/* * CArmedInstance.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 "CArmedInstance.h" #include "../CTownHandler.h" #include "../CCreatureHandler.h" #include "../CGeneralTextHandler.h" #include "../CGameState.h" #include "../CPlayerState.h" VCMI_LIB_NAMESPACE_BEGIN void CArmedInstance::randomizeArmy(int type) { for (auto & elem : stacks) { int & randID = elem.second->idRand; if(randID >= 0) { int level = randID / 2; bool upgrade = randID % 2; elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]); randID = -1; } assert(elem.second->valid(false)); assert(elem.second->armyObj == this); } return; } // Take Angelic Alliance troop-mixing freedom of non-evil units into account. CSelector CArmedInstance::nonEvilAlignmentMixSelector = Selector::type()(Bonus::NONEVIL_ALIGNMENT_MIX); CArmedInstance::CArmedInstance() :CArmedInstance(false) { } CArmedInstance::CArmedInstance(bool isHypotetic) :CBonusSystemNode(isHypotetic), nonEvilAlignmentMix(this, nonEvilAlignmentMixSelector) { battle = nullptr; } void CArmedInstance::updateMoraleBonusFromArmy() { if(!validTypes(false)) //object not randomized, don't bother return; auto b = getExportedBonusList().getFirst(Selector::sourceType()(Bonus::ARMY).And(Selector::type()(Bonus::MORALE))); if(!b) { b = std::make_shared(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1); addNewBonus(b); } //number of alignments and presence of undead std::set factions; bool hasUndead = false; const std::string undeadCacheKey = "type_UNDEAD"; static const CSelector undeadSelector = Selector::type()(Bonus::UNDEAD); for(auto slot : Slots()) { const CStackInstance * inst = slot.second; const CCreature * creature = VLC->creh->objects[inst->getCreatureID()]; factions.insert(creature->faction); // Check for undead flag instead of faction (undead mummies are neutral) if (!hasUndead) { //this is costly check, let's skip it at first undead hasUndead |= inst->hasBonus(undeadSelector, undeadCacheKey); } } size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account if (nonEvilAlignmentMix.getHasBonus()) { size_t mixableFactions = 0; for(TFaction f : factions) { if ((*VLC->townh)[f]->alignment != EAlignment::EVIL) mixableFactions++; } if (mixableFactions > 0) factionsInArmy -= mixableFactions - 1; } std::string description; if(factionsInArmy == 1) { b->val = +1; description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1 description = description.substr(0, description.size()-3);//trim "+1" } else if (!factions.empty()) // no bonus from empty garrison { b->val = 2 - (si32)factionsInArmy; description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d description = b->description.substr(0, description.size()-2);//trim value } boost::algorithm::trim(description); b->description = description; CBonusSystemNode::treeHasChanged(); //-1 modifier for any Undead unit in army const ui8 UNDEAD_MODIFIER_ID = -2; auto undeadModifier = getExportedBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID)); if(hasUndead) { if(!undeadModifier) { undeadModifier = std::make_shared(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]); undeadModifier->description = undeadModifier->description.substr(0, undeadModifier->description.size()-2);//trim value addNewBonus(undeadModifier); } } else if(undeadModifier) removeBonus(undeadModifier); } void CArmedInstance::armyChanged() { updateMoraleBonusFromArmy(); } CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs) { if(tempOwner < PlayerColor::PLAYER_LIMIT) return gs->getPlayerState(tempOwner); else return &gs->globalEffects; } CBonusSystemNode * CArmedInstance::whatShouldBeAttached() { return this; } VCMI_LIB_NAMESPACE_END