/* * CArtHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CArtHandler.h" #include "filesystem/Filesystem.h" #include "CGeneralTextHandler.h" #include "VCMI_Lib.h" #include "CModHandler.h" #include "spells/CSpellHandler.h" #include "mapObjects/MapObjects.h" #include "NetPacksBase.h" #include "GameConstants.h" #include "CRandomGenerator.h" #include "mapObjects/CObjectClassesHandler.h" // Note: list must match entries in ArtTraits.txt #define ART_POS_LIST \ ART_POS(SPELLBOOK) \ ART_POS(MACH4) \ ART_POS(MACH3) \ ART_POS(MACH2) \ ART_POS(MACH1) \ ART_POS(MISC5) \ ART_POS(MISC4) \ ART_POS(MISC3) \ ART_POS(MISC2) \ ART_POS(MISC1) \ ART_POS(FEET) \ ART_POS(LEFT_RING) \ ART_POS(RIGHT_RING) \ ART_POS(TORSO) \ ART_POS(LEFT_HAND) \ ART_POS(RIGHT_HAND) \ ART_POS(NECK) \ ART_POS(SHOULDERS) \ ART_POS(HEAD) const std::string & CArtifact::Name() const { return name; } const std::string & CArtifact::Description() const { return description; } const std::string & CArtifact::EventText() const { return eventText; } bool CArtifact::isBig () const { return VLC->arth->isBigArtifact(id); } bool CArtifact::isTradable () const { return VLC->arth->isTradableArtifact(id); } CArtifact::CArtifact() { setNodeType(ARTIFACT); possibleSlots[ArtBearer::HERO]; //we want to generate map entry even if it will be empty possibleSlots[ArtBearer::CREATURE]; //we want to generate map entry even if it will be empty possibleSlots[ArtBearer::COMMANDER]; } CArtifact::~CArtifact() { } int CArtifact::getArtClassSerial() const { if(id == ArtifactID::SPELL_SCROLL) return 4; switch(aClass) { case ART_TREASURE: return 0; case ART_MINOR: return 1; case ART_MAJOR: return 2; case ART_RELIC: return 3; case ART_SPECIAL: return 5; } return -1; } std::string CArtifact::nodeName() const { return "Artifact: " + Name(); } void CArtifact::addNewBonus(Bonus *b) { b->source = Bonus::ARTIFACT; b->duration = Bonus::PERMANENT; b->description = name; CBonusSystemNode::addNewBonus(b); } void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art) { Bonus b; b.type = Bonus::LEVEL_COUNTER; b.val = 1; b.duration = Bonus::COMMANDER_KILLED; art->accumulateBonus (b); for (auto bonus : bonusesPerLevel) { if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels { art->accumulateBonus (bonus.second); } } for (auto bonus : thresholdBonuses) { if (art->valOfBonuses(Bonus::LEVEL_COUNTER) == bonus.first) //every n levels { art->addNewBonus (&bonus.second); } } } CArtHandler::CArtHandler() { //VLC->arth = this; // War machines are the default big artifacts. for (ArtifactID i = ArtifactID::CATAPULT; i <= ArtifactID::FIRST_AID_TENT; i.advance(1)) bigArtifacts.insert(i); } CArtHandler::~CArtHandler() { for(CArtifact * art : artifacts) delete art; } std::vector CArtHandler::loadLegacyData(size_t dataSize) { artifacts.resize(dataSize); std::vector h3Data; h3Data.reserve(dataSize); #define ART_POS(x) #x , const std::vector artSlots = { ART_POS_LIST }; #undef ART_POS static std::map classes = {{'S',"SPECIAL"}, {'T',"TREASURE"},{'N',"MINOR"},{'J',"MAJOR"},{'R',"RELIC"},}; CLegacyConfigParser parser("DATA/ARTRAITS.TXT"); CLegacyConfigParser events("DATA/ARTEVENT.TXT"); parser.endLine(); // header parser.endLine(); for (size_t i = 0; i < dataSize; i++) { JsonNode artData; artData["text"]["name"].String() = parser.readString(); artData["text"]["event"].String() = events.readString(); artData["value"].Float() = parser.readNumber(); for(auto & artSlot : artSlots) { if(parser.readString() == "x") { artData["slot"].Vector().push_back(JsonNode()); artData["slot"].Vector().back().String() = artSlot; } } artData["class"].String() = classes[parser.readString()[0]]; artData["text"]["description"].String() = parser.readString(); parser.endLine(); events.endLine(); h3Data.push_back(artData); } return