mirror of
https://github.com/vcmi/vcmi.git
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6b760089a4
[1.5] Remove non-const global variables from library
1079 lines
23 KiB
C++
1079 lines
23 KiB
C++
/*
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* CCreatureSet.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 "CCreatureSet.h"
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#include "ArtifactUtils.h"
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#include "CConfigHandler.h"
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#include "CCreatureHandler.h"
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#include "VCMI_Lib.h"
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#include "GameSettings.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "modding/ModScope.h"
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#include "IGameCallback.h"
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#include "CGeneralTextHandler.h"
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#include "spells/CSpellHandler.h"
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#include "CHeroHandler.h"
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#include "IBonusTypeHandler.h"
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#include "serializer/JsonSerializeFormat.h"
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#include <vcmi/FactionService.h>
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#include <vcmi/Faction.h>
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VCMI_LIB_NAMESPACE_BEGIN
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bool CreatureSlotComparer::operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs)
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{
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return lhs.first->getAIValue() < rhs.first->getAIValue(); // Descendant order sorting
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}
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const CStackInstance & CCreatureSet::operator[](const SlotID & slot) const
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{
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auto i = stacks.find(slot);
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if (i != stacks.end())
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return *i->second;
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else
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throw std::runtime_error("That slot is empty!");
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}
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const CCreature * CCreatureSet::getCreature(const SlotID & slot) const
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{
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auto i = stacks.find(slot);
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if (i != stacks.end())
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return i->second->type;
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else
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return nullptr;
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}
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bool CCreatureSet::setCreature(SlotID slot, CreatureID type, TQuantity quantity) /*slots 0 to 6 */
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{
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if(!slot.validSlot())
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{
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logGlobal->error("Cannot set slot %d", slot.getNum());
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return false;
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}
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if(!quantity)
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{
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logGlobal->warn("Using set creature to delete stack?");
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eraseStack(slot);
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return true;
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}
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if(hasStackAtSlot(slot)) //remove old creature
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eraseStack(slot);
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auto * armyObj = castToArmyObj();
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bool isHypotheticArmy = armyObj ? armyObj->isHypothetic() : false;
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putStack(slot, new CStackInstance(type, quantity, isHypotheticArmy));
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return true;
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}
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SlotID CCreatureSet::getSlotFor(const CreatureID & creature, ui32 slotsAmount) const /*returns -1 if no slot available */
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{
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return getSlotFor(creature.toCreature(), slotsAmount);
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}
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SlotID CCreatureSet::getSlotFor(const CCreature *c, ui32 slotsAmount) const
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{
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assert(c && c->valid());
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for(const auto & elem : stacks)
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{
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assert(elem.second->type->valid());
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if(elem.second->type == c)
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{
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return elem.first; //if there is already such creature we return its slot id
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}
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}
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return getFreeSlot(slotsAmount);
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}
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bool CCreatureSet::hasCreatureSlots(const CCreature * c, const SlotID & exclude) const
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{
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assert(c && c->valid());
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for(const auto & elem : stacks) // elem is const
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{
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if(elem.first == exclude) // Check slot
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continue;
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if(!elem.second || !elem.second->type) // Check creature
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continue;
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assert(elem.second->type->valid());
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if(elem.second->type == c)
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return true;
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}
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return false;
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}
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std::vector<SlotID> CCreatureSet::getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount) const
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{
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assert(c && c->valid());
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std::vector<SlotID> result;
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for(const auto & elem : stacks)
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{
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if(elem.first == exclude)
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continue;
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if(!elem.second || !elem.second->type || elem.second->type != c)
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continue;
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if(elem.second->count == ignoreAmount || elem.second->count < 1)
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continue;
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assert(elem.second->type->valid());
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result.push_back(elem.first);
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}
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return result;
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}
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bool CCreatureSet::isCreatureBalanced(const CCreature * c, TQuantity ignoreAmount) const
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{
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assert(c && c->valid());
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TQuantity max = 0;
