/* * 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" 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->factions[type]->town->creatures[level][upgrade]); randID = -1; } assert(elem.second->valid(false)); assert(elem.second->armyObj == this); } return; } CArmedInstance::CArmedInstance() { battle = nullptr; } void CArmedInstance::updateMoraleBonusFromArmy() { if(!validTypes(false)) //object not randomized, don't bother return; Bonus *b = getExportedBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE))); if(!b) { b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1); addNewBonus(b); } //number of alignments and presence of undead std::set factions; bool hasUndead = false; for(auto slot : Slots()) { const CStackInstance * inst = slot.second; const CCreature * creature = VLC->creh->creatures[inst->getCreatureID()]; factions.insert(creature->faction); // Check for undead flag instead of faction (undead mummies are neutral) hasUndead |= inst->hasBonusOfType(Bonus::UNDEAD); } size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account // Take Angelic Alliance troop-mixing freedom of non-evil units into account. if (hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX)) { size_t mixableFactions = 0; for(TFaction f : factions) { if (VLC->townh->factions[f]->alignment != EAlignment::EVIL) mixableFactions++; } if (mixableFactions > 0) factionsInArmy -= mixableFactions - 1; } if(factionsInArmy == 1) { b->val = +1; b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1 b->description = b->description.substr(0, b->description.size()-3);//trim "+1" } else if (!factions.empty()) // no bonus from empty garrison { b->val = 2 - factionsInArmy; b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d b->description = b->description.substr(0, b->description.size()-2);//trim value } boost::algorithm::trim(b->description); CBonusSystemNode::treeHasChanged(); //-1 modifier for any Undead unit in army const ui8 UNDEAD_MODIFIER_ID = -2; Bonus *undeadModifier = getExportedBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID)); if(hasUndead) { if(!undeadModifier) { undeadModifier = new Bonus(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->getPlayer(tempOwner); else return &gs->globalEffects; } CBonusSystemNode * CArmedInstance::whatShouldBeAttached() { return this; }