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393 lines
8.7 KiB
C++
393 lines
8.7 KiB
C++
/*
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* StackWithBonuses.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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#include "StdInc.h"
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#include "StackWithBonuses.h"
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#include "../../lib/NetPacksBase.h"
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#include "../../lib/CStack.h"
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void actualizeEffect(TBonusListPtr target, const Bonus & ef)
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{
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for(auto bonus : *target) //TODO: optimize
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{
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if(bonus->source == Bonus::SPELL_EFFECT && bonus->type == ef.type && bonus->subtype == ef.subtype)
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{
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bonus->turnsRemain = std::max(bonus->turnsRemain, ef.turnsRemain);
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}
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}
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}
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StackWithBonuses::StackWithBonuses(const HypotheticBattle * Owner, const CStack * Stack)
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: battle::CUnitState(),
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origBearer(Stack),
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owner(Owner),
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type(Stack->unitType()),
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baseAmount(Stack->unitBaseAmount()),
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id(Stack->unitId()),
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side(Stack->unitSide()),
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player(Stack->unitOwner()),
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slot(Stack->unitSlot())
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{
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localInit(Owner);
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battle::CUnitState::operator=(*Stack);
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}
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StackWithBonuses::StackWithBonuses(const HypotheticBattle * Owner, const battle::UnitInfo & info)
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: battle::CUnitState(),
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origBearer(nullptr),
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owner(Owner),
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baseAmount(info.count),
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id(info.id),
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side(info.side),
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slot(SlotID::SUMMONED_SLOT_PLACEHOLDER)
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{
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type = info.type.toCreature();
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origBearer = type;
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player = Owner->getSidePlayer(side);
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localInit(Owner);
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position = info.position;
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summoned = info.summoned;
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}
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StackWithBonuses::~StackWithBonuses() = default;
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StackWithBonuses & StackWithBonuses::operator=(const battle::CUnitState & other)
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{
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battle::CUnitState::operator=(other);
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return *this;
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}
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const CCreature * StackWithBonuses::unitType() const
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{
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return type;
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}
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int32_t StackWithBonuses::unitBaseAmount() const
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{
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return baseAmount;
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}
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uint32_t StackWithBonuses::unitId() const
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{
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return id;
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}
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ui8 StackWithBonuses::unitSide() const
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{
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return side;
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}
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PlayerColor StackWithBonuses::unitOwner() const
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{
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return player;
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}
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SlotID StackWithBonuses::unitSlot() const
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{
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return slot;
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}
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const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector & selector, const CSelector & limit,
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const CBonusSystemNode * root, const std::string & cachingStr) const
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{
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TBonusListPtr ret = std::make_shared<BonusList>();
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const TBonusListPtr originalList = origBearer->getAllBonuses(selector, limit, root, cachingStr);
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vstd::copy_if(*originalList, std::back_inserter(*ret), [this](const std::shared_ptr<Bonus> & b)
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{
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return !vstd::contains(bonusesToRemove, b);
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});
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for(const Bonus & bonus : bonusesToUpdate)
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{
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if(selector(&bonus) && (!limit || !limit(&bonus)))
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{
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if(ret->getFirst(Selector::source(Bonus::SPELL_EFFECT, bonus.sid).And(Selector::typeSubtype(bonus.type, bonus.subtype))))
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{
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actualizeEffect(ret, bonus);
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}
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else
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{
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auto b = std::make_shared<Bonus>(bonus);
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ret->push_back(b);
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}
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}
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}
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for(auto & bonus : bonusesToAdd)
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{
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auto b = std::make_shared<Bonus>(bonus);
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if(selector(b.get()) && (!limit || !limit(b.get())))
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ret->push_back(b);
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}
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//TODO limiters?
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return ret;
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}
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int64_t StackWithBonuses::getTreeVersion() const
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{
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return owner->getTreeVersion();
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}
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void StackWithBonuses::addUnitBonus(const std::vector<Bonus> & bonus)
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{
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vstd::concatenate(bonusesToAdd, bonus);
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}
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void StackWithBonuses::updateUnitBonus(const std::vector<Bonus> & bonus)
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{
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//TODO: optimize, actualize to last value
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vstd::concatenate(bonusesToUpdate, bonus);
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}
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void StackWithBonuses::removeUnitBonus(const std::vector<Bonus> & bonus)
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{
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for(auto & one : bonus)
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{
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CSelector selector([&one](const Bonus * b) -> bool
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{
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//compare everything but turnsRemain, limiter and propagator
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return one.duration == b->duration
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&& one.type == b->type
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&& one.subtype == b->subtype
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&& one.source == b->source
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&& one.val == b->val
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&& one.sid == b->sid
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&& one.valType == b->valType
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&& one.additionalInfo == b->additionalInfo
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&& one.effectRange == b->effectRange
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&& one.description == b->description;
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});
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removeUnitBonus(selector);
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}
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}
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void StackWithBonuses::removeUnitBonus(const CSelector & selector)
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{
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TBonusListPtr toRemove = origBearer->getBonuses(selector);
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for(auto b : *toRemove)
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bonusesToRemove.insert(b);
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vstd::erase_if(bonusesToAdd, [&](const Bonus & b){return selector(&b);});
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vstd::erase_if(bonusesToUpdate, [&](const Bonus & b){return selector(&b);});
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}
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void StackWithBonuses::spendMana(const spells::PacketSender * server, const int spellCost) const
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{
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//TODO: evaluate cast use
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}
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HypotheticBattle::HypotheticBattle(Subject realBattle)
