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vcmi/lib/mapObjects/army/CCreatureSet.cpp

673 lines
16 KiB
C++

/*
* CCreatureSet.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
*
*/
#include "StdInc.h"
#include "CCreatureSet.h"
#include "../CGHeroInstance.h"
#include "../../CConfigHandler.h"
#include "../../texts/CGeneralTextHandler.h"
#include "../../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN
bool CreatureSlotComparer::operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs)
{
return lhs.first->getAIValue() < rhs.first->getAIValue(); // Descendant order sorting
}
const CStackInstance & CCreatureSet::operator[](const SlotID & slot) const
{
auto i = stacks.find(slot);
if(i != stacks.end())
return *i->second;
else
throw std::runtime_error("That slot is empty!");
}
const CCreature * CCreatureSet::getCreature(const SlotID & slot) const
{
auto i = stacks.find(slot);
if(i != stacks.end())
return i->second->getCreature();
else
return nullptr;
}
bool CCreatureSet::setCreature(SlotID slot, CreatureID type, TQuantity quantity) /*slots 0 to 6 */
{
if(!slot.validSlot())
{
logGlobal->error("Cannot set slot %d", slot.getNum());
return false;
}
if(!quantity)
{
logGlobal->warn("Using set creature to delete stack?");
eraseStack(slot);
return true;
}
if(hasStackAtSlot(slot)) //remove old creature
eraseStack(slot);
auto * armyObj = getArmy();
bool isHypotheticArmy = armyObj ? armyObj->isHypothetic() : false;
putStack(slot, std::make_unique<CStackInstance>(armyObj ? armyObj->cb : nullptr, type, quantity, isHypotheticArmy));
return true;
}
SlotID CCreatureSet::getSlotFor(const CreatureID & creature, ui32 slotsAmount) const /*returns -1 if no slot available */
{
return getSlotFor(creature.toCreature(), slotsAmount);
}
SlotID CCreatureSet::getSlotFor(const CCreature * c, ui32 slotsAmount) const
{
assert(c);
for(const auto & elem : stacks)
{
if(elem.second->getType() == c)
{
return elem.first; //if there is already such creature we return its slot id
}
}
return getFreeSlot(slotsAmount);
}
bool CCreatureSet::hasCreatureSlots(const CCreature * c, const SlotID & exclude) const
{
assert(c);
for(const auto & elem : stacks) // elem is const
{
if(elem.first == exclude) // Check slot
continue;
if(!elem.second || !elem.second->getType()) // Check creature
continue;
if(elem.second->getType() == c)
return true;
}
return false;
}
std::vector<SlotID> CCreatureSet::getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount) const
{
assert(c);
std::vector<SlotID> result;
for(const auto & elem : stacks)
{
if(elem.first == exclude)
continue;
if(!elem.second || !elem.second->getType() || elem.second->getType() != c)
continue;
if(elem.second->getCount() == ignoreAmount || elem.second->getCount() < 1)
continue;
result.push_back(elem.first);
}
return result;
}
bool CCreatureSet::isCreatureBalanced(const CCreature * c, TQuantity ignoreAmount) const
{
assert(c);
TQuantity max = 0;
auto min = std::numeric_limits<TQuantity>::max();
for(const auto & elem : stacks)
{
if(!elem.second || !elem.second->getType() || elem.second->getType() != c)
continue;
const auto count = elem.second->getCount();
if(count == ignoreAmount || count < 1)
continue;
if(count > max)
max = count;
if(count < min)
min = count;
if(max - min > 1)
return false;
}
return true;
}
SlotID CCreatureSet::getFreeSlot(ui32 slotsAmount) const
{
for(ui32 i = 0; i < slotsAmount; i++)
{
if(!vstd::contains(stacks, SlotID(i)))
{
