/* * CBonusSystemNode.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 "BonusList.h" #include "IBonusBearer.h" VCMI_LIB_NAMESPACE_BEGIN using TNodes = std::set; using TCNodes = std::set; using TNodesVector = std::vector; using TCNodesVector = std::vector; class DLL_LINKAGE CBonusSystemNode : public virtual IBonusBearer, public boost::noncopyable { public: enum ENodeTypes { NONE = -1, UNKNOWN, STACK_INSTANCE, STACK_BATTLE, SPECIALTY, ARTIFACT, CREATURE, ARTIFACT_INSTANCE, HERO, PLAYER, TEAM, TOWN_AND_VISITOR, BATTLE, COMMANDER, GLOBAL_EFFECTS, ALL_CREATURES, TOWN }; private: BonusList bonuses; //wielded bonuses (local or up-propagated here) BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away) TCNodesVector parentsToInherit; // we inherit bonuses from them TNodesVector parentsToPropagate; // we may attach our bonuses to them TNodesVector children; ENodeTypes nodeType; bool isHypotheticNode; static const bool cachingEnabled; mutable BonusList cachedBonuses; mutable int64_t cachedLast; static std::atomic treeChanged; // Setting a value to cachingStr before getting any bonuses caches the result for later requests. // This string needs to be unique, that's why it has to be setted in the following manner: // [property key]_[value] => only for selector mutable std::map cachedRequests; mutable boost::mutex sync; void getAllBonusesRec(BonusList &out, const CSelector & selector) const; TConstBonusListPtr getAllBonusesWithoutCaching(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr) const; std::shared_ptr getUpdatedBonus(const std::shared_ptr & b, const TUpdaterPtr & updater) const; void getRedParents(TCNodes &out) const; //retrieves list of red parent nodes (nodes bonuses propagate from) void getRedAncestors(TCNodes &out) const; void getRedChildren(TNodes &out); void getAllParents(TCNodes & out) const; void newChildAttached(CBonusSystemNode & child); void childDetached(CBonusSystemNode & child); void propagateBonus(const std::shared_ptr & b, const CBonusSystemNode & source); void unpropagateBonus(const std::shared_ptr & b); bool actsAsBonusSourceOnly() const; void newRedDescendant(CBonusSystemNode & descendant) const; //propagation needed void removedRedDescendant(CBonusSystemNode & descendant) const; //de-propagation needed std::string nodeShortInfo() const; void exportBonus(const std::shared_ptr & b); protected: bool isIndependentNode() const; //node is independent when it has no parents nor children void exportBonuses(); public: explicit CBonusSystemNode(bool isHypotetic = false); explicit CBonusSystemNode(ENodeTypes NodeType); virtual ~CBonusSystemNode(); void limitBonuses(const BonusList &allBonuses, BonusList &out) const; //out will bo populed with bonuses that are not limited here TBonusListPtr limitBonuses(const BonusList &allBonuses) const; //same as above, returns out by val for convienence TConstBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override; void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from), /// Returns first bonus matching selector std::shared_ptr getFirstBonus(const CSelector & selector) const; /// Provides write access to first bonus from this node that matches selector std::shared_ptr getLocalBonus(const CSelector & selector); void attachTo(CBonusSystemNode & parent); void attachToSource(const CBonusSystemNode & parent); void detachFrom(CBonusSystemNode & parent); void detachFromSource(const CBonusSystemNode & parent); void detachFromAll(); virtual void addNewBonus(const std::shared_ptr& b); void accumulateBonus(const std::shared_ptr& b); //add value of bonus with same type/subtype or create new void removeBonus(const std::shared_ptr& b); void removeBonuses(const CSelector & selector); void removeBonusesRecursive(const CSelector & s); ///updates count of remaining turns and removes outdated bonuses by selector void reduceBonusDurations(const CSelector &s); virtual std::string bonusToString(const std::shared_ptr& bonus, bool description) const {return "";}; //description or bonus name virtual std::string nodeName() const; bool isHypothetic() const { return isHypotheticNode; } void deserializationFix(); BonusList & getExportedBonusList(); const BonusList & getExportedBonusList() const; CBonusSystemNode::ENodeTypes getNodeType() const; void setNodeType(CBonusSystemNode::ENodeTypes type); const TCNodesVector & getParentNodes() const; static void treeHasChanged(); int64_t getTreeVersion() const override; virtual PlayerColor getOwner() const { return PlayerColor::NEUTRAL; } template void serialize(Handler &h) { h & nodeType; h & exportedBonuses; BONUS_TREE_DESERIALIZATION_FIX } friend class CBonusProxy; }; VCMI_LIB_NAMESPACE_END