h3Data; } void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data) { auto object = loadFromJson(data); object->id = ArtifactID(artifacts.size()); object->iconIndex = object->id + 5; artifacts.push_back(object); VLC->modh->identifiers.registerObject(scope, "artifact", name, object->id); } void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) { auto object = loadFromJson(data); object->id = ArtifactID(index); object->iconIndex = object->id; assert(artifacts[index] == nullptr); // ensure that this id was not loaded before artifacts[index] = object; VLC->modh->identifiers.registerObject(scope, "artifact", name, object->id); } CArtifact * CArtHandler::loadFromJson(const JsonNode & node) { CArtifact * art; if (!VLC->modh->modules.COMMANDERS || node["growing"].isNull()) art = new CArtifact(); else { auto growing = new CGrowingArtifact(); loadGrowingArt(growing, node); art = growing; } const JsonNode & text = node["text"]; art->name = text["name"].String(); art->description = text["description"].String(); art->eventText = text["event"].String(); const JsonNode & graphics = node["graphics"]; art->image = graphics["image"].String(); if (!graphics["large"].isNull()) art->large = graphics["large"].String(); else art->large = art->image; art->advMapDef = graphics["map"].String(); art->price = node["value"].Float(); loadSlots(art, node); loadClass(art, node); loadType(art, node); loadComponents(art, node); for (auto b : node["bonuses"].Vector()) { auto bonus = JsonUtils::parseBonus (b); art->addNewBonus(bonus); } return art; } ArtifactPosition CArtHandler::stringToSlot(std::string slotName) { #define ART_POS(x) { #x, ArtifactPosition::x }, static const std::map artifactPositionMap = { ART_POS_LIST }; #undef ART_POS auto it = artifactPositionMap.find (slotName); if (it != artifactPositionMap.end()) return it->second; logGlobal->warnStream() << "Warning! Artifact slot " << slotName << " not recognized!"; return ArtifactPosition::PRE_FIRST; } void CArtHandler::addSlot(CArtifact * art, const std::string & slotID) { static const std::vector miscSlots = { ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5 }; static const std::vector ringSlots = { ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING }; if (slotID == "MISC") { vstd::concatenate(art->possibleSlots[ArtBearer::HERO], miscSlots); } else if (slotID == "RING") { vstd::concatenate(art->possibleSlots[ArtBearer::HERO], ringSlots); } else { auto slot = stringToSlot(slotID); if (slot != ArtifactPosition::PRE_FIRST) art->possibleSlots[ArtBearer::HERO].push_back (slot); } } void CArtHandler::loadSlots(CArtifact * art, const JsonNode & node) { if (!node["slot"].isNull()) //we assume non-hero slots are irrelevant? { if (node["slot"].getType() == JsonNode::DATA_STRING) addSlot(art, node["slot"].String()); else { for (const JsonNode & slot : node["slot"].Vector()) addSlot(art, slot.String()); } } } CArtifact::EartClass CArtHandler::stringToClass(std::string className) { static const std::map artifactClassMap = { {"TREASURE", CArtifact::ART_TREASURE}, {"MINOR", CArtifact::ART_MINOR}, {"MAJOR", CArtifact::ART_MAJOR}, {"RELIC", CArtifact::ART_RELIC}, {"SPECIAL", CArtifact::ART_SPECIAL} }; auto it = artifactClassMap.find (className); if (it != artifactClassMap.end()) return it->second; logGlobal->warnStream() << "Warning! Artifact rarity " << className << " not recognized!"; return CArtifact::ART_SPECIAL; } void CArtHandler::loadClass(CArtifact * art, const JsonNode & node) { art->aClass = stringToClass(node["class"].String()); } void CArtHandler::loadType(CArtifact * art, const JsonNode & node) { #define ART_BEARER(x) { #x, ArtBearer::x }, static const std::map artifactBearerMap = { ART_BEARER_LIST }; #undef ART_BEARER