAction = action.get();
lastSelectedHex = clickedHex;
lastDirectionalHex = directionalHex;
}
}
void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterStack)
@ -905,7 +926,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove);
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove, false);
BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
if (vstd::contains(acc, myNumber))
@ -994,3 +1015,8 @@ void BattleActionsController::pushFrontPossibleAction(PossiblePlayerBattleAction
{
possibleActions.insert(possibleActions.begin(), action);
}
void BattleActionsController::setTouchScreenMode(bool enabled)
{
touchscreenMode = enabled;
}

View File

@ -34,7 +34,10 @@ enum class MouseHoveredHexContext
class BattleActionsController
{
BattleInterface & owner;
/// mouse or touchscreen click mode
bool touchscreenMode = false;
/// all actions possible to call at the moment by player
std::vector<PossiblePlayerBattleAction> possibleActions;
@ -129,4 +132,5 @@ public:
/// inserts possible action in the beggining in order to prioritize it
void pushFrontPossibleAction(PossiblePlayerBattleAction);
void setTouchScreenMode(bool enabled);
};

View File

@ -158,7 +158,7 @@ ECreatureAnimType AttackAnimation::findValidGroup( const std::vector<ECreatureAn
const CCreature * AttackAnimation::getCreature() const
{
if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
if (attackingStack->getCreature()->getId() == CreatureID::ARROW_TOWERS)
return owner.siegeController->getTurretCreature();
else
return attackingStack->getCreature();
@ -970,13 +970,13 @@ bool EffectAnimation::init()
}
else
{
const CStack * destStack = owner.getCurrentPlayerInterface()->cb->battleGetStackByPos(battlehexes[i], false);
const auto * destStack = owner.getCurrentPlayerInterface()->cb->battleGetUnitByPos(battlehexes[i], false);
Rect tilePos = owner.fieldController->hexPositionLocal(battlehexes[i]);
be.pos.x = tilePos.x + tilePos.w/2 - first->width()/2;
if(destStack && destStack->doubleWide()) // Correction for 2-hex creatures.
be.pos.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
be.pos.x += (destStack->unitSide() == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
if (alignToBottom())
be.pos.y = tilePos.y + tilePos.h - first->height();

View File

@ -44,6 +44,8 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
//preparing cells and hexes
cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
cellShade = IImage::createFromFile("CCELLSHD.BMP");
cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
if(!owner.siegeController)
{
@ -138,7 +140,6 @@ void BattleFieldController::showBackground(Canvas & canvas)
showBackgroundImage(canvas);
showHighlightedHexes(canvas);
}
void BattleFieldController::showBackgroundImage(Canvas & canvas)
@ -172,32 +173,34 @@ void BattleFieldController::redrawBackgroundWithHexes()
{
const CStack *activeStack = owner.stacksController->getActiveStack();
std::vector<BattleHex> attackableHexes;
if (activeStack)
occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
if(activeStack)
occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, true, &attackableHexes);
//prepare background graphic with hexes and shaded hexes
// prepare background graphic with hexes and shaded hexes
backgroundWithHexes->draw(background, Point(0,0));
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
if ( owner.siegeController )
if(owner.siegeController)
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
if (settings["battle"]["stackRange"].Bool())
// show shaded hexes for active's stack valid movement and the hexes that it can attack
if(settings["battle"]["stackRange"].Bool())
{
std::vector<BattleHex> hexesToShade = occupyableHexes;
std::vector<BattleHex> hexesToShade = occupiableHexes;
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
for (BattleHex hex : hexesToShade)
for(BattleHex hex : hexesToShade)
{
backgroundWithHexes->draw(cellShade, hexPositionLocal(hex).topLeft());
showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
}
}
// draw cell borders
if(settings["battle"]["cellBorders"].Bool())
{
for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
{
if ( i % GameConstants::BFIELD_WIDTH == 0)
if(i % GameConstants::BFIELD_WIDTH == 0)
continue;
if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
continue;
backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
@ -205,23 +208,23 @@ void BattleFieldController::redrawBackgroundWithHexes()
}
}
void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
{
Point hexPos = hexPositionLocal(hex).topLeft();
canvas.draw(cellShade, hexPos);
canvas.draw(highlight, hexPos);
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
canvas.draw(cellBorder, hexPos);
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
{
std::set<BattleHex> result;
if ( !owner.stacksController->getActiveStack())
if(!owner.stacksController->getActiveStack())
return result;
if ( !settings["battle"]["stackRange"].Bool())
if(!settings["battle"]["stackRange"].Bool())
return result;
auto hoveredHex = getHoveredHex();
@ -230,18 +233,33 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
for(BattleHex hex : set)
result.insert(hex);
// display the movement shadow of stack under mouse
return result;
}
std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
{
std::set<BattleHex> result;
if (!owner.stacksController->getActiveStack())
return result;
if (!settings["battle"]["movementHighlightOnHover"].Bool())
return result;
auto hoveredHex = getHoveredHex();
// add possible movement hexes for stack under mouse
const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(hoveredStack && hoveredStack != owner.stacksController->getActiveStack())
if(hoveredStack)
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, nullptr);
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, false, true, nullptr);
for(BattleHex hex : v)
result.insert(hex);
}
return result;
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
{
std::set<BattleHex> result;
auto hoveredHex = getHoveredHex();
@ -260,9 +278,9 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
{
// printing shaded hex(es)
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
auto shaded = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
for(BattleHex shadedHex : shaded)
for(BattleHex shadedHex : shadedHexes)
{
if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
result.insert(shadedHex);
@ -276,72 +294,73 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
const CStack * stack = owner.stacksController->getActiveStack();
auto hoveredHex = getHoveredHex();
if (stack)
if(!stack)
return {};
std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, true, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
if(isTileAttackable(hoveredHex))
{
if (isTileAttackable(hoveredHex))
{
BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
if (stack->doubleWide())
return {attackFromHex, stack->occupiedHex(attackFromHex)};
else
return {attackFromHex};
}
}
if (vstd::contains(v,hoveredHex))
{
if (stack->doubleWide())
return {hoveredHex, stack->occupiedHex(hoveredHex)};
if(stack->doubleWide())
return {attackFromHex, stack->occupiedHex(attackFromHex)};
else
return {hoveredHex};
}
if (stack->doubleWide())
{
for (auto const & hex : v)
{
if (stack->occupiedHex(hex) == hoveredHex)
return { hoveredHex, hex };
}
return {attackFromHex};
}
}
if(vstd::contains(availableHexes, hoveredHex))
{
if(stack->doubleWide())
return {hoveredHex, stack->occupiedHex(hoveredHex)};
else
return {hoveredHex};
}
if(stack->doubleWide())
{
for(auto const & hex : availableHexes)
{
if(stack->occupiedHex(hex) == hoveredHex)
return {hoveredHex, hex};
}
}
return {};
}
void BattleFieldController::showHighlightedHexes(Canvas & canvas)
{
std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
std::set<BattleHex> hoveredSpell = getHighlightedHexesSpellRange();
std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesMovementTarget();
if (getHoveredHex() == BattleHex::INVALID)
if(getHoveredHex() == BattleHex::INVALID)
return;
auto const & hoveredMouse = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpell : hoveredMove;
auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
{
bool stack = hoveredStack.count(b);
bool mouse = hoveredMouse.count(b);
bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
bool mouse = hoveredMouseHexes.count(hex);
if ( stack && mouse )
if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
{
// area where enemy stack can move AND affected by mouse cursor - create darker highlight by blitting twice
showHighlightedHex(canvas, b, true);
showHighlightedHex(canvas, b, true);
showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
showHighlightedHex(canvas, cellShade, hex, true);
}
if ( !stack && mouse )
if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
{
showHighlightedHex(canvas, b, true);
showHighlightedHex(canvas, cellShade, hex, true);
}
if ( stack && !mouse )
if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
{
showHighlightedHex(canvas, b, false);
showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
}
}
}
@ -438,18 +457,18 @@ BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber,
// | - - | - - | - - | - o o | o o - | - - | - - | o o
for (size_t i : { 1, 2, 3})
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
for (size_t i : { 4, 5, 0})
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
attackAvailability[6] = vstd::contains(occupyableHexes, neighbours[0]) && vstd::contains(occupyableHexes, neighbours[1]);
attackAvailability[7] = vstd::contains(occupyableHexes, neighbours[3]) && vstd::contains(occupyableHexes, neighbours[4]);
attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
}
else
{
for (size_t i = 0; i < 6; ++i)
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]);
attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
attackAvailability[6] = false;
attackAvailability[7] = false;
@ -561,7 +580,7 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
bool BattleFieldController::isTileAttackable(const BattleHex & number) const
{
for (auto & elem : occupyableHexes)
for (auto & elem : occupiableHexes)
{
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
return true;

