/* * CCreatureSet.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 "CCreatureSet.h" #include "ArtifactUtils.h" #include "CConfigHandler.h" #include "CCreatureHandler.h" #include "VCMI_Lib.h" #include "GameSettings.h" #include "mapObjects/CGHeroInstance.h" #include "modding/ModScope.h" #include "IGameCallback.h" #include "CGeneralTextHandler.h" #include "spells/CSpellHandler.h" #include "CHeroHandler.h" #include "IBonusTypeHandler.h" #include "serializer/JsonSerializeFormat.h" #include "NetPacksBase.h" #include #include VCMI_LIB_NAMESPACE_BEGIN bool CreatureSlotComparer::operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs) { return lhs.first->getAIValue() < rhs.first->getAIValue(); // Descendant order sorting } const CStackInstance & CCreatureSet::operator[](const SlotID & slot) const { auto i = stacks.find(slot); if (i != stacks.end()) return *i->second; else throw std::runtime_error("That slot is empty!"); } const CCreature * CCreatureSet::getCreature(const SlotID & slot) const { auto i = stacks.find(slot); if (i != stacks.end()) return i->second->type; else return nullptr; } bool CCreatureSet::setCreature(SlotID slot, CreatureID type, TQuantity quantity) /*slots 0 to 6 */ { if(!slot.validSlot()) { logGlobal->error("Cannot set slot %d", slot.getNum()); return false; } if(!quantity) { logGlobal->warn("Using set creature to delete stack?"); eraseStack(slot); return true; } if(hasStackAtSlot(slot)) //remove old creature eraseStack(slot); auto * armyObj = castToArmyObj(); bool isHypotheticArmy = armyObj ? armyObj->isHypothetic() : false; putStack(slot, new CStackInstance(type, quantity, isHypotheticArmy)); return true; } SlotID CCreatureSet::getSlotFor(const CreatureID & creature, ui32 slotsAmount) const /*returns -1 if no slot available */ { return getSlotFor(VLC->creh->objects[creature], slotsAmount); } SlotID CCreatureSet::getSlotFor(const CCreature *c, ui32 slotsAmount) const { assert(c && c->valid()); for(const auto & elem : stacks) { assert(elem.second->type->valid()); if(elem.second->type == c) { return elem.first; //if there is already such creature we return its slot id } } return getFreeSlot(slotsAmount); } bool CCreatureSet::hasCreatureSlots(const CCreature * c, const SlotID & exclude) const { assert(c && c->valid()); for(const auto & elem : stacks) // elem is const { if(elem.first == exclude) // Check slot continue; if(!elem.second || !elem.second->type) // Check creature continue; assert(elem.second->type->valid()); if(elem.second->type == c) return true; } return false; } std::vector CCreatureSet::getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount) const { assert(c && c->valid()); std::vector result; for(const auto & elem : stacks) { if(elem.first == exclude) continue; if(!elem.second || !elem.second->type || elem.second->type != c) continue; if(elem.second->count == ignoreAmount || elem.second->count < 1) continue; assert(elem.second->type->valid()); result.push_back(elem.first); } return result; } bool CCreatureSet::isCreatureBalanced(const CCreature * c, TQuantity ignoreAmount) const { assert(c && c->valid()); TQuantity max = 0; TQuantity min = std::numeric_limits::max(); for(const auto & elem : stacks) { if(!elem.second || !elem.second->type || elem.second->type != c) continue; const auto count = elem.second->count; if(count == ignoreAmount || count < 1) continue; assert(elem.second->type->valid()); if(count > max) max = count; if(count < min) min = count; if(max - min > 1) return false; } return true; } SlotID CCreatureSet::getFreeSlot(ui32 slotsAmount) const { for(ui32 i=0; i CCreatureSet::getFreeSlots(ui32 slotsAmount) const { std::vector freeSlots; for(ui32 i = 0; i < slotsAmount; i++) { auto slot = SlotID(i); if(!vstd::contains(stacks, slot)) freeSlots.push_back(slot); } return freeSlots; } std::queue CCreatureSet::getFreeSlotsQueue(ui32 slotsAmount) const { std::queue freeSlots; for (ui32 i = 0; i < slotsAmount; i++) { auto slot = SlotID(i); if(!vstd::contains(stacks, slot)) freeSlots.push(slot); } return freeSlots; } TMapCreatureSlot CCreatureSet::getCreatureMap() const { TMapCreatureSlot creatureMap; TMapCreatureSlot::key_compare keyComp = creatureMap.key_comp(); // https://stackoverflow.com/questions/97050/stdmap-insert-or-stdmap-find // https://www.cplusplus.com/reference/map/map/key_comp/ for(const auto & pair : stacks) { const auto * creature = pair.second->type; auto slot = pair.first; auto lb = creatureMap.lower_bound(creature); if(lb != creatureMap.end() && !