mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
283 lines
10 KiB
C++
283 lines
10 KiB
C++
/*
|
|
* CCreatureSet.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 "HeroBonus.h"
|
|
#include "GameConstants.h"
|
|
#include "CArtHandler.h"
|
|
#include "CCreatureHandler.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class JsonNode;
|
|
class CCreature;
|
|
class CGHeroInstance;
|
|
class CArmedInstance;
|
|
class CCreatureArtifactSet;
|
|
class JsonSerializeFormat;
|
|
|
|
class DLL_LINKAGE CStackBasicDescriptor
|
|
{
|
|
public:
|
|
const CCreature *type;
|
|
TQuantity count;
|
|
|
|
CStackBasicDescriptor();
|
|
CStackBasicDescriptor(CreatureID id, TQuantity Count);
|
|
CStackBasicDescriptor(const CCreature *c, TQuantity Count);
|
|
virtual ~CStackBasicDescriptor() = default;
|
|
|
|
const Creature * getType() const;
|
|
TQuantity getCount() const;
|
|
|
|
virtual void setType(const CCreature * c);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
if(h.saving)
|
|
{
|
|
CreatureID idNumber = type ? type->idNumber : CreatureID(CreatureID::NONE);
|
|
h & idNumber;
|
|
}
|
|
else
|
|
{
|
|
CreatureID idNumber;
|
|
h & idNumber;
|
|
if(idNumber != CreatureID::NONE)
|
|
setType(VLC->creh->objects[idNumber]);
|
|
else
|
|
type = nullptr;
|
|
}
|
|
h & count;
|
|
}
|
|
|
|
void serializeJson(JsonSerializeFormat & handler);
|
|
};
|
|
|
|
class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet
|
|
{
|
|
protected:
|
|
const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
|
|
|
|
public:
|
|
// hlp variable used during loading map, when object (hero or town) have creatures that must have same alignment.
|
|
// idRand < 0 -> normal, non-random creature
|
|
// idRand / 2 -> level
|
|
// idRand % 2 -> upgrade number
|
|
int idRand;
|
|
|
|
const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
|
|
TExpType experience;//commander needs same amount of exp as hero
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CBonusSystemNode&>(*this);
|
|
h & static_cast<CStackBasicDescriptor&>(*this);
|
|
h & static_cast<CArtifactSet&>(*this);
|
|
h & _armyObj;
|
|
h & experience;
|
|
BONUS_TREE_DESERIALIZATION_FIX
|
|
}
|
|
|
|
void serializeJson(JsonSerializeFormat & handler);
|
|
|
|
//overrides CBonusSystemNode
|
|
std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const override; // how would bonus description look for this particular type of node
|
|
std::string bonusToGraphics(const std::shared_ptr<Bonus>& bonus) const; //file name of graphics from StackSkills , in future possibly others
|
|
|
|
virtual ui64 getPower() const;
|
|
int getQuantityID() const;
|
|
std::string getQuantityTXT(bool capitalized = true) const;
|
|
virtual int getExpRank() const;
|
|
virtual int getLevel() const; //different for regular stack and commander
|
|
si32 magicResistance() const override;
|
|
CreatureID getCreatureID() const; //-1 if not available
|
|
std::string getName() const; //plural or singular
|
|
virtual void init();
|
|
CStackInstance();
|
|
CStackInstance(CreatureID id, TQuantity count, bool isHypothetic = false);
|
|
CStackInstance(const CCreature *cre, TQuantity count, bool isHypothetic = false);
|
|
virtual ~CStackInstance();
|
|
|
|
void setType(CreatureID creID);
|
|
void setType(const CCreature * c) override;
|
|
void setArmyObj(const CArmedInstance *ArmyObj);
|
|
virtual void giveStackExp(TExpType exp);
|
|
bool valid(bool allowUnrandomized) const;
|
|
void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;//from CArtifactSet
|
|
ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
|
|
virtual std::string nodeName() const override; //from CBonusSystemnode
|
|
void deserializationFix();
|
|
PlayerColor getOwner() const override;
|
|
};
|
|
|
|
class DLL_LINKAGE CCommanderInstance : public CStackInstance
|
|
{
|
|
public:
|
|
//TODO: what if Commander is not a part of creature set?
|
|
|
|
//commander class is determined by its base creature
|
|
ui8 alive; //maybe change to bool when breaking save compatibility?
