mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
ab475195ac
- Implemented Bank Constructor object. - Merged Pyramid object into common Bank class. Banks can now grant spells as part of their reward. - Move bank config code to config/objects/creatureBanks.json. Note: WoG banks are not updated yet, should be moved to WoG mod. - Updated AI code so it can correctly evaluate bank danger (should be generic enough for use with other objects) - New files JsonRandom.* that contain routines for loading random objects from Json (still WiP but should be stable)
1207 lines
33 KiB
C++
1207 lines
33 KiB
C++
/*
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* CArtHandler.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 "CArtHandler.h"
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#include "filesystem/Filesystem.h"
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#include "CGeneralTextHandler.h"
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#include "VCMI_Lib.h"
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#include "CModHandler.h"
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#include "CSpellHandler.h"
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#include "mapObjects/MapObjects.h"
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#include "NetPacksBase.h"
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#include "GameConstants.h"
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#include "CRandomGenerator.h"
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#include "mapObjects/CObjectClassesHandler.h"
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using namespace boost::assign;
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// Note: list must match entries in ArtTraits.txt
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#define ART_POS_LIST \
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ART_POS(SPELLBOOK) \
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ART_POS(MACH4) \
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ART_POS(MACH3) \
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ART_POS(MACH2) \
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ART_POS(MACH1) \
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ART_POS(MISC5) \
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ART_POS(MISC4) \
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ART_POS(MISC3) \
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ART_POS(MISC2) \
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ART_POS(MISC1) \
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ART_POS(FEET) \
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ART_POS(LEFT_RING) \
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ART_POS(RIGHT_RING) \
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ART_POS(TORSO) \
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ART_POS(LEFT_HAND) \
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ART_POS(RIGHT_HAND) \
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ART_POS(NECK) \
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ART_POS(SHOULDERS) \
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ART_POS(HEAD);
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const std::string & CArtifact::Name() const
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{
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return name;
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}
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const std::string & CArtifact::Description() const
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{
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return description;
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}
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const std::string & CArtifact::EventText() const
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{
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return eventText;
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}
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bool CArtifact::isBig () const
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{
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return VLC->arth->isBigArtifact(id);
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}
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CArtifact::CArtifact()
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{
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setNodeType(ARTIFACT);
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possibleSlots[ArtBearer::HERO]; //we want to generate map entry even if it will be empty
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possibleSlots[ArtBearer::CREATURE]; //we want to generate map entry even if it will be empty
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possibleSlots[ArtBearer::COMMANDER];
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}
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CArtifact::~CArtifact()
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{
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}
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int CArtifact::getArtClassSerial() const
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{
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if(id == 1)
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return 4;
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switch(aClass)
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{
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case ART_TREASURE:
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return 0;
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case ART_MINOR:
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return 1;
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case ART_MAJOR:
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return 2;
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case ART_RELIC:
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return 3;
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case ART_SPECIAL:
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return 5;
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}
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return -1;
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}
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std::string CArtifact::nodeName() const
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{
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return "Artifact: " + Name();
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}
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void CArtifact::addNewBonus(Bonus *b)
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{
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b->source = Bonus::ARTIFACT;
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b->duration = Bonus::PERMANENT;
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b->description = name;
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CBonusSystemNode::addNewBonus(b);
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}
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void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art)
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{
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Bonus b;
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b.type = Bonus::LEVEL_COUNTER;
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b.val = 1;
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b.duration = Bonus::COMMANDER_KILLED;
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art->accumulateBonus (b);
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for (auto bonus : bonusesPerLevel)
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{
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if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels
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{
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art->accumulateBonus (bonus.second);
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}
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}
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for (auto bonus : thresholdBonuses)
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{
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if (art->valOfBonuses(Bonus::LEVEL_COUNTER) == bonus.first) //every n levels
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{
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art->addNewBonus (&bonus.second);
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}
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}
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}
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CArtHandler::CArtHandler()
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{
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//VLC->arth = this;
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// War machines are the default big artifacts.