(keyComp(creature, lb->first))) continue; creatureMap.insert(lb, TMapCreatureSlot::value_type(creature, slot)); } return creatureMap; } TCreatureQueue CCreatureSet::getCreatureQueue(const SlotID & exclude) const { TCreatureQueue creatureQueue; for(const auto & pair : stacks) { if(pair.first == exclude) continue; creatureQueue.push(std::make_pair(pair.second->type, pair.first)); } return creatureQueue; } TQuantity CCreatureSet::getStackCount(const SlotID & slot) const { auto i = stacks.find(slot); if (i != stacks.end()) return i->second->count; else return 0; //TODO? consider issuing a warning } TExpType CCreatureSet::getStackExperience(const SlotID & slot) const { auto i = stacks.find(slot); if (i != stacks.end()) return i->second->experience; else return 0; //TODO? consider issuing a warning } bool CCreatureSet::mergableStacks(std::pair & out, const SlotID & preferable) const /*looks for two same stacks, returns slot positions */ { //try to match creature to our preferred stack if(preferable.validSlot() && vstd::contains(stacks, preferable)) { const CCreature *cr = stacks.find(preferable)->second->type; for(const auto & elem : stacks) { if(cr == elem.second->type && elem.first != preferable) { out.first = preferable; out.second = elem.first; return true; } } } for(const auto & stack : stacks) { for(const auto & elem : stacks) { if(stack.second->type == elem.second->type && stack.first != elem.first) { out.first = stack.first; out.second = elem.first; return true; } } } return false; } void CCreatureSet::sweep() { for(auto i=stacks.begin(); i!=stacks.end(); ++i) { if(!i->second->count) { stacks.erase(i); sweep(); break; } } } void CCreatureSet::addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging) { const CCreature *c = VLC->creh->objects[cre]; if(!hasStackAtSlot(slot)) { setCreature(slot, cre, count); } else if(getCreature(slot) == c && allowMerging) //that slot was empty or contained same type creature { setStackCount(slot, getStackCount(slot) + count); } else { logGlobal->error("Failed adding to slot!"); } } void CCreatureSet::addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging) { assert(stack->valid(true)); if(!hasStackAtSlot(slot)) { putStack(slot, stack); } else if(allowMerging && stack->type == getCreature(slot)) { joinStack(slot, stack); } else { logGlobal->error("Cannot add to slot %d stack %s", slot.getNum(), stack->nodeName()); } } bool CCreatureSet::validTypes(bool allowUnrandomized) const { for(const auto & elem : stacks) { if(!elem.second->valid(allowUnrandomized)) return false; } return true; } bool CCreatureSet::slotEmpty(const SlotID & slot) const { return !hasStackAtSlot(slot); } bool CCreatureSet::needsLastStack() const { return false; } ui64 CCreatureSet::getArmyStrength() const { ui64 ret = 0; for(const auto & elem : stacks) ret += elem.second->getPower(); return ret; } ui64 CCreatureSet::getPower(const SlotID & slot) const { return getStack(slot).getPower(); } std::string CCreatureSet::getRoughAmount(const SlotID & slot, int mode) const { /// Mode represent return string format /// "Pack" - 0, "A pack of" - 1, "a pack of" - 2 CCreature::CreatureQuantityId quantity = CCreature::getQuantityID(getStackCount(slot)); if((int)quantity) { if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool()) return CCreature::getQuantityRangeStringForId(quantity); return VLC->generaltexth->arraytxt[(174 + mode) + 3*(int)quantity]; } return ""; } std::string CCreatureSet::getArmyDescription() const { std::string text; std::vector guards; for(const auto & elem : stacks) { auto str = boost::str(boost::format("%s %s") % getRoughAmount(elem.first, 2) % getCreature(elem.first)->getNamePluralTranslated()); guards.push_back(str); } if(!guards.empty()) { for(int i = 0; i < guards.size(); i++) { text += guards[i]; if(i + 2 < guards.size()) text += ", "; else if(i + 2 == guards.size()) text += VLC->generaltexth->allTexts[237]; } } return text; } int CCreatureSet::stacksCount() const { return static_cast(stacks.size()); } void CCreatureSet::setFormation(bool tight) { if (tight) formation = EArmyFormation::TIGHT; else formation = EArmyFormation::LOOSE; } void CCreatureSet::setStackCount(const