View File

@ -32,6 +32,8 @@ class BattleFieldController : public CIntObject
std::shared_ptr<IImage> background;
std::shared_ptr<IImage> cellBorder;
std::shared_ptr<IImage> cellUnitMovementHighlight;
std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
std::shared_ptr<IImage> cellShade;
/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
@ -41,15 +43,16 @@ class BattleFieldController : public CIntObject
BattleHex attackingHex;
/// hexes to which currently active stack can move
std::vector<BattleHex> occupyableHexes;
std::vector<BattleHex> occupiableHexes;
/// hexes that when in front of a unit cause it's amount box to move back
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
void showHighlightedHex(Canvas & to, BattleHex hex, bool darkBorder);
void showHighlightedHex(Canvas & to, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder);
std::set<BattleHex> getHighlightedHexesStackRange();
std::set<BattleHex> getHighlightedHexesSpellRange();
std::set<BattleHex> getHighlightedHexesForActiveStack();
std::set<BattleHex> getMovementRangeForHoveredStack();
std::set<BattleHex> getHighlightedHexesForSpellRange();
std::set<BattleHex> getHighlightedHexesMovementTarget();
void showBackground(Canvas & canvas);

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@ -460,7 +460,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
auto best = vstd::maxElementByFun(stacks, [](const CStack * stack)
{
return stack->type->AIValue;
return stack->type->getAIValue();
});
if(best != stacks.end()) //should be always but to be safe...
@ -733,7 +733,7 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
// if mod is not up to date and does have arrow tower icon yet - second setFrame call will fail and retain previously set image
// for 1.2 release & later next line should be moved into 'else' block
icon->setFrame(unit->creatureIconIndex(), 0);
if (unit->unitType()->idNumber == CreatureID::ARROW_TOWERS)
if (unit->unitType()->getId() == CreatureID::ARROW_TOWERS)
icon->setFrame(owner->getSiegeShooterIconID(), 1);
amount->setText(TextOperations::formatMetric(unit->getCount(), 4));

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@ -148,7 +148,7 @@ const CCreature & BattleProjectileController::getShooter(const CStack * stack) c
{
const CCreature * creature = stack->getCreature();
if(creature->idNumber == CreatureID::ARROW_TOWERS)
if(creature->getId() == CreatureID::ARROW_TOWERS)
creature = owner.siegeController->getTurretCreature();
if(creature->animation.missleFrameAngles.empty())

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@ -200,7 +200,7 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
// FIXME: workaround for visible animation of Medusa tails (animation disabled in H3)
if (turretCreature->idNumber == CreatureID::MEDUSA )
if (turretCreature->getId() == CreatureID::MEDUSA )
stackAnimation[stack->ID]->pos.w = 250;
coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);

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@ -198,6 +198,23 @@ void BattleWindow::keyPressed(const SDL_Keycode & key)
{
owner.actionsController->endCastingSpell();
}
else if(GH.isKeyboardShiftDown())
{
// save and activate setting
Settings movementHighlightOnHover = settings.write["battle"]["movementHighlightOnHover"];
movementHighlightOnHoverCache = movementHighlightOnHover->Bool();
movementHighlightOnHover->Bool() = true;
}
}
void BattleWindow::keyReleased(const SDL_Keycode & key)
{
if(!GH.isKeyboardShiftDown())
{
// set back to initial state
Settings movementHighlightOnHover = settings.write["battle"]["movementHighlightOnHover"];
movementHighlightOnHover->Bool() = movementHighlightOnHoverCache;
}
}
void BattleWindow::clickRight(tribool down, bool previousState)
@ -309,7 +326,7 @@ void BattleWindow::reallyFlee()
void BattleWindow::reallySurrender()
{
if (owner.curInt->cb->getResourceAmount(Res::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
{
owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
}

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@ -85,6 +85,7 @@ public:
void activate() override;
void deactivate() override;
void keyPressed(const SDL_Keycode & key) override;
void keyReleased(const SDL_Keycode& key) override;
void clickRight(tribool down, bool previousState) override;
void show(SDL_Surface *to) override;
void showAll(SDL_Surface *to) override;
@ -98,5 +99,8 @@ public:
/// Set possible alternative options. If more than 1 - the last will be considered as default option
void setAlternativeActions(const std::list<PossiblePlayerBattleAction> &);
private:
/// used to save the state of this setting on toggle.
bool movementHighlightOnHoverCache;
};

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@ -418,7 +418,7 @@ void CGuiHandler::handleCurrentEvent( SDL_Event & current )
for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisKey(key.keysym.sym)))
{
if (key.state == SDL_PRESSED)
if (key.state == SDL_PRESSED && key.repeat == 0) // function like key_DOWN, and not like a periodic key_Pressed check
(**i).keyPressed(key.keysym.sym);
if (key.state == SDL_RELEASED)
(**i).keyReleased(key.keysym.sym);

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@ -126,25 +126,25 @@ size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
return GOLD;
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case Res::WOOD_AND_ORE:
case EGameResID::WOOD_AND_ORE:
return WOOD_ORE;
case Res::WOOD:
case EGameResID::WOOD:
return WOOD;
case Res::MERCURY:
case EGameResID::MERCURY:
return MERCURY;
case Res::ORE:
case EGameResID::ORE:
return ORE;
case Res::SULFUR:
case EGameResID::SULFUR:
return SULFUR;
case Res::CRYSTAL:
case EGameResID::CRYSTAL:
return CRYSTAL;
case Res::GEMS:
case EGameResID::GEMS:
return GEM;
case Res::GOLD:
case EGameResID::GOLD:
return GOLD;
case Res::MITHRIL:
case EGameResID::MITHRIL:
return MITHRIL;
}
}
@ -268,17 +268,17 @@ std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
return CGI->generaltexth->allTexts[87]; //500-1000
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case Res::MERCURY:
case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[694];
case Res::SULFUR:
case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[695];
case Res::CRYSTAL:
case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[692];
case Res::GEMS:
case EGameResID::GEMS:
return CGI->generaltexth->allTexts[693];
case Res::WOOD_AND_ORE:
case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
@ -310,17 +310,17 @@ std::string OptionsTab::CPlayerSettingsHelper::getDescription()
return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case Res::MERCURY:
case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[690];
case Res::SULFUR:
case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[691];
case Res::CRYSTAL:
case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[688];
case Res::GEMS:
case EGameResID::GEMS:
return CGI->generaltexth->allTexts[689];
case Res::WOOD_AND_ORE:
case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}

View File

@ -654,7 +654,7 @@ CArtifactsOfHero::~CArtifactsOfHero()
}
else
{
//TODO remove artifact
LOCPLINT->cb->eraseArtifactByClient(ArtifactLocation(curHero, ArtifactPosition::TRANSITION_POS));
}
}
}

View File

@ -26,5 +26,5 @@ private:
using ImagePtr = std::shared_ptr<CAnimImage>;
LabelPtr title;
std::map<int, std::pair<LabelPtr, ImagePtr>> resources;
std::map<GameResID, std::pair<LabelPtr, ImagePtr>> resources;
};

View File

@ -200,11 +200,11 @@ void CMinorResDataBar::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
for (Res::ERes i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
for (EGameResID i=EGameResID::WOOD; i<=EGameResID::GOLD; vstd::advance(i, 1))
{
std::string text = std::to_string(LOCPLINT->cb->getResourceAmount(i));
graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * i, pos.y + pos.h/2));
graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * GameResID(i), pos.y + pos.h/2));
}
graphics->fonts[FONT_SMALL]->renderTextCenter(to, buildDateString(), Colors::WHITE, Point(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2));
}
@ -347,10 +347,10 @@ void CTownTooltip::init(const InfoAboutTown & town)
if(town.details->customRes)//silo is built
{
if(town.tType->primaryRes == Res::WOOD_AND_ORE )// wood & ore
if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
{
res1 = std::make_shared<CAnimImage>("SMALRES", Res::WOOD, 0, 7, 75);
res2 = std::make_shared<CAnimImage>("SMALRES", Res::ORE , 0, 7, 88);
res1 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::WOOD), 0, 7, 75);
res2 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::ORE), 0, 7, 88);
}
else
{
@ -448,7 +448,7 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool A
pos.x+=x;
pos.y+=y;
TFaction faction = cre->faction;
TFaction faction = cre->getFactionIndex();
assert(CGI->townh->size() > faction);