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for (ArtifactID i = ArtifactID::CATAPULT; i <= ArtifactID::FIRST_AID_TENT; i.advance(1))
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bigArtifacts.insert(i);
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}
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CArtHandler::~CArtHandler()
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{
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for(CArtifact * art : artifacts)
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delete art;
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}
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std::vector<JsonNode> CArtHandler::loadLegacyData(size_t dataSize)
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{
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artifacts.resize(dataSize);
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std::vector<JsonNode> h3Data;
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h3Data.reserve(dataSize);
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#define ART_POS(x) ( #x)
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const std::vector<std::string> artSlots = boost::assign::list_of ART_POS_LIST;
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#undef ART_POS
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static std::map<char, std::string> classes =
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map_list_of('S',"SPECIAL")('T',"TREASURE")('N',"MINOR")('J',"MAJOR")('R',"RELIC");
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CLegacyConfigParser parser("DATA/ARTRAITS.TXT");
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CLegacyConfigParser events("DATA/ARTEVENT.TXT");
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parser.endLine(); // header
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parser.endLine();
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for (size_t i = 0; i < dataSize; i++)
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{
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JsonNode artData;
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artData["text"]["name"].String() = parser.readString();
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artData["text"]["event"].String() = events.readString();
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artData["value"].Float() = parser.readNumber();
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for(auto & artSlot : artSlots)
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{
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if(parser.readString() == "x")
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{
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artData["slot"].Vector().push_back(JsonNode());
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artData["slot"].Vector().back().String() = artSlot;
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}
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}
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artData["class"].String() = classes[parser.readString()[0]];
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artData["text"]["description"].String() = parser.readString();
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parser.endLine();
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events.endLine();
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h3Data.push_back(artData);
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}
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return h3Data;
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}
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void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
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{
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auto object = loadFromJson(data);
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object->id = ArtifactID(artifacts.size());
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object->iconIndex = object->id + 5;
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artifacts.push_back(object);
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VLC->modh->identifiers.registerObject(scope, "artifact", name, object->id);
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}
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void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
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{
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auto object = loadFromJson(data);
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object->id = ArtifactID(index);
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object->iconIndex = object->id;
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assert(artifacts[index] == nullptr); // ensure that this id was not loaded before
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artifacts[index] = object;
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VLC->modh->identifiers.registerObject(scope, "artifact", name, object->id);
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}
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CArtifact * CArtHandler::loadFromJson(const JsonNode & node)
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{
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CArtifact * art;
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if (!VLC->modh->modules.COMMANDERS || node["growing"].isNull())
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art = new CArtifact();
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else
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{
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auto growing = new CGrowingArtifact();
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loadGrowingArt(growing, node);
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art = growing;
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}
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const JsonNode & text = node["text"];
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art->name = text["name"].String();
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art->description = text["description"].String();
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art->eventText = text["event"].String();
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const JsonNode & graphics = node["graphics"];
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art->image = graphics["image"].String();
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if (!graphics["large"].isNull())
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art->large = graphics["large"].String();
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else
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art->large = art->image;
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art->advMapDef = graphics["map"].String();
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art->price = node["value"].Float();
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loadSlots(art, node);
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loadClass(art, node);
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loadType(art, node);
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loadComponents(art, node);
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for (auto b : node["bonuses"].Vector())
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{
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auto bonus = JsonUtils::parseBonus (b);
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art->addNewBonus(bonus);
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}
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return art;
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}
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ArtifactPosition CArtHandler::stringToSlot(std::string slotName)
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{
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#define ART_POS(x) ( #x, ArtifactPosition::x )
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static const std::map<std::string, ArtifactPosition> artifactPositionMap = boost::assign::map_list_of ART_POS_LIST;
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#undef ART_POS
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auto it = artifactPositionMap.find (slotName);
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if (it != artifactPositionMap.end())
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return it->second;
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logGlobal->warnStream() << "Warning! Artifact slot " << slotName << " not recognized!";
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return ArtifactPosition::PRE_FIRST;
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}
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void CArtHandler::addSlot(CArtifact * art, const std::string & slotID)
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{
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if (slotID == "MISC")
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{
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art->possibleSlots[ArtBearer::HERO] += ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5;
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}
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else if (slotID == "RING")
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{
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art->possibleSlots[ArtBearer::HERO] += ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING;
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}
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else
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{
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auto slot = stringToSlot(slotID);
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if (slot != ArtifactPosition::PRE_FIRST)
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art->possibleSlots[ArtBearer::HERO].push_back (slot);
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}
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}
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void CArtHandler::loadSlots(CArtifact * art, const JsonNode & node)
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{
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if (!node["slot"].isNull()) //we assume non-hero slots are irrelevant?
