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