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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
170 lines
4.5 KiB
C++
170 lines
4.5 KiB
C++
/*
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* CArmedInstance.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CArmedInstance.h"
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#include "../CCreatureHandler.h"
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#include "../CPlayerState.h"
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#include "../entities/faction/CFaction.h"
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#include "../entities/faction/CTown.h"
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#include "../entities/faction/CTownHandler.h"
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#include "../gameState/CGameState.h"
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#include "../texts/CGeneralTextHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void CArmedInstance::randomizeArmy(FactionID type)
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{
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for (auto & elem : stacks)
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{
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if(elem.second->randomStack)
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{
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int level = elem.second->randomStack->level;
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int upgrade = elem.second->randomStack->upgrade;
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elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]);
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elem.second->randomStack = std::nullopt;
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}
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assert(elem.second->valid(false));
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assert(elem.second->armyObj == this);
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}
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}
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// Take Angelic Alliance troop-mixing freedom of non-evil units into account.
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CSelector CArmedInstance::nonEvilAlignmentMixSelector = Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX);
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CArmedInstance::CArmedInstance(IGameCallback *cb)
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:CArmedInstance(cb, false)
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{
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}
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CArmedInstance::CArmedInstance(IGameCallback *cb, bool isHypothetic):
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CGObjectInstance(cb),
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CBonusSystemNode(isHypothetic),
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nonEvilAlignmentMix(this, nonEvilAlignmentMixSelector),
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battle(nullptr)
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{
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}
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void CArmedInstance::updateMoraleBonusFromArmy()
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{
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if(!validTypes(false)) //object not randomized, don't bother
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return;
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auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
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if(!b)
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{
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b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
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addNewBonus(b);
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}
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//number of alignments and presence of undead
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std::set<FactionID> factions;
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bool hasUndead = false;
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const std::string undeadCacheKey = "type_UNDEAD";
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static const CSelector undeadSelector = Selector::type()(BonusType::UNDEAD);
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for(const auto & slot : Slots())
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{
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const CStackInstance * inst = slot.second;
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const auto * creature = inst->getCreatureID().toEntity(VLC);
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factions.insert(creature->getFactionID());
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// Check for undead flag instead of faction (undead mummies are neutral)
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if (!hasUndead)
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{
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//this is costly check, let's skip it at first undead
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hasUndead |= inst->hasBonus(undeadSelector, undeadCacheKey);
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}
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}
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size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
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if (nonEvilAlignmentMix.getHasBonus())
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{
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size_t mixableFactions = 0;
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for(auto f : factions)
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{
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if (VLC->factions()->getById(f)->getAlignment() != EAlignment::EVIL)
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mixableFactions++;
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}
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if (mixableFactions > 0)
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factionsInArmy -= mixableFactions - 1;
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}
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MetaString bonusDescription;
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if(factionsInArmy == 1)
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{
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b->val = +1;
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bonusDescription.appendTextID("core.arraytxt.115"); //All troops of one alignment +1
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}
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else if (!factions.empty()) // no bonus from empty garrison
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{
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b->val = 2 - static_cast<si32>(factionsInArmy);
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bonusDescription.appendTextID("core.arraytxt.114"); //Troops of %d alignments %d
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bonusDescription.replaceNumber(factionsInArmy);
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}
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b->description = bonusDescription;
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CBonusSystemNode::treeHasChanged();
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//-1 modifier for any Undead unit in army
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auto undeadModifier = getExportedBonusList().getFirst(Selector::source(BonusSource::ARMY, BonusCustomSource::undeadMoraleDebuff));
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if(hasUndead)
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{
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if(!undeadModifier)
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{
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undeadModifier = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, -1, BonusCustomSource::undeadMoraleDebuff);
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undeadModifier->description.appendTextID("core.arraytxt.116");
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addNewBonus(undeadModifier);
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}
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}
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else if(undeadModifier)
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removeBonus(undeadModifier);
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}
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void CArmedInstance::armyChanged()
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{
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updateMoraleBonusFromArmy();
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}
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CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState * gs)
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{
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if(tempOwner.isValidPlayer())
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if(auto * where = gs->getPlayerState(tempOwner))
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return *where;
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return gs->globalEffects;
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}
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CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
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{
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return *this;
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}
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const IBonusBearer* CArmedInstance::getBonusBearer() const
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{
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return this;
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}
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void CArmedInstance::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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CGObjectInstance::serializeJsonOptions(handler);
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CCreatureSet::serializeJson(handler, "army", 7);
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}
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VCMI_LIB_NAMESPACE_END
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