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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/lib/bonuses/Limiters.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
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
2024-10-10 12:28:08 +00:00

543 lines
15 KiB
C++

/*
* Limiters.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 "Limiters.h"
#include "../VCMI_Lib.h"
#include "../entities/faction/CFaction.h"
#include "../entities/faction/CTownHandler.h"
#include "../spells/CSpellHandler.h"
#include "../CCreatureHandler.h"
#include "../CCreatureSet.h"
#include "../CHeroHandler.h"
#include "../texts/CGeneralTextHandler.h"
#include "../CSkillHandler.h"
#include "../CStack.h"
#include "../CArtHandler.h"
#include "../TerrainHandler.h"
#include "../constants/StringConstants.h"
#include "../battle/BattleInfo.h"
#include "../json/JsonUtils.h"
VCMI_LIB_NAMESPACE_BEGIN
const std::map<std::string, TLimiterPtr> bonusLimiterMap =
{
{"SHOOTER_ONLY", std::make_shared<HasAnotherBonusLimiter>(BonusType::SHOOTER)},
{"DRAGON_NATURE", std::make_shared<HasAnotherBonusLimiter>(BonusType::DRAGON_NATURE)},
{"IS_UNDEAD", std::make_shared<HasAnotherBonusLimiter>(BonusType::UNDEAD)},
{"CREATURE_NATIVE_TERRAIN", std::make_shared<CreatureTerrainLimiter>()},
{"CREATURE_FACTION", std::make_shared<AllOfLimiter>(std::initializer_list<TLimiterPtr>{std::make_shared<CreatureLevelLimiter>(), std::make_shared<FactionLimiter>()})},
{"SAME_FACTION", std::make_shared<FactionLimiter>()},
{"CREATURES_ONLY", std::make_shared<CreatureLevelLimiter>()},
{"OPPOSITE_SIDE", std::make_shared<OppositeSideLimiter>()},
};
static const CStack * retrieveStackBattle(const CBonusSystemNode * node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::STACK_BATTLE:
return dynamic_cast<const CStack *>(node);
default:
return nullptr;
}
}
static const CStackInstance * retrieveStackInstance(const CBonusSystemNode * node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::STACK_INSTANCE:
return (dynamic_cast<const CStackInstance *>(node));
case CBonusSystemNode::STACK_BATTLE:
return (dynamic_cast<const CStack *>(node))->base;
default:
return nullptr;
}
}
static const CCreature * retrieveCreature(const CBonusSystemNode *node)
{
switch(node->getNodeType())
{
case CBonusSystemNode::CREATURE:
return (dynamic_cast<const CCreature *>(node));
case CBonusSystemNode::STACK_BATTLE:
return (dynamic_cast<const CStack *>(node))->unitType();
default:
const CStackInstance * csi = retrieveStackInstance(node);
if(csi)
return csi->type;
return nullptr;
}
}
ILimiter::EDecision ILimiter::limit(const BonusLimitationContext &context) const /*return true to drop the bonus */
{
return ILimiter::EDecision::ACCEPT;
}
std::string ILimiter::toString() const
{
return typeid(*this).name();
}
JsonNode ILimiter::toJsonNode() const
{
JsonNode root;
root["type"].String() = toString();
return root;
}
ILimiter::EDecision CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
if(!c)
return ILimiter::EDecision::DISCARD;
auto accept = c->getId() == creature->getId() || (includeUpgrades && creature->isMyUpgrade(c));
return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
//drop bonus if it's not our creature and (we don`t check upgrades or its not our upgrade)
}
CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature & creature_, bool IncludeUpgrades)
: creature(&creature_), includeUpgrades(IncludeUpgrades)
{
}
void CCreatureTypeLimiter::setCreature(const CreatureID & id)
{
creature = id.toCreature();
}
std::string CCreatureTypeLimiter::toString() const
{
boost::format fmt("CCreatureTypeLimiter(creature=%s, includeUpgrades=%s)");
fmt % creature->getJsonKey() % (includeUpgrades ? "true" : "false");
return fmt.str();
}