return SlotID(i); //return first free slot
}
}
return SlotID(); //no slot available
}
std::vector<SlotID> CCreatureSet::getFreeSlots(ui32 slotsAmount) const
{
std::vector<SlotID> freeSlots;
for(ui32 i = 0; i < slotsAmount; i++)
{
auto slot = SlotID(i);
if(!vstd::contains(stacks, slot))
freeSlots.push_back(slot);
}
return freeSlots;
}
TMapCreatureSlot CCreatureSet::getCreatureMap() const
{
TMapCreatureSlot creatureMap;
TMapCreatureSlot::key_compare keyComp = creatureMap.key_comp();
// https://stackoverflow.com/questions/97050/stdmap-insert-or-stdmap-find
// https://www.cplusplus.com/reference/map/map/key_comp/
for(const auto & pair : stacks)
{
const auto * creature = pair.second->getCreature();
auto slot = pair.first;
auto lb = creatureMap.lower_bound(creature);
if(lb != creatureMap.end() && !(keyComp(creature, lb->first)))
continue;
creatureMap.insert(lb, TMapCreatureSlot::value_type(creature, slot));
}
return creatureMap;
}
TCreatureQueue CCreatureSet::getCreatureQueue(const SlotID & exclude) const
{
TCreatureQueue creatureQueue;
for(const auto & pair : stacks)
{
if(pair.first == exclude)
continue;
creatureQueue.push(std::make_pair(pair.second->getCreature(), pair.first));
}
return creatureQueue;
}
TQuantity CCreatureSet::getStackCount(const SlotID & slot) const
{
if(!hasStackAtSlot(slot))
return 0;
return stacks.at(slot)->getCount();
}
TExpType CCreatureSet::getStackTotalExperience(const SlotID & slot) const
{
return stacks.at(slot)->getTotalExperience();
}
TExpType CCreatureSet::getStackAverageExperience(const SlotID & slot) const
{
return stacks.at(slot)->getAverageExperience();
}
bool CCreatureSet::mergeableStacks(std::pair<SlotID, SlotID> & out, const SlotID & preferable) const /*looks for two same stacks, returns slot positions */
{
//try to match creature to our preferred stack
if(preferable.validSlot() && vstd::contains(stacks, preferable))
{
const CCreature * cr = stacks.find(preferable)->second->getCreature();
for(const auto & elem : stacks)
{
if(cr == elem.second->getType() && elem.first != preferable)
{
out.first = preferable;
out.second = elem.first;
return true;
}
}
}
for(const auto & stack : stacks)
{
for(const auto & elem : stacks)
{
if(stack.second->getType() == elem.second->getType() && stack.first != elem.first)
{
out.first = stack.first;
out.second = elem.first;
return true;
}
}
}
return false;
}
void CCreatureSet::addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging)
{
const CCreature * c = cre.toCreature();
if(!hasStackAtSlot(slot))
{
setCreature(slot, cre, count);
}
else if(getCreature(slot) == c && allowMerging) //that slot was empty or contained same type creature
{
setStackCount(slot, getStackCount(slot) + count);
}
else
{
logGlobal->error("Failed adding to slot!");
}
}
void CCreatureSet::addToSlot(const SlotID & slot, std::unique_ptr<CStackInstance> stack, bool allowMerging)
{
assert(stack->valid(true));
if(!hasStackAtSlot(slot))
{
putStack(slot, std::move(stack));
}
else if(allowMerging && stack->getType() == getCreature(slot))
{
joinStack(slot, std::move(stack));
}
else
{
logGlobal->error("Cannot add to slot %d stack %s", slot.getNum(), stack->nodeName());
}
}
bool CCreatureSet::validTypes(bool allowUnrandomized) const
{
for(const auto & elem : stacks)
{
if(!elem.second->valid(allowUnrandomized))
return false;
}
return true;
}
bool CCreatureSet::slotEmpty(const SlotID & slot) const
{
return !hasStackAtSlot(slot);
}
