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https://github.com/vcmi/vcmi.git
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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
234 lines
6.2 KiB
C++
234 lines
6.2 KiB
C++
/*
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* GameConstants.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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#define INSTANTIATE_BASE_FOR_ID_HERE
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#include "StdInc.h"
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#ifndef VCMI_NO_EXTRA_VERSION
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#include "../Version.h"
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#endif
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#include "VCMI_Lib.h"
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#include "mapObjects/CObjectClassesHandler.h"
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#include "CArtHandler.h"
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#include "CCreatureHandler.h"
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#include "spells/CSpellHandler.h"
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#include "CSkillHandler.h"
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#include "StringConstants.h"
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#include "CGeneralTextHandler.h"
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#include "CModHandler.h"
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const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
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const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3);
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const SlotID SlotID::WAR_MACHINES_SLOT = SlotID(-4);
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const SlotID SlotID::ARROW_TOWERS_SLOT = SlotID(-5);
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const PlayerColor PlayerColor::SPECTATOR = PlayerColor(252);
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const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
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const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
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const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
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const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
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const TeamID TeamID::NO_TEAM = TeamID(255);
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namespace GameConstants
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{
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#ifdef VCMI_NO_EXTRA_VERSION
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const std::string VCMI_VERSION = std::string("VCMI 0.99");
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#else
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const std::string VCMI_VERSION = std::string("VCMI 0.99 ") + GIT_SHA1;
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#endif
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}
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const CArtifact * ArtifactID::toArtifact() const
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{
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return VLC->arth->artifacts.at(*this);
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}
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si32 ArtifactID::decode(const std::string & identifier)
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{
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auto rawId = VLC->modh->identifiers.getIdentifier("core", "artifact", identifier);
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if(rawId)
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return rawId.get();
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else
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return -1;
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}
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std::string ArtifactID::encode(const si32 index)
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{
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return VLC->arth->artifacts.at(index)->identifier;
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}
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const CCreature * CreatureID::toCreature() const
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{
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return VLC->creh->creatures.at(*this);
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}
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si32 CreatureID::decode(const std::string & identifier)
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{
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auto rawId = VLC->modh->identifiers.getIdentifier("core", "creature", identifier);
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if(rawId)
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return rawId.get();
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else
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return -1;
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}
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std::string CreatureID::encode(const si32 index)
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{
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return VLC->creh->creatures.at(index)->identifier;
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}
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const CSpell * SpellID::toSpell() const
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{
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if(num < 0 || num >= VLC->spellh->objects.size())
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{
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logGlobal->error("Unable to get spell of invalid ID %d", int(num));
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return nullptr;
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}
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return VLC->spellh->objects[*this];
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}
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si32 SpellID::decode(const std::string & identifier)
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{
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auto rawId = VLC->modh->identifiers.getIdentifier("core", "spell", identifier);
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if(rawId)
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return rawId.get();
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else
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return -1;
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}
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std::string SpellID::encode(const si32 index)
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{
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return VLC->spellh->objects.at(index)->identifier;
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}
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const CSkill * SecondarySkill::toSkill() const
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{
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return VLC->skillh->objects.at(*this);
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}
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//template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
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//template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
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bool PlayerColor::isValidPlayer() const
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{
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return num < PLAYER_LIMIT_I;
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}
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bool PlayerColor::isSpectator() const
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{
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return num == 252;
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}
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std::string PlayerColor::getStr(bool L10n) const
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{
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std::string ret = "unnamed";
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if(isValidPlayer())
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{
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if(L10n)
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ret = VLC->generaltexth->colors[num];
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else
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ret = GameConstants::PLAYER_COLOR_NAMES[num];
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}
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else if(L10n)
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{
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ret = VLC->generaltexth->allTexts[508];
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ret[0] = std::tolower(ret[0]);
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}
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return ret;
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}
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std::string PlayerColor::getStrCap(bool L10n) const
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{
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std::string ret = getStr(L10n);
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ret[0] = std::toupper(ret[0]);
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return ret;
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}
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std::ostream & operator<<(std::ostream & os, const EActionType actionType)
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{
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static const std::map<EActionType, std::string> actionTypeToString =
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{
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{EActionType::END_TACTIC_PHASE, "End tactic phase"},
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{EActionType::INVALID, "Invalid"},
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{EActionType::NO_ACTION, "No action"},
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{EActionType::HERO_SPELL, "Hero spell"},
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{EActionType::WALK, "Walk"},
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{EActionType::DEFEND, "Defend"},
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{EActionType::RETREAT, "Retreat"},
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{EActionType::SURRENDER, "Surrender"},
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{EActionType::WALK_AND_ATTACK, "Walk and attack"},
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{EActionType::SHOOT, "Shoot"},
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{EActionType::WAIT, "Wait"},
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{EActionType::CATAPULT, "Catapult"},
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{EActionType::MONSTER_SPELL, "Monster spell"},
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{EActionType::BAD_MORALE, "Bad morale"},
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{EActionType::STACK_HEAL, "Stack heal"},
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{EActionType::DAEMON_SUMMONING, "Daemon summoning"}
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};
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auto it = actionTypeToString.find(actionType);
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if (it == actionTypeToString.end()) return os << "<Unknown type>";
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else return os << it->second;
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}
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std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType)
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{
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static const std::map<ETerrainType::EETerrainType, std::string> terrainTypeToString =
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{
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#define DEFINE_ELEMENT(element) {ETerrainType::element, #element}
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DEFINE_ELEMENT(WRONG),
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DEFINE_ELEMENT(BORDER),
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DEFINE_ELEMENT(DIRT),
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DEFINE_ELEMENT(SAND),
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DEFINE_ELEMENT(GRASS),
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DEFINE_ELEMENT(SNOW),
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DEFINE_ELEMENT(SWAMP),
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DEFINE_ELEMENT(ROUGH),
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DEFINE_ELEMENT(SUBTERRANEAN),
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DEFINE_ELEMENT(LAVA),
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DEFINE_ELEMENT(WATER),
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DEFINE_ELEMENT(ROCK)
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#undef DEFINE_ELEMENT
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};
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auto it = terrainTypeToString.find(terrainType.num);
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if (it == terrainTypeToString.end()) return os << "<Unknown type>";
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else return os << it->second;
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}
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std::string ETerrainType::toString() const
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{
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std::stringstream ss;
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ss << *this;
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return ss.str();
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}
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std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer)
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{
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static const std::map<EPathfindingLayer::EEPathfindingLayer, std::string> pathfinderLayerToString
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{
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#define DEFINE_ELEMENT(element) {EPathfindingLayer::element, #element}
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DEFINE_ELEMENT(WRONG),
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DEFINE_ELEMENT(AUTO),
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DEFINE_ELEMENT(LAND),
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DEFINE_ELEMENT(SAIL),
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DEFINE_ELEMENT(WATER),
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DEFINE_ELEMENT(AIR),
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DEFINE_ELEMENT(NUM_LAYERS)
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#undef DEFINE_ELEMENT
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};
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auto it = pathfinderLayerToString.find(pathfindingLayer.num);
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if (it == pathfinderLayerToString.end()) return os << "<Unknown type>";
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else return os << it->second;
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}
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