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auto min = std::numeric_limits<TQuantity>::max();
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for(const auto & elem : stacks)
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{
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if(!elem.second || !elem.second->type || elem.second->type != c)
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continue;
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const auto count = elem.second->count;
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if(count == ignoreAmount || count < 1)
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continue;
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assert(elem.second->type->valid());
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if(count > max)
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max = count;
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if(count < min)
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min = count;
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if(max - min > 1)
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return false;
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}
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return true;
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}
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SlotID CCreatureSet::getFreeSlot(ui32 slotsAmount) const
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{
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for(ui32 i=0; i<slotsAmount; i++)
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{
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if(!vstd::contains(stacks, SlotID(i)))
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{
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return SlotID(i); //return first free slot
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}
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}
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return SlotID(); //no slot available
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}
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std::vector<SlotID> CCreatureSet::getFreeSlots(ui32 slotsAmount) const
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{
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std::vector<SlotID> freeSlots;
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for(ui32 i = 0; i < slotsAmount; i++)
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{
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auto slot = SlotID(i);
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if(!vstd::contains(stacks, slot))
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freeSlots.push_back(slot);
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}
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return freeSlots;
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}
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std::queue<SlotID> CCreatureSet::getFreeSlotsQueue(ui32 slotsAmount) const
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{
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std::queue<SlotID> freeSlots;
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for (ui32 i = 0; i < slotsAmount; i++)
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{
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auto slot = SlotID(i);
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if(!vstd::contains(stacks, slot))
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freeSlots.push(slot);
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}
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return freeSlots;
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}
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TMapCreatureSlot CCreatureSet::getCreatureMap() const
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{
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TMapCreatureSlot creatureMap;
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TMapCreatureSlot::key_compare keyComp = creatureMap.key_comp();
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// https://stackoverflow.com/questions/97050/stdmap-insert-or-stdmap-find
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// https://www.cplusplus.com/reference/map/map/key_comp/
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for(const auto & pair : stacks)
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{
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const auto * creature = pair.second->type;
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auto slot = pair.first;
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auto lb = creatureMap.lower_bound(creature);
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if(lb != creatureMap.end() && !(keyComp(creature, lb->first)))
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continue;
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creatureMap.insert(lb, TMapCreatureSlot::value_type(creature, slot));
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}
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return creatureMap;
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}
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TCreatureQueue CCreatureSet::getCreatureQueue(const SlotID & exclude) const
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{
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TCreatureQueue creatureQueue;
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for(const auto & pair : stacks)
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{
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if(pair.first == exclude)
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continue;
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creatureQueue.push(std::make_pair(pair.second->type, pair.first));
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}
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return creatureQueue;
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}
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TQuantity CCreatureSet::getStackCount(const SlotID & slot) const
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{
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auto i = stacks.find(slot);
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if (i != stacks.end())
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return i->second->count;
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else
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return 0; //TODO? consider issuing a warning
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}
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TExpType CCreatureSet::getStackExperience(const SlotID & slot) const
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{
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auto i = stacks.find(slot);
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if (i != stacks.end())
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return i->second->experience;
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else
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return 0; //TODO? consider issuing a warning
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}
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bool CCreatureSet::mergableStacks(std::pair<SlotID, SlotID> & out, const SlotID & preferable) const /*looks for two same stacks, returns slot positions */
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{
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//try to match creature to our preferred stack
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if(preferable.validSlot() && vstd::contains(stacks, preferable))
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{
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const CCreature *cr = stacks.find(preferable)->second->type;
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for(const auto & elem : stacks)
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{
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if(cr == elem.second->type && elem.first != preferable)
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{
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out.first = preferable;
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out.second = elem.first;
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return true;
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}
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}
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}
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for(const auto & stack : stacks)
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{
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for(const auto & elem : stacks)
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{
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if(stack.second->type == elem.second->type && stack.first != elem.first)
