1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/lib/mapObjects/CArmedInstance.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

170 lines
4.5 KiB
C++

/*
* CArmedInstance.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 "CArmedInstance.h"
#include "../CCreatureHandler.h"
#include "../CPlayerState.h"
#include "../entities/faction/CFaction.h"
#include "../entities/faction/CTown.h"
#include "../entities/faction/CTownHandler.h"
#include "../gameState/CGameState.h"
#include "../texts/CGeneralTextHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
void CArmedInstance::randomizeArmy(FactionID type)
{
for (auto & elem : stacks)
{
if(elem.second->randomStack)
{
int level = elem.second->randomStack->level;
int upgrade = elem.second->randomStack->upgrade;
elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]);
elem.second->randomStack = std::nullopt;
}
assert(elem.second->valid(false));
assert(elem.second->armyObj == this);
}
}
// Take Angelic Alliance troop-mixing freedom of non-evil units into account.
CSelector CArmedInstance::nonEvilAlignmentMixSelector = Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX);
CArmedInstance::CArmedInstance(IGameCallback *cb)
:CArmedInstance(cb, false)
{
}
CArmedInstance::CArmedInstance(IGameCallback *cb, bool isHypothetic):
CGObjectInstance(cb),
CBonusSystemNode(isHypothetic),
nonEvilAlignmentMix(this, nonEvilAlignmentMixSelector),
battle(nullptr)
{
}
void CArmedInstance::updateMoraleBonusFromArmy()
{
if(!validTypes(false)) //object not randomized, don't bother
return;
auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
if(!b)
{
b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
addNewBonus(b);
}
//number of alignments and presence of undead
std::set<FactionID> factions;
bool hasUndead = false;
const std::string undeadCacheKey = "type_UNDEAD";
static const CSelector undeadSelector = Selector::type()(BonusType::UNDEAD);
for(const auto & slot : Slots())
{
const CStackInstance * inst = slot.second;
const auto * creature = inst->getCreatureID().toEntity(VLC);
factions.insert(creature->getFactionID());
// Check for undead flag instead of faction (undead mummies are neutral)
if (!hasUndead)
{
//this is costly check, let's skip it at first undead
hasUndead |= inst->hasBonus(undeadSelector, undeadCacheKey);
}
}
size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
if (nonEvilAlignmentMix.getHasBonus())
{
size_t mixableFactions = 0;
for(auto f : factions)
{
if (VLC->factions()->getById(f)->getAlignment() != EAlignment::EVIL)
mixableFactions++;
}
if (mixableFactions > 0)
factionsInArmy -= mixableFactions - 1;
}
MetaString bonusDescription;
if(factionsInArmy == 1)
{
b->val = +1;
bonusDescription.appendTextID("core.arraytxt.115"); //All troops of one alignment +1
}
else if (!factions.empty()) // no bonus from empty garrison
{
b->val = 2 - static_cast<si32>(factionsInArmy);
bonusDescription.appendTextID("core.arraytxt.114"); //Troops of %d alignments %d
bonusDescription.replaceNumber(factionsInArmy);
}
b->description = bonusDescription;
CBonusSystemNode::treeHasChanged();
//-1 modifier for any Undead unit in army
auto undeadModifier = getExportedBonusList().getFirst(Selector::source(BonusSource::ARMY, BonusCustomSource::undeadMoraleDebuff));
if(hasUndead)
{
if(!undeadModifier)
{
undeadModifier = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, -1, BonusCustomSource::undeadMoraleDebuff);
undeadModifier->description.appendTextID("core.arraytxt.116");
addNewBonus(undeadModifier);
}
}
else if(undeadModifier)
removeBonus(undeadModifier);
}
void CArmedInstance::armyChanged()
{
updateMoraleBonusFromArmy();
}
CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState * gs)
{
if(tempOwner.isValidPlayer())
if(auto * where = gs->getPlayerState(tempOwner))
return *where;
return gs->globalEffects;
}
CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
{
return *this;
}
const IBonusBearer* CArmedInstance::getBonusBearer() const
{
return this;
}
void CArmedInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
CGObjectInstance::serializeJsonOptions(handler);
CCreatureSet::serializeJson(handler, "army", 7);
}
VCMI_LIB_NAMESPACE_END