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{
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if (node["slot"].getType() == JsonNode::DATA_STRING)
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addSlot(art, node["slot"].String());
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else
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{
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for (const JsonNode & slot : node["slot"].Vector())
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addSlot(art, slot.String());
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}
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}
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}
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CArtifact::EartClass CArtHandler::stringToClass(std::string className)
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{
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static const std::map<std::string, CArtifact::EartClass> artifactClassMap = boost::assign::map_list_of
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("TREASURE", CArtifact::ART_TREASURE)
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("MINOR", CArtifact::ART_MINOR)
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("MAJOR", CArtifact::ART_MAJOR)
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("RELIC", CArtifact::ART_RELIC)
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("SPECIAL", CArtifact::ART_SPECIAL);
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auto it = artifactClassMap.find (className);
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if (it != artifactClassMap.end())
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return it->second;
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logGlobal->warnStream() << "Warning! Artifact rarity " << className << " not recognized!";
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return CArtifact::ART_SPECIAL;
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}
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void CArtHandler::loadClass(CArtifact * art, const JsonNode & node)
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{
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art->aClass = stringToClass(node["class"].String());
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}
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void CArtHandler::loadType(CArtifact * art, const JsonNode & node)
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{
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#define ART_BEARER(x) ( #x, ArtBearer::x )
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static const std::map<std::string, int> artifactBearerMap = boost::assign::map_list_of ART_BEARER_LIST;
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#undef ART_BEARER
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for (const JsonNode & b : node["type"].Vector())
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{
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auto it = artifactBearerMap.find (b.String());
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if (it != artifactBearerMap.end())
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{
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int bearerType = it->second;
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switch (bearerType)
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{
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case ArtBearer::HERO://TODO: allow arts having several possible bearers
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break;
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case ArtBearer::COMMANDER:
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makeItCommanderArt (art); //original artifacts should have only one bearer type
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break;
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case ArtBearer::CREATURE:
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makeItCreatureArt (art);
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break;
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}
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}
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else
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logGlobal->warnStream() << "Warning! Artifact type " << b.String() << " not recognized!";
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}
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}
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void CArtHandler::loadComponents(CArtifact * art, const JsonNode & node)
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{
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if (!node["components"].isNull())
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{
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art->constituents.reset(new std::vector<CArtifact *>());
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for (auto component : node["components"].Vector())
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{
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VLC->modh->identifiers.requestIdentifier("artifact", component, [=](si32 id)
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{
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// when this code is called both combinational art as well as component are loaded
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// so it is safe to access any of them
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art->constituents->push_back(VLC->arth->artifacts[id]);
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VLC->arth->artifacts[id]->constituentOf.push_back(art);
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});
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}
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}
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}
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void CArtHandler::loadGrowingArt(CGrowingArtifact * art, const JsonNode & node)
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{
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for (auto b : node["growing"]["bonusesPerLevel"].Vector())
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{
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art->bonusesPerLevel.push_back (std::pair <ui16, Bonus> (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"])));
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}
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for (auto b : node["growing"]["thresholdBonuses"].Vector())
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{
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art->thresholdBonuses.push_back (std::pair <ui16, Bonus> (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"])));
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}
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}
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//TODO: use bimap
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ArtifactID CArtHandler::creatureToMachineID(CreatureID id)
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{
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switch (id)
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{
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case CreatureID::CATAPULT: //Catapult
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return ArtifactID::CATAPULT;
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break;
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case CreatureID::BALLISTA: //Ballista
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return ArtifactID::BALLISTA;
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break;
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case CreatureID::FIRST_AID_TENT: //First Aid tent
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return ArtifactID::FIRST_AID_TENT;
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break;
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case CreatureID::AMMO_CART: //Ammo cart
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return ArtifactID::AMMO_CART;
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break;
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}
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return ArtifactID::NONE; //this creature is not artifact
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}
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CreatureID CArtHandler::machineIDToCreature(ArtifactID id)
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{
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switch (id)
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{
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case ArtifactID::CATAPULT:
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return CreatureID::CATAPULT;
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break;
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case ArtifactID::BALLISTA:
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return CreatureID::BALLISTA;
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break;
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case ArtifactID::FIRST_AID_TENT:
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return CreatureID::FIRST_AID_TENT;
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break;
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case ArtifactID::AMMO_CART:
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return CreatureID::AMMO_CART;
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break;
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}
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return CreatureID::NONE; //this artifact is not a creature
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}
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ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts)
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{
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auto getAllowedArts = [&](std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, CArtifact::EartClass flag)
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{
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if (arts->empty()) //restock available arts