for (const JsonNode & b : node["type"].Vector()) { auto it = artifactBearerMap.find (b.String()); if (it != artifactBearerMap.end()) { int bearerType = it->second; switch (bearerType) { case ArtBearer::HERO://TODO: allow arts having several possible bearers break; case ArtBearer::COMMANDER: makeItCommanderArt (art); //original artifacts should have only one bearer type break; case ArtBearer::CREATURE: makeItCreatureArt (art); break; } } else logGlobal->warnStream() << "Warning! Artifact type " << b.String() << " not recognized!"; } } void CArtHandler::loadComponents(CArtifact * art, const JsonNode & node) { if (!node["components"].isNull()) { art->constituents.reset(new std::vector()); for (auto component : node["components"].Vector()) { VLC->modh->identifiers.requestIdentifier("artifact", component, [=](si32 id) { // when this code is called both combinational art as well as component are loaded // so it is safe to access any of them art->constituents->push_back(VLC->arth->artifacts[id]); VLC->arth->artifacts[id]->constituentOf.push_back(art); }); } } } void CArtHandler::loadGrowingArt(CGrowingArtifact * art, const JsonNode & node) { for (auto b : node["growing"]["bonusesPerLevel"].Vector()) { art->bonusesPerLevel.push_back (std::pair (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"]))); } for (auto b : node["growing"]["thresholdBonuses"].Vector()) { art->thresholdBonuses.push_back (std::pair (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"]))); } } //TODO: use bimap ArtifactID CArtHandler::creatureToMachineID(CreatureID id) { switch (id) { case CreatureID::CATAPULT: //Catapult return ArtifactID::CATAPULT; break; case CreatureID::BALLISTA: //Ballista return ArtifactID::BALLISTA; break; case CreatureID::FIRST_AID_TENT: //First Aid tent return ArtifactID::FIRST_AID_TENT; break; case CreatureID::AMMO_CART: //Ammo cart return ArtifactID::AMMO_CART; break; } return ArtifactID::NONE; //this creature is not artifact } CreatureID CArtHandler::machineIDToCreature(ArtifactID id) { switch (id) { case ArtifactID::CATAPULT: return CreatureID::CATAPULT; break; case ArtifactID::BALLISTA: return CreatureID::BALLISTA; break; case ArtifactID::FIRST_AID_TENT: return CreatureID::FIRST_AID_TENT; break; case ArtifactID::AMMO_CART: return CreatureID::AMMO_CART; break; } return CreatureID::NONE; //this artifact is not a creature } ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function accepts) { auto getAllowedArts = [&](std::vector > &out, std::vector *arts, CArtifact::EartClass flag) { if (arts->empty()) //restock available arts fillList(*arts, flag); for (auto & arts_i : *arts) { if (accepts(arts_i->id)) { CArtifact *art = arts_i; out.push_back(art); } } }; auto getAllowed = [&](std::vector > &out) { if (flags & CArtifact::ART_TREASURE) getAllowedArts (out, &treasures, CArtifact::ART_TREASURE); if (flags & CArtifact::ART_MINOR) getAllowedArts (out, &minors, CArtifact::ART_MINOR); if (flags & CArtifact::ART_MAJOR) getAllowedArts (out, &majors, CArtifact::ART_MAJOR); if (flags & CArtifact::ART_RELIC) getAllowedArts (out, &relics, CArtifact::ART_RELIC); if (!out.size()) //no artifact of specified rarity, we need to take another one { getAllowedArts (out, &treasures, CArtifact::ART_TREASURE); getAllowedArts (out, &minors, CArtifact::ART_MINOR); getAllowedArts (out, &majors, CArtifact::ART_MAJOR); getAllowedArts (out, &relics, CArtifact::ART_RELIC); } if (!out.size()) //no arts are available at all { out.resize (64); std::fill_n (out.begin(), 64, artifacts[2]); //Give Grail - this can't be banned (hopefully) } }; std::vector > out; getAllowed(out); ArtifactID artID = (*RandomGeneratorUtil::nextItem(out, rand))->id; erasePickedArt(artID); return artID; } ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, std::function