1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/GameConstants.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

234 lines
6.2 KiB
C++

/*
* GameConstants.cpp, 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
*
*/
#define INSTANTIATE_BASE_FOR_ID_HERE
#include "StdInc.h"
#ifndef VCMI_NO_EXTRA_VERSION
#include "../Version.h"
#endif
#include "VCMI_Lib.h"
#include "mapObjects/CObjectClassesHandler.h"
#include "CArtHandler.h"
#include "CCreatureHandler.h"
#include "spells/CSpellHandler.h"
#include "CSkillHandler.h"
#include "StringConstants.h"
#include "CGeneralTextHandler.h"
#include "CModHandler.h"
const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3);
const SlotID SlotID::WAR_MACHINES_SLOT = SlotID(-4);
const SlotID SlotID::ARROW_TOWERS_SLOT = SlotID(-5);
const PlayerColor PlayerColor::SPECTATOR = PlayerColor(252);
const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
const TeamID TeamID::NO_TEAM = TeamID(255);
namespace GameConstants
{
#ifdef VCMI_NO_EXTRA_VERSION
const std::string VCMI_VERSION = std::string("VCMI 0.99");
#else
const std::string VCMI_VERSION = std::string("VCMI 0.99 ") + GIT_SHA1;
#endif
}
const CArtifact * ArtifactID::toArtifact() const
{
return VLC->arth->artifacts.at(*this);
}
si32 ArtifactID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "artifact", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string ArtifactID::encode(const si32 index)
{
return VLC->arth->artifacts.at(index)->identifier;
}
const CCreature * CreatureID::toCreature() const
{
return VLC->creh->creatures.at(*this);
}
si32 CreatureID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "creature", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string CreatureID::encode(const si32 index)
{
return VLC->creh->creatures.at(index)->identifier;
}
const CSpell * SpellID::toSpell() const
{
if(num < 0 || num >= VLC->spellh->objects.size())
{
logGlobal->error("Unable to get spell of invalid ID %d", int(num));
return nullptr;
}
return VLC->spellh->objects[*this];
}
si32 SpellID::decode(const std::string & identifier)
{
auto rawId = VLC->modh->identifiers.getIdentifier("core", "spell", identifier);
if(rawId)
return rawId.get();
else
return -1;
}
std::string SpellID::encode(const si32 index)
{
return VLC->spellh->objects.at(index)->identifier;
}
const CSkill * SecondarySkill::toSkill() const
{
return VLC->skillh->objects.at(*this);
}
//template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
//template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
bool PlayerColor::isValidPlayer() const
{
return num < PLAYER_LIMIT_I;
}
bool PlayerColor::isSpectator() const
{
return num == 252;
}
std::string PlayerColor::getStr(bool L10n) const
{
std::string ret = "unnamed";
if(isValidPlayer())
{
if(L10n)
ret = VLC->generaltexth->colors[num];
else
ret = GameConstants::PLAYER_COLOR_NAMES[num];
}
else if(L10n)
{
ret = VLC->generaltexth->allTexts[508];
ret[0] = std::tolower(ret[0]);
}
return ret;
}
std::string PlayerColor::getStrCap(bool L10n) const
{
std::string ret = getStr(L10n);
ret[0] = std::toupper(ret[0]);
return ret;
}
std::ostream & operator<<(std::ostream & os, const EActionType actionType)
{
static const std::map<EActionType, std::string> actionTypeToString =
{
{EActionType::END_TACTIC_PHASE, "End tactic phase"},
{EActionType::INVALID, "Invalid"},
{EActionType::NO_ACTION, "No action"},
{EActionType::HERO_SPELL, "Hero spell"},
{EActionType::WALK, "Walk"},
{EActionType::DEFEND, "Defend"},
{EActionType::RETREAT, "Retreat"},
{EActionType::SURRENDER, "Surrender"},
{EActionType::WALK_AND_ATTACK, "Walk and attack"},
{EActionType::SHOOT, "Shoot"},
{EActionType::WAIT, "Wait"},
{EActionType::CATAPULT, "Catapult"},
{EActionType::MONSTER_SPELL, "Monster spell"},
{EActionType::BAD_MORALE, "Bad morale"},
{EActionType::STACK_HEAL, "Stack heal"},
{EActionType::DAEMON_SUMMONING, "Daemon summoning"}
};
auto it = actionTypeToString.find(actionType);
if (it == actionTypeToString.end()) return os << "<Unknown type>";
else return os << it->second;
}
std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType)
{
static const std::map<ETerrainType::EETerrainType, std::string> terrainTypeToString =
{
#define DEFINE_ELEMENT(element) {ETerrainType::element, #element}
DEFINE_ELEMENT(WRONG),
DEFINE_ELEMENT(BORDER),
DEFINE_ELEMENT(DIRT),
DEFINE_ELEMENT(SAND),
DEFINE_ELEMENT(GRASS),
DEFINE_ELEMENT(SNOW),
DEFINE_ELEMENT(SWAMP),
DEFINE_ELEMENT(ROUGH),
DEFINE_ELEMENT(SUBTERRANEAN),
DEFINE_ELEMENT(LAVA),
DEFINE_ELEMENT(WATER),
DEFINE_ELEMENT(ROCK)
#undef DEFINE_ELEMENT
};
auto it = terrainTypeToString.find(terrainType.num);
if (it == terrainTypeToString.end()) return os << "<Unknown type>";
else return os << it->second;
}
std::string ETerrainType::toString() const
{
std::stringstream ss;
ss << *this;
return ss.str();
}
std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer)
{
static const std::map<EPathfindingLayer::EEPathfindingLayer, std::string> pathfinderLayerToString
{
#define DEFINE_ELEMENT(element) {EPathfindingLayer::element, #element}
DEFINE_ELEMENT(WRONG),
DEFINE_ELEMENT(AUTO),
DEFINE_ELEMENT(LAND),
DEFINE_ELEMENT(SAIL),
DEFINE_ELEMENT(WATER),
DEFINE_ELEMENT(AIR),
DEFINE_ELEMENT(NUM_LAYERS)
#undef DEFINE_ELEMENT
};
auto it = pathfinderLayerToString.find(pathfindingLayer.num);
if (it == pathfinderLayerToString.end()) return os << "<Unknown type>";
else return os << it->second;
}