View File

@ -292,10 +292,11 @@ CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstanc
for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
if(creature->cost[i])
auto res = static_cast<EGameResID>(i);
if(creature->getRecruitCost(res))
{
resPicture.push_back(std::make_shared<CAnimImage>("RESOURCE", i, 0, 0, 0));
resAmount.push_back(std::make_shared<CLabel>(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(creature->cost[i])));
resAmount.push_back(std::make_shared<CLabel>(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(creature->getRecruitCost(res))));
}
}
@ -810,7 +811,7 @@ void CCastleBuildings::enterBlacksmith(ArtifactID artifactID)
auto art = artifactID.toArtifact();
int price = art->getPrice();
bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price;
bool possible = LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) >= price;
if(possible)
{
for(auto slot : art->possibleSlots.at(ArtBearer::HERO))
@ -942,7 +943,7 @@ void CCastleBuildings::enterMagesGuild()
// "Yog has given up magic in all its forms..."
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[736]);
}
else if(LOCPLINT->cb->getResourceAmount(Res::GOLD) < 500) //not enough gold to buy spellbook
else if(LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) < 500) //not enough gold to buy spellbook
{
openMagesGuild();
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
@ -1100,7 +1101,7 @@ void CCreaInfo::clickRight(tribool down, bool previousState)
if (showAvailable)
GH.pushIntT<CDwellingInfoBox>(GH.screenDimensions().x / 2, GH.screenDimensions().y / 2, town, level);
else
CRClickPopup::createAndPush(genGrowthText(), std::make_shared<CComponent>(CComponent::creature, creature->idNumber));
CRClickPopup::createAndPush(genGrowthText(), std::make_shared<CComponent>(CComponent::creature, creature->getId()));
}
}
@ -1279,7 +1280,7 @@ void CCastleInterface::recreateIcons()
icon->setFrame(iconIndex);
TResources townIncome = town->dailyIncome();
income->setText(std::to_string(townIncome[Res::GOLD]));
income->setText(std::to_string(townIncome[EGameResID::GOLD]));
hall = std::make_shared<CTownInfo>(80, 413, town, true);
fort = std::make_shared<CTownInfo>(122, 413, town, false);
@ -1870,5 +1871,5 @@ CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, Art
else
buy->block(true);
costIcon = std::make_shared<CAnimImage>("RESOURCE", Res::GOLD, 0, 148, 244);
costIcon = std::make_shared<CAnimImage>("RESOURCE", GameResID(EGameResID::GOLD), 0, 148, 244);
}

View File

@ -323,7 +323,7 @@ CStackWindow::ButtonsSection::ButtonsSection(CStackWindow * owner, int yOffset)
};
auto upgradeBtn = std::make_shared<CButton>(Point(221 + (int)buttonIndex * 40, 5), "stackWindow/upgradeButton", CGI->generaltexth->zelp[446], onClick, SDLK_1);
upgradeBtn->addOverlay(std::make_shared<CAnimImage>("CPRSMALL", VLC->creh->objects[upgradeInfo.info.newID[buttonIndex]]->iconIndex));
upgradeBtn->addOverlay(std::make_shared<CAnimImage>("CPRSMALL", VLC->creh->objects[upgradeInfo.info.newID[buttonIndex]]->getIconIndex()));
if(buttonsToCreate == 1) // single upgrade avaialbe
{
@ -844,7 +844,7 @@ std::string CStackWindow::generateStackExpDescription()
const CStackInstance * stack = info->stackNode;
const CCreature * creature = info->creature;
int tier = stack->type->level;
int tier = stack->type->getLevel();
int rank = stack->getExpRank();
if (!vstd::iswithin(tier, 1, 7))
tier = 0;

View File

@ -564,7 +564,7 @@ std::shared_ptr<CIntObject> CKingdomInterface::createMainTab(size_t index)
void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstance *> & ownedObjects)
{
ui32 footerPos = conf.go()->ac.overviewSize * 116;
std::vector<int> minesCount(GameConstants::RESOURCE_QUANTITY, 0);
TResources minesCount(GameConstants::RESOURCE_QUANTITY, 0);
int totalIncome=0;
for(const CGObjectInstance * object : ownedObjects)
@ -576,7 +576,7 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
assert(mine);
minesCount[mine->producedResource]++;
if (mine->producedResource == Res::GOLD)
if (mine->producedResource == EGameResID::GOLD)
totalIncome += mine->producedQuantity;
}
}
@ -585,14 +585,14 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
for(auto & heroe : heroes)
{
totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
}
//Add town income of all towns
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
totalIncome += town->dailyIncome()[Res::GOLD];
totalIncome += town->dailyIncome()[EGameResID::GOLD];
}
for(int i=0; i<7; i++)
{
@ -772,7 +772,7 @@ CTownItem::CTownItem(const CGTownInstance * Town)
background = std::make_shared<CAnimImage>("OVSLOT", 6);
name = std::make_shared<CLabel>(74, 8, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, town->getNameTranslated());
income = std::make_shared<CLabel>( 190, 60, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(town->dailyIncome()[Res::GOLD]));
income = std::make_shared<CLabel>( 190, 60, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(town->dailyIncome()[EGameResID::GOLD]));
hall = std::make_shared<CTownInfo>( 69, 31, town, true);
fort = std::make_shared<CTownInfo>(111, 31, town, false);
@ -801,7 +801,7 @@ void CTownItem::updateGarrisons()
void CTownItem::update()
{
std::string incomeVal = std::to_string(town->dailyIncome()[Res::GOLD]);
std::string incomeVal = std::to_string(town->dailyIncome()[EGameResID::GOLD]);
if (incomeVal != income->getText())
income->setText(incomeVal);

View File

@ -191,7 +191,7 @@ void CTradeWindow::CTradeableItem::clickLeft(tribool down, bool previousState)
aw->arts->markPossibleSlots(art);
//aw->arts->commonInfo->dst.AOH = aw->arts;
CCS->curh->dragAndDropCursor("artifact", art->artType->iconIndex);
CCS->curh->dragAndDropCursor("artifact", art->artType->getIconIndex());
aw->arts->artifactsOnAltar.erase(art);
setID(-1);
@ -447,7 +447,7 @@ std::vector<int> *CTradeWindow::getItemsIds(bool Left)
for(int i = 0; i < 7; i++)
{
if(const CCreature *c = hero->getCreature(SlotID(i)))
ids->push_back(c->idNumber);
ids->push_back(c->getId());
else
ids->push_back(-1);
}
@ -535,7 +535,7 @@ void CTradeWindow::initSubs(bool Left)
item->subtitle = std::to_string(hero->getStackCount(SlotID(item->serial)));
break;
case RESOURCE:
item->subtitle = std::to_string(LOCPLINT->cb->getResourceAmount(static_cast<Res::ERes>(item->serial)));
item->subtitle = std::to_string(LOCPLINT->cb->getResourceAmount(static_cast<EGameResID>(item->serial)));
break;
}
}
@ -869,7 +869,7 @@ void CMarketplaceWindow::selectionChanged(bool side)
{
int newAmount = -1;
if(itemsType[1] == RESOURCE)
newAmount = LOCPLINT->cb->getResourceAmount(static_cast<Res::ERes>(soldItemId));
newAmount = LOCPLINT->cb->getResourceAmount(static_cast<EGameResID>(soldItemId));
else if(itemsType[1] == CREATURE)
newAmount = hero->getStackCount(SlotID(hLeft->serial)) - (hero->stacksCount() == 1 && hero->needsLastStack());
else
@ -882,7 +882,7 @@ void CMarketplaceWindow::selectionChanged(bool side)
}
else if(itemsType[1] == RESOURCE) //buying -> check if we can afford transaction
{
deal->block(LOCPLINT->cb->getResourceAmount(static_cast<Res::ERes>(soldItemId)) < r1);
deal->block(LOCPLINT->cb->getResourceAmount(static_cast<EGameResID>(soldItemId)) < r1);
}
else
deal->block(false);
@ -1486,7 +1486,7 @@ void CAltarWindow::showAll(SDL_Surface * to)
CTradeWindow::showAll(to);
if(mode == EMarketMode::ARTIFACT_EXP && arts && arts->commonInfo->src.art)
{
artIcon->setFrame(arts->commonInfo->src.art->artType->iconIndex);
artIcon->setFrame(arts->commonInfo->src.art->artType->getIconIndex());
artIcon->showAll(to);
int dmp, val;

View File

@ -48,13 +48,13 @@ void CreaturePurchaseCard::initCreatureSwitcherButton()
void CreaturePurchaseCard::switchCreatureLevel()
{
OBJECT_CONSTRUCTION_CAPTURING(ACTIVATE + DEACTIVATE + UPDATE + SHOWALL + SHARE_POS);
auto index = vstd::find_pos(upgradesID, creatureOnTheCard->idNumber);
auto index = vstd::find_pos(upgradesID, creatureOnTheCard->getId());
auto nextCreatureId = vstd::circularAt(upgradesID, ++index);
creatureOnTheCard = nextCreatureId.toCreature();
picture = std::make_shared<CCreaturePic>(parent->pos.x, parent->pos.y, creatureOnTheCard);
creatureClickArea = std::make_shared<CCreatureClickArea>(Point(parent->pos.x, parent->pos.y), picture, creatureOnTheCard);
parent->updateAllSliders();
cost->set(creatureOnTheCard->cost * slider->getValue());
cost->set(creatureOnTheCard->getFullRecruitCost() * slider->getValue());
}
void CreaturePurchaseCard::initAmountInfo()
@ -78,13 +78,13 @@ void CreaturePurchaseCard::initSlider()
void CreaturePurchaseCard::initCostBox()
{
cost = std::make_shared<CreatureCostBox>(Rect(pos.x+2, pos.y + 194, 97, 74), "");
cost->createItems(creatureOnTheCard->cost);
cost->createItems(creatureOnTheCard->getFullRecruitCost());
}
void CreaturePurchaseCard::sliderMoved(int to)
{
updateAmountInfo(to);
cost->set(creatureOnTheCard->cost * to);
cost->set(creatureOnTheCard->getFullRecruitCost() * to);
parent->updateAllSliders();
}