accepts) { return pickRandomArtifact(rand, 0xff, accepts); } ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags) { return pickRandomArtifact(rand, flags, [](ArtifactID){ return true;}); } Bonus *createBonus(Bonus::BonusType type, int val, int subtype, Bonus::ValueType valType, shared_ptr limiter = shared_ptr(), int additionalInfo = 0) { auto added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,-1,subtype); added->additionalInfo = additionalInfo; added->valType = valType; added->limiter = limiter; return added; } Bonus *createBonus(Bonus::BonusType type, int val, int subtype, shared_ptr propagator = shared_ptr(), int additionalInfo = 0) { auto added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,-1,subtype); added->additionalInfo = additionalInfo; added->valType = Bonus::BASE_NUMBER; added->propagator = propagator; return added; } void CArtHandler::giveArtBonus( ArtifactID aid, Bonus::BonusType type, int val, int subtype, Bonus::ValueType valType, shared_ptr limiter, int additionalInfo) { giveArtBonus(aid, createBonus(type, val, subtype, valType, limiter, additionalInfo)); } void CArtHandler::giveArtBonus(ArtifactID aid, Bonus::BonusType type, int val, int subtype, shared_ptr propagator /*= nullptr*/, int additionalInfo) { giveArtBonus(aid, createBonus(type, val, subtype, propagator, additionalInfo)); } void CArtHandler::giveArtBonus(ArtifactID aid, Bonus *bonus) { bonus->sid = aid; if(bonus->subtype == Bonus::MORALE || bonus->type == Bonus::LUCK) bonus->description = artifacts[aid]->Name() + (bonus->val > 0 ? " +" : " ") + boost::lexical_cast(bonus->val); else bonus->description = artifacts[aid]->Name(); artifacts[aid]->addNewBonus(bonus); } void CArtHandler::makeItCreatureArt (CArtifact * a, bool onlyCreature /*=true*/) { if (onlyCreature) { a->possibleSlots[ArtBearer::HERO].clear(); a->possibleSlots[ArtBearer::COMMANDER].clear(); } a->possibleSlots[ArtBearer::CREATURE].push_back(ArtifactPosition::CREATURE_SLOT); } void CArtHandler::makeItCreatureArt (ArtifactID aid, bool onlyCreature /*=true*/) { CArtifact *a = artifacts[aid]; makeItCreatureArt (a, onlyCreature); } void CArtHandler::makeItCommanderArt (CArtifact * a, bool onlyCommander /*= true*/ ) { if (onlyCommander) { a->possibleSlots[ArtBearer::HERO].clear(); a->possibleSlots[ArtBearer::CREATURE].clear(); } for (int i = ArtifactPosition::COMMANDER1; i <= ArtifactPosition::COMMANDER6; ++i) a->possibleSlots[ArtBearer::COMMANDER].push_back(ArtifactPosition(i)); } void CArtHandler::makeItCommanderArt( ArtifactID aid, bool onlyCommander /*= true*/ ) { CArtifact *a = artifacts[aid]; makeItCommanderArt (a, onlyCommander); } bool CArtHandler::legalArtifact(ArtifactID id) { auto art = artifacts[id]; //assert ( (!art->constituents) || art->constituents->size() ); //artifacts is not combined or has some components return ((art->possibleSlots[ArtBearer::HERO].size() || (art->possibleSlots[ArtBearer::COMMANDER].size() && VLC->modh->modules.COMMANDERS) || (art->possibleSlots[ArtBearer::CREATURE].size() && VLC->modh->modules.STACK_ARTIFACT)) && !(art->constituents) && //no combo artifacts spawning art->aClass >= CArtifact::ART_TREASURE && art->aClass <= CArtifact::ART_RELIC); } bool CArtHandler::isTradableArtifact(ArtifactID id) const { switch (id) { case ArtifactID::SPELLBOOK: case ArtifactID::GRAIL: case ArtifactID::CATAPULT: case ArtifactID::BALLISTA: case ArtifactID::AMMO_CART: case ArtifactID::FIRST_AID_TENT: return false; default: return true; } } void CArtHandler::initAllowedArtifactsList(const std::vector &allowed) { allowedArtifacts.clear(); treasures.clear(); minors.clear(); majors.clear(); relics.clear(); for (ArtifactID i=ArtifactID::SPELLBOOK; i CArtHandler::getDefaultAllowed() const { std::vector allowedArtifacts; allowedArtifacts.resize(127, true); allowedArtifacts.resize(141, false); allowedArtifacts.resize(GameConstants::ARTIFACTS_QUANTITY, true); return allowedArtifacts; } void CArtHandler::erasePickedArt(ArtifactID id) { CArtifact *art = artifacts[id]; if(auto artifactList = listFromClass(art->aClass)) { if(artifactList->empty()) fillList(*artifactList, art->aClass); auto itr = vstd::find(*artifactList, art); if(itr != artifactList->end()) { artifactList->erase(itr); } else logGlobal->warnStream() << "Problem: cannot erase artifact " << art->Name() << " from list, it was not present"; } else logGlobal->warnStream() << "Problem: cannot find list for artifact " << art->Name() << ", strange class. (special?)"; } boost::optional&> CArtHandler::listFromClass( CArtifact::EartClass artifactClass ) { switch(artifactClass) { case CArtifact::ART_TREASURE: return treasures; case CArtifact::ART_MINOR: return minors; case CArtifact::ART_MAJOR: return majors; case CArtifact::ART_RELIC: return relics; default: //special artifacts should not be erased return boost::optional&>(); } } void CArtHandler::fillList( std::vector &listToBeFilled, CArtifact::EartClass artifactClass ) { assert(listToBeFilled.empty()); for (auto & elem : allowedArtifacts) { if (elem->aClass == artifactClass) listToBeFilled.push_back(elem); } } void CArtHandler::afterLoadFinalization() { //All artifacts have their id, so we can properly update their bonuses' source ids. for(auto &art : artifacts) { for(auto &bonus : art->getExportedBonusList()) { assert(art == artifacts[art->id]); assert(bonus->source == Bonus::ARTIFACT); bonus->sid = art->id; } } for (CArtifact * art : artifacts) { VLC->objtypeh->loadSubObject(art->Name(), JsonNode(), Obj::ARTIFACT, art->id.num); if (!art->advMapDef.empty()) { JsonNode templ; templ["animation"].String() = art->advMapDef; // add new template. // Necessary for objects added via mods that don't have any templates in H3 VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->id)->addTemplate(templ); } // object does not have any templates - this is not usable object (e.g. pseudo-art like lock) if (VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->id)->getTemplates().empty()) VLC->objtypeh->removeSubObject(Obj::ARTIFACT, art->id); } } CArtifactInstance::CArtifactInstance() { init(); } CArtifactInstance::CArtifactInstance( CArtifact *Art) { init(); setType(Art); } void CArtifactInstance::setType( CArtifact *Art ) { artType = Art; attachTo(Art); } std::string CArtifactInstance::nodeName() const { return "Artifact instance of " + (artType ? artType->Name() : std::string("uninitialized")) + " type"; } CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s) { auto ret = new CArtifactInstance(VLC->arth->artifacts[1]); auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, 1, s->id); ret->addNewBonus(b); return ret; } void CArtifactInstance::init() { id = ArtifactInstanceID(); id = static_cast(ArtifactID::NONE); //to be randomized setNodeType(ARTIFACT_INSTANCE); } ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const { for(auto slot : artType->possibleSlots.at(h->bearerType())) { if(canBePutAt(h, slot)) //if(artType->fitsAt(h->artifWorn, slot)) { //we've found a free suitable slot. return slot; } } //if haven't find proper slot, use backpack return firstBackpackSlot(h); } ArtifactPosition CArtifactInstance::firstBackpackSlot(const CArtifactSet *h) const { if(!artType->isBig()) //discard big artifact return ArtifactPosition( GameConstants::BACKPACK_START + h->artifactsInBackpack.size()); return ArtifactPosition::PRE_FIRST; } bool CArtifactInstance::canBePutAt(const ArtifactLocation & al, bool assumeDestRemoved /*= false*/) const { return