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fillList(*arts, flag);
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for (auto & arts_i : *arts)
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{
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if (accepts(arts_i->id))
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{
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CArtifact *art = arts_i;
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out.push_back(art);
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}
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}
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};
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auto getAllowed = [&](std::vector<ConstTransitivePtr<CArtifact> > &out)
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{
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if (flags & CArtifact::ART_TREASURE)
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getAllowedArts (out, &treasures, CArtifact::ART_TREASURE);
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if (flags & CArtifact::ART_MINOR)
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getAllowedArts (out, &minors, CArtifact::ART_MINOR);
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if (flags & CArtifact::ART_MAJOR)
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getAllowedArts (out, &majors, CArtifact::ART_MAJOR);
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if (flags & CArtifact::ART_RELIC)
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getAllowedArts (out, &relics, CArtifact::ART_RELIC);
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if (!out.size()) //no artifact of specified rarity, we need to take another one
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{
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getAllowedArts (out, &treasures, CArtifact::ART_TREASURE);
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getAllowedArts (out, &minors, CArtifact::ART_MINOR);
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getAllowedArts (out, &majors, CArtifact::ART_MAJOR);
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getAllowedArts (out, &relics, CArtifact::ART_RELIC);
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}
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if (!out.size()) //no arts are available at all
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{
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out.resize (64);
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std::fill_n (out.begin(), 64, artifacts[2]); //Give Grail - this can't be banned (hopefully)
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}
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};
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std::vector<ConstTransitivePtr<CArtifact> > out;
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getAllowed(out);
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ArtifactID artID = (*RandomGeneratorUtil::nextItem(out, rand))->id;
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erasePickedArt(artID);
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return artID;
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}
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ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts)
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{
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return pickRandomArtifact(rand, 0xff, accepts);
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}
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ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags)
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{
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return pickRandomArtifact(rand, flags, [](ArtifactID){ return true;});
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}
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Bonus *createBonus(Bonus::BonusType type, int val, int subtype, Bonus::ValueType valType, shared_ptr<ILimiter> limiter = shared_ptr<ILimiter>(), int additionalInfo = 0)
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{
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auto added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,-1,subtype);
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added->additionalInfo = additionalInfo;
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added->valType = valType;
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added->limiter = limiter;
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return added;
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}
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Bonus *createBonus(Bonus::BonusType type, int val, int subtype, shared_ptr<IPropagator> propagator = shared_ptr<IPropagator>(), int additionalInfo = 0)
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{
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auto added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,-1,subtype);
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added->additionalInfo = additionalInfo;
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added->valType = Bonus::BASE_NUMBER;
|
|
added->propagator = propagator;
|
|
return added;
|
|
}
|
|
|
|
void CArtHandler::giveArtBonus( ArtifactID aid, Bonus::BonusType type, int val, int subtype, Bonus::ValueType valType, shared_ptr<ILimiter> limiter, int additionalInfo)
|
|
{
|
|
giveArtBonus(aid, createBonus(type, val, subtype, valType, limiter, additionalInfo));
|
|
}
|
|
|
|
void CArtHandler::giveArtBonus(ArtifactID aid, Bonus::BonusType type, int val, int subtype, shared_ptr<IPropagator> propagator /*= nullptr*/, int additionalInfo)
|
|
{
|
|
giveArtBonus(aid, createBonus(type, val, subtype, propagator, additionalInfo));
|
|
}
|
|
|
|
void CArtHandler::giveArtBonus(ArtifactID aid, Bonus *bonus)
|
|
{
|
|
bonus->sid = aid;
|
|
if(bonus->subtype == Bonus::MORALE || bonus->type == Bonus::LUCK)
|
|
bonus->description = artifacts[aid]->Name() + (bonus->val > 0 ? " +" : " ") + boost::lexical_cast<std::string>(bonus->val);
|
|
else
|
|
bonus->description = artifacts[aid]->Name();
|
|
|
|
artifacts[aid]->addNewBonus(bonus);
|
|
}
|
|
void CArtHandler::makeItCreatureArt (CArtifact * a, bool onlyCreature /*=true*/)
|
|
{
|
|
if (onlyCreature)
|
|
{
|
|
a->possibleSlots[ArtBearer::HERO].clear();
|
|
a->possibleSlots[ArtBearer::COMMANDER].clear();
|
|
}
|
|
a->possibleSlots[ArtBearer::CREATURE].push_back(ArtifactPosition::CREATURE_SLOT);
|
|
}
|
|
|
|
void CArtHandler::makeItCreatureArt (ArtifactID aid, bool onlyCreature /*=true*/)
|
|
{
|
|
CArtifact *a = artifacts[aid];
|
|
makeItCreatureArt (a, onlyCreature);
|
|
}
|
|
|
|
void CArtHandler::makeItCommanderArt (CArtifact * a, bool onlyCommander /*= true*/ )
|
|
{
|
|
if (onlyCommander)
|
|
{
|
|
a->possibleSlots[ArtBearer::HERO].clear();
|
|
a->possibleSlots[ArtBearer::CREATURE].clear();
|
|
}
|
|
for (int i = ArtifactPosition::COMMANDER1; i <= ArtifactPosition::COMMANDER6; ++i)
|
|
a->possibleSlots[ArtBearer::COMMANDER].push_back(ArtifactPosition(i));
|
|
}
|
|
|
|
void CArtHandler::makeItCommanderArt( ArtifactID aid, bool onlyCommander /*= true*/ )
|
|
{
|
|
CArtifact *a = artifacts[aid];
|
|
makeItCommanderArt (a, onlyCommander);
|
|
}
|
|
|
|
bool CArtHandler::legalArtifact(ArtifactID id)
|
|
{
|
|
auto art = artifacts[id];
|
|
//assert ( (!art->constituents) || art->constituents->size() ); //artifacts is not combined or has some components
|
|
return (art->possibleSlots[ArtBearer::HERO].size() ||
|
|
(art->possibleSlots[ArtBearer::COMMANDER].size() && VLC->modh->modules.COMMANDERS) ||
|
|
(art->possibleSlots[ArtBearer::CREATURE].size() && VLC->modh->modules.STACK_ARTIFACT)) &&
|
|
!(art->constituents); //no combo artifacts spawning
|
|
}
|
|
|
|
void CArtHandler::initAllowedArtifactsList(const std::vector<bool> &allowed)
|
|
{
|
|
allowedArtifacts.clear();
|
|
treasures.clear();
|
|
minors.clear();
|
|
majors.clear();
|
|
relics.clear();
|
|
|
|
for (ArtifactID i=ArtifactID::SPELLBOOK; i<ArtifactID::ART_SELECTION; i.advance(1))
|
|
{
|
|
if (allowed[i] && legalArtifact(i))
|
|
allowedArtifacts.push_back(artifacts[i]);
|
|
}
|
|
if (VLC->modh->modules.COMMANDERS) //allow all commander artifacts for testing
|
|
{
|
|
for (int i = 146; i <= 155; ++i)
|
|
{
|
|
allowedArtifacts.push_back(artifacts[i]);
|
|
}
|
|
}
|
|
for (int i = GameConstants::ARTIFACTS_QUANTITY; i < artifacts.size(); ++i) //allow all new artifacts by default
|
|
{
|
|
if (legalArtifact(ArtifactID(i)))
|
|
allowedArtifacts.push_back(artifacts[i]);
|
|
//keep im mind that artifact can be worn by more than one type of bearer
|
|
}
|
|
}
|
|
|
|
std::vector<bool> CArtHandler::getDefaultAllowed() const
|
|
{
|
|
std::vector<bool> allowedArtifacts;
|
|
allowedArtifacts.resize(127, true);
|
|
allowedArtifacts.resize(141, false);
|
|
allowedArtifacts.resize(GameConstants::ARTIFACTS_QUANTITY, true);
|
|
return allowedArtifacts;
|
|
}
|
|
|
|
void CArtHandler::erasePickedArt(ArtifactID id)
|
|
{
|
|
CArtifact *art = artifacts[id];
|
|
|
|
if(auto artifactList = listFromClass(art->aClass))
|
|
{
|
|
if(artifactList->empty())
|
|
fillList(*artifactList, art->aClass);
|
|
|
|
auto itr = vstd::find(*artifactList, art);
|
|
if(itr != artifactList->end())
|
|
{
|
|
artifactList->erase(itr);
|
|
}
|
|
else
|
|
logGlobal->warnStream() << "Problem: cannot erase artifact " << art->Name() << " from list, it was not present";
|
|
|
|
}
|
|
else
|
|
logGlobal->warnStream() << "Problem: cannot find list for artifact " << art->Name() << ", strange class. (special?)";
|
|
}
|
|
|
|
boost::optional<std::vector<CArtifact*>&> CArtHandler::listFromClass( CArtifact::EartClass artifactClass )
|
|
{
|
|
switch(artifactClass)
|
|
{
|
|
case CArtifact::ART_TREASURE:
|
|
return treasures;
|
|
case CArtifact::ART_MINOR:
|
|
return minors;
|
|
case CArtifact::ART_MAJOR:
|
|
return majors;
|
|
case CArtifact::ART_RELIC:
|
|
return relics;
|
|
default: //special artifacts should not be erased
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
void CArtHandler::fillList( std::vector<CArtifact*> &listToBeFilled, CArtifact::EartClass artifactClass )
|
|
{
|
|
assert(listToBeFilled.empty());
|
|
for (auto & elem : allowedArtifacts)
|
|
{
|
|
if (elem->aClass == artifactClass)
|
|
listToBeFilled.push_back(elem);
|
|
}
|
|
}
|
|
|
|
void CArtHandler::afterLoadFinalization()
|
|
{
|
|
//All artifacts have their id, so we can properly update their bonuses' source ids.