View File

@ -135,11 +135,11 @@ void CRecruitmentWindow::select(std::shared_ptr<CCreatureCard> card)
else // if slider already at 0 - emulate call to sliderMoved()
sliderMoved(maxAmount);
costPerTroopValue->createItems(card->creature->cost);
totalCostValue->createItems(card->creature->cost);
costPerTroopValue->createItems(card->creature->getFullRecruitCost());
totalCostValue->createItems(card->creature->getFullRecruitCost());
costPerTroopValue->set(card->creature->cost);
totalCostValue->set(card->creature->cost * maxAmount);
costPerTroopValue->set(card->creature->getFullRecruitCost());
totalCostValue->set(card->creature->getFullRecruitCost() * maxAmount);
//Recruit %s
title->setText(boost::str(boost::format(CGI->generaltexth->tcommands[21]) % card->creature->getNamePluralTranslated()));
@ -151,7 +151,7 @@ void CRecruitmentWindow::select(std::shared_ptr<CCreatureCard> card)
void CRecruitmentWindow::buy()
{
CreatureID crid = selected->creature->idNumber;
CreatureID crid = selected->creature->getId();
SlotID dstslot = dst-> getSlotFor(crid);
if(!dstslot.validSlot() && (selected->creature->warMachine == ArtifactID::NONE)) //no available slot
@ -296,7 +296,7 @@ void CRecruitmentWindow::sliderMoved(int to)
availableValue->setText(std::to_string(selected->amount - to));
toRecruitValue->setText(std::to_string(to));
totalCostValue->set(selected->creature->cost * to);
totalCostValue->set(selected->creature->getFullRecruitCost() * to);
}
CSplitWindow::CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback_, int leftMin_, int rightMin_, int leftAmount_, int rightAmount_)
@ -463,7 +463,7 @@ CTavernWindow::CTavernWindow(const CGObjectInstance * TavernObj)
recruit = std::make_shared<CButton>(Point(272, 355), "TPTAV01.DEF", CButton::tooltip(), std::bind(&CTavernWindow::recruitb, this), SDLK_RETURN);
thiefGuild = std::make_shared<CButton>(Point(22, 428), "TPTAV02.DEF", CButton::tooltip(CGI->generaltexth->tavernInfo[5]), std::bind(&CTavernWindow::thievesguildb, this), SDLK_t);
if(LOCPLINT->cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //not enough gold
if(LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) //not enough gold
{
recruit->addHoverText(CButton::NORMAL, CGI->generaltexth->tavernInfo[0]); //Cannot afford a Hero
recruit->block(true);
@ -811,7 +811,7 @@ void CExchangeController::moveArmy(bool leftToRight)
source->Slots(),
[](const std::pair<SlotID, CStackInstance *> & s) -> int
{
return s.second->getCreatureID().toCreature()->AIValue;
return s.second->getCreatureID().toCreature()->getAIValue();
});
slot = weakestSlot->first;
@ -1093,20 +1093,20 @@ CShipyardWindow::CShipyardWindow(const TResources & cost, int state, int boatTyp
bgShip->center(waterCenter);
// Create resource icons and costs.
std::string goldValue = std::to_string(cost[Res::GOLD]);
std::string woodValue = std::to_string(cost[Res::WOOD]);
std::string goldValue = std::to_string(cost[EGameResID::GOLD]);
std::string woodValue = std::to_string(cost[EGameResID::WOOD]);
goldCost = std::make_shared<CLabel>(118, 294, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, goldValue);
woodCost = std::make_shared<CLabel>(212, 294, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, woodValue);
goldPic = std::make_shared<CAnimImage>("RESOURCE", Res::GOLD, 0, 100, 244);
woodPic = std::make_shared<CAnimImage>("RESOURCE", Res::WOOD, 0, 196, 244);
goldPic = std::make_shared<CAnimImage>("RESOURCE",GameResID(EGameResID::GOLD), 0, 100, 244);
woodPic = std::make_shared<CAnimImage>("RESOURCE", GameResID(EGameResID::WOOD), 0, 196, 244);
quit = std::make_shared<CButton>(Point(224, 312), "ICANCEL", CButton::tooltip(CGI->generaltexth->allTexts[599]), std::bind(&CShipyardWindow::close, this), SDLK_ESCAPE);
build = std::make_shared<CButton>(Point(42, 312), "IBUY30", CButton::tooltip(CGI->generaltexth->allTexts[598]), std::bind(&CShipyardWindow::close, this), SDLK_RETURN);
build->addCallback(onBuy);
for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
for(auto i = EGameResID::WOOD; i <= EGameResID::GOLD; vstd::advance(i, 1))
{
if(cost[i] > LOCPLINT->cb->getResourceAmount(i))
{
@ -1141,7 +1141,7 @@ void CTransformerWindow::CItem::clickLeft(tribool down, bool previousState)
void CTransformerWindow::CItem::update()
{
icon->setFrame(parent->army->getCreature(SlotID(id))->idNumber + 2);
icon->setFrame(parent->army->getCreature(SlotID(id))->getId() + 2);
}
CTransformerWindow::CItem::CItem(CTransformerWindow * parent_, int size_, int id_)
@ -1157,7 +1157,7 @@ CTransformerWindow::CItem::CItem(CTransformerWindow * parent_, int size_, int id
pos.x += 45 + (id%3)*83 + id/6*83;
pos.y += 109 + (id/3)*98;
icon = std::make_shared<CAnimImage>("TWCRPORT", parent->army->getCreature(SlotID(id))->idNumber + 2);
icon = std::make_shared<CAnimImage>("TWCRPORT", parent->army->getCreature(SlotID(id))->getId() + 2);
count = std::make_shared<CLabel>(28, 76,FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(size));
}
@ -1240,7 +1240,7 @@ void CUniversityWindow::CItem::clickLeft(tribool down, bool previousState)
if(previousState && (!down))
{
if(state() == 2)
GH.pushIntT<CUnivConfirmWindow>(parent, ID, LOCPLINT->cb->getResourceAmount(Res::GOLD) >= 2000);
GH.pushIntT<CUnivConfirmWindow>(parent, ID, LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) >= 2000);
}
}
@ -1346,7 +1346,7 @@ CUnivConfirmWindow::CUnivConfirmWindow(CUniversityWindow * owner_, int SKILL, bo
icon = std::make_shared<CAnimImage>("SECSKILL", SKILL*3+3, 0, 211, 51);
level = std::make_shared<CLabel>(230, 107, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->levels[1]);
costIcon = std::make_shared<CAnimImage>("RESOURCE", Res::GOLD, 0, 210, 210);
costIcon = std::make_shared<CAnimImage>("RESOURCE", GameResID(EGameResID::GOLD), 0, 210, 210);
cost = std::make_shared<CLabel>(230, 267, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, "2000");
std::string hoverText = CGI->generaltexth->allTexts[609];
@ -1531,7 +1531,7 @@ void CHillFortWindow::updateGarrisons()
else//free upgrade - print gold image and "Free" text
{
slotIcons[i][0]->visible = true;
slotIcons[i][0]->setFrame(Res::GOLD);
slotIcons[i][0]->setFrame(GameResID(EGameResID::GOLD));
slotLabels[i][0]->setText(CGI->generaltexth->allTexts[344]);
}
}

View File

@ -93,7 +93,7 @@ void QuickRecruitmentWindow::maxAllCards(std::vector<std::shared_ptr<CreaturePur
i->sliderMoved(maxAmount);
i->slider->moveToMax();
allAvailableResources -= (i->creatureOnTheCard->cost * maxAmount);
allAvailableResources -= (i->creatureOnTheCard->getFullRecruitCost() * maxAmount);
}
maxButton->block(allAvailableResources == LOCPLINT->cb->getResourceAmount());
}
@ -105,8 +105,8 @@ void QuickRecruitmentWindow::purchaseUnits()
{
if(selected->slider->getValue())
{
auto onRecruit = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, selected->creatureOnTheCard->level-1); };
CreatureID crid = selected->creatureOnTheCard->idNumber;
auto onRecruit = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, selected->creatureOnTheCard->getLevel()-1); };
CreatureID crid = selected->creatureOnTheCard->getId();
SlotID dstslot = town -> getSlotFor(crid);
if(!dstslot.validSlot())
continue;
@ -129,7 +129,7 @@ void QuickRecruitmentWindow::updateAllSliders()
{
auto allAvailableResources = LOCPLINT->cb->getResourceAmount();
for(auto i : boost::adaptors::reverse(cards))
allAvailableResources -= (i->creatureOnTheCard->cost * i->slider->getValue());
allAvailableResources -= (i->creatureOnTheCard->getFullRecruitCost() * i->slider->getValue());
for(auto i : cards)
{
si32 maxAmount = i->creatureOnTheCard->maxAmount(allAvailableResources);