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{
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out.first = stack.first;
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out.second = elem.first;
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return true;
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}
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}
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}
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return false;
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}
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void CCreatureSet::sweep()
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{
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for(auto i=stacks.begin(); i!=stacks.end(); ++i)
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{
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if(!i->second->count)
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{
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stacks.erase(i);
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sweep();
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break;
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}
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}
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}
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void CCreatureSet::addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging)
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{
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const CCreature *c = cre.toCreature();
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if(!hasStackAtSlot(slot))
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{
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setCreature(slot, cre, count);
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}
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else if(getCreature(slot) == c && allowMerging) //that slot was empty or contained same type creature
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{
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setStackCount(slot, getStackCount(slot) + count);
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}
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else
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{
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logGlobal->error("Failed adding to slot!");
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}
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}
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void CCreatureSet::addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging)
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{
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assert(stack->valid(true));
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if(!hasStackAtSlot(slot))
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{
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putStack(slot, stack);
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}
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else if(allowMerging && stack->type == getCreature(slot))
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{
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joinStack(slot, stack);
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}
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else
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{
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logGlobal->error("Cannot add to slot %d stack %s", slot.getNum(), stack->nodeName());
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}
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}
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bool CCreatureSet::validTypes(bool allowUnrandomized) const
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{
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for(const auto & elem : stacks)
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{
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if(!elem.second->valid(allowUnrandomized))
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return false;
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}
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return true;
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}
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bool CCreatureSet::slotEmpty(const SlotID & slot) const
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{
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return !hasStackAtSlot(slot);
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}
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bool CCreatureSet::needsLastStack() const
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{
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return false;
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}
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ui64 CCreatureSet::getArmyStrength() const
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{
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ui64 ret = 0;
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for(const auto & elem : stacks)
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ret += elem.second->getPower();
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return ret;
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}
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ui64 CCreatureSet::getPower(const SlotID & slot) const
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{
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return getStack(slot).getPower();
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}
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std::string CCreatureSet::getRoughAmount(const SlotID & slot, int mode) const
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{
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/// Mode represent return string format
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/// "Pack" - 0, "A pack of" - 1, "a pack of" - 2
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CCreature::CreatureQuantityId quantity = CCreature::getQuantityID(getStackCount(slot));
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if((int)quantity)
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{
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if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
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return CCreature::getQuantityRangeStringForId(quantity);
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return VLC->generaltexth->arraytxt[(174 + mode) + 3*(int)quantity];
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}
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return "";
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}
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std::string CCreatureSet::getArmyDescription() const
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{
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std::string text;
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std::vector<std::string> guards;
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for(const auto & elem : stacks)
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{
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auto str = boost::str(boost::format("%s %s") % getRoughAmount(elem.first, 2) % getCreature(elem.first)->getNamePluralTranslated());
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guards.push_back(str);
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}
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if(!guards.empty())
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{
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for(int i = 0; i < guards.size(); i++)
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{
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text += guards[i];
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if(i + 2 < guards.size())
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text += ", ";
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else if(i + 2 == guards.size())
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text += VLC->generaltexth->allTexts[237];
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}
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}
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return text;
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}
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int CCreatureSet::stacksCount() const
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{
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return static_cast<int>(stacks.size());
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}
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void CCreatureSet::setFormation(EArmyFormation mode)
