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+/*
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+* AINodeStorage.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 "Actors.h"
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+#include "../../../CCallback.h"
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+#include "../../../lib/mapping/CMap.h"
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+#include "../../../lib/mapObjects/MapObjects.h"
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+
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+#include "../Goals/VisitHero.h"
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+
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+class ExchangeAction : public ISpecialAction
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+{
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+private:
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+ const CGHeroInstance * target;
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+ const CGHeroInstance * source;
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+
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+public:
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+ ExchangeAction(const CGHeroInstance * target, const CGHeroInstance * source)
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+ :target(target), source(source)
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+ { }
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+
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+ virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override
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+ {
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+ return Goals::sptr(Goals::VisitHero(target->id.getNum()).sethero(hero));
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+ }
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+};
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+
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+ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
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+ :hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero), carrierParent(nullptr), otherParent(nullptr)
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+{
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+ baseActor = static_cast<HeroActor *>(this);
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+ initialPosition = hero->visitablePos();
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+ layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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+ initialMovement = hero->movement;
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+ initialTurn = 0;
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+ armyValue = hero->getTotalStrength();
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+}
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+
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+ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
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+ :hero(carrier->hero), isMovable(true), creatureSet(heroArmy), initialPosition(-1),
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+ carrierParent(carrier), otherParent(other), chainMask(carrier->chainMask | other->chainMask)
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+{
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+ baseActor = static_cast<HeroActor *>(this);
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+ armyValue = heroArmy->getArmyStrength();
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+}
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+
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+HeroActor::HeroActor(const CGHeroInstance * hero, int chainMask)
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+ :ChainActor(hero, chainMask)
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+{
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+ setupSpecialActors();
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+}
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+
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+HeroActor::HeroActor(const ChainActor * carrier, const ChainActor * other)
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+ :ChainActor(
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+ carrier,
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+ other,
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+ pickBestCreatures(carrier->creatureSet, other->creatureSet))
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+{
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+ setupSpecialActors();
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+ exchangeAction.reset(new ExchangeAction(carrier->hero, other->hero));
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+}
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+
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+std::shared_ptr<ISpecialAction> ChainActor::getExchangeAction() const
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+{
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+ return baseActor->exchangeAction;
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+}
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+
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+void ChainActor::setBaseActor(HeroActor * base)
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+{
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+ baseActor = base;
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+ hero = base->hero;
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+ layer = base->layer;
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+ initialMovement = base->initialMovement;
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+ initialTurn = base->initialTurn;
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+ armyValue = base->armyValue;
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+ chainMask = base->chainMask;
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+ creatureSet = base->creatureSet;
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+}
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+
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+void HeroActor::setupSpecialActors()
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+{
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+ auto allActors = std::vector<ChainActor *>{ this };
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+
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+ for(int i = 1; i <= SPECIAL_ACTORS_COUNT; i++)
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+ {
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+ ChainActor & specialActor = specialActors[i - 1];
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+
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+ specialActor.setBaseActor(this);
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+ specialActor.allowBattle = (i & 1) > 0;
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+ specialActor.allowSpellCast = (i & 2) > 0;
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+ specialActor.allowUseResources = (i & 4) > 0;
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+
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+ allActors.push_back(&specialActor);
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+ }
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+
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+ for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
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+ {
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+ ChainActor * actor = allActors[i];
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+
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+ actor->battleActor = allActors[i | 1];
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+ actor->castActor = allActors[i | 2];
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+ actor->resourceActor = allActors[i | 4];
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+ }
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+}
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+
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+ChainActor * ChainActor::exchange(const ChainActor * other) const
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+{
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+ return baseActor->exchange(this, other);
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+}
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+
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+bool ChainActor::canExchange(const ChainActor * other) const
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+{
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+ return baseActor->canExchange(other->baseActor);
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+}
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+
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+namespace vstd
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+{
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+ template <class M, class Key, class F>
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+ typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
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+ {
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+ typedef typename M::mapped_type V;
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+
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+ std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
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+ V &v = r.first->second;
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+
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+ if(r.second)
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+ f(v);
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+
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+ return v;
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+ }
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+}
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+
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+bool HeroActor::canExchange(const HeroActor * other)
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+{
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+ return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
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+ result = (chainMask & other->chainMask) == 0
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+ && howManyReinforcementsCanGet(creatureSet, other->creatureSet) > armyValue / 10;
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+ });
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+}
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+
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+ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other)
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+{
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+ HeroActor * result;
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+ const HeroActor * otherBase = other->getBaseActor();
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+
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+ if(vstd::contains(exchangeMap, otherBase))
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+ result = exchangeMap.at(otherBase);
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+ else
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+ {
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+ // TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
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+ result = new HeroActor(specialActor, other);
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+ exchangeMap[otherBase] = result;
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+ }
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+
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+ if(specialActor == this)
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+ return result;
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+
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+ int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool {
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+ return &actor == specialActor;
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+ });
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+
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+ return &result->specialActors[index];
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+}
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+
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+CCreatureSet * HeroActor::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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+{
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+ CCreatureSet * target = new CCreatureSet();
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+ const CCreatureSet * armies[] = { army1, army2 };
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+
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+ //we calculate total strength for each creature type available in armies
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+ std::map<const CCreature *, int> creToPower;
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+ for(auto armyPtr : armies)
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+ {
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+ for(auto & i : armyPtr->Slots())
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+ {
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+ creToPower[i.second->type] += i.second->getPower();
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+ }
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+ }
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+ //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
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+ int armySize = creToPower.size();
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+
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+ vstd::amin(armySize, GameConstants::ARMY_SIZE);
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+
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+ for(int i = 0; i < armySize && !creToPower.empty(); i++) //pick the creatures from which we can get most power, as many as dest can fit
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+ {
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+ typedef const std::pair<const CCreature *, int> & CrePowerPair;
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+ auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
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+ {
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+ return lhs.second < rhs.second;
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+ });
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+
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+ target->addToSlot(SlotID(i), creIt->first->idNumber, TQuantity(creIt->second));
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+ creToPower.erase(creIt);
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+ }
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+
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+ return target;
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+}
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