/* * Limiter.h, 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 * */ #pragma once #include "../GameConstants.h" #include "../ResourceSet.h" VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class CStackBasicDescriptor; struct Component; namespace Rewardable { struct Limiter; using LimitersList = std::vector>; /// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements /// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures) struct DLL_LINKAGE Limiter final { /// day of week, unused if 0, 1-7 will test for current day of week si32 dayOfWeek; si32 daysPassed; /// total experience that hero needs to have si32 heroExperience; /// level that hero needs to have si32 heroLevel; /// mana points that hero needs to have si32 manaPoints; /// percentage of mana points that hero needs to have si32 manaPercentage; /// Number of free secondary slots that hero needs to have bool canLearnSkills; /// resources player needs to have in order to trigger reward TResources resources; /// skills hero needs to have std::vector primary; std::map secondary; /// artifacts that hero needs to have (equipped or in backpack) to trigger this /// checks for artifacts copies if same artifact id is included multiple times std::vector artifacts; /// Spells that hero must have in the spellbook std::vector spells; /// Spells that hero must be able to learn std::vector canLearnSpells; /// creatures that hero needs to have std::vector creatures; /// only heroes/hero classes from list could pass limiter std::vector heroes; std::vector heroClasses; /// only player colors can pass limiter std::vector players; /// sub-limiters, all must pass for this limiter to pass LimitersList allOf; /// sub-limiters, at least one should pass for this limiter to pass LimitersList anyOf; /// sub-limiters, none should pass for this limiter to pass LimitersList noneOf; Limiter(); ~Limiter(); bool heroAllowed(const CGHeroInstance * hero) const; /// Generates list of components that describes reward for a specific hero void loadComponents(std::vector & comps, const CGHeroInstance * h) const; template void serialize(Handler &h, const int version) { h & dayOfWeek; h & daysPassed; h & heroExperience; h & heroLevel; h & manaPoints; h & manaPercentage; h & canLearnSkills; h & resources; h & primary; h & secondary; h & artifacts; h & spells; h & canLearnSpells; h & creatures; h & heroes; h & heroClasses; h & players; h & allOf; h & anyOf; h & noneOf; } void serializeJson(JsonSerializeFormat & handler); }; } bool DLL_LINKAGE operator== (const Rewardable::Limiter & l, const Rewardable::Limiter & r); bool DLL_LINKAGE operator!= (const Rewardable::Limiter & l, const Rewardable::Limiter & r); VCMI_LIB_NAMESPACE_END