JsonNode CCreatureTypeLimiter::toJsonNode() const
{
JsonNode root;
root["type"].String() = "CREATURE_TYPE_LIMITER";
root["parameters"].Vector().emplace_back(creature->getJsonKey());
root["parameters"].Vector().emplace_back(includeUpgrades);
return root;
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( BonusType bonus )
: type(bonus), isSubtypeRelevant(false), isSourceRelevant(false), isSourceIDRelevant(false)
{
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter( BonusType bonus, BonusSubtypeID _subtype )
: type(bonus), subtype(_subtype), isSubtypeRelevant(true), isSourceRelevant(false), isSourceIDRelevant(false)
{
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter(BonusType bonus, BonusSource src)
: type(bonus), source(src), isSubtypeRelevant(false), isSourceRelevant(true), isSourceIDRelevant(false)
{
}
HasAnotherBonusLimiter::HasAnotherBonusLimiter(BonusType bonus, BonusSubtypeID _subtype, BonusSource src)
: type(bonus), subtype(_subtype), isSubtypeRelevant(true), source(src), isSourceRelevant(true), isSourceIDRelevant(false)
{
}
ILimiter::EDecision HasAnotherBonusLimiter::limit(const BonusLimitationContext &context) const
{
//TODO: proper selector config with parsing of JSON
auto mySelector = Selector::type()(type);
if(isSubtypeRelevant)
mySelector = mySelector.And(Selector::subtype()(subtype));
if(isSourceRelevant && isSourceIDRelevant)
mySelector = mySelector.And(Selector::source(source, sid));
else if (isSourceRelevant)
mySelector = mySelector.And(Selector::sourceTypeSel(source));
//if we have a bonus of required type accepted, limiter should accept also this bonus
if(context.alreadyAccepted.getFirst(mySelector))
return ILimiter::EDecision::ACCEPT;
//if there are no matching bonuses pending, we can (and must) reject right away
if(!context.stillUndecided.getFirst(mySelector))
return ILimiter::EDecision::DISCARD;
//do not accept for now but it may change if more bonuses gets included
return ILimiter::EDecision::NOT_SURE;
}
std::string HasAnotherBonusLimiter::toString() const
{
std::string typeName = vstd::findKey(bonusNameMap, type);
if(isSubtypeRelevant)
{
boost::format fmt("HasAnotherBonusLimiter(type=%s, subtype=%s)");
fmt % typeName % subtype.toString();
return fmt.str();
}
else
{
boost::format fmt("HasAnotherBonusLimiter(type=%s)");
fmt % typeName;
return fmt.str();
}
}
JsonNode HasAnotherBonusLimiter::toJsonNode() const
{
JsonNode root;
std::string typeName = vstd::findKey(bonusNameMap, type);
auto sourceTypeName = vstd::findKey(bonusSourceMap, source);
root["type"].String() = "HAS_ANOTHER_BONUS_LIMITER";
root["parameters"].Vector().emplace_back(typeName);
if(isSubtypeRelevant)
root["parameters"].Vector().emplace_back(subtype.toString());
if(isSourceRelevant)
root["parameters"].Vector().emplace_back(sourceTypeName);
return root;
}
ILimiter::EDecision UnitOnHexLimiter::limit(const BonusLimitationContext &context) const
{
const auto * stack = retrieveStackBattle(&context.node);
if(!stack)
return ILimiter::EDecision::DISCARD;
auto accept = false;
for (const auto & hex : stack->getHexes())
accept |= !!applicableHexes.count(hex);
return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
}
UnitOnHexLimiter::UnitOnHexLimiter(const std::set<BattleHex> & applicableHexes):
applicableHexes(applicableHexes)
{
}
JsonNode UnitOnHexLimiter::toJsonNode() const
{
JsonNode root;
root["type"].String() = "UNIT_ON_HEXES";
for(const auto & hex : applicableHexes)
root["parameters"].Vector().emplace_back(hex);
return root;
}
CreatureTerrainLimiter::CreatureTerrainLimiter()
: terrainType(ETerrainId::NATIVE_TERRAIN)
{
}
CreatureTerrainLimiter::CreatureTerrainLimiter(TerrainId terrain):
terrainType(terrain)
{
}
ILimiter::EDecision CreatureTerrainLimiter::limit(const BonusLimitationContext &context) const