|
|
for(auto &art : artifacts)
|
|
{
|
|
for(auto &bonus : art->getExportedBonusList())
|
|
{
|
|
assert(art == artifacts[art->id]);
|
|
assert(bonus->source == Bonus::ARTIFACT);
|
|
bonus->sid = art->id;
|
|
}
|
|
}
|
|
|
|
for (CArtifact * art : artifacts)
|
|
{
|
|
VLC->objtypeh->loadSubObject(art->Name(), JsonNode(), Obj::ARTIFACT, art->id.num);
|
|
|
|
if (!art->advMapDef.empty())
|
|
{
|
|
JsonNode templ;
|
|
templ["animation"].String() = art->advMapDef;
|
|
|
|
// add new template.
|
|
// Necessary for objects added via mods that don't have any templates in H3
|
|
VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->id)->addTemplate(templ);
|
|
}
|
|
// object does not have any templates - this is not usable object (e.g. pseudo-art like lock)
|
|
if (VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->id)->getTemplates().empty())
|
|
VLC->objtypeh->removeSubObject(Obj::ARTIFACT, art->id);
|
|
}
|
|
}
|
|
|
|
CArtifactInstance::CArtifactInstance()
|
|
{
|
|
init();
|
|
}
|
|
|
|
CArtifactInstance::CArtifactInstance( CArtifact *Art)
|
|
{
|
|
init();
|
|
setType(Art);
|
|
}
|
|
|
|
void CArtifactInstance::setType( CArtifact *Art )
|
|
{
|
|
artType = Art;
|
|
attachTo(Art);
|
|
}
|
|
|
|
std::string CArtifactInstance::nodeName() const
|
|
{
|
|
return "Artifact instance of " + (artType ? artType->Name() : std::string("uninitialized")) + " type";
|
|
}
|
|
|
|
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
|
|
{
|
|
auto ret = new CArtifactInstance(VLC->arth->artifacts[1]);
|
|
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, 1, s->id);
|
|
ret->addNewBonus(b);
|
|
return ret;
|
|
}
|
|
|
|
void CArtifactInstance::init()
|
|
{
|
|
id = ArtifactInstanceID();
|
|
id = static_cast<ArtifactInstanceID>(ArtifactID::NONE); //to be randomized
|
|
setNodeType(ARTIFACT_INSTANCE);
|
|
}
|
|
|
|
ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const
|
|
{
|
|
for(auto slot : artType->possibleSlots.at(h->bearerType()))
|
|
{
|
|
if(canBePutAt(h, slot)) //if(artType->fitsAt(h->artifWorn, slot))
|
|
{
|
|
//we've found a free suitable slot.