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: BattleProxy(realBattle),
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bonusTreeVersion(1)
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{
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auto activeUnit = realBattle->battleActiveUnit();
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activeUnitId = activeUnit ? activeUnit->unitId() : -1;
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nextId = 0xF0000000;
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}
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bool HypotheticBattle::unitHasAmmoCart(const battle::Unit * unit) const
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{
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//FIXME: check ammocart alive state here
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return false;
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}
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PlayerColor HypotheticBattle::unitEffectiveOwner(const battle::Unit * unit) const
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{
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return battleGetOwner(unit);
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}
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std::shared_ptr<StackWithBonuses> HypotheticBattle::getForUpdate(uint32_t id)
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{
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auto iter = stackStates.find(id);
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if(iter == stackStates.end())
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{
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const CStack * s = subject->battleGetStackByID(id, false);
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auto ret = std::make_shared<StackWithBonuses>(this, s);
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stackStates[id] = ret;
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return ret;
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}
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else
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{
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return iter->second;
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}
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}
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battle::Units HypotheticBattle::getUnitsIf(battle::UnitFilter predicate) const
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{
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battle::Units proxyed = BattleProxy::getUnitsIf(predicate);
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battle::Units ret;
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ret.reserve(proxyed.size());
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for(auto unit : proxyed)
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{
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//unit was not changed, trust proxyed data
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if(stackStates.find(unit->unitId()) == stackStates.end())
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ret.push_back(unit);
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}
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for(auto id_unit : stackStates)
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{
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if(predicate(id_unit.second.get()))
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ret.push_back(id_unit.second.get());
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}
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return ret;
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}
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int32_t HypotheticBattle::getActiveStackID() const
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{
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return activeUnitId;
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}
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void HypotheticBattle::nextRound(int32_t roundNr)
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{
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//TODO:HypotheticBattle::nextRound
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for(auto unit : battleAliveUnits())
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{
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auto forUpdate = getForUpdate(unit->unitId());
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//TODO: update Bonus::NTurns effects
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forUpdate->afterNewRound();
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}
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}
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void HypotheticBattle::nextTurn(uint32_t unitId)
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{
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activeUnitId = unitId;
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auto unit = getForUpdate(unitId);
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unit->removeUnitBonus(Bonus::UntilGetsTurn);
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unit->afterGetsTurn();
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}
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void HypotheticBattle::addUnit(uint32_t id, const JsonNode & data)
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{
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battle::UnitInfo info;
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info.load(id, data);
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std::shared_ptr<StackWithBonuses> newUnit = std::make_shared<StackWithBonuses>(this, info);
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stackStates[newUnit->unitId()] = newUnit;
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}
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void HypotheticBattle::moveUnit(uint32_t id, BattleHex destination)
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{
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std::shared_ptr<StackWithBonuses> changed = getForUpdate(id);
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changed->position = destination;
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}
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void HypotheticBattle::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
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{
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std::shared_ptr<StackWithBonuses> changed = getForUpdate(id);
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changed->load(data);
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if(healthDelta < 0)
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{
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changed->removeUnitBonus(Bonus::UntilBeingAttacked);
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}
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}
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void HypotheticBattle::removeUnit(uint32_t id)
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{
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std::set<uint32_t> ids;
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ids.insert(id);
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while(!ids.empty())
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{
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auto toRemoveId = *ids.begin();
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auto toRemove = getForUpdate(toRemoveId);
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if(!toRemove->ghost)
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{
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toRemove->onRemoved();
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//TODO: emulate detachFromAll() somehow
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//stack may be removed instantly (not being killed first)
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//handle clone remove also here
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if(toRemove->cloneID >= 0)
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{
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ids.insert(toRemove->cloneID);
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toRemove->cloneID = -1;
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}
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//TODO: cleanup remaining clone links if any
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// for(auto s : stacks)
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// {
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// if(s->cloneID == toRemoveId)
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// s->cloneID = -1;
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// }
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}
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ids.erase(toRemoveId);
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}
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}
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void HypotheticBattle::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
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{
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getForUpdate(id)->addUnitBonus(bonus);
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bonusTreeVersion++;
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}
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void HypotheticBattle::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
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{
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getForUpdate(id)->updateUnitBonus(bonus);
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bonusTreeVersion++;
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}
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void HypotheticBattle::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
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{
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getForUpdate(id)->removeUnitBonus(bonus);
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bonusTreeVersion++;
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}
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void HypotheticBattle::setWallState(int partOfWall, si8 state)
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{
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//TODO:HypotheticBattle::setWallState
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}
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void HypotheticBattle::addObstacle(const ObstacleChanges & changes)
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{
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//TODO:HypotheticBattle::addObstacle
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}
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void HypotheticBattle::removeObstacle(uint32_t id)
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{
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//TODO:HypotheticBattle::removeObstacle
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}
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uint32_t HypotheticBattle::nextUnitId() const
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{
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return nextId++;
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}
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int64_t HypotheticBattle::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const
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{
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return (damage.first + damage.second) / 2;
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}
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int64_t HypotheticBattle::getTreeVersion() const
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{
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return getBattleNode()->getTreeVersion() + bonusTreeVersion;
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}
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