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{
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formation = mode;
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}
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void CCreatureSet::setStackCount(const SlotID & slot, TQuantity count)
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{
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assert(hasStackAtSlot(slot));
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assert(stacks[slot]->count + count > 0);
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if (VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE) && count > stacks[slot]->count)
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stacks[slot]->experience = static_cast<TExpType>(stacks[slot]->experience * (count / static_cast<double>(stacks[slot]->count)));
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stacks[slot]->count = count;
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armyChanged();
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}
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void CCreatureSet::giveStackExp(TExpType exp)
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{
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for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
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i->second->giveStackExp(exp);
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}
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void CCreatureSet::setStackExp(const SlotID & slot, TExpType exp)
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{
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assert(hasStackAtSlot(slot));
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stacks[slot]->experience = exp;
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}
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void CCreatureSet::clearSlots()
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{
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while(!stacks.empty())
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{
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eraseStack(stacks.begin()->first);
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}
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}
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const CStackInstance & CCreatureSet::getStack(const SlotID & slot) const
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{
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assert(hasStackAtSlot(slot));
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return *getStackPtr(slot);
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}
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CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const
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{
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if(hasStackAtSlot(slot))
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return stacks.find(slot)->second;
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else return nullptr;
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}
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void CCreatureSet::eraseStack(const SlotID & slot)
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{
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assert(hasStackAtSlot(slot));
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CStackInstance *toErase = detachStack(slot);
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vstd::clear_pointer(toErase);
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}
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bool CCreatureSet::contains(const CStackInstance *stack) const
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{
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if(!stack)
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return false;
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for(const auto & elem : stacks)
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if(elem.second == stack)
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return true;
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return false;
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}
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SlotID CCreatureSet::findStack(const CStackInstance *stack) const
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{
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const auto * h = dynamic_cast<const CGHeroInstance *>(this);
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if (h && h->commander == stack)
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return SlotID::COMMANDER_SLOT_PLACEHOLDER;
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if(!stack)
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return SlotID();
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for(const auto & elem : stacks)
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if(elem.second == stack)
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return elem.first;
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return SlotID();
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}
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CArmedInstance * CCreatureSet::castToArmyObj()
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{
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return dynamic_cast<CArmedInstance *>(this);
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}
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void CCreatureSet::putStack(const SlotID & slot, CStackInstance * stack)
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{
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assert(slot.getNum() < GameConstants::ARMY_SIZE);
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assert(!hasStackAtSlot(slot));
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stacks[slot] = stack;
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stack->setArmyObj(castToArmyObj());
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armyChanged();
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}
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void CCreatureSet::joinStack(const SlotID & slot, CStackInstance * stack)
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{
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[[maybe_unused]] const CCreature *c = getCreature(slot);
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assert(c == stack->type);
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assert(c);
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//TODO move stuff
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changeStackCount(slot, stack->count);
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vstd::clear_pointer(stack);
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}
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void CCreatureSet::changeStackCount(const SlotID & slot, TQuantity toAdd)
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{
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setStackCount(slot, getStackCount(slot) + toAdd);
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}
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CCreatureSet::~CCreatureSet()
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{
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clearSlots();
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}
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void CCreatureSet::setToArmy(CSimpleArmy &src)
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{
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clearSlots();
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while(src)
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{
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auto i = src.army.begin();
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putStack(i->first, new CStackInstance(i->second.first, i->second.second));
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src.army.erase(i);
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}
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}
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CStackInstance * CCreatureSet::detachStack(const SlotID & slot)
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{
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assert(hasStackAtSlot(slot));
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CStackInstance *ret = stacks[slot];
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//if(CArmedInstance *armedObj = castToArmyObj())
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if(ret)
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{
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ret->setArmyObj(nullptr); //detaches from current armyobj
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assert(!ret->armyObj); //we failed detaching?
