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vcmi/lib/gameState/CGameStateCampaign.h
Ivan Savenko 2cd29c1893 Rework campaign bonuses storage in type-safe form
Replaced campaign bonuses from using 3 integers to store anything with
type-safe version that uses std::variant that ensures that all bonuses
are in correct state.

Also removed "interesting" solutions like storing primary skills using
bit shifts.

Prerequirement for HotA campaign support
2025-06-15 17:01:14 +03:00

94 lines
2.4 KiB
C++

/*
* CGameStateCampaign.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 "../campaign/CampaignConstants.h"
#include "../serializer/Serializeable.h"
VCMI_LIB_NAMESPACE_BEGIN
class CampaignBonus;
struct CampaignTravel;
class CGHeroInstance;
class CGameState;
class CMap;
namespace vstd
{
class RNG;
}
struct CampaignHeroReplacement
{
CampaignHeroReplacement(std::shared_ptr<CGHeroInstance> hero, const ObjectInstanceID & heroPlaceholderId);
std::shared_ptr<CGHeroInstance> hero;
ObjectInstanceID heroPlaceholderId;
std::vector<ArtifactPosition> transferrableArtifacts;
};
class CGameStateCampaign : public Serializeable
{
CGameState * gameState = nullptr;
/// Contains list of heroes that may be available in this scenario
/// temporary helper for game initialization, not serialized
std::vector<CampaignHeroReplacement> campaignHeroReplacements;
/// Returns ID of scenario from which hero placeholders should be selected
std::optional<CampaignScenarioID> getHeroesSourceScenario() const;
/// returns heroes and placeholders in where heroes will be put
void generateCampaignHeroesToReplace();
std::optional<CampaignBonus> currentBonus() const;
/// Trims hero parameters that should not transfer between scenarios according to travelOptions flags
void trimCrossoverHeroesParameters(vstd::RNG & randomGenerator, const CampaignTravel & travelOptions);
void replaceHeroesPlaceholders();
void transferMissingArtifacts(const CampaignTravel & travelOptions);
void giveCampaignBonusToHero(CGHeroInstance * hero);
public:
CGameStateCampaign();
CGameStateCampaign(CGameState * owner);
void setGamestate(CGameState * owner);
void placeCampaignHeroes(vstd::RNG & randomGenerator);
void initStartingResources();
void initHeroes();
void initTowns();
bool playerHasStartingHero(PlayerColor player) const;
std::unique_ptr<CMap> getCurrentMap();
template <typename Handler> void serialize(Handler &h)
{
if (h.saving || h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
{
// no-op, but needed to auto-create this class if gamestate had it during serialization
}
else
{
bool dummyA = false;
uint32_t dummyB = 0;
uint16_t dummyC = 0;
h & dummyA;
h & dummyB;
h & dummyC;
}
}
};
VCMI_LIB_NAMESPACE_END