canBePutAt(al.getHolderArtSet(), al.slot, assumeDestRemoved); } bool CArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved /*= false*/) const { if(slot >= GameConstants::BACKPACK_START) { if(artType->isBig()) return false; //TODO backpack limit return true; } auto possibleSlots = artType->possibleSlots.find(artSet->bearerType()); if(possibleSlots == artType->possibleSlots.end()) { logGlobal->warnStream() << "Warning: artifact " << artType->Name() << " doesn't have defined allowed slots for bearer of type " << artSet->bearerType(); return false; } if(!vstd::contains(possibleSlots->second, slot)) return false; return artSet->isPositionFree(slot, assumeDestRemoved); } void CArtifactInstance::putAt(ArtifactLocation al) { assert(canBePutAt(al)); al.getHolderArtSet()->setNewArtSlot(al.slot, this, false); if(al.slot < GameConstants::BACKPACK_START) al.getHolderNode()->attachTo(this); } void CArtifactInstance::removeFrom(ArtifactLocation al) { assert(al.getHolderArtSet()->getArt(al.slot) == this); al.getHolderArtSet()->eraseArtSlot(al.slot); if(al.slot < GameConstants::BACKPACK_START) al.getHolderNode()->detachFrom(this); //TODO delete me? } bool CArtifactInstance::canBeDisassembled() const { return bool(artType->constituents); } std::vector CArtifactInstance::assemblyPossibilities(const CArtifactSet *h) const { std::vector ret; if(artType->constituents) //combined artifact already: no combining of combined artifacts... for now. return ret; for(const CArtifact * artifact : artType->constituentOf) { assert(artifact->constituents); bool possible = true; for(const CArtifact * constituent : *artifact->constituents) //check if all constituents are available { if(!h->hasArt(constituent->id, true)) //constituent must be equipped { possible = false; break; } } if(possible) ret.push_back(artifact); } return ret; } void CArtifactInstance::move(ArtifactLocation src, ArtifactLocation dst) { removeFrom(src); putAt(dst); } CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art) { if(!Art->constituents) { auto ret = new CArtifactInstance(Art); if (dynamic_cast(Art)) { auto bonus = new Bonus; bonus->type = Bonus::LEVEL_COUNTER; bonus->val = 0; ret->addNewBonus (bonus); } return ret; } else { auto ret = new CCombinedArtifactInstance(Art); ret->createConstituents(); return ret; } } CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid) { return createNewArtifactInstance(VLC->arth->artifacts[aid]); } void CArtifactInstance::deserializationFix() { setType(artType); } SpellID CArtifactInstance::getGivenSpellID() const { const Bonus * b = getBonusLocalFirst(Selector::type(Bonus::SPELL)); if(!b) { logGlobal->warnStream() << "Warning: " << nodeName() << " doesn't bear any spell!"; return SpellID::NONE; } return SpellID(b->subtype); } bool CArtifactInstance::isPart(const CArtifactInstance *supposedPart) const { return supposedPart == this; } bool CCombinedArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved /*= false*/) const { bool canMainArtifactBePlaced = CArtifactInstance::canBePutAt(artSet, slot, assumeDestRemoved); if(!canMainArtifactBePlaced) return false; //no is no... if(slot >= GameConstants::BACKPACK_START) return true; //we can always remove combined art to the backapck assert(artType->constituents); std::vector constituentsToBePlaced = constituentsInfo; //we'll remove constituents from that list, as we find a suitable slot for them //it may be that we picked a combined artifact in hero screen (though technically it's still there) to move it //so we remove from the list all constituents that are already present on dst hero in the form of locks for(const ConstituentInfo &constituent : constituentsInfo) { if(constituent.art == artSet->getArt(constituent.slot, false)) //no need to worry about locked constituent