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}
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stacks.erase(slot);
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armyChanged();
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return ret;
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}
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|
|
void CCreatureSet::setStackType(const SlotID & slot, const CreatureID & type)
|
|
{
|
|
assert(hasStackAtSlot(slot));
|
|
CStackInstance *s = stacks[slot];
|
|
s->setType(type);
|
|
armyChanged();
|
|
}
|
|
|
|
bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks) const
|
|
{
|
|
if(!allowMergingStacks)
|
|
{
|
|
int freeSlots = stacksCount() - GameConstants::ARMY_SIZE;
|
|
std::set<const CCreature*> cresToAdd;
|
|
for(const auto & elem : cs.stacks)
|
|
{
|
|
SlotID dest = getSlotFor(elem.second->type);
|
|
if(!dest.validSlot() || hasStackAtSlot(dest))
|
|
cresToAdd.insert(elem.second->type);
|
|
}
|
|
return cresToAdd.size() <= freeSlots;
|
|
}
|
|
else
|
|
{
|
|
CCreatureSet cres;
|
|
SlotID j;
|
|
|
|
//get types of creatures that need their own slot
|
|
for(const auto & elem : cs.stacks)
|
|
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
|
|
cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible
|
|
//cres.addToSlot(elem.first, elem.second->type->getId(), 1, true);
|
|
for(const auto & elem : stacks)
|
|
{
|
|
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
|
|
cres.addToSlot(j, elem.second->type->getId(), 1, true); //merge if possible
|
|
else
|
|
return false; //no place found
|
|
}
|
|
return true; //all stacks found their slots
|
|
}
|
|
}
|
|
|
|
bool CCreatureSet::hasStackAtSlot(const SlotID & slot) const
|
|
{
|
|
return vstd::contains(stacks, slot);
|
|
}
|
|
|
|
CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs)
|
|
{
|
|
assert(0);
|
|
return *this;
|
|
}
|
|
|
|
void CCreatureSet::armyChanged()
|
|
{
|
|
|
|
}
|
|
|
|
void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional<int> fixedSize)
|
|
{
|
|
if(handler.saving && stacks.empty())
|
|
return;
|
|
|
|
handler.serializeEnum("formation", formation, NArmyFormation::names);
|
|
auto a = handler.enterArray(armyFieldName);
|
|
|
|
|
|
if(handler.saving)
|
|
{
|
|
size_t sz = 0;
|
|
|
|
for(const auto & p : stacks)
|
|
vstd::amax(sz, p.first.getNum()+1);
|
|
|
|
if(fixedSize)
|
|
vstd::amax(sz, fixedSize.value());
|
|
|
|
a.resize(sz, JsonNode::JsonType::DATA_STRUCT);
|
|
|
|
for(const auto & p : stacks)
|
|
{
|
|
auto s = a.enterStruct(p.first.getNum());
|
|
p.second->serializeJson(handler);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(size_t idx = 0; idx < a.size(); idx++)
|
|
{
|
|
auto s = a.enterStruct(idx);
|
|
|
|
TQuantity amount = 0;
|
|
|
|
handler.serializeInt("amount", amount);
|
|
|
|
if(amount > 0)
|
|
{
|
|
auto * new_stack = new CStackInstance();
|
|
new_stack->serializeJson(handler);
|
|
putStack(SlotID(static_cast<si32>(idx)), new_stack);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CStackInstance::CStackInstance()
|
|
: armyObj(_armyObj)
|
|
{
|
|
init();
|
|
}
|
|
|
|
CStackInstance::CStackInstance(const CreatureID & id, TQuantity Count, bool isHypothetic):
|
|
CBonusSystemNode(isHypothetic), armyObj(_armyObj)
|
|
{
|
|
init();
|
|
setType(id);
|
|
count = Count;
|
|
}
|
|
|
|
CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count, bool isHypothetic)
|
|
: CBonusSystemNode(isHypothetic), armyObj(_armyObj)
|
|
{
|
|
init();
|
|
setType(cre);
|
|
count = Count;
|
|
}
|
|
|
|
void CStackInstance::init()
|
|
{
|
|
experience = 0;
|
|
count = 0;
|
|
type = nullptr;
|
|
_armyObj = nullptr;
|
|
setNodeType(STACK_INSTANCE);
|
|
}
|
|
|
|
CCreature::CreatureQuantityId CStackInstance::getQuantityID() const
|
|
{
|
|
return CCreature::getQuantityID(count);
|
|
}
|
|
|
|
int CStackInstance::getExpRank() const
|
|
{
|
|
if (!VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
|
|
return 0;
|
|
int tier = type->getLevel();
|
|
if (vstd::iswithin(tier, 1, 7))
|
|
{
|
|
for(int i = static_cast<int>(VLC->creh->expRanks[tier].size()) - 2; i > -1; --i) //sic!