bool CCreatureSet::needsLastStack() const
{
return false;
}
ui64 CCreatureSet::getArmyStrength(int fortLevel) const
{
ui64 ret = 0;
for(const auto & elem : stacks)
{
ui64 powerToAdd = elem.second->getPower();
if(fortLevel > 0 && !elem.second->hasBonusOfType(BonusType::FLYING))
{
powerToAdd /= fortLevel;
if(!elem.second->hasBonusOfType(BonusType::SHOOTER))
powerToAdd /= fortLevel;
}
ret += powerToAdd;
}
return ret;
}
ui64 CCreatureSet::getArmyCost() const
{
ui64 ret = 0;
for(const auto & elem : stacks)
ret += elem.second->getMarketValue();
return ret;
}
ui64 CCreatureSet::getPower(const SlotID & slot) const
{
return getStack(slot).getPower();
}
std::string CCreatureSet::getRoughAmount(const SlotID & slot, int mode) const
{
/// Mode represent return string format
/// "Pack" - 0, "A pack of" - 1, "a pack of" - 2
CCreature::CreatureQuantityId quantity = CCreature::getQuantityID(getStackCount(slot));
if(static_cast<int>(quantity) != 0)
{
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
return CCreature::getQuantityRangeStringForId(quantity);
return LIBRARY->generaltexth->arraytxt[(174 + mode) + 3 * static_cast<int>(quantity)];
}
return "";
}
std::string CCreatureSet::getArmyDescription() const
{
std::string text;
std::vector<std::string> guards;
for(const auto & elem : stacks)
{
auto str = boost::str(boost::format("%s %s") % getRoughAmount(elem.first, 2) % getCreature(elem.first)->getNamePluralTranslated());
guards.push_back(str);
}
if(!guards.empty())
{
for(int i = 0; i < guards.size(); i++)
{
text += guards[i];
if(i + 2 < guards.size())
text += ", ";
else if(i + 2 == guards.size())
text += LIBRARY->generaltexth->allTexts[237];
}
}
return text;
}
int CCreatureSet::stacksCount() const
{
return static_cast<int>(stacks.size());
}
void CCreatureSet::setFormation(EArmyFormation mode)
{
formation = mode;
}
void CCreatureSet::setStackCount(const SlotID & slot, TQuantity count)
{
stacks.at(slot)->setCount(count);
armyChanged();
}
void CCreatureSet::giveAverageStackExperience(TExpType exp)
{
for(const auto & stack : stacks)
{
stack.second->giveAverageStackExperience(exp);
stack.second->nodeHasChanged();
}
}
void CCreatureSet::giveTotalStackExperience(const SlotID & slot, TExpType exp)
{
assert(hasStackAtSlot(slot));
stacks[slot]->giveTotalStackExperience(exp);
stacks[slot]->nodeHasChanged();
}
void CCreatureSet::clearSlots()
{
while(!stacks.empty())
{
eraseStack(stacks.begin()->first);
}
}
const CStackInstance & CCreatureSet::getStack(const SlotID & slot) const
{
assert(hasStackAtSlot(slot));
return *getStackPtr(slot);
}
CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const
{
if(hasStackAtSlot(slot))
return stacks.find(slot)->second.get();
else
return nullptr;
}
void CCreatureSet::eraseStack(const SlotID & slot)
{
assert(hasStackAtSlot(slot));
detachStack(slot);
}
bool CCreatureSet::contains(const CStackInstance * stack) const
{
if(!stack)
return false;
for(const auto & elem : stacks)
if(elem.second.get() == stack)
return true;
return false;
}
SlotID CCreatureSet::findStack(const CStackInstance * stack) const
{
const auto * h = dynamic_cast<const CGHeroInstance *>(this);
if(h && h->getCommander() == stack)
return SlotID::COMMANDER_SLOT_PLACEHOLDER;
if(!stack)
return SlotID();
for(const auto & elem : stacks)
if(elem.second.get() == stack)
return elem.first;
return SlotID();
}
void CCreatureSet::putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack)
{
assert(slot.getNum() < GameConstants::ARMY_SIZE);