|
|
return slot;
|
|
}
|
|
}
|
|
|
|
//if haven't find proper slot, use backpack
|
|
return firstBackpackSlot(h);
|
|
}
|
|
|
|
ArtifactPosition CArtifactInstance::firstBackpackSlot(const CArtifactSet *h) const
|
|
{
|
|
if(!artType->isBig()) //discard big artifact
|
|
return ArtifactPosition(
|
|
GameConstants::BACKPACK_START + h->artifactsInBackpack.size());
|
|
|
|
return ArtifactPosition::PRE_FIRST;
|
|
}
|
|
|
|
bool CArtifactInstance::canBePutAt(const ArtifactLocation & al, bool assumeDestRemoved /*= false*/) const
|
|
{
|
|
return canBePutAt(al.getHolderArtSet(), al.slot, assumeDestRemoved);
|
|
}
|
|
|
|
bool CArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved /*= false*/) const
|
|
{
|
|
if(slot >= GameConstants::BACKPACK_START)
|
|
{
|
|
if(artType->isBig())
|
|
return false;
|
|
|
|
//TODO backpack limit
|
|
return true;
|
|
}
|
|
|
|
auto possibleSlots = artType->possibleSlots.find(artSet->bearerType());
|
|
if(possibleSlots == artType->possibleSlots.end())
|
|
{
|
|
logGlobal->warnStream() << "Warning: artifact " << artType->Name() << " doesn't have defined allowed slots for bearer of type "
|
|
<< artSet->bearerType();
|
|
return false;
|
|
}
|
|
|
|
if(!vstd::contains(possibleSlots->second, slot))
|
|
return false;
|
|
|
|
return artSet->isPositionFree(slot, assumeDestRemoved);
|
|
}
|
|
|
|
void CArtifactInstance::putAt(ArtifactLocation al)
|
|
{
|
|
assert(canBePutAt(al));
|
|
|
|
al.getHolderArtSet()->setNewArtSlot(al.slot, this, false);
|
|
if(al.slot < GameConstants::BACKPACK_START)
|
|
al.getHolderNode()->attachTo(this);
|
|
}
|
|
|
|
void CArtifactInstance::removeFrom(ArtifactLocation al)
|
|
{
|
|
assert(al.getHolderArtSet()->getArt(al.slot) == this);
|
|
al.getHolderArtSet()->eraseArtSlot(al.slot);
|
|
if(al.slot < GameConstants::BACKPACK_START)
|
|
al.getHolderNode()->detachFrom(this);
|
|
|
|
//TODO delete me?
|
|
}
|
|
|
|
bool CArtifactInstance::canBeDisassembled() const
|
|
{
|
|
return bool(artType->constituents);
|
|
}
|
|
|
|
std::vector<const CArtifact *> CArtifactInstance::assemblyPossibilities(const CArtifactSet *h) const
|
|
{
|
|
std::vector<const CArtifact *> ret;
|
|
if(artType->constituents) //combined artifact already: no combining of combined artifacts... for now.
|
|
return ret;
|
|
|
|
for(const CArtifact * artifact : artType->constituentOf)
|
|
{
|
|
assert(artifact->constituents);
|
|
bool possible = true;
|
|
|
|
for(const CArtifact * constituent : *artifact->constituents) //check if all constituents are available
|
|
{
|
|
if(!h->hasArt(constituent->id, true)) //constituent must be equipped
|
|
{
|
|
possible = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(possible)
|
|
ret.push_back(artifact);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CArtifactInstance::move(ArtifactLocation src, ArtifactLocation dst)
|
|
{
|
|
removeFrom(src);
|
|
putAt(dst);
|
|
}
|
|
|
|
CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art)
|
|
{
|
|
if(!Art->constituents)
|
|
{
|
|
auto ret = new CArtifactInstance(Art);
|
|
if (dynamic_cast<CGrowingArtifact *>(Art))
|
|
{
|
|
auto bonus = new Bonus;
|
|
bonus->type = Bonus::LEVEL_COUNTER;
|
|
bonus->val = 0;
|
|
ret->addNewBonus (bonus);
|
|
}
|
|
return ret;
|
|
}
|
|
else
|
|
{
|
|
auto ret = new CCombinedArtifactInstance(Art);
|
|
ret->createConstituents();
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid)
|
|
{
|
|
return createNewArtifactInstance(VLC->arth->artifacts[aid]);
|
|
}
|
|
|
|
void CArtifactInstance::deserializationFix()
|
|
{
|
|
setType(artType);
|
|
}
|
|
|
|
SpellID CArtifactInstance::getGivenSpellID() const
|
|
{
|
|
const Bonus * b = getBonusLocalFirst(Selector::type(Bonus::SPELL));
|
|
if(!b)
|
|
{
|
|
logGlobal->warnStream() << "Warning: " << nodeName() << " doesn't bear any spell!";
|
|
return SpellID::NONE;
|
|
}
|
|
return SpellID(b->subtype);
|
|
}
|
|
|
|
bool CArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
|
|
{
|
|
return supposedPart == this;
|
|
}
|
|
|
|
bool CCombinedArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved /*= false*/) const
|
|
{
|
|
bool canMainArtifactBePlaced = CArtifactInstance::canBePutAt(artSet, slot, assumeDestRemoved);
|
|
if(!canMainArtifactBePlaced)
|
|
return false; //no is no...