|
|
{ //exp values vary from 1st level to max exp at 11th level
|
|
if (experience >= VLC->creh->expRanks[tier][i])
|
|
return ++i; //faster, but confusing - 0 index mean 1st level of experience
|
|
}
|
|
return 0;
|
|
}
|
|
else //higher tier
|
|
{
|
|
for(int i = static_cast<int>(VLC->creh->expRanks[0].size()) - 2; i > -1; --i)
|
|
{
|
|
if (experience >= VLC->creh->expRanks[0][i])
|
|
return ++i;
|
|
}
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int CStackInstance::getLevel() const
|
|
{
|
|
return std::max(1, static_cast<int>(type->getLevel()));
|
|
}
|
|
|
|
void CStackInstance::giveStackExp(TExpType exp)
|
|
{
|
|
int level = type->getLevel();
|
|
if (!vstd::iswithin(level, 1, 7))
|
|
level = 0;
|
|
|
|
ui32 maxExp = VLC->creh->expRanks[level].back();
|
|
|
|
vstd::amin(exp, static_cast<TExpType>(maxExp)); //prevent exp overflow due to different types
|
|
vstd::amin(exp, (maxExp * VLC->creh->maxExpPerBattle[level])/100);
|
|
vstd::amin(experience += exp, maxExp); //can't get more exp than this limit
|
|
}
|
|
|
|
void CStackInstance::setType(const CreatureID & creID)
|
|
{
|
|
if (creID == CreatureID::NONE)
|
|
setType(nullptr);//FIXME: unused branch?
|
|
else
|
|
setType(creID.toCreature());
|
|
}
|
|
|
|
void CStackInstance::setType(const CCreature *c)
|
|
{
|
|
if(type)
|
|
{
|
|
detachFromSource(*type);
|
|
if (type->isMyUpgrade(c) && VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
|
|
experience = static_cast<TExpType>(experience * VLC->creh->expAfterUpgrade / 100.0);
|
|
}
|
|
|
|
CStackBasicDescriptor::setType(c);
|
|
|
|
if(type)
|
|
attachToSource(*type);
|
|
}
|
|
std::string CStackInstance::bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const
|
|
{
|
|
return VLC->getBth()->bonusToString(bonus, this, description);
|
|
}
|
|
|
|
ImagePath CStackInstance::bonusToGraphics(const std::shared_ptr<Bonus> & bonus) const
|
|
{
|
|
return VLC->getBth()->bonusToGraphics(bonus);
|
|
}
|
|
|
|
void CStackInstance::setArmyObj(const CArmedInstance * ArmyObj)
|
|
{
|
|
if(_armyObj)
|
|
detachFrom(const_cast<CArmedInstance&>(*_armyObj));
|
|
|
|
_armyObj = ArmyObj;
|
|
|
|
if(ArmyObj)
|
|
attachTo(const_cast<CArmedInstance&>(*_armyObj));
|
|
}
|
|
|
|
std::string CStackInstance::getQuantityTXT(bool capitalized) const
|
|
{
|
|
CCreature::CreatureQuantityId quantity = getQuantityID();
|
|
|
|
if ((int)quantity)
|
|
{
|
|
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
|
|
return CCreature::getQuantityRangeStringForId(quantity);
|
|
|
|
return VLC->generaltexth->arraytxt[174 + (int)quantity*3 - 1 - capitalized];
|
|
}
|
|
else
|
|
return "";
|
|
}
|
|
|
|
bool CStackInstance::valid(bool allowUnrandomized) const
|
|
{
|
|
if(!randomStack)
|
|
{
|
|
return (type && type == type->getId().toEntity(VLC));
|
|
}
|
|
else
|
|
return allowUnrandomized;
|
|
}
|
|
|
|
std::string CStackInstance::nodeName() const
|
|
{
|
|
std::ostringstream oss;