SlotID & slot, TQuantity count) { assert(hasStackAtSlot(slot)); assert(stacks[slot]->count + count > 0); if (VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE) && count > stacks[slot]->count) stacks[slot]->experience = static_cast(stacks[slot]->experience * (count / static_cast(stacks[slot]->count))); stacks[slot]->count = count; armyChanged(); } void CCreatureSet::giveStackExp(TExpType exp) { for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++) i->second->giveStackExp(exp); } void CCreatureSet::setStackExp(const SlotID & slot, TExpType exp) { assert(hasStackAtSlot(slot)); stacks[slot]->experience = exp; } void CCreatureSet::clearSlots() { while(!stacks.empty()) { eraseStack(stacks.begin()->first); } } const CStackInstance & CCreatureSet::getStack(const SlotID & slot) const { assert(hasStackAtSlot(slot)); return *getStackPtr(slot); } const CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const { if(hasStackAtSlot(slot)) return stacks.find(slot)->second; else return nullptr; } void CCreatureSet::eraseStack(const SlotID & slot) { assert(hasStackAtSlot(slot)); CStackInstance *toErase = detachStack(slot); vstd::clear_pointer(toErase); } bool CCreatureSet::contains(const CStackInstance *stack) const { if(!stack) return false; for(const auto & elem : stacks) if(elem.second == stack) return true; return false; } SlotID CCreatureSet::findStack(const CStackInstance *stack) const { const auto * h = dynamic_cast(this); if (h && h->commander == stack) return SlotID::COMMANDER_SLOT_PLACEHOLDER; if(!stack) return SlotID(); for(const auto & elem : stacks) if(elem.second == stack) return elem.first; return SlotID(); } CArmedInstance * CCreatureSet::castToArmyObj() { return dynamic_cast(this); } void CCreatureSet::putStack(const SlotID & slot, CStackInstance * stack) { assert(slot.getNum() < GameConstants::ARMY_SIZE); assert(!hasStackAtSlot(slot)); stacks[slot] = stack; stack->setArmyObj(castToArmyObj()); armyChanged(); } void CCreatureSet::joinStack(const SlotID & slot, CStackInstance * stack) { [[maybe_unused]] const CCreature *c = getCreature(slot); assert(c == stack->type); assert(c); //TODO move stuff changeStackCount(slot, stack->count); vstd::clear_pointer(stack); } void CCreatureSet::changeStackCount(const SlotID & slot, TQuantity toAdd) { setStackCount(slot, getStackCount(slot) + toAdd); } CCreatureSet::~CCreatureSet() { clearSlots(); } void CCreatureSet::setToArmy(CSimpleArmy &src) { clearSlots(); while(src) { auto i = src.army.begin(); putStack(i->first, new CStackInstance(i->second.first, i->second.second)); src.army.erase(i); } } CStackInstance * CCreatureSet::detachStack(const SlotID & slot) { assert(hasStackAtSlot(slot)); CStackInstance *ret = stacks[slot]; //if(CArmedInstance *armedObj = castToArmyObj()) if(ret) { ret->setArmyObj(nullptr); //detaches from current armyobj assert(!ret->armyObj); //we failed detaching? } stacks.erase(slot); armyChanged(); return ret; } void CCreatureSet::setStackType(const SlotID & slot, const CreatureID & type) { assert(hasStackAtSlot(slot)); CStackInstance *s = stacks[slot]; s->setType(type); armyChanged(); } bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks) const { if(!allowMergingStacks) { int freeSlots = stacksCount() - GameConstants::ARMY_SIZE; std::set cresToAdd; for(const auto & elem : cs.stacks) { SlotID dest = getSlotFor(elem.second->type); if(!dest.validSlot() || hasStackAtSlot(dest)) cresToAdd.insert(elem.second->type); } return cresToAdd.size() <= freeSlots; } else { CCreatureSet cres; SlotID j; //get types of creatures that need their own slot for(const auto & elem : cs.stacks) if ((j = cres.getSlotFor(elem.second->type)).validSlot()) cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible //cres.addToSlot(elem.first, elem.second->type->getId(), 1, true); for(const auto & elem : stacks) { if ((j = cres.getSlotFor(elem.second->type)).validSlot()) cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible else return false; //no place found } return true; //all stacks found their slots } } bool CCreatureSet::hasStackAtSlot(const SlotID & slot) const { return vstd::contains(stacks, slot); } CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs) { assert(0); return *this; } void CCreatureSet::armyChanged() { } void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional fixedSize) { if(handler.saving && stacks.empty()) return; handler.serializeEnum("formation", formation, NArmyFormation::names); auto a = handler.enterArray(armyFieldName); if(handler.saving) { size_t sz = 0; for(const auto & p : stacks) vstd::amax(sz, p.first.getNum()+1); if(fixedSize) vstd::amax(sz, fixedSize.value()); a.resize(sz, JsonNode::JsonType::DATA_STRUCT); for(const auto & p : stacks) { auto s = a.enterStruct(p.first.getNum()); p.second->serializeJson(handler); } } else { for(size_t idx = 0; idx < a.size(); idx++) { auto s = a.enterStruct(idx); TQuantity amount = 0; handler.serializeInt("amount", amount); if(amount > 0) { auto * new_stack = new CStackInstance(); new_stack->serializeJson(handler); putStack(SlotID(static_cast(idx)), new_stack); } } } } CStackInstance::CStackInstance() : armyObj(_armyObj) { init(); } CStackInstance::CStackInstance(const CreatureID & id, TQuantity Count, bool isHypothetic): CBonusSystemNode(isHypothetic), armyObj(_armyObj) { init(); setType(id); count = Count; } CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count, bool isHypothetic) : CBonusSystemNode(isHypothetic), armyObj(_armyObj) { init(); setType(cre); count = Count; } void CStackInstance::init() { experience = 0; count = 0; type = nullptr; _armyObj = nullptr; setNodeType(STACK_INSTANCE); } CCreature::CreatureQuantityId CStackInstance::getQuantityID() const { return CCreature::getQuantityID(count); } int CStackInstance::getExpRank() const { if (!VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE)) return 0; int tier = type->getLevel(); if (vstd::iswithin(tier, 1, 7)) { for(int i = static_cast(VLC->creh->expRanks[tier].size()) - 2; i > -1; --i) //sic! { //exp values vary from 1st level to max exp at 11th level if (experience >= VLC->creh->expRanks[tier][i]) return ++i; //faster, but confusing - 0 index mean 1st level of experience } return 0; } else //higher tier { for(int i = static_cast(VLC->creh->expRanks[0].size()) - 2; i > -1; --i) { if (experience >= VLC->creh->expRanks[0][i]) return ++i; } return 0; } } int CStackInstance::getLevel() const { return std::max(1, static_cast(type->getLevel())); } void CStackInstance::giveStackExp(TExpType exp) { int level = type->getLevel(); if (!vstd::iswithin(level, 1, 7)) level = 0; CCreatureHandler * creh = VLC->creh; ui32 maxExp = creh->expRanks[level].back(); vstd::amin(exp, static_cast(maxExp)); //prevent exp overflow due to different types vstd::amin(exp, (maxExp * creh->maxExpPerBattle[level])/100); vstd::amin(experience += exp, maxExp); //can't get more exp than this limit } void CStackInstance::setType(const CreatureID & creID) { if(creID.getNum() >= 0 && creID.getNum() < VLC->creh->objects.size()) setType(VLC->creh->objects[creID]); else setType((const CCreature*)nullptr); } void CStackInstance::setType(const CCreature *c) { if(type) { detachFrom(const_cast(*type)); if (type->isMyUpgrade(c) && VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE)) experience = static_cast(experience * VLC->creh->expAfterUpgrade / 100.0); } CStackBasicDescriptor::setType(c); if(type) attachTo(const_cast(*type)); } std::string CStackInstance::bonusToString(const std::shared_ptr& bonus, bool description) const { return VLC->getBth()->bonusToString(bonus, this, description); } ImagePath CStackInstance::bonusToGraphics(const std::shared_ptr & bonus) const { return VLC->getBth()->bonusToGraphics(bonus); } void CStackInstance::setArmyObj(const CArmedInstance * ArmyObj) { if(_armyObj) detachFrom(const_cast(*_armyObj)); _armyObj = ArmyObj; if(ArmyObj) attachTo(const_cast(*_armyObj)); } std::string CStackInstance::getQuantityTXT(bool capitalized) const { CCreature::CreatureQuantityId quantity = getQuantityID(); if ((int)quantity) { if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool()) return CCreature::getQuantityRangeStringForId(quantity); return VLC->generaltexth->arraytxt[174 + (int)quantity*3 - 1 - capitalized]; } else return ""; } bool CStackInstance::valid(bool allowUnrandomized) const { if(!randomStack) { return (type && type == VLC->creh->objects[type->getId()]); } else return allowUnrandomized; } std::string CStackInstance::nodeName() const { std::ostringstream oss; oss << "Stack of " << count << " of "; if(type) oss << type->getNamePluralTextID(); else oss << "[UNDEFINED TYPE]"; return oss.str(); } PlayerColor