constituentsToBePlaced -= constituent; } //we iterate over all active slots and check if constituents fits them for (int i = 0; i < GameConstants::BACKPACK_START; i++) { for(auto art = constituentsToBePlaced.begin(); art != constituentsToBePlaced.end(); art++) { if(art->art->canBePutAt(artSet, ArtifactPosition(i), i == slot)) // i == al.slot because we can remove already worn artifact only from that slot that is our main destination { constituentsToBePlaced.erase(art); break; } } } return constituentsToBePlaced.empty(); } bool CCombinedArtifactInstance::canBeDisassembled() const { return true; } CCombinedArtifactInstance::CCombinedArtifactInstance(CArtifact *Art) : CArtifactInstance(Art) //TODO: seems unued, but need to be written { } CCombinedArtifactInstance::CCombinedArtifactInstance() { } void CCombinedArtifactInstance::createConstituents() { assert(artType); assert(artType->constituents); for(const CArtifact * art : *artType->constituents) { addAsConstituent(CArtifactInstance::createNewArtifactInstance(art->id), ArtifactPosition::PRE_FIRST); } } void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance *art, ArtifactPosition slot) { assert(vstd::contains(*artType->constituents, art->artType.get())); assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType); constituentsInfo.push_back(ConstituentInfo(art, slot)); attachTo(art); } void CCombinedArtifactInstance::putAt(ArtifactLocation al) { if(al.slot >= GameConstants::BACKPACK_START) { CArtifactInstance::putAt(al); for(ConstituentInfo &ci : constituentsInfo) ci.slot = ArtifactPosition::PRE_FIRST; } else { CArtifactInstance *mainConstituent = figureMainConstituent(al); //it'll be replaced with combined artifact, not a lock CArtifactInstance::putAt(al); //puts combined art (this) for(ConstituentInfo &ci : constituentsInfo) { if(ci.art != mainConstituent) { const ArtifactLocation suggestedPos(al.artHolder, ci.slot); const bool inActiveSlot = vstd::isbetween(ci.slot, 0, GameConstants::BACKPACK_START); const bool suggestedPosValid = ci.art->canBePutAt(suggestedPos); ArtifactPosition pos = ArtifactPosition::PRE_FIRST; if(inActiveSlot && suggestedPosValid) //there is a valid suggestion where to place lock pos = ci.slot; else ci.slot = pos = ci.art->firstAvailableSlot(al.getHolderArtSet()); assert(pos < GameConstants::BACKPACK_START); al.getHolderArtSet()->setNewArtSlot(pos, ci.art, true); //sets as lock } else { ci.slot = ArtifactPosition::PRE_FIRST; } } } } void CCombinedArtifactInstance::removeFrom(ArtifactLocation al) { if(al.slot >= GameConstants::BACKPACK_START) { CArtifactInstance::removeFrom(al); } else { for(ConstituentInfo &ci : constituentsInfo) { if(ci.slot >= 0) { al.getHolderArtSet()->eraseArtSlot(ci.slot); ci.slot = ArtifactPosition::PRE_FIRST; } else { //main constituent CArtifactInstance::removeFrom(al); } } } } CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(const ArtifactLocation al) { CArtifactInstance *mainConstituent = nullptr; //it'll be replaced with combined artifact, not a lock for(ConstituentInfo &ci : constituentsInfo) if(ci.slot == al.slot) mainConstituent = ci.art; if(!mainConstituent) { for(ConstituentInfo &ci : constituentsInfo) { if(vstd::contains(ci.art->artType->possibleSlots[al.getHolderArtSet()->bearerType()], al.slot)) { mainConstituent = ci.art; } } } return mainConstituent; } void CCombinedArtifactInstance::deserializationFix() { for(ConstituentInfo &ci : constituentsInfo) attachTo(ci.art); } bool CCombinedArtifactInstance::isPart(const CArtifactInstance *supposedPart) const { bool me = CArtifactInstance::isPart(supposedPart); if(me) return true; //check for constituents for(const ConstituentInfo &constituent : constituentsInfo) if(constituent.art == supposedPart) return true; return false; } CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art /*= nullptr*/, ArtifactPosition Slot /*= -1*/) { art = Art; slot = Slot; } bool CCombinedArtifactInstance::ConstituentInfo::operator==(const ConstituentInfo &rhs) const { return art == rhs.art && slot == rhs.slot; } const CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked /*= true*/) const { if(const ArtSlotInfo *si = getSlot(pos)) { if(si->artifact && (!excludeLocked || !si->locked)) return si->artifact; } return nullptr; } CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked /*= true*/) { return const_cast((const_cast(this))->getArt(pos, excludeLocked)); } ArtifactPosition CArtifactSet::getArtPos(int aid, bool onlyWorn /*= true*/) const { for(auto i = artifactsWorn.cbegin(); i != artifactsWorn.cend(); i++) if(i->second.artifact->artType->id == aid) return i->first; if(onlyWorn) return ArtifactPosition::PRE_FIRST; for(int i = 0; i < artifactsInBackpack.size(); i++) if(artifactsInBackpack[i].artifact->artType->id == aid) return ArtifactPosition(GameConstants::BACKPACK_START + i); return ArtifactPosition::PRE_FIRST; } ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const { for(auto i : artifactsWorn) if(i.second.artifact == art) return i.first; for(int i = 0; i < artifactsInBackpack.size(); i++) if(artifactsInBackpack[i].artifact == art) return ArtifactPosition(GameConstants::BACKPACK_START + i); return ArtifactPosition::PRE_FIRST; } const CArtifactInstance * CArtifactSet::getArtByInstanceId( ArtifactInstanceID artInstId ) const { for(auto i : artifactsWorn) if(i.second.artifact->id == artInstId) return i.second.artifact; for(auto i : artifactsInBackpack) if(i.artifact->id == artInstId) return i.artifact; return nullptr; } bool CArtifactSet::hasArt(ui32 aid, bool onlyWorn /*= false*/) const { return getArtPos(aid, onlyWorn) != ArtifactPosition::PRE_FIRST; } const ArtSlotInfo * CArtifactSet::getSlot(ArtifactPosition pos) const { if(vstd::contains(artifactsWorn, pos)) return &artifactsWorn.at(pos); if(pos >= ArtifactPosition::AFTER_LAST ) { int backpackPos = (int)pos - GameConstants::BACKPACK_START; if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size()) return nullptr; else return &artifactsInBackpack[backpackPos]; } return nullptr; } bool CArtifactSet::isPositionFree(ArtifactPosition pos, bool onlyLockCheck /*= false*/) const { if(const ArtSlotInfo *s = getSlot(pos)) return (onlyLockCheck || !s->artifact) && !s->locked; return true; //no slot means not used } si32 CArtifactSet::getArtTypeId(ArtifactPosition pos) const { const CArtifactInstance * const a = getArt(pos); if(!a) { logGlobal->warnStream() << (dynamic_cast(this))->name << " has no artifact at " << pos << " (getArtTypeId)"; return -1; } return a->artType->id; } CArtifactSet::~CArtifactSet() { } ArtSlotInfo & CArtifactSet::retreiveNewArtSlot(ArtifactPosition slot) { assert(!vstd::contains(artifactsWorn, slot)); ArtSlotInfo &ret = slot < GameConstants::BACKPACK_START ? artifactsWorn[slot] : *artifactsInBackpack.insert(artifactsInBackpack.begin() + (slot - GameConstants::BACKPACK_START), ArtSlotInfo()); return ret; } void CArtifactSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance *art, bool locked) { ArtSlotInfo &asi = retreiveNewArtSlot(slot); asi.artifact = art; asi.locked = locked; } void CArtifactSet::eraseArtSlot(ArtifactPosition slot) { if(slot < GameConstants::BACKPACK_START) { artifactsWorn.erase(slot); } else { slot = ArtifactPosition(slot - GameConstants::BACKPACK_START); artifactsInBackpack.erase(artifactsInBackpack.begin() + slot); } } void CArtifactSet::artDeserializationFix(CBonusSystemNode *node) { for(auto & elem : artifactsWorn) if(elem.second.artifact && !elem.second.locked) node->attachTo(elem.second.artifact); }