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vcmi/lib/mapObjects/army/CCreatureSet.h
Ivan Savenko 4c2d67eb45 Fix build
2025-07-07 20:58:53 +03:00

161 lines
6.9 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 "CSimpleArmy.h"
#include "CStackInstance.h"
#include "serializer/Serializeable.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStackInstance;
class CArmedInstance;
class CStackBasicDescriptor;
class JsonSerializeFormat;
using TSlots = std::map<SlotID, std::unique_ptr<CStackInstance>>;
using TPairCreatureSlot = std::pair<const CCreature *, SlotID>;
using TMapCreatureSlot = std::map<const CCreature *, SlotID>;
struct DLL_LINKAGE CreatureSlotComparer
{
bool operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs);
};
using TCreatureQueue = std::priority_queue<TPairCreatureSlot, std::vector<TPairCreatureSlot>, CreatureSlotComparer>;
namespace NArmyFormation
{
static const std::vector<std::string> names{"wide", "tight"};
}
class DLL_LINKAGE CCreatureSet : public IArmyDescriptor, public virtual Serializeable, boost::noncopyable //seven combined creatures
{
CCreatureSet(const CCreatureSet &) = delete;
CCreatureSet & operator=(const CCreatureSet &) = delete;
public:
TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
EArmyFormation formation = EArmyFormation::LOOSE; //0 - wide, 1 - tight
CCreatureSet() = default; //Should be here to avoid compile errors
virtual ~CCreatureSet();
virtual void armyChanged();
const CStackInstance & operator[](const SlotID & slot) const;
const TSlots &Slots() const {return stacks;}
//Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging = true);
//Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(const SlotID & slot, std::unique_ptr<CStackInstance> stack, bool allowMerging = true);
void clearSlots() override;
void setFormation(EArmyFormation tight);
virtual CArmedInstance * getArmy() { return nullptr; }
virtual const CArmedInstance * getArmy() const { return nullptr; }
//adds new stack to the army, slot must be empty
void putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack);
//stack must exist!
void setStackCount(const SlotID & slot, TQuantity count);
//removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
std::unique_ptr<CStackInstance> detachStack(const SlotID & slot);
void setStackType(const SlotID & slot, const CreatureID & type);
/// Give specified amount of experience to all units in army
/// Amount of granted experience is scaled by unit stack size
void giveAverageStackExperience(TExpType exp);
/// Give specified amount of experience to unit in specified slot
/// Amount of granted experience is not scaled by unit stack size
void giveTotalStackExperience(const SlotID & slot, TExpType exp);
/// Erased stack from specified slot. Slot must be non-empty
void eraseStack(const SlotID & slot);
/// Joins stack into stack that occupies targeted slot.
/// Slot must be non-empty and contain same creature type
void joinStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack); //adds new stack to the existing stack of the same type
/// Splits off some units of specified stack and returns newly created stack
/// Slot must be non-empty and contain more units that split quantity
std::unique_ptr<CStackInstance> splitStack(const SlotID & slot, TQuantity toSplit);
//stack must exist!
void changeStackCount(const SlotID & slot, TQuantity toAdd);
//replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
bool setCreature(SlotID slot, CreatureID type, TQuantity quantity) override;
//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.
void setToArmy(CSimpleArmy & src);
const CStackInstance & getStack(const SlotID & slot) const; //stack must exist
CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
const CCreature * getCreature(const SlotID & slot) const; //workaround of map issue;
int getStackCount(const SlotID & slot) const;
TExpType getStackTotalExperience(const SlotID & slot) const;
TExpType getStackAverageExperience(const SlotID & slot) const;
SlotID findStack(const CStackInstance * stack) const; //-1 if none
SlotID getSlotFor(const 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, const SlotID & exclude) const;
std::vector<SlotID> getCreatureSlots(const CCreature * c, const 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(const SlotID & exclude) const;
bool mergeableStacks(std::pair<SlotID, SlotID> & out, const 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(const SlotID & slot) const;
int stacksCount() const;
virtual bool needsLastStack() const; //true if last stack cannot be taken
ui64 getArmyStrength(int fortLevel = 0) const; //sum of AI values of creatures
ui64 getArmyCost() const; //sum of cost of creatures
ui64 getPower(const SlotID & slot) const; //value of specific stack
std::string getRoughAmount(const SlotID & slot, int mode = 0) const; //rough size of specific stack
std::string getArmyDescription() const;
bool hasStackAtSlot(const SlotID & slot) const;
bool contains(const CStackInstance * stack) const;
bool canBeMergedWith(const CCreatureSet & cs, bool allowMergingStacks = true) const;
/// Returns true if this creature set contains all listed units
/// If requireLastStack is true, then this function will also
/// require presence of any unit other than requested (or more units than requested)
bool hasUnits(const std::vector<CStackBasicDescriptor> & units, bool requireLastStack = true) const;
template<typename Handler>
void serialize(Handler & h)
{
h & stacks;
h & formation;
}
void serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional<int> fixedSize = std::nullopt);
operator bool() const
{
return !stacks.empty();
}
};
VCMI_LIB_NAMESPACE_END