{
const CStack *stack = retrieveStackBattle(&context.node);
if(stack)
{
if (terrainType == ETerrainId::NATIVE_TERRAIN && stack->isOnNativeTerrain())//terrainType not specified = native
return ILimiter::EDecision::ACCEPT;
if(terrainType != ETerrainId::NATIVE_TERRAIN && stack->isOnTerrain(terrainType))
return ILimiter::EDecision::ACCEPT;
}
return ILimiter::EDecision::DISCARD;
//TODO neutral creatues
}
std::string CreatureTerrainLimiter::toString() const
{
boost::format fmt("CreatureTerrainLimiter(terrainType=%s)");
auto terrainName = VLC->terrainTypeHandler->getById(terrainType)->getJsonKey();
fmt % (terrainType == ETerrainId::NATIVE_TERRAIN ? "native" : terrainName);
return fmt.str();
}
JsonNode CreatureTerrainLimiter::toJsonNode() const
{
JsonNode root;
root["type"].String() = "CREATURE_TERRAIN_LIMITER";
auto terrainName = VLC->terrainTypeHandler->getById(terrainType)->getJsonKey();
root["parameters"].Vector().emplace_back(terrainName);
return root;
}
FactionLimiter::FactionLimiter(FactionID creatureFaction)
: faction(creatureFaction)
{
}
ILimiter::EDecision FactionLimiter::limit(const BonusLimitationContext &context) const
{
const auto * bearer = dynamic_cast<const INativeTerrainProvider*>(&context.node);
if(bearer)
{
if(faction != FactionID::DEFAULT)
return bearer->getFactionID() == faction ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
switch(context.b.source)
{
case BonusSource::CREATURE_ABILITY:
return bearer->getFactionID() == context.b.sid.as<CreatureID>().toCreature()->getFactionID() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
case BonusSource::TOWN_STRUCTURE:
return bearer->getFactionID() == context.b.sid.as<BuildingTypeUniqueID>().getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
//TODO: other sources of bonuses
}
}
return ILimiter::EDecision::DISCARD; //Discard by default
}
std::string FactionLimiter::toString() const
{
boost::format fmt("FactionLimiter(faction=%s)");
fmt % VLC->factions()->getById(faction)->getJsonKey();
return fmt.str();
}
JsonNode FactionLimiter::toJsonNode() const
{
JsonNode root;
root["type"].String() = "FACTION_LIMITER";
root["parameters"].Vector().emplace_back(VLC->factions()->getById(faction)->getJsonKey());
return root;
}
CreatureLevelLimiter::CreatureLevelLimiter(uint32_t minLevel, uint32_t maxLevel) :
minLevel(minLevel),
maxLevel(maxLevel)
{
}
ILimiter::EDecision CreatureLevelLimiter::limit(const BonusLimitationContext &context) const
{
const auto *c = retrieveCreature(&context.node);
auto accept = c && (c->getLevel() < maxLevel && c->getLevel() >= minLevel);
return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; //drop bonus for non-creatures or non-native residents
}
std::string CreatureLevelLimiter::toString() const
{
boost::format fmt("CreatureLevelLimiter(minLevel=%d,maxLevel=%d)");
fmt % minLevel % maxLevel;
return fmt.str();
}
JsonNode CreatureLevelLimiter::toJsonNode() const
{
JsonNode root;
root["type"].String() = "CREATURE_LEVEL_LIMITER";
root["parameters"].Vector().emplace_back(minLevel);
root["parameters"].Vector().emplace_back(maxLevel);
return root;
}
CreatureAlignmentLimiter::CreatureAlignmentLimiter(EAlignment Alignment)
: alignment(Alignment)
{
}
ILimiter::EDecision CreatureAlignmentLimiter::limit(const BonusLimitationContext &context) const
{
const auto * c = retrieveCreature(&context.node);
if(c) {
if(alignment == EAlignment::GOOD && c->isGood())
return ILimiter::EDecision::ACCEPT;
if(alignment == EAlignment::EVIL && c->isEvil())
return ILimiter::EDecision::ACCEPT;
if(alignment == EAlignment::NEUTRAL && !c->isEvil() && !c->isGood())
return ILimiter::EDecision::ACCEPT;
}
return ILimiter::EDecision::DISCARD;
}
std::string CreatureAlignmentLimiter::toString() const
{