|
|
if(slot >= GameConstants::BACKPACK_START)
|
|
return true; //we can always remove combined art to the backapck
|
|
|
|
|
|
assert(artType->constituents);
|
|
std::vector<ConstituentInfo> constituentsToBePlaced = constituentsInfo; //we'll remove constituents from that list, as we find a suitable slot for them
|
|
|
|
//it may be that we picked a combined artifact in hero screen (though technically it's still there) to move it
|
|
//so we remove from the list all constituents that are already present on dst hero in the form of locks
|
|
for(const ConstituentInfo &constituent : constituentsInfo)
|
|
{
|
|
if(constituent.art == artSet->getArt(constituent.slot, false)) //no need to worry about locked constituent
|
|
constituentsToBePlaced -= constituent;
|
|
}
|
|
|
|
//we iterate over all active slots and check if constituents fits them
|
|
for (int i = 0; i < GameConstants::BACKPACK_START; i++)
|
|
{
|
|
for(auto art = constituentsToBePlaced.begin(); art != constituentsToBePlaced.end(); art++)
|
|
{
|
|
if(art->art->canBePutAt(artSet, ArtifactPosition(i), i == slot)) // i == al.slot because we can remove already worn artifact only from that slot that is our main destination
|
|
{
|
|
constituentsToBePlaced.erase(art);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return constituentsToBePlaced.empty();
|
|
}
|
|
|
|
bool CCombinedArtifactInstance::canBeDisassembled() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
CCombinedArtifactInstance::CCombinedArtifactInstance(CArtifact *Art)
|
|
: CArtifactInstance(Art) //TODO: seems unued, but need to be written
|
|
{
|
|
}
|
|
|
|
CCombinedArtifactInstance::CCombinedArtifactInstance()
|
|
{
|
|
}
|
|
|
|
void CCombinedArtifactInstance::createConstituents()
|
|
{
|
|
assert(artType);
|
|
assert(artType->constituents);
|
|
|
|
for(const CArtifact * art : *artType->constituents)
|
|
{
|
|
addAsConstituent(CArtifactInstance::createNewArtifactInstance(art->id), ArtifactPosition::PRE_FIRST);
|
|
}
|
|
}
|
|
|
|
void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance *art, ArtifactPosition slot)
|
|
{
|
|
assert(vstd::contains(*artType->constituents, art->artType.get()));
|
|
assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType);
|
|
constituentsInfo.push_back(ConstituentInfo(art, slot));
|
|
attachTo(art);
|
|
}
|
|
|
|
void CCombinedArtifactInstance::putAt(ArtifactLocation al)
|
|
{
|
|
if(al.slot >= GameConstants::BACKPACK_START)
|
|
{
|
|
CArtifactInstance::putAt(al);
|
|
for(ConstituentInfo &ci : constituentsInfo)
|
|
ci.slot = ArtifactPosition::PRE_FIRST;
|
|
}
|
|
else
|
|
{
|
|
CArtifactInstance *mainConstituent = figureMainConstituent(al); //it'll be replaced with combined artifact, not a lock
|
|
CArtifactInstance::putAt(al); //puts combined art (this)
|
|
|
|
for(ConstituentInfo &ci : constituentsInfo)
|
|
{
|
|
if(ci.art != mainConstituent)
|
|
{
|
|
const ArtifactLocation suggestedPos(al.artHolder, ci.slot);
|
|
const bool inActiveSlot = vstd::isbetween(ci.slot, 0, GameConstants::BACKPACK_START);
|
|
const bool suggestedPosValid = ci.art->canBePutAt(suggestedPos);
|
|
|
|
ArtifactPosition pos = ArtifactPosition::PRE_FIRST;
|
|
if(inActiveSlot && suggestedPosValid) //there is a valid suggestion where to place lock
|
|
pos = ci.slot;
|
|
else
|
|
ci.slot = pos = ci.art->firstAvailableSlot(al.getHolderArtSet());
|
|
|
|
assert(pos < GameConstants::BACKPACK_START);
|
|
al.getHolderArtSet()->setNewArtSlot(pos, ci.art, true); //sets as lock
|
|
}
|
|
else
|
|
{
|
|
ci.slot = ArtifactPosition::PRE_FIRST;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCombinedArtifactInstance::removeFrom(ArtifactLocation al)
|
|
{
|
|
if(al.slot >= GameConstants::BACKPACK_START)
|
|
{
|
|
CArtifactInstance::removeFrom(al);
|
|
}
|
|
else
|
|
{
|
|
for(ConstituentInfo &ci : constituentsInfo)
|
|
{
|
|
if(ci.slot >= 0)
|
|
{
|
|
al.getHolderArtSet()->eraseArtSlot(ci.slot);
|
|
ci.slot = ArtifactPosition::PRE_FIRST;
|
|
}
|
|
else
|
|
{
|
|
//main constituent
|
|
CArtifactInstance::removeFrom(al);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(const ArtifactLocation al)
|
|
{
|
|
CArtifactInstance *mainConstituent = nullptr; //it'll be replaced with combined artifact, not a lock
|
|
for(ConstituentInfo &ci : constituentsInfo)
|
|
if(ci.slot == al.slot)
|
|
mainConstituent = ci.art;
|
|
|
|
if(!mainConstituent)
|
|
{
|
|
for(ConstituentInfo &ci : constituentsInfo)
|
|
{
|
|
if(vstd::contains(ci.art->artType->possibleSlots[al.getHolderArtSet()->bearerType()], al.slot))
|
|
{
|
|
mainConstituent = ci.art;
|
|
}
|
|
}
|
|
}
|
|
|
|
return mainConstituent;
|
|
}
|
|
|
|
void CCombinedArtifactInstance::deserializationFix()
|
|
{
|
|
for(ConstituentInfo &ci : constituentsInfo)