assert(!hasStackAtSlot(slot));
stacks[slot] = std::move(stack);
stacks[slot]->setArmy(getArmy());
armyChanged();
}
void CCreatureSet::joinStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack)
{
[[maybe_unused]] const CCreature * c = getCreature(slot);
assert(c == stack->getType());
assert(c);
//TODO move stuff
changeStackCount(slot, stack->getCount());
giveTotalStackExperience(slot, stack->getTotalExperience());
}
std::unique_ptr<CStackInstance> CCreatureSet::splitStack(const SlotID & slot, TQuantity toSplit)
{
auto & currentStack = stacks.at(slot);
assert(currentStack->getCount() > toSplit);
TExpType experienceBefore = currentStack->getTotalExperience();
currentStack->setCount(currentStack->getCount() - toSplit);
TExpType experienceAfter = currentStack->getTotalExperience();
auto newStack = std::make_unique<CStackInstance>(currentStack->cb, currentStack->getCreatureID(), toSplit);
newStack->giveTotalStackExperience(experienceBefore - experienceAfter);
return newStack;
}
void CCreatureSet::changeStackCount(const SlotID & slot, TQuantity toAdd)
{
setStackCount(slot, getStackCount(slot) + toAdd);
}
CCreatureSet::~CCreatureSet() = default;
void CCreatureSet::setToArmy(CSimpleArmy & src)
{
clearSlots();
while(src)
{
auto i = src.army.begin();
putStack(i->first, std::make_unique<CStackInstance>(getArmy()->cb, i->second.first, i->second.second));
src.army.erase(i);
}
}
std::unique_ptr<CStackInstance> CCreatureSet::detachStack(const SlotID & slot)
{
assert(hasStackAtSlot(slot));
std::unique_ptr<CStackInstance> ret = std::move(stacks[slot]);
if(ret)
{
ret->setArmy(nullptr); //detaches from current armyobj
assert(!ret->getArmy()); //we failed detaching?
}
stacks.erase(slot);
armyChanged();
return ret;
}
void CCreatureSet::setStackType(const SlotID & slot, const CreatureID & type)
{
assert(hasStackAtSlot(slot));
stacks[slot]->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->getCreature());
if(!dest.validSlot() || hasStackAtSlot(dest))
cresToAdd.insert(elem.second->getCreature());
}
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->getCreature())).validSlot())
cres.addToSlot(j, elem.second->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->getCreature())).validSlot())
cres.addToSlot(j, elem.second->getId(), 1, true); //merge if possible
else
return false; //no place found
}
return true; //all stacks found their slots
}
}
bool CCreatureSet::hasUnits(const std::vector<CStackBasicDescriptor> & units, bool requireLastStack) const
{
bool foundExtraCreatures = false;
int testedSlots = 0;
for(const auto & reqStack : units)
{
size_t count = 0;
for(const auto & slot : Slots())
{
const auto & heroStack = slot.second;
if(heroStack->getType() == reqStack.getType())
{
count += heroStack->getCount();
testedSlots += 1;
}
}
if(count > reqStack.getCount())
foundExtraCreatures = true;
if(count < reqStack.getCount()) //not enough creatures of this kind
return false;
}
if(requireLastStack)
{
if(!foundExtraCreatures && testedSlots >= Slots().size())
return false;
}
return true;
}
bool CCreatureSet::hasStackAtSlot(const SlotID & slot) const
{
return vstd::contains(stacks, slot);
}
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 newStack = std::make_unique<CStackInstance>(getArmy()->cb);
newStack->serializeJson(handler);
SlotID slot(static_cast<si32>(idx));
stacks[slot] = std::move(newStack);
stacks[slot]->setArmy(getArmy());
}
}
}
}
VCMI_LIB_NAMESPACE_END