CCreatureSet.h 11 KB

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  1. /*
  2. * CCreatureSet.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "HeroBonus.h"
  12. #include "GameConstants.h"
  13. #include "CArtHandler.h"
  14. #include "CCreatureHandler.h"
  15. #include <vcmi/Entity.h>
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. class JsonNode;
  18. class CCreature;
  19. class CGHeroInstance;
  20. class CArmedInstance;
  21. class CCreatureArtifactSet;
  22. class JsonSerializeFormat;
  23. class DLL_LINKAGE CStackBasicDescriptor
  24. {
  25. public:
  26. const CCreature *type = nullptr;
  27. TQuantity count = -1; //exact quantity or quantity ID from CCreature::getQuantityID when getting info about enemy army
  28. CStackBasicDescriptor();
  29. CStackBasicDescriptor(const CreatureID & id, TQuantity Count);
  30. CStackBasicDescriptor(const CCreature *c, TQuantity Count);
  31. virtual ~CStackBasicDescriptor() = default;
  32. const Creature * getType() const;
  33. TQuantity getCount() const;
  34. virtual void setType(const CCreature * c);
  35. template <typename Handler> void serialize(Handler &h, const int version)
  36. {
  37. if(h.saving)
  38. {
  39. auto idNumber = type ? type->getId() : CreatureID(CreatureID::NONE);
  40. h & idNumber;
  41. }
  42. else
  43. {
  44. CreatureID idNumber;
  45. h & idNumber;
  46. if(idNumber != CreatureID::NONE)
  47. setType(dynamic_cast<const CCreature*>(VLC->creatures()->getByIndex(idNumber)));
  48. else
  49. type = nullptr;
  50. }
  51. h & count;
  52. }
  53. void serializeJson(JsonSerializeFormat & handler);
  54. };
  55. class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public IConstBonusNativeTerrainProvider
  56. {
  57. protected:
  58. const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
  59. public:
  60. // hlp variable used during loading map, when object (hero or town) have creatures that must have same alignment.
  61. // idRand < 0 -> normal, non-random creature
  62. // idRand / 2 -> level
  63. // idRand % 2 -> upgrade number
  64. int idRand;
  65. const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
  66. TExpType experience;//commander needs same amount of exp as hero
  67. template <typename Handler> void serialize(Handler &h, const int version)
  68. {
  69. h & static_cast<CBonusSystemNode&>(*this);
  70. h & static_cast<CStackBasicDescriptor&>(*this);
  71. h & static_cast<CArtifactSet&>(*this);
  72. h & _armyObj;
  73. h & experience;
  74. BONUS_TREE_DESERIALIZATION_FIX
  75. }
  76. void serializeJson(JsonSerializeFormat & handler);
  77. //overrides CBonusSystemNode
  78. std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const override; // how would bonus description look for this particular type of node
  79. std::string bonusToGraphics(const std::shared_ptr<Bonus> & bonus) const; //file name of graphics from StackSkills , in future possibly others
  80. //IConstBonusProvider
  81. const IBonusBearer* getBonusBearer() const override;
  82. //INativeTerrainProvider
  83. FactionID getFaction() const override;
  84. virtual ui64 getPower() const;
  85. CCreature::CreatureQuantityId getQuantityID() const;
  86. std::string getQuantityTXT(bool capitalized = true) const;
  87. virtual int getExpRank() const;
  88. virtual int getLevel() const; //different for regular stack and commander
  89. si32 magicResistance() const override;
  90. CreatureID getCreatureID() const; //-1 if not available
  91. std::string getName() const; //plural or singular
  92. virtual void init();
  93. CStackInstance();
  94. CStackInstance(const CreatureID & id, TQuantity count, bool isHypothetic = false);
  95. CStackInstance(const CCreature *cre, TQuantity count, bool isHypothetic = false);
  96. virtual ~CStackInstance() = default;
  97. void setType(const CreatureID & creID);
  98. void setType(const CCreature * c) override;
  99. void setArmyObj(const CArmedInstance *ArmyObj);
  100. virtual void giveStackExp(TExpType exp);
  101. bool valid(bool allowUnrandomized) const;
  102. void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;//from CArtifactSet
  103. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  104. virtual std::string nodeName() const override; //from CBonusSystemnode
  105. void deserializationFix();
  106. PlayerColor getOwner() const override;
  107. };
  108. class DLL_LINKAGE CCommanderInstance : public CStackInstance
  109. {
  110. public:
  111. //TODO: what if Commander is not a part of creature set?
  112. //commander class is determined by its base creature
  113. ui8 alive; //maybe change to bool when breaking save compatibility?
