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129 lines
3.2 KiB
C++
129 lines
3.2 KiB
C++
/*
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* Limiter.h, 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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#pragma once
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#include "../GameConstants.h"
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#include "../ResourceSet.h"
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#include "../serializer/Serializeable.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class CStackBasicDescriptor;
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struct Component;
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namespace Rewardable {
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struct Limiter;
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using LimitersList = std::vector<std::shared_ptr<Rewardable::Limiter>>;
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/// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
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/// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
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struct DLL_LINKAGE Limiter final : public Serializeable
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{
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/// day of week, unused if 0, 1-7 will test for current day of week
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si32 dayOfWeek;
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si32 daysPassed;
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/// total experience that hero needs to have
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si32 heroExperience;
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/// level that hero needs to have
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si32 heroLevel;
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/// mana points that hero needs to have
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si32 manaPoints;
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/// percentage of mana points that hero needs to have
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si32 manaPercentage;
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/// Number of free secondary slots that hero needs to have
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bool canLearnSkills;
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/// resources player needs to have in order to trigger reward
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TResources resources;
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/// skills hero needs to have
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std::vector<si32> primary;
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std::map<SecondarySkill, si32> secondary;
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/// artifacts that hero needs to have (equipped or in backpack) to trigger this
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/// checks for artifacts copies if same artifact id is included multiple times
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std::vector<ArtifactID> artifacts;
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/// Spells that hero must have in the spellbook
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std::vector<SpellID> spells;
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/// Spells that hero must be able to learn
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std::vector<SpellID> canLearnSpells;
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/// creatures that hero needs to have
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std::vector<CStackBasicDescriptor> creatures;
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/// only heroes/hero classes from list could pass limiter
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std::vector<HeroTypeID> heroes;
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std::vector<HeroClassID> heroClasses;
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/// only player colors can pass limiter
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std::vector<PlayerColor> players;
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/// sub-limiters, all must pass for this limiter to pass
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LimitersList allOf;
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/// sub-limiters, at least one should pass for this limiter to pass
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LimitersList anyOf;
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/// sub-limiters, none should pass for this limiter to pass
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LimitersList noneOf;
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Limiter();
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~Limiter();
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bool heroAllowed(const CGHeroInstance * hero) const;
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/// Generates list of components that describes reward for a specific hero
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void loadComponents(std::vector<Component> & comps,
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const CGHeroInstance * h) const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & dayOfWeek;
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h & daysPassed;
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h & heroExperience;
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h & heroLevel;
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h & manaPoints;
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h & manaPercentage;
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h & canLearnSkills;
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h & resources;
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h & primary;
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h & secondary;
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h & artifacts;
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h & spells;
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h & canLearnSpells;
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h & creatures;
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h & heroes;
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h & heroClasses;
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h & players;
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h & allOf;
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h & anyOf;
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h & noneOf;
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}
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void serializeJson(JsonSerializeFormat & handler);
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};
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}
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bool DLL_LINKAGE operator== (const Rewardable::Limiter & l, const Rewardable::Limiter & r);
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bool DLL_LINKAGE operator!= (const Rewardable::Limiter & l, const Rewardable::Limiter & r);
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VCMI_LIB_NAMESPACE_END
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