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fused artifacts
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5d2f3c0f86
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@ -102,7 +102,7 @@ bool ArtifactsUIController::askToDisassemble(const CGHeroInstance * hero, const
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if(hero->tempOwner != LOCPLINT->playerID)
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return false;
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if(art->isCombined())
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if(art->hasParts())
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{
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if(ArtifactUtils::isSlotBackpack(slot) && !ArtifactUtils::isBackpackFreeSlots(hero, art->artType->getConstituents().size() - 1))
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return false;
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@ -68,6 +68,9 @@ In order to make functional artifact you also need:
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"artifact3"
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],
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// Optional, by default is false. Set to true if components are supposed to be fused.
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"fusedComponents" : true,
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// Creature id to use on battle field. If set, this artifact is war machine
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"warMachine" : "some.creature"
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@ -61,6 +61,21 @@ const std::vector<const CArtifact*> & CCombinedArtifact::getPartOf() const
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return partOf;
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}
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void CCombinedArtifact::setFused(bool isFused)
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{
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fused = isFused;
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}
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bool CCombinedArtifact::isFused() const
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{
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return fused;
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}
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bool CCombinedArtifact::hasParts() const
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{
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return isCombined() && !isFused();
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}
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bool CScrollArtifact::isScroll() const
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{
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return static_cast<const CArtifact*>(this)->getId() == ArtifactID::SPELL_SCROLL;
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@ -203,7 +218,7 @@ bool CArtifact::canBePutAt(const CArtifactSet * artSet, ArtifactPosition slot, b
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auto artCanBePutAt = [this, simpleArtCanBePutAt](const CArtifactSet * artSet, ArtifactPosition slot, bool assumeDestRemoved) -> bool
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{
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if(isCombined())
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if(hasParts())
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{
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if(!simpleArtCanBePutAt(artSet, slot, assumeDestRemoved))
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return false;
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@ -606,11 +621,11 @@ void CArtHandler::loadType(CArtifact * art, const JsonNode & node) const
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void CArtHandler::loadComponents(CArtifact * art, const JsonNode & node)
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{
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if (!node["components"].isNull())
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if(!node["components"].isNull())
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{
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for(const auto & component : node["components"].Vector())
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{
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VLC->identifiers()->requestIdentifier("artifact", component, [=](si32 id)
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VLC->identifiers()->requestIdentifier("artifact", component, [this, art](int32_t id)
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{
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// when this code is called both combinational art as well as component are loaded
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// so it is safe to access any of them
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@ -619,6 +634,8 @@ void CArtHandler::loadComponents(CArtifact * art, const JsonNode & node)
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});
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}
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}
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if(!node["fusedComponents"].isNull())
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art->setFused(node["fusedComponents"].Bool());
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}
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void CArtHandler::makeItCreatureArt(CArtifact * a, bool onlyCreature)
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@ -46,14 +46,19 @@ namespace ArtBearer
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class DLL_LINKAGE CCombinedArtifact
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{
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protected:
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CCombinedArtifact() = default;
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CCombinedArtifact() : fused(false) {};
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std::vector<const CArtifact*> constituents; // Artifacts IDs a combined artifact consists of, or nullptr.
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std::vector<const CArtifact*> partOf; // Reverse map of constituents - combined arts that include this art
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bool fused;
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public:
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bool isCombined() const;
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const std::vector<const CArtifact*> & getConstituents() const;
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const std::vector<const CArtifact*> & getPartOf() const;
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void setFused(bool isFused);
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bool isFused() const;
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bool hasParts() const;
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};
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class DLL_LINKAGE CScrollArtifact
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@ -44,6 +44,11 @@ bool CCombinedArtifactInstance::isPart(const CArtifactInstance * supposedPart) c
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return false;
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}
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bool CCombinedArtifactInstance::hasParts() const
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{
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return !partsInfo.empty();
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}
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const std::vector<CCombinedArtifactInstance::PartInfo> & CCombinedArtifactInstance::getPartsInfo() const
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{
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return partsInfo;
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@ -38,6 +38,7 @@ public:
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void addPart(CArtifactInstance * art, const ArtifactPosition & slot);
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// Checks if supposed part inst is part of this combined art inst
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bool isPart(const CArtifactInstance * supposedPart) const;
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bool hasParts() const;
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const std::vector<PartInfo> & getPartsInfo() const;
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void addPlacementMap(const CArtifactSet::ArtPlacementMap & placementMap);
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@ -1806,6 +1806,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
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assert(hero);
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const auto transformedArt = hero->getArt(al.slot);
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assert(transformedArt);
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const auto builtArt = artId.toArtifact();
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assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
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{
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return art->getId() == builtArt->getId();
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@ -1832,7 +1833,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
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// Find a slot for combined artifact
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al.slot = transformedArtSlot;
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for(const auto slot : slotsInvolved)
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for(const auto & slot : slotsInvolved)
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{
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if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
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{
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@ -1855,16 +1856,19 @@ void AssembledArtifact::applyGs(CGameState *gs)
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}
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// Delete parts from hero
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for(const auto slot : slotsInvolved)
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for(const auto & slot : slotsInvolved)
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{
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const auto constituentInstance = hero->getArt(slot);
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gs->map->removeArtifactInstance(*hero, slot);
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if(!combinedArt->artType->isFused())
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{
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if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
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combinedArt->addPart(constituentInstance, slot);
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else
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combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
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}
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}
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// Put new combined artifacts
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gs->map->putArtifactInstance(*hero, combinedArt, al.slot);
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@ -1108,8 +1108,8 @@ struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
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struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
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{
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ArtifactLocation al; //where assembly will be put
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const CArtifact * builtArt;
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ArtifactLocation al;
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ArtifactID artId;
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void applyGs(CGameState * gs) override;
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@ -1118,7 +1118,7 @@ struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
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template <typename Handler> void serialize(Handler & h)
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{
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h & al;
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h & builtArt;
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h & artId;
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}
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};
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@ -2913,7 +2913,7 @@ bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition a
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AssembledArtifact aa;
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aa.al = dstLoc;
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aa.builtArt = combinedArt;
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aa.artId = assembleTo;
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sendAndApply(aa);
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}
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else
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@ -2921,6 +2921,9 @@ bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition a
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if(!destArtifact->isCombined())
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COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
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if(!destArtifact->hasParts())
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COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is fused combined artifact!");
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if(ArtifactUtils::isSlotBackpack(artifactSlot)
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&& !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
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COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
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