boost::format fmt("CreatureAlignmentLimiter(alignment=%s)");
fmt % GameConstants::ALIGNMENT_NAMES[vstd::to_underlying(alignment)];
return fmt.str();
}
JsonNode CreatureAlignmentLimiter::toJsonNode() const
{
JsonNode root;
root["type"].String() = "CREATURE_ALIGNMENT_LIMITER";
root["parameters"].Vector().emplace_back(GameConstants::ALIGNMENT_NAMES[vstd::to_underlying(alignment)]);
return root;
}
RankRangeLimiter::RankRangeLimiter(ui8 Min, ui8 Max)
:minRank(Min), maxRank(Max)
{
}
RankRangeLimiter::RankRangeLimiter()
{
minRank = maxRank = -1;
}
ILimiter::EDecision RankRangeLimiter::limit(const BonusLimitationContext &context) const
{
const CStackInstance * csi = retrieveStackInstance(&context.node);
if(csi)
{
if (csi->getNodeType() == CBonusSystemNode::COMMANDER) //no stack exp bonuses for commander creatures
return ILimiter::EDecision::DISCARD;
if (csi->getExpRank() > minRank && csi->getExpRank() < maxRank)
return ILimiter::EDecision::ACCEPT;
}
return ILimiter::EDecision::DISCARD;
}
OppositeSideLimiter::OppositeSideLimiter(PlayerColor Owner):
owner(std::move(Owner))
{
}
ILimiter::EDecision OppositeSideLimiter::limit(const BonusLimitationContext & context) const
{
auto contextOwner = context.node.getOwner();
auto decision = (owner == contextOwner || owner == PlayerColor::CANNOT_DETERMINE) ? ILimiter::EDecision::DISCARD : ILimiter::EDecision::ACCEPT;
return decision;
}
// Aggregate/Boolean Limiters
AggregateLimiter::AggregateLimiter(std::vector<TLimiterPtr> limiters):
limiters(std::move(limiters))
{
}
void AggregateLimiter::add(const TLimiterPtr & limiter)
{
if(limiter)
limiters.push_back(limiter);
}
JsonNode AggregateLimiter::toJsonNode() const
{
JsonNode result;
result.Vector().emplace_back(getAggregator());
for(const auto & l : limiters)
result.Vector().push_back(l->toJsonNode());
return result;
}
const std::string AllOfLimiter::aggregator = "allOf";
const std::string & AllOfLimiter::getAggregator() const
{
return aggregator;
}
AllOfLimiter::AllOfLimiter(std::vector<TLimiterPtr> limiters):
AggregateLimiter(limiters)
{
}
ILimiter::EDecision AllOfLimiter::limit(const BonusLimitationContext & context) const
{
bool wasntSure = false;
for(const auto & limiter : limiters)
{
auto result = limiter->limit(context);
if(result == ILimiter::EDecision::DISCARD)
return result;
if(result == ILimiter::EDecision::NOT_SURE)
wasntSure = true;
}
return wasntSure ? ILimiter::EDecision::NOT_SURE : ILimiter::EDecision::ACCEPT;
}
const std::string AnyOfLimiter::aggregator = "anyOf";
const std::string & AnyOfLimiter::getAggregator() const
{
return aggregator;
}
AnyOfLimiter::AnyOfLimiter(std::vector<TLimiterPtr> limiters):
AggregateLimiter(limiters)
{
}
ILimiter::EDecision AnyOfLimiter::limit(const BonusLimitationContext & context) const
{
bool wasntSure = false;
for(const auto & limiter : limiters)
{
auto result = limiter->limit(context);
if(result == ILimiter::EDecision::ACCEPT)
return result;
if(result == ILimiter::EDecision::NOT_SURE)
wasntSure = true;
}
return wasntSure ? ILimiter::EDecision::NOT_SURE : ILimiter::EDecision::DISCARD;
}
const std::string NoneOfLimiter::aggregator = "noneOf";
const std::string & NoneOfLimiter::getAggregator() const
{
return aggregator;
}
NoneOfLimiter::NoneOfLimiter(std::vector<TLimiterPtr> limiters):
AggregateLimiter(limiters)
{
}
ILimiter::EDecision NoneOfLimiter::limit(const BonusLimitationContext & context) const
{
bool wasntSure = false;
for(const auto & limiter : limiters)
{
auto result = limiter->limit(context);
if(result == ILimiter::EDecision::ACCEPT)
return ILimiter::EDecision::DISCARD;
if(result == ILimiter::EDecision::NOT_SURE)
wasntSure = true;
}
return wasntSure ? ILimiter::EDecision::NOT_SURE : ILimiter::EDecision::ACCEPT;
}
VCMI_LIB_NAMESPACE_END