CStackInstance::getOwner() const { return _armyObj ? _armyObj->getOwner() : PlayerColor::NEUTRAL; } void CStackInstance::deserializationFix() { const CArmedInstance *armyBackup = _armyObj; _armyObj = nullptr; setArmyObj(armyBackup); artDeserializationFix(this); } CreatureID CStackInstance::getCreatureID() const { if(type) return type->getId(); else return CreatureID::NONE; } std::string CStackInstance::getName() const { return (count > 1) ? type->getNamePluralTranslated() : type->getNameSingularTranslated(); } ui64 CStackInstance::getPower() const { assert(type); return type->getAIValue() * count; } ArtBearer::ArtBearer CStackInstance::bearerType() const { return ArtBearer::CREATURE; } void CStackInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art) { assert(!getArt(pos)); assert(art->artType->canBePutAt(this, pos)); CArtifactSet::putArtifact(pos, art); if(ArtifactUtils::isSlotEquipment(pos)) attachTo(*art); } void CStackInstance::removeArtifact(ArtifactPosition pos) { assert(getArt(pos)); detachFrom(*getArt(pos)); CArtifactSet::removeArtifact(pos); } void CStackInstance::serializeJson(JsonSerializeFormat & handler) { //todo: artifacts CStackBasicDescriptor::serializeJson(handler);//must be first if(handler.saving) { if(randomStack) { int level = randomStack->level; int upgrade = randomStack->upgrade; handler.serializeInt("level", level, 0); handler.serializeInt("upgraded", upgrade, 0); } } else { //type set by CStackBasicDescriptor::serializeJson if(type == nullptr) { uint8_t level = 0; uint8_t upgrade = 0; handler.serializeInt("level", level, 0); handler.serializeInt("upgrade", upgrade, 0); randomStack = RandomStackInfo{ level, upgrade }; } } } FactionID CStackInstance::getFaction() const { if(type) return type->getFaction(); return FactionID::NEUTRAL; } const IBonusBearer* CStackInstance::getBonusBearer() const { return this; } CCommanderInstance::CCommanderInstance() { init(); } CCommanderInstance::CCommanderInstance(const CreatureID & id): name("Commando") { init(); setType(id); //TODO - parse them } void CCommanderInstance::init() { alive = true; experience = 0; level = 1; count = 1; type = nullptr; _armyObj = nullptr; setNodeType (CBonusSystemNode::COMMANDER); secondarySkills.resize (ECommander::SPELL_POWER + 1); } void CCommanderInstance::setAlive (bool Alive) { //TODO: helm of immortality alive = Alive; if (!alive) { removeBonusesRecursive(Bonus::UntilCommanderKilled); } } void CCommanderInstance::giveStackExp (TExpType exp) { if (alive) experience += exp; } int CCommanderInstance::getExpRank() const { return VLC->heroh->level (experience); } int CCommanderInstance::getLevel() const { return std::max (1, getExpRank()); } void CCommanderInstance::levelUp () { level++; for(const auto & bonus : VLC->creh->commanderLevelPremy) { //grant all regular level-up bonuses accumulateBonus(bonus); } } ArtBearer::ArtBearer CCommanderInstance::bearerType() const { return ArtBearer::COMMANDER; } bool CCommanderInstance::gainsLevel() const { return experience >= static_cast(VLC->heroh->reqExp(level + 1)); } //This constructor should be placed here to avoid side effects CStackBasicDescriptor::CStackBasicDescriptor() = default; CStackBasicDescriptor::CStackBasicDescriptor(const CreatureID & id, TQuantity Count): type(VLC->creh->objects[id]), count(Count) { } CStackBasicDescriptor::CStackBasicDescriptor(const CCreature *c, TQuantity Count) : type(c), count(Count) { } const Creature * CStackBasicDescriptor::getType() const { return type; } TQuantity CStackBasicDescriptor::getCount() const { return count; } void CStackBasicDescriptor::setType(const CCreature * c) { type = c; } void CStackBasicDescriptor::serializeJson(JsonSerializeFormat & handler) { handler.serializeInt("amount", count); if(handler.saving) { if(type) { std::string typeName = type->getJsonKey(); handler.serializeString("type", typeName); } } else { std::string typeName; handler.serializeString("type", typeName); if(!typeName.empty()) setType(VLC->creh->getCreature(ModScope::scopeMap(), typeName)); } } void CSimpleArmy::clearSlots() { army.clear(); } CSimpleArmy::operator bool() const { return !army.empty(); } bool CSimpleArmy::setCreature(SlotID slot, CreatureID cre, TQuantity count) { assert(!vstd::contains(army, slot)); army[slot] = std::make_pair(cre, count); return true; } VCMI_LIB_NAMESPACE_END