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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/rewardable/Limiter.h
Ivan Savenko 0c07384293 Refactoring of serialization versioning handling
- Removed 'version' field from serialize() method
- Handler classes - Binary(De)Serializer now have 'version' field
- Serialization versioning now uses named enum

Save compatibility with 1.4.X saves should be intact
2024-01-20 20:34:51 +02:00

128 lines
3.1 KiB
C++

/*
* Limiter.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 "../GameConstants.h"
#include "../ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CStackBasicDescriptor;
struct Component;
namespace Rewardable {
struct Limiter;
using LimitersList = std::vector<std::shared_ptr<Rewardable::Limiter>>;
/// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
/// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
struct DLL_LINKAGE Limiter final
{
/// day of week, unused if 0, 1-7 will test for current day of week
si32 dayOfWeek;
si32 daysPassed;
/// total experience that hero needs to have
si32 heroExperience;
/// level that hero needs to have
si32 heroLevel;
/// mana points that hero needs to have
si32 manaPoints;
/// percentage of mana points that hero needs to have
si32 manaPercentage;
/// Number of free secondary slots that hero needs to have
bool canLearnSkills;
/// resources player needs to have in order to trigger reward
TResources resources;
/// skills hero needs to have
std::vector<si32> primary;
std::map<SecondarySkill, si32> secondary;
/// artifacts that hero needs to have (equipped or in backpack) to trigger this
/// checks for artifacts copies if same artifact id is included multiple times
std::vector<ArtifactID> artifacts;
/// Spells that hero must have in the spellbook
std::vector<SpellID> spells;
/// Spells that hero must be able to learn
std::vector<SpellID> canLearnSpells;
/// creatures that hero needs to have
std::vector<CStackBasicDescriptor> creatures;
/// only heroes/hero classes from list could pass limiter
std::vector<HeroTypeID> heroes;
std::vector<HeroClassID> heroClasses;
/// only player colors can pass limiter
std::vector<PlayerColor> players;
/// sub-limiters, all must pass for this limiter to pass
LimitersList allOf;
/// sub-limiters, at least one should pass for this limiter to pass
LimitersList anyOf;
/// sub-limiters, none should pass for this limiter to pass
LimitersList noneOf;
Limiter();
~Limiter();
bool heroAllowed(const CGHeroInstance * hero) const;
/// Generates list of components that describes reward for a specific hero
void loadComponents(std::vector<Component> & comps,
const CGHeroInstance * h) const;
template <typename Handler> void serialize(Handler &h)
{
h & dayOfWeek;
h & daysPassed;
h & heroExperience;
h & heroLevel;
h & manaPoints;
h & manaPercentage;
h & canLearnSkills;
h & resources;
h & primary;
h & secondary;
h & artifacts;
h & spells;
h & canLearnSpells;
h & creatures;
h & heroes;
h & heroClasses;
h & players;
h & allOf;
h & anyOf;
h & noneOf;
}
void serializeJson(JsonSerializeFormat & handler);
};
}
bool DLL_LINKAGE operator== (const Rewardable::Limiter & l, const Rewardable::Limiter & r);
bool DLL_LINKAGE operator!= (const Rewardable::Limiter & l, const Rewardable::Limiter & r);
VCMI_LIB_NAMESPACE_END