|
|
attachTo(ci.art);
|
|
}
|
|
|
|
bool CCombinedArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
|
|
{
|
|
bool me = CArtifactInstance::isPart(supposedPart);
|
|
if(me)
|
|
return true;
|
|
|
|
//check for constituents
|
|
for(const ConstituentInfo &constituent : constituentsInfo)
|
|
if(constituent.art == supposedPart)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art /*= nullptr*/, ArtifactPosition Slot /*= -1*/)
|
|
{
|
|
art = Art;
|
|
slot = Slot;
|
|
}
|
|
|
|
bool CCombinedArtifactInstance::ConstituentInfo::operator==(const ConstituentInfo &rhs) const
|
|
{
|
|
return art == rhs.art && slot == rhs.slot;
|
|
}
|
|
|
|
const CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked /*= true*/) const
|
|
{
|
|
if(const ArtSlotInfo *si = getSlot(pos))
|
|
{
|
|
if(si->artifact && (!excludeLocked || !si->locked))
|
|
return si->artifact;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked /*= true*/)
|
|
{
|
|
return const_cast<CArtifactInstance*>((const_cast<const CArtifactSet*>(this))->getArt(pos, excludeLocked));
|
|
}
|
|
|
|
ArtifactPosition CArtifactSet::getArtPos(int aid, bool onlyWorn /*= true*/) const
|
|
{
|
|
for(auto i = artifactsWorn.cbegin(); i != artifactsWorn.cend(); i++)
|
|
if(i->second.artifact->artType->id == aid)
|
|
return i->first;
|
|
|
|
if(onlyWorn)
|
|
return ArtifactPosition::PRE_FIRST;
|
|
|
|
for(int i = 0; i < artifactsInBackpack.size(); i++)
|
|
if(artifactsInBackpack[i].artifact->artType->id == aid)
|
|
return ArtifactPosition(GameConstants::BACKPACK_START + i);
|
|
|
|
return ArtifactPosition::PRE_FIRST;
|
|
}
|
|
|
|
ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const
|
|
{
|
|
for(auto i : artifactsWorn)
|
|
if(i.second.artifact == art)
|
|
return i.first;
|
|
|
|
for(int i = 0; i < artifactsInBackpack.size(); i++)
|
|
if(artifactsInBackpack[i].artifact == art)
|
|
return ArtifactPosition(GameConstants::BACKPACK_START + i);
|
|
|
|
return ArtifactPosition::PRE_FIRST;
|
|
}
|
|
|
|
const CArtifactInstance * CArtifactSet::getArtByInstanceId( ArtifactInstanceID artInstId ) const
|
|
{
|
|
for(auto i : artifactsWorn)
|
|
if(i.second.artifact->id == artInstId)
|
|
return i.second.artifact;
|
|
|
|
for(auto i : artifactsInBackpack)
|
|
if(i.artifact->id == artInstId)
|
|
return i.artifact;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool CArtifactSet::hasArt(ui32 aid, bool onlyWorn /*= false*/) const
|
|
{
|
|
return getArtPos(aid, onlyWorn) != ArtifactPosition::PRE_FIRST;
|
|
}
|
|
|
|
const ArtSlotInfo * CArtifactSet::getSlot(ArtifactPosition pos) const
|
|
{
|
|
if(vstd::contains(artifactsWorn, pos))
|
|
return &artifactsWorn.at(pos);
|
|
if(pos >= ArtifactPosition::AFTER_LAST )
|
|
{
|
|
int backpackPos = (int)pos - GameConstants::BACKPACK_START;
|
|
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
|
|
return nullptr;
|
|
else
|
|
return &artifactsInBackpack[backpackPos];
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool CArtifactSet::isPositionFree(ArtifactPosition pos, bool onlyLockCheck /*= false*/) const
|
|
{
|
|
if(const ArtSlotInfo *s = getSlot(pos))
|
|
return (onlyLockCheck || !s->artifact) && !s->locked;
|
|
|
|
return true; //no slot means not used
|
|
}
|
|
|
|
si32 CArtifactSet::getArtTypeId(ArtifactPosition pos) const
|
|
{
|
|
const CArtifactInstance * const a = getArt(pos);
|
|
if(!a)
|
|
{
|
|
logGlobal->warnStream() << (dynamic_cast<const CGHeroInstance*>(this))->name << " has no artifact at " << pos << " (getArtTypeId)";
|
|
return -1;
|
|
}
|
|
return a->artType->id;
|
|
}
|
|
|
|
CArtifactSet::~CArtifactSet()
|
|
{
|
|
|
|
}
|
|
|
|
ArtSlotInfo & CArtifactSet::retreiveNewArtSlot(ArtifactPosition slot)
|
|
{
|
|
assert(!vstd::contains(artifactsWorn, slot));
|
|
ArtSlotInfo &ret = slot < GameConstants::BACKPACK_START
|
|
? artifactsWorn[slot]
|
|
: *artifactsInBackpack.insert(artifactsInBackpack.begin() + (slot - GameConstants::BACKPACK_START), ArtSlotInfo());
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CArtifactSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance *art, bool locked)
|
|
{
|
|
ArtSlotInfo &asi = retreiveNewArtSlot(slot);
|
|
asi.artifact = art;
|
|
asi.locked = locked;
|
|
}
|
|
|
|
void CArtifactSet::eraseArtSlot(ArtifactPosition slot)
|
|
{
|
|
if(slot < GameConstants::BACKPACK_START)
|
|
{
|
|
artifactsWorn.erase(slot);
|
|
}
|
|
else
|
|
{
|
|
slot = ArtifactPosition(slot - GameConstants::BACKPACK_START);
|
|
artifactsInBackpack.erase(artifactsInBackpack.begin() + slot);
|
|
}
|
|
}
|
|
|
|
void CArtifactSet::artDeserializationFix(CBonusSystemNode *node)
|
|
{
|
|
for(auto & elem : artifactsWorn)
|
|
if(elem.second.artifact && !elem.second.locked)
|
|
node->attachTo(elem.second.artifact);
|
|
}
|