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 "bonuses/Bonus.h"
  12. #include "bonuses/BonusCache.h"
  13. #include "bonuses/CBonusSystemNode.h"
  14. #include "serializer/Serializeable.h"
  15. #include "GameConstants.h"
  16. #include "CArtHandler.h"