  114. ui8 level; //required only to count callbacks
  115. std::string name; // each Commander has different name
  116. std::vector <ui8> secondarySkills; //ID -> level
  117. std::set <ui8> specialSKills;
  118. //std::vector <CArtifactInstance *> arts;
  119. void init() override;
  120. CCommanderInstance();
  121. CCommanderInstance(const CreatureID & id);
  122. void setAlive (bool alive);
  123. void giveStackExp (TExpType exp) override;
  124. void levelUp ();
  125. bool gainsLevel() const; //true if commander has lower level than should upon his experience
  126. ui64 getPower() const override {return 0;};
  127. int getExpRank() const override;
  128. int getLevel() const override;
  129. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  130. template <typename Handler> void serialize(Handler &h, const int version)
  131. {
  132. h & static_cast<CStackInstance&>(*this);
  133. h & alive;
  134. h & level;
  135. h & name;
  136. h & secondarySkills;
  137. h & specialSKills;
  138. }
  139. };
  140. typedef std::map<SlotID, CStackInstance*> TSlots;
  141. typedef std::map<SlotID, std::pair<CreatureID, TQuantity>> TSimpleSlots;
  142. typedef std::pair<const CCreature*, SlotID> TPairCreatureSlot;
  143. typedef std::map<const CCreature*, SlotID> TMapCreatureSlot;
  144. struct DLL_LINKAGE CreatureSlotComparer
  145. {
  146. bool operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs);
  147. };
  148. typedef std::priority_queue<
  149. TPairCreatureSlot,
  150. std::vector<TPairCreatureSlot>,
  151. CreatureSlotComparer
  152. > TCreatureQueue;
  153. class IArmyDescriptor
  154. {
  155. public:
  156. virtual void clear() = 0;
  157. virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
  158. };
  159. //simplified version of CCreatureSet
  160. class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
  161. {
  162. public:
  163. TSimpleSlots army;
  164. void clear() override;
  165. bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
  166. operator bool() const;
  167. template <typename Handler> void serialize(Handler &h, const int version)
  168. {
  169. h & army;
  170. }
  171. };
  172. class DLL_LINKAGE CCreatureSet : public IArmyDescriptor //seven combined creatures
  173. {
  174. CCreatureSet(const CCreatureSet &) = delete;
  175. CCreatureSet &operator=(const CCreatureSet&);
  176. public:
  177. TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
  178. ui8 formation = 0; //0 - wide, 1 - tight
  179. CCreatureSet() = default; //Should be here to avoid compile errors
  180. virtual ~CCreatureSet();
  181. virtual void armyChanged();
  182. const CStackInstance & operator[](const SlotID & slot) const;
  183. const TSlots &Slots() const {return stacks;}
  184. void addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
  185. void addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
  186. void clear() override;
  187. void setFormation(bool tight);
  188. CArmedInstance *castToArmyObj();
  189. //basic operations
  190. void putStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the army, slot must be empty
  191. void setStackCount(const SlotID & slot, TQuantity count); //stack must exist!
  192. CStackInstance * detachStack(const SlotID & slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
  193. void setStackType(const SlotID & slot, const CreatureID & type);
  194. void giveStackExp(TExpType exp);
  195. void setStackExp(const SlotID & slot, TExpType exp);
  196. //derivative
  197. void eraseStack(const SlotID & slot); //slot must be occupied
  198. void joinStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
  199. void changeStackCount(const SlotID & slot, TQuantity toAdd); //stack must exist!
  200. bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
  201. void setToArmy(CSimpleArmy &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
  202. const CStackInstance & getStack(const SlotID & slot) const; //stack must exist
  203. const CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
  204. const CCreature * getCreature(const SlotID & slot) const; //workaround of map issue;
  205. int getStackCount(const SlotID & slot) const;
  206. TExpType getStackExperience(const SlotID & slot) const;
  207. SlotID findStack(const CStackInstance *stack) const; //-1 if none
  208. SlotID getSlotFor(const CreatureID & creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  209. SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  210. bool hasCreatureSlots(const CCreature * c, const SlotID & exclude) const;
  211. std::vector<SlotID> getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount = -1) const;
  212. bool isCreatureBalanced(const CCreature* c, TQuantity ignoreAmount = 1) const; // Check if the creature is evenly distributed across slots
  213. SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns first free slot
  214. std::vector<SlotID> getFreeSlots(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
  215. std::queue<SlotID> getFreeSlotsQueue(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
  216. TMapCreatureSlot getCreatureMap() const;
  217. TCreatureQueue getCreatureQueue(const SlotID & exclude) const;
  218. bool mergableStacks(std::pair<SlotID, SlotID> & out, const SlotID & preferable = SlotID()) const; //looks for two same stacks, returns slot positions;
  219. bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
  220. bool slotEmpty(const SlotID & slot) const;
  221. int stacksCount() const;
  222. virtual bool needsLastStack() const; //true if last stack cannot be taken
  223. ui64 getArmyStrength() const; //sum of AI values of creatures
  224. ui64 getPower(const SlotID & slot) const; //value of specific stack
  225. std::string getRoughAmount(const SlotID & slot, int mode = 0) const; //rough size of specific stack
  226. std::string getArmyDescription() const;
  227. bool hasStackAtSlot(const SlotID & slot) const;
  228. bool contains(const CStackInstance *stack) const;
  229. bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
  230. template <typename Handler> void serialize(Handler &h, const int version)
  231. {
  232. h & stacks;
  233. h & formation;
  234. }
  235. void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName, const boost::optional<int> fixedSize = boost::none);
  236. operator bool() const
  237. {
  238. return !stacks.empty();
  239. }
  240. void sweep();
  241. };
  242. VCMI_LIB_NAMESPACE_END