|
|
oss << "Stack of " << count << " of ";
|
|
if(type)
|
|
oss << type->getNamePluralTextID();
|
|
else
|
|
oss << "[UNDEFINED TYPE]";
|
|
|
|
return oss.str();
|
|
}
|
|
|
|
PlayerColor CStackInstance::getOwner() const
|
|
{
|
|
return _armyObj ? _armyObj->getOwner() : PlayerColor::NEUTRAL;
|
|
}
|
|
|
|
void CStackInstance::deserializationFix()
|
|
{
|
|
const CArmedInstance *armyBackup = _armyObj;
|
|
_armyObj = nullptr;
|
|
setArmyObj(armyBackup);
|
|
artDeserializationFix(this);
|
|
}
|
|
|
|
CreatureID CStackInstance::getCreatureID() const
|
|
{
|
|
if(type)
|
|
return type->getId();
|
|
else
|
|
return CreatureID::NONE;
|
|
}
|
|
|
|
std::string CStackInstance::getName() const
|
|
{
|
|
return (count > 1) ? type->getNamePluralTranslated() : type->getNameSingularTranslated();
|
|
}
|
|
|
|
ui64 CStackInstance::getPower() const
|
|
{
|
|
assert(type);
|
|
return type->getAIValue() * count;
|
|
}
|
|
|
|
ArtBearer::ArtBearer CStackInstance::bearerType() const
|
|
{
|
|
return ArtBearer::CREATURE;
|
|
}
|
|
|
|
CStackInstance::ArtPlacementMap CStackInstance::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
|
|
{
|
|
assert(!getArt(pos));
|
|
assert(art->canBePutAt(this, pos));
|
|
|
|
attachTo(*art);
|
|
return CArtifactSet::putArtifact(pos, art);
|
|
}
|
|
|
|
void CStackInstance::removeArtifact(ArtifactPosition pos)
|
|
{
|
|
assert(getArt(pos));
|
|
|
|
detachFrom(*getArt(pos));
|
|
CArtifactSet::removeArtifact(pos);
|
|
}
|
|
|
|
void CStackInstance::serializeJson(JsonSerializeFormat & handler)
|
|
{
|
|
//todo: artifacts
|
|
CStackBasicDescriptor::serializeJson(handler);//must be first
|
|
|
|
if(handler.saving)
|
|
{
|
|
if(randomStack)
|
|
{
|
|
int level = randomStack->level;
|
|
int upgrade = randomStack->upgrade;
|
|
|
|
handler.serializeInt("level", level, 0);
|
|
handler.serializeInt("upgraded", upgrade, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//type set by CStackBasicDescriptor::serializeJson
|
|
if(type == nullptr)
|
|
{
|
|
uint8_t level = 0;
|
|
uint8_t upgrade = 0;
|
|
|
|
handler.serializeInt("level", level, 0);
|
|
handler.serializeInt("upgrade", upgrade, 0);
|
|
|
|
randomStack = RandomStackInfo{ level, upgrade };
|
|
}
|
|
}
|
|
}
|
|
|
|
FactionID CStackInstance::getFaction() const
|
|
{
|
|
if(type)
|
|
return type->getFaction();
|
|
|
|
return FactionID::NEUTRAL;
|
|
}
|
|
|
|
const IBonusBearer* CStackInstance::getBonusBearer() const
|
|
{
|
|
return this;
|
|
}
|
|
|
|
CCommanderInstance::CCommanderInstance()
|
|
{
|
|
init();
|
|
}
|
|
|
|
CCommanderInstance::CCommanderInstance(const CreatureID & id): name("Commando")
|
|
{
|
|
init();
|
|
setType(id);
|
|
//TODO - parse them
|
|
}
|
|
|
|
void CCommanderInstance::init()
|
|
{
|
|
alive = true;
|
|
experience = 0;
|
|
level = 1;
|
|
count = 1;
|
|
type = nullptr;
|
|
_armyObj = nullptr;
|
|
setNodeType (CBonusSystemNode::COMMANDER);
|
|