|
|
ui8 level; //required only to count callbacks
|
|
std::string name; // each Commander has different name
|
|
std::vector <ui8> secondarySkills; //ID -> level
|
|
std::set <ui8> specialSKills;
|
|
//std::vector <CArtifactInstance *> arts;
|
|
void init() override;
|
|
CCommanderInstance();
|
|
CCommanderInstance (CreatureID id);
|
|
virtual ~CCommanderInstance();
|
|
void setAlive (bool alive);
|
|
void giveStackExp (TExpType exp) override;
|
|
void levelUp ();
|
|
|
|
bool gainsLevel() const; //true if commander has lower level than should upon his experience
|
|
ui64 getPower() const override {return 0;};
|
|
int getExpRank() const override;
|
|
int getLevel() const override;
|
|
ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CStackInstance&>(*this);
|
|
h & alive;
|
|
h & level;
|
|
h & name;
|
|
h & secondarySkills;
|
|
h & specialSKills;
|
|
}
|
|
};
|
|
|
|
typedef std::map<SlotID, CStackInstance*> TSlots;
|
|
typedef std::map<SlotID, std::pair<CreatureID, TQuantity>> TSimpleSlots;
|
|
|
|
typedef std::pair<const CCreature*, SlotID> TPairCreatureSlot;
|
|
typedef std::map<const CCreature*, SlotID> TMapCreatureSlot;
|
|
|
|
struct DLL_LINKAGE CreatureSlotComparer
|
|
{
|
|
bool operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs);
|
|
};
|
|
|
|
typedef std::priority_queue<
|
|
TPairCreatureSlot,
|
|
std::vector<TPairCreatureSlot>,
|
|
CreatureSlotComparer
|
|
> TCreatureQueue;
|
|
|
|
class IArmyDescriptor
|
|
{
|
|
public:
|
|
virtual void clear() = 0;
|
|
virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
|
|
};
|
|
|
|
//simplified version of CCreatureSet
|
|
class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
|
|
{
|
|
public:
|
|
TSimpleSlots army;
|
|
void clear() override;
|
|
bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
|
|
operator bool() const;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & army;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CCreatureSet : public IArmyDescriptor //seven combined creatures
|
|
{
|
|
CCreatureSet(const CCreatureSet&);
|
|
CCreatureSet &operator=(const CCreatureSet&);
|
|
public:
|
|
TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
|
|
ui8 formation; //false - wide, true - tight
|
|
|
|
CCreatureSet();
|
|
virtual ~CCreatureSet();
|
|
virtual void armyChanged();
|
|
|
|
const CStackInstance &operator[](SlotID slot) const;
|
|
|
|
const TSlots &Slots() const {return stacks;}
|
|
|
|
void addToSlot(SlotID slot, CreatureID cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
|
|
void addToSlot(SlotID slot, CStackInstance *stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
|
|
void clear() override;
|
|
void setFormation(bool tight);
|
|
CArmedInstance *castToArmyObj();
|
|
|
|
//basic operations
|
|
void putStack(SlotID slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
|
|
void setStackCount(SlotID slot, TQuantity count); //stack must exist!
|
|
CStackInstance *detachStack(SlotID slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
|
|
void setStackType(SlotID slot, CreatureID type);
|
|
void giveStackExp(TExpType exp);
|
|
void setStackExp(SlotID slot, TExpType exp);
|
|
|
|
//derivative
|
|
void eraseStack(SlotID slot); //slot must be occupied
|
|
void joinStack(SlotID slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
|
|
void changeStackCount(SlotID slot, TQuantity toAdd); //stack must exist!
|
|
bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
|
|
void setToArmy(CSimpleArmy &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
|
|
|
|
const CStackInstance& getStack(SlotID slot) const; //stack must exist
|
|
const CStackInstance* getStackPtr(SlotID slot) const; //if stack doesn't exist, returns nullptr
|
|
const CCreature* getCreature(SlotID slot) const; //workaround of map issue;
|
|
int getStackCount (SlotID slot) const;
|
|
TExpType getStackExperience(SlotID slot) const;
|
|
SlotID findStack(const CStackInstance *stack) const; //-1 if none
|
|
SlotID getSlotFor(CreatureID creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
|
|
SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
|
|
bool hasCreatureSlots(const CCreature * c, SlotID exclude) const;
|
|
std::vector<SlotID> getCreatureSlots(const CCreature * c, SlotID exclude, TQuantity ignoreAmount = -1) const;
|
|
bool isCreatureBalanced(const CCreature* c, TQuantity ignoreAmount = 1) const; // Check if the creature is evenly distributed across slots
|
|
|
|
SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns first free slot
|
|
std::vector<SlotID> getFreeSlots(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
|
|
std::queue<SlotID> getFreeSlotsQueue(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
|
|
|
|
TMapCreatureSlot getCreatureMap() const;
|
|
TCreatureQueue getCreatureQueue(SlotID exclude) const;
|
|
|
|
bool mergableStacks(std::pair<SlotID, SlotID> &out, SlotID preferable = SlotID()) const; //looks for two same stacks, returns slot positions;
|
|
bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
|
|
bool slotEmpty(SlotID slot) const;
|
|
int stacksCount() const;
|
|
virtual bool needsLastStack() const; //true if last stack cannot be taken
|
|
ui64 getArmyStrength() const; //sum of AI values of creatures
|
|
ui64 getPower (SlotID slot) const; //value of specific stack
|
|
std::string getRoughAmount(SlotID slot, int mode = 0) const; //rough size of specific stack
|
|
std::string getArmyDescription() const;
|
|
bool hasStackAtSlot(SlotID slot) const;
|
|
|
|
bool contains(const CStackInstance *stack) const;
|
|
bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stacks;
|
|
h & formation;
|
|
}
|
|
|
|
void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName, const boost::optional<int> fixedSize = boost::none);
|
|
|
|
operator bool() const
|
|
{
|
|
return !stacks.empty();
|
|
}
|
|
void sweep();
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|