View File

@ -13,6 +13,7 @@
#include "CConfigHandler.h"
#include "../../battle/BattleInterface.h"
#include "../../battle/BattleActionsController.h"
#include "../../gui/CGuiHandler.h"
#include "../../../lib/filesystem/ResourceID.h"
#include "../../../lib/CGeneralTextHandler.h"
@ -33,6 +34,10 @@ BattleOptionsTab::BattleOptionsTab(BattleInterface * owner)
{
movementShadowChangedCallback(value, owner);
});
addCallback("movementHighlightOnHoverChanged", [this, owner](bool value)
{
movementHighlightOnHoverChangedCallback(value, owner);
});
addCallback("mouseShadowChanged", [this](bool value)
{
mouseShadowChangedCallback(value);
@ -53,6 +58,10 @@ BattleOptionsTab::BattleOptionsTab(BattleInterface * owner)
{
skipBattleIntroMusicChangedCallback(value);
});
addCallback("touchscreenModeChanged", [this, owner](bool value)
{
touchscreenModeChangedCallback(value, owner);
});
build(config);
std::shared_ptr<CToggleGroup> animationSpeedToggle = widget<CToggleGroup>("animationSpeedPicker");
@ -67,8 +76,14 @@ BattleOptionsTab::BattleOptionsTab(BattleInterface * owner)
std::shared_ptr<CToggleButton> movementShadowCheckbox = widget<CToggleButton>("movementShadowCheckbox");
movementShadowCheckbox->setSelected(settings["battle"]["stackRange"].Bool());
std::shared_ptr<CToggleButton> movementHighlightOnHoverCheckbox = widget<CToggleButton>("movementHighlightOnHoverCheckbox");
movementHighlightOnHoverCheckbox->setSelected(settings["battle"]["movementHighlightOnHover"].Bool());
std::shared_ptr<CToggleButton> mouseShadowCheckbox = widget<CToggleButton>("mouseShadowCheckbox");
mouseShadowCheckbox->setSelected(settings["battle"]["mouseShadow"].Bool());
std::shared_ptr<CToggleButton> touchscreenModeCheckbox = widget<CToggleButton>("touchscreenModeCheckbox");
touchscreenModeCheckbox->setSelected(settings["battle"]["touchscreenMode"].Bool());
std::shared_ptr<CToggleButton> skipBattleIntroMusicCheckbox = widget<CToggleButton>("skipBattleIntroMusicCheckbox");
skipBattleIntroMusicCheckbox->setSelected(settings["gameTweaks"]["skipBattleIntroMusic"].Bool());
@ -130,12 +145,28 @@ void BattleOptionsTab::movementShadowChangedCallback(bool value, BattleInterface
parentBattleInterface->redrawBattlefield();
}
void BattleOptionsTab::movementHighlightOnHoverChangedCallback(bool value, BattleInterface * parentBattleInterface)
{
Settings stackRange = settings.write["battle"]["movementHighlightOnHover"];
stackRange->Bool() = value;
if(parentBattleInterface)
parentBattleInterface->redrawBattlefield();
}
void BattleOptionsTab::mouseShadowChangedCallback(bool value)
{
Settings shadow = settings.write["battle"]["mouseShadow"];
shadow->Bool() = value;
}
void BattleOptionsTab::touchscreenModeChangedCallback(bool value, BattleInterface * parentBattleInterface)
{
Settings touchcreenMode = settings.write["battle"]["touchscreenMode"];
touchcreenMode->Bool() = value;
if(parentBattleInterface)
parentBattleInterface->actionsController->setTouchScreenMode(value);
}
void BattleOptionsTab::animationSpeedChangedCallback(int value)
{
Settings speed = settings.write["battle"]["speedFactor"];

View File

@ -24,11 +24,13 @@ private:
std::string getQueueSizeStringFromId(int value) const;
void viewGridChangedCallback(bool value, BattleInterface * parentBattleInterface);
void movementShadowChangedCallback(bool value, BattleInterface * parentBattleInterface);
void movementHighlightOnHoverChangedCallback(bool value, BattleInterface * parentBattleInterface);
void mouseShadowChangedCallback(bool value);
void animationSpeedChangedCallback(int value);
void showQueueChangedCallback(bool value, BattleInterface * parentBattleInterface);
void queueSizeChangedCallback(int value, BattleInterface * parentBattleInterface);
void skipBattleIntroMusicChangedCallback(bool value);
void touchscreenModeChangedCallback(bool value, BattleInterface * parentBattleInterface);
public:
BattleOptionsTab(BattleInterface * owner = nullptr);
};

View File

@ -134,6 +134,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/spells/BattleSpellMechanics.cpp
${MAIN_LIB_DIR}/spells/BonusCaster.cpp
${MAIN_LIB_DIR}/spells/CSpellHandler.cpp
${MAIN_LIB_DIR}/spells/ExternalCaster.cpp
${MAIN_LIB_DIR}/spells/ISpellMechanics.cpp
${MAIN_LIB_DIR}/spells/ObstacleCasterProxy.cpp
${MAIN_LIB_DIR}/spells/Problem.cpp
@ -397,7 +398,9 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/spells/BattleSpellMechanics.h
${MAIN_LIB_DIR}/spells/BonusCaster.h
${MAIN_LIB_DIR}/spells/CSpellHandler.h
${MAIN_LIB_DIR}/spells/ExternalCaster.h
${MAIN_LIB_DIR}/spells/ISpellMechanics.h
${MAIN_LIB_DIR}/spells/ObstacleCasterProxy.h
${MAIN_LIB_DIR}/spells/Problem.h
${MAIN_LIB_DIR}/spells/ProxyCaster.h
${MAIN_LIB_DIR}/spells/TargetCondition.h

View File

@ -290,7 +290,7 @@
"type" : "object",
"additionalProperties" : false,
"default": {},
"required" : [ "speedFactor", "mouseShadow", "cellBorders", "stackRange", "showQueue", "queueSize" ],
"required" : [ "speedFactor", "mouseShadow", "cellBorders", "stackRange", "movementHighlightOnHover", "showQueue", "queueSize", "touchscreenMode" ],
"properties" : {
"speedFactor" : {
"type" : "number",
@ -304,10 +304,18 @@
"type" : "boolean",
"default" : false
},
"touchscreenMode" : {
"type" : "boolean",
"default" : false
},
"stackRange" : {
"type" : "boolean",
"default" : true
},
"movementHighlightOnHover" : {
"type" : "boolean",
"default" : true
},
"showQueue" : {
"type" : "boolean",
"default" : true

View File

@ -5,13 +5,13 @@
"name": "lineCreatureInfo",
"type": "texture",
"image": "settingsWindow/lineHorizontal",
"rect": { "x" : 5, "y" : 199, "w": 365, "h": 3}
"rect": { "x" : 5, "y" : 229, "w": 365, "h": 3}
},
{
"name": "lineAnimationSpeed",
"type": "texture",
"image": "settingsWindow/lineHorizontal",
"rect": { "x" : 5, "y" : 289, "w": 365, "h": 3}
"rect": { "x" : 5, "y" : 319, "w": 365, "h": 3}
},
{
@ -28,7 +28,7 @@
},
{
"text": "core.genrltxt.397", // Creature info
"position": {"x": 10, "y": 205}
"position": {"x": 10, "y": 235}
}
]
},
@ -104,11 +104,11 @@
[
{
"text": "core.genrltxt.402", // All Stats
"position": {"x": 45, "y": 235}
"position": {"x": 45, "y": 265}
},
{
"text": "core.genrltxt.403", // Spells only
"position": {"x": 45, "y": 265}
"position": {"x": 45, "y": 295}
}
]
},
@ -116,13 +116,13 @@
"name": "creatureInfoAllPlaceholder",
"type": "picture",
"image": "settingsWindow/checkBoxEmpty",
"position": {"x": 10, "y": 233},
"position": {"x": 10, "y": 263},
},
{
"name": "creatureInfoSpellsPlaceholder",
"type": "picture",
"image": "settingsWindow/checkBoxEmpty",
"position": {"x": 10, "y": 263},
"position": {"x": 10, "y": 293},
},
{
@ -142,16 +142,24 @@
"position": {"x": 45, "y": 85}
},
{
"text": "core.genrltxt.406",
"text": "vcmi.battleOptions.movementHighlightOnHover.hover",
"position": {"x": 45, "y": 115}
},
{
"text": "core.genrltxt.407",
"text": "core.genrltxt.406",
"position": {"x": 45, "y": 145}
},
{
"text": "core.genrltxt.407",
"position": {"x": 45, "y": 175}
},
{
"text": "vcmi.battleOptions.skipBattleIntroMusic.hover",
"position": {"x": 45, "y": 175}
},
{
"text": "vcmi.battleOptions.touchscreenMode.hover",
"position": {"x": 45, "y": 205}
}
]
},
@ -172,28 +180,44 @@
"position": {"x": 10, "y": 83},
"callback": "movementShadowChanged"
},
{
"name": "movementHighlightOnHoverCheckbox",
"type": "toggleButton",
"image": "sysopchk.def",
"help": "vcmi.battleOptions.movementHighlightOnHover",
"position": {"x": 10, "y": 113},
"callback": "movementHighlightOnHoverChanged"
},
{
"name": "mouseShadowCheckbox",
"type": "toggleButton",
"image": "sysopchk.def",
"help": "core.help.429",
"position": {"x": 10, "y": 113},
"position": {"x": 10, "y": 143},
"callback": "mouseShadowChanged"
},
{
"name": "battleFieldCasualtiesPlaceholder",
"type": "picture",
"image": "settingsWindow/checkBoxEmpty",
"position": {"x": 10, "y": 143},
"position": {"x": 10, "y": 173},
},
{
"name": "skipBattleIntroMusicCheckbox",
"type": "toggleButton",
"image": "sysopchk.def",
"help": "vcmi.battleOptions.skipBattleIntroMusic",
"position": {"x": 10, "y": 173},
"position": {"x": 10, "y": 203},
"callback": "skipBattleIntroMusicChanged"
},
{
"name": "touchscreenModeCheckbox",
"type": "toggleButton",
"image": "sysopchk.def",
"help": "vcmi.battleOptions.touchscreenMode",
"position": {"x": 10, "y": 203},
"callback": "touchscreenModeChanged"
},
/////////////////////////////////////// Bottom section - Animation Speed and Turn Order
{
"name": "frameAnimationSpeed",