secondarySkills.resize (ECommander::SPELL_POWER + 1);
|
|
}
|
|
|
|
void CCommanderInstance::setAlive (bool Alive)
|
|
{
|
|
//TODO: helm of immortality
|
|
alive = Alive;
|
|
if (!alive)
|
|
{
|
|
removeBonusesRecursive(Bonus::UntilCommanderKilled);
|
|
}
|
|
}
|
|
|
|
void CCommanderInstance::giveStackExp (TExpType exp)
|
|
{
|
|
if (alive)
|
|
experience += exp;
|
|
}
|
|
|
|
int CCommanderInstance::getExpRank() const
|
|
{
|
|
return VLC->heroh->level (experience);
|
|
}
|
|
|
|
int CCommanderInstance::getLevel() const
|
|
{
|
|
return std::max (1, getExpRank());
|
|
}
|
|
|
|
void CCommanderInstance::levelUp ()
|
|
{
|
|
level++;
|
|
for(const auto & bonus : VLC->creh->commanderLevelPremy)
|
|
{ //grant all regular level-up bonuses
|
|
accumulateBonus(bonus);
|
|
}
|
|
}
|
|
|
|
ArtBearer::ArtBearer CCommanderInstance::bearerType() const
|
|
{
|
|
return ArtBearer::COMMANDER;
|
|
}
|
|
|
|
bool CCommanderInstance::gainsLevel() const
|
|
{
|
|
return experience >= VLC->heroh->reqExp(level + 1);
|
|
}
|
|
|
|
//This constructor should be placed here to avoid side effects
|
|
CStackBasicDescriptor::CStackBasicDescriptor() = default;
|
|
|
|
CStackBasicDescriptor::CStackBasicDescriptor(const CreatureID & id, TQuantity Count):
|
|
type(id.toCreature()),
|
|
count(Count)
|
|
{
|
|
}
|
|
|
|
CStackBasicDescriptor::CStackBasicDescriptor(const CCreature *c, TQuantity Count)
|
|
: type(c), count(Count)
|
|
{
|
|
}
|
|
|
|
const Creature * CStackBasicDescriptor::getType() const
|
|
{
|
|
return type;
|
|
}
|
|
|
|
CreatureID CStackBasicDescriptor::getId() const
|
|
{
|
|
return type->getId();
|
|
}
|
|
|
|
TQuantity CStackBasicDescriptor::getCount() const
|
|
{
|
|
return count;
|
|
}
|
|
|
|
|
|
void CStackBasicDescriptor::setType(const CCreature * c)
|
|
{
|
|
type = c;
|
|
}
|
|
|
|
bool operator== (const CStackBasicDescriptor & l, const CStackBasicDescriptor & r)
|
|
{
|
|
return (!l.type && !r.type)
|
|
|| (l.type && r.type
|
|
&& l.type->getId() == r.type->getId()
|
|
&& l.count == r.count);
|
|
}
|
|
|
|
void CStackBasicDescriptor::serializeJson(JsonSerializeFormat & handler)
|
|
{
|
|
handler.serializeInt("amount", count);
|
|
|
|
if(handler.saving)
|
|
{
|
|
if(type)
|
|
{
|
|
std::string typeName = type->getJsonKey();
|
|
handler.serializeString("type", typeName);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
std::string typeName;
|
|
handler.serializeString("type", typeName);
|
|
if(!typeName.empty())
|
|
setType(CreatureID(CreatureID::decode(typeName)).toCreature());
|
|
}
|
|
}
|
|
|
|
void CSimpleArmy::clearSlots()
|
|
{
|
|
army.clear();
|
|
}
|
|
|
|
CSimpleArmy::operator bool() const
|
|
{
|
|
return !army.empty();
|
|
}
|
|
|
|
bool CSimpleArmy::setCreature(SlotID slot, CreatureID cre, TQuantity count)
|
|
{
|
|
assert(!vstd::contains(army, slot));
|
|
army[slot] = std::make_pair(cre, count);
|
|
return true;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|