View File

@ -15,6 +15,8 @@
VCMI_LIB_NAMESPACE_BEGIN
class CreatureID;
class ResourceSet;
enum class EGameResID : int8_t;
class DLL_LINKAGE Creature : public EntityWithBonuses<CreatureID>
{
@ -50,7 +52,10 @@ public:
virtual int32_t getBaseSpeed() const = 0;
virtual int32_t getBaseShots() const = 0;
virtual int32_t getCost(int32_t resIndex) const = 0;
virtual int32_t getRecruitCost(Identifier<EGameResID> resIndex) const = 0;
virtual ResourceSet getFullRecruitCost() const = 0;
virtual bool hasUpgrades() const = 0;
virtual bool isDoubleWide() const = 0;
};

View File

@ -14,6 +14,12 @@ VCMI_LIB_NAMESPACE_BEGIN
class IBonusBearer;
class DLL_LINKAGE WithBonuses
{
public:
virtual const IBonusBearer * getBonusBearer() const = 0;
};
class DLL_LINKAGE Entity
{
public:
@ -38,10 +44,8 @@ public:
};
template <typename IdType>
class DLL_LINKAGE EntityWithBonuses : public EntityT<IdType>
class DLL_LINKAGE EntityWithBonuses : public EntityT<IdType>, public WithBonuses
{
public:
virtual const IBonusBearer * accessBonuses() const = 0;
};
VCMI_LIB_NAMESPACE_END

View File

@ -15,12 +15,16 @@
VCMI_LIB_NAMESPACE_BEGIN
class FactionID;
enum class ETerrainId;
enum class EAlignment : uint8_t;
template<typename T> class Identifier;
class DLL_LINKAGE Faction : public EntityT<FactionID>
{
public:
virtual bool hasTown() const = 0;
virtual Identifier<ETerrainId> getNativeTerrain() const = 0;
virtual EAlignment getAlignment() const = 0;
};
VCMI_LIB_NAMESPACE_END

View File

@ -10,19 +10,18 @@
#pragma once
#include "Entity.h"
VCMI_LIB_NAMESPACE_BEGIN
class PlayerColor;
class TeamID;
class IBonusBearer;
class DLL_LINKAGE Player
class DLL_LINKAGE Player : public EntityWithBonuses<PlayerColor>
{
public:
virtual PlayerColor getColor() const = 0;
virtual TeamID getTeam() const = 0;
virtual bool isHuman() const = 0;
virtual const IBonusBearer * accessBonuses() const = 0;
virtual int getResourceAmount(int type) const = 0;
};

View File

@ -15,6 +15,7 @@ VCMI_LIB_NAMESPACE_BEGIN
class PlayerColor;
struct MetaString;
class ServerCallback;
class CGHeroInstance;
namespace battle
{
@ -65,6 +66,9 @@ public:
virtual void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const = 0;
virtual void spendMana(ServerCallback * server, const int32_t spellCost) const = 0;
///used to identify actual hero caster
virtual const CGHeroInstance * getHeroCaster() const = 0;
};
}

View File

@ -102,6 +102,7 @@ void FirstLaunchView::on_comboBoxLanguage_currentIndexChanged(int index)
void FirstLaunchView::enterSetup()
{
setupPlatformSettings();
Languages::fillLanguages(ui->listWidgetLanguage, false);
}
@ -158,6 +159,19 @@ void FirstLaunchView::exitSetup()
mainWindow->exitSetup();
}
// Initial platform-dependend settings
void FirstLaunchView::setupPlatformSettings()
{
#if defined(VCMI_MOBILE)
bool touchscreenMode = true;
#else
bool touchscreenMode = false;
#endif
Settings node = settings.write["battle"]["touchscreenMode"];
node->Bool() = touchscreenMode;
}
// Tab Language
void FirstLaunchView::languageSelected(const QString & selectedLanguage)
{

View File

@ -37,6 +37,9 @@ class FirstLaunchView : public QWidget
void activateTabHeroesData();
void activateTabModPreset();
void exitSetup();
// Initial platform-dependend settings
void setupPlatformSettings();
// Tab Language
void languageSelected(const QString & languageCode);

View File

@ -77,7 +77,7 @@ ArtifactID CArtifact::getId() const
return id;
}
const IBonusBearer * CArtifact::accessBonuses() const
const IBonusBearer * CArtifact::getBonusBearer() const
{
return this;
}

View File

@ -69,7 +69,7 @@ public:
std::string getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
ArtifactID getId() const override;
virtual const IBonusBearer * accessBonuses() const override;
virtual const IBonusBearer * getBonusBearer() const override;
std::string getDescriptionTranslated() const override;
std::string getEventTranslated() const override;

View File

@ -64,7 +64,7 @@ CreatureID CCreature::getId() const
return idNumber;
}
const IBonusBearer * CCreature::accessBonuses() const
const IBonusBearer * CCreature::getBonusBearer() const
{
return this;
}
@ -162,7 +162,7 @@ int32_t CCreature::getBaseShots() const
return getExportedBonusList().valOfBonuses(SELECTOR);
}
int32_t CCreature::getCost(int32_t resIndex) const
int32_t CCreature::getRecruitCost(GameResID resIndex) const
{
if(resIndex >= 0 && resIndex < cost.size())
return cost[resIndex];
@ -170,6 +170,16 @@ int32_t CCreature::getCost(int32_t resIndex) const
return 0;
}
TResources CCreature::getFullRecruitCost() const
{
return cost;
}
bool CCreature::hasUpgrades() const
{
return !upgrades.empty();
}
std::string CCreature::getNameTranslated() const
{
return getNameSingularTranslated();
@ -256,7 +266,7 @@ bool CCreature::isDoubleWide() const
*/
bool CCreature::isGood () const
{
return (*VLC->townh)[faction]->alignment == EAlignment::GOOD;
return VLC->factions()->getByIndex(faction)->getAlignment() == EAlignment::GOOD;
}
/**
@ -265,7 +275,7 @@ bool CCreature::isGood () const
*/
bool CCreature::isEvil () const
{
return (*VLC->townh)[faction]->alignment == EAlignment::EVIL;
return VLC->factions()->getByIndex(faction)->getAlignment() == EAlignment::EVIL;
}
si32 CCreature::maxAmount(const TResources &res) const //how many creatures can be bought
@ -307,7 +317,7 @@ void CCreature::addBonus(int val, Bonus::BonusType type, int subtype)
bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
{
//TODO upgrade of upgrade?
return vstd::contains(upgrades, anotherCre->idNumber);
return vstd::contains(upgrades, anotherCre->getId());
}
bool CCreature::valid() const
@ -335,7 +345,7 @@ TerrainId CCreature::getNativeTerrain() const
//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
return hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
? TerrainId(ETerrainId::ANY_TERRAIN)
: (*VLC->townh)[faction]->nativeTerrain;
: VLC->factions()->getByIndex(faction)->getNativeTerrain();
}
void CCreature::updateFrom(const JsonNode & data)
@ -614,7 +624,7 @@ CCreature * CCreatureHandler::loadFromJson(const std::string & scope, const Json
JsonDeserializer handler(nullptr, node);
cre->serializeJson(handler);
cre->cost = Res::ResourceSet(node["cost"]);
cre->cost = ResourceSet(node["cost"]);
VLC->generaltexth->registerString(scope, cre->getNameSingularTextID(), node["name"]["singular"].String());
VLC->generaltexth->registerString(scope, cre->getNamePluralTextID(), node["name"]["plural"].String());
@ -647,18 +657,18 @@ CCreature * CCreatureHandler::loadFromJson(const std::string & scope, const Json
JsonNode conf;
conf.setMeta(scope);
VLC->objtypeh->loadSubObject(cre->identifier, conf, Obj::MONSTER, cre->idNumber.num);
VLC->objtypeh->loadSubObject(cre->identifier, conf, Obj::MONSTER, cre->getId().num);
if (!cre->advMapDef.empty())
{
JsonNode templ;
templ["animation"].String() = cre->advMapDef;
templ.setMeta(scope);
VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->idNumber.num)->addTemplate(templ);
VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->getId().num)->addTemplate(templ);
}
// object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower)
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->idNumber.num)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::MONSTER, cre->idNumber.num);
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->getId().num)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::MONSTER, cre->getId().num);
});
return cre;
@ -1335,7 +1345,7 @@ CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier
{
do
{
r = (*RandomGeneratorUtil::nextItem(objects, rand))->idNumber;
r = (*RandomGeneratorUtil::nextItem(objects, rand))->getId();
} while (objects[r] && objects[r]->special); // find first "not special" creature
}
else
@ -1347,7 +1357,7 @@ CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
const auto * crea = dynamic_cast<const CCreature *>(b);
if(crea && !crea->special)
allowed.push_back(crea->idNumber);
allowed.push_back(crea->getId());
}
if(allowed.empty())

View File

@ -9,9 +9,6 @@
*/
#pragma once
#include <vcmi/Creature.h>
#include <vcmi/CreatureService.h>
#include "HeroBonus.h"
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
@ -21,6 +18,9 @@
#include "CRandomGenerator.h"
#include "Color.h"
#include <vcmi/Creature.h>
#include <vcmi/CreatureService.h>
VCMI_LIB_NAMESPACE_BEGIN
class CLegacyConfigParser;
@ -37,7 +37,6 @@ class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
public:
CreatureID idNumber;
TFaction faction = 0;
@ -45,17 +44,22 @@ public:
//stats that are not handled by bonus system
ui32 fightValue, AIValue, growth, hordeGrowth;
ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
bool doubleWide = false;
bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
si32 iconIndex = -1; // index of icon in files like twcrport
TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
public:
ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
std::string animDefName; // creature animation used during battles
std::string advMapDef; //for new creatures only, image for adventure map
si32 iconIndex = -1; // index of icon in files like twcrport
/// names of files with appropriate icons. Used only during loading
std::string smallIconName;
@ -168,7 +172,7 @@ public:
std::string getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
CreatureID getId() const override;
virtual const IBonusBearer * accessBonuses() const override;
virtual const IBonusBearer * getBonusBearer() const override;
uint32_t getMaxHealth() const override;
int32_t getAdvMapAmountMin() const override;
@ -189,8 +193,10 @@ public:
int32_t getBaseSpeed() const override;
int32_t getBaseShots() const override;
int32_t getCost(int32_t resIndex) const override;
int32_t getRecruitCost(GameResID resIndex) const override;
TResources getFullRecruitCost() const override;
bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
bool hasUpgrades() const override;
bool isGood () const;
bool isEvil () const;

View File

@ -590,12 +590,12 @@ bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStac
//get types of creatures that need their own slot
for(const auto & elem : cs.stacks)
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
cres.addToSlot(j, elem.second->type->idNumber, 1, true); //merge if possible
//cres.addToSlot(elem.first, elem.second->type->idNumber, 1, true);
cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible
//cres.addToSlot(elem.first, elem.second->type->getId(), 1, true);
for(const auto & elem : stacks)
{
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
cres.addToSlot(j, elem.second->type->idNumber, 1, true); //merge if possible
cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible
else
return false; //no place found
}
@ -706,7 +706,7 @@ int CStackInstance::getExpRank() const
{
if (!VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
return 0;
int tier = type->level;
int tier = type->getLevel();
if (vstd::iswithin(tier, 1, 7))
{
for(int i = static_cast<int>(VLC->creh->expRanks[tier].size()) - 2; i > -1; --i) //sic!
@ -729,7 +729,7 @@ int CStackInstance::getExpRank() const
int CStackInstance::getLevel() const
{
return std::max(1, static_cast<int>(type->level));
return std::max(1, static_cast<int>(type->getLevel()));
}
si32 CStackInstance::magicResistance() const
@ -741,7 +741,7 @@ si32 CStackInstance::magicResistance() const
void CStackInstance::giveStackExp(TExpType exp)
{
int level = type->level;
int level = type->getLevel();
if (!vstd::iswithin(level, 1, 7))
level = 0;
@ -816,7 +816,7 @@ bool CStackInstance::valid(bool allowUnrandomized) const
bool isRand = (idRand != -1);
if(!isRand)
{
return (type && type == VLC->creh->objects[type->idNumber]);
return (type && type == VLC->creh->objects[type->getId()]);
}
else
return allowUnrandomized;
@ -852,7 +852,7 @@ void CStackInstance::deserializationFix()
CreatureID CStackInstance::getCreatureID() const
{
if(type)
return type->idNumber;
return type->getId();
else
return CreatureID::NONE;
}
@ -865,7 +865,7 @@ std::string CStackInstance::getName() const
ui64 CStackInstance::getPower() const
{
assert(type);
return type->AIValue * count;
return type->getAIValue() * count;
}
ArtBearer::ArtBearer CStackInstance::bearerType() const

View File

@ -43,7 +43,7 @@ public:
{
if(h.saving)
{
CreatureID idNumber = type ? type->idNumber : CreatureID(CreatureID::NONE);
auto idNumber = type ? type->getId() : CreatureID(CreatureID::NONE);
h & idNumber;
}
else
@ -51,7 +51,7 @@ public:
CreatureID idNumber;
h & idNumber;
if(idNumber != CreatureID::NONE)
setType(VLC->creh->objects[idNumber]);
setType(dynamic_cast<const CCreature*>(VLC->creatures()->getByIndex(idNumber)));
else
type = nullptr;
}

View File

@ -37,7 +37,7 @@ PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const
return obj->tempOwner;
}
int CGameInfoCallback::getResource(PlayerColor Player, Res::ERes which) const
int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const
{
const PlayerState *p = getPlayerState(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
@ -323,9 +323,9 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
for(auto & elem : info.army)
{
if(static_cast<int>(elem.second.type->AIValue) > maxAIValue)
if(static_cast<int>(elem.second.type->getAIValue()) > maxAIValue)
{
maxAIValue = elem.second.type->AIValue;
maxAIValue = elem.second.type->getAIValue();
mostStrong = elem.second.type;
}
}
@ -359,9 +359,9 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
for(auto creature : VLC->creh->objects)
{
if(static_cast<si16>(creature->faction) == factionIndex && static_cast<int>(creature->AIValue) > maxAIValue)
if(static_cast<si16>(creature->getFactionIndex()) == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
{
maxAIValue = creature->AIValue;
maxAIValue = creature->getAIValue();
mostStrong = creature;
}
}
@ -860,7 +860,7 @@ const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId)
return p->towns[serialId];
}
int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const
int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);

View File

@ -10,7 +10,7 @@
#pragma once
#include "int3.h"
#include "ResourceSet.h" // for Res::ERes
#include "ResourceSet.h" // for Res
#include "battle/CCallbackBase.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -58,7 +58,7 @@ public:
//player
virtual const Player * getPlayer(PlayerColor color) const = 0;
// virtual int getResource(PlayerColor Player, Res::ERes which) const = 0;
// virtual int getResource(PlayerColor Player, EGameResID which) const = 0;
// bool isVisible(int3 pos) const;
// PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
// void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
@ -148,7 +148,7 @@ public:
//player
const Player * getPlayer(PlayerColor color) const override;
virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
virtual int getResource(PlayerColor Player, Res::ERes which) const;
virtual int getResource(PlayerColor Player, GameResID which) const;
virtual PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
virtual EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
@ -245,7 +245,7 @@ public:
virtual std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
virtual std::vector <QuestInfo> getMyQuests() const;
virtual int getResourceAmount(Res::ERes type) const;
virtual int getResourceAmount(GameResID type) const;
virtual TResources getResourceAmount() const;
virtual std::shared_ptr<const boost::multi_array<ui8, 3>> getVisibilityMap() const; //returns visibility map
//virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;

View File

@ -293,7 +293,7 @@ void MetaString::addCreReplacement(const CreatureID & id, TQuantity count) //add
void MetaString::addReplacement(const CStackBasicDescriptor & stack)
{
assert(stack.type); //valid type
addCreReplacement(stack.type->idNumber, stack.count);
addCreReplacement(stack.type->getId(), stack.count);
}
static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & pos, const PlayerColor & owner)
@ -1443,10 +1443,14 @@ void CGameState::initStartingResources()
res.push_back(chosenBonus->info1);
break;
case 0xFD: //wood+ore
res.push_back(Res::WOOD); res.push_back(Res::ORE);
res.push_back(GameResID(EGameResID::WOOD));
res.push_back(GameResID(EGameResID::ORE));
break;
case 0xFE: //rare
res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
res.push_back(GameResID(EGameResID::MERCURY));
res.push_back(GameResID(EGameResID::SULFUR));
res.push_back(GameResID(EGameResID::CRYSTAL));
res.push_back(GameResID(EGameResID::GEMS));
break;
default:
assert(0);
@ -1664,16 +1668,16 @@ void CGameState::initStartingBonus()
switch(scenarioOps->playerInfos[elem.first].bonus)
{
case PlayerSettings::GOLD:
elem.second.resources[Res::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
break;
case PlayerSettings::RESOURCE:
{
int res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == Res::WOOD_AND_ORE)
auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == EGameResID::WOOD_AND_ORE)
{
int amount = getRandomGenerator().nextInt(5, 10);
elem.second.resources[Res::WOOD] += amount;
elem.second.resources[Res::ORE] += amount;
elem.second.resources[EGameResID::WOOD] += amount;
elem.second.resources[EGameResID::ORE] += amount;
}
else
{
@ -2016,14 +2020,14 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
t = dynamic_cast<const CGTownInstance *>(stack.armyObj);
else if(h)
{ //hero specialty
TConstBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
TConstBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->getId()));
for(const auto & it : *lista)
{
auto nid = CreatureID(it->additionalInfo[0]);
if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
if (nid != base->getId()) //in very specific case the upgrade is available by default (?)
{
ret.newID.push_back(nid);
ret.cost.push_back(VLC->creh->objects[nid]->cost - base->cost);
ret.cost.push_back(nid.toCreature()->getFullRecruitCost() - base->getFullRecruitCost());
}
}
t = h->visitedTown;
@ -2032,14 +2036,14 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
{
for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
{
if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
if (vstd::contains(dwelling.second, base->getId())) //Dwelling with our creature
{
for(const auto & upgrID : dwelling.second)
{
if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
{
ret.newID.push_back(upgrID);
ret.cost.push_back(VLC->creh->objects[upgrID]->cost - base->cost);
ret.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - base->getFullRecruitCost());
}
}
}
@ -2050,19 +2054,19 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
{
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
const int costModifier = costModifiers[std::min<int>(std::max((int)base->getLevel() - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
for(const auto & nid : base->upgrades)
{
ret.newID.push_back(nid);
ret.cost.push_back((VLC->creh->objects[nid]->cost - base->cost) * costModifier / 100);
ret.cost.push_back((nid.toCreature()->getFullRecruitCost() - base->getFullRecruitCost()) * costModifier / 100);
}
}
if(!ret.newID.empty())
ret.oldID = base->idNumber;
ret.oldID = base->getId();
for (Res::ResourceSet &cost : ret.cost)
for (ResourceSet &cost : ret.cost)
cost.positive(); //upgrade cost can't be negative, ignore missing resources
return ret;
@ -2346,7 +2350,7 @@ bool CGameState::checkForVictory(const PlayerColor & player, const EventConditio
&& (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
{
for(const auto & elem : ai->Slots()) //iterate through army
if(elem.second->type->idNumber == condition.objectType) //it's searched creature
if(elem.second->type->getId() == condition.objectType) //it's searched creature
total += elem.second->count;
}
}
@ -2584,7 +2588,7 @@ struct statsHLP
//Heroes can produce gold as well - skill, specialty or arts
for(const auto & h : ps->heroes)
{
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
if(!heroOrTown)
heroOrTown = h;
@ -2593,7 +2597,7 @@ struct statsHLP
//Add town income of all towns
for(const auto & t : ps->towns)
{
totalIncome += t->dailyIncome()[Res::GOLD];
totalIncome += t->dailyIncome()[EGameResID::GOLD];
if(!heroOrTown)
heroOrTown = t;
@ -2618,7 +2622,7 @@ struct statsHLP
const auto * mine = dynamic_cast<const CGMine *>(object);
assert(mine);
if (mine->producedResource == Res::GOLD)
if (mine->producedResource == EGameResID::GOLD)
totalIncome += mine->producedQuantity;
}
}
@ -2677,15 +2681,15 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
}
if(level >= 2) //gold
{
FILL_FIELD(gold, g->second.resources[Res::GOLD])
FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
}
if(level >= 2) //wood & ore
{
FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
}
if(level >= 3) //mercury, sulfur, crystal, gems
{
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
}
if(level >= 3) //obelisks found
{
@ -2744,8 +2748,8 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
for(const auto & it : elem->Slots())
{
int toCmp = it.second->type->idNumber; //ID of creature we should compare with the best one
if(bestCre == -1 || VLC->creh->objects[bestCre]->AIValue < VLC->creh->objects[toCmp]->AIValue)
int toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
if(bestCre == -1 || VLC->creh->objects[bestCre]->getAIValue() < VLC->creh->objects[toCmp]->getAIValue())
{
bestCre = toCmp;
}
@ -3138,7 +3142,7 @@ void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
//include details about hero
details = new Details();
TResources income = t->dailyIncome();
details->goldIncome = income[Res::GOLD];
details->goldIncome = income[EGameResID::GOLD];
details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
details->hallLevel = t->hallLevel();
details->garrisonedHero = t->garrisonHero;
@ -3169,12 +3173,12 @@ int ArmyDescriptor::getStrength() const
if(isDetailed)
{
for(const auto & elem : *this)
ret += elem.second.type->AIValue * elem.second.count;
ret += elem.second.type->getAIValue() * elem.second.count;
}
else
{
for(const auto & elem : *this)
ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
ret += elem.second.type->getAIValue() * CCreature::estimateCreatureCount(elem.second.count);
}
return static_cast<int>(ret);
}

View File

@ -164,7 +164,7 @@ private:
{
}
si32 intValue; // uses EResult
si32 intValue; // uses EResultult
};
/*static std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)

View File

@ -147,9 +147,9 @@ bool CHeroClass::isMagicHero() const
return affinity == MAGIC;
}
EAlignment::EAlignment CHeroClass::getAlignment() const
EAlignment CHeroClass::getAlignment() const
{
return ((*VLC->townh)[faction]->alignment);
return VLC->factions()->getByIndex(faction)->getAlignment();
}
int32_t CHeroClass::getIndex() const
@ -529,7 +529,7 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
for(CreatureID cid : targets)
{
const CCreature &specCreature = *VLC->creh->objects[cid];
int stepSize = specCreature.level ? specCreature.level : 5;
int stepSize = specCreature.getLevel() ? specCreature.getLevel() : 5;
{
std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();

View File

@ -196,7 +196,7 @@ public:
secSkillProbability[i] = 0;
}
}
EAlignment::EAlignment getAlignment() const;
EAlignment getAlignment() const;
};
class DLL_LINKAGE CHeroClassHandler : public CHandlerBase<HeroClassID, HeroClass, CHeroClass, HeroClassService>

View File

@ -45,11 +45,37 @@ std::string PlayerState::nodeName() const
return "Player " + color.getStrCap(false);
}
PlayerColor PlayerState::getColor() const
PlayerColor PlayerState::getId() const
{
return color;
}
int32_t PlayerState::getIndex() const
{
return color.getNum();
}
int32_t PlayerState::getIconIndex() const
{
return color.getNum();
}
std::string PlayerState::getJsonKey() const
{
return color.getStr(false);
}
std::string PlayerState::getNameTranslated() const
{
return color.getStr(true);
}
std::string PlayerState::getNameTextID() const
{
return color.getStr(false);
}
void PlayerState::registerIcons(const IconRegistar & cb) const
{
//We cannot register new icons for players
}
TeamID PlayerState::getTeam() const
{
return team;
@ -60,7 +86,7 @@ bool PlayerState::isHuman() const
return human;
}
const IBonusBearer * PlayerState::accessBonuses() const
const IBonusBearer * PlayerState::getBonusBearer() const
{
return this;
}

View File

@ -45,12 +45,19 @@ public:
std::string nodeName() const override;
PlayerColor getColor() const override;
PlayerColor getId() const override;
TeamID getTeam() const override;
bool isHuman() const override;
const IBonusBearer * accessBonuses() const override;
const IBonusBearer * getBonusBearer() const override;
int getResourceAmount(int type) const override;
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
void registerIcons(const IconRegistar & cb) const override;
bool checkVanquished() const
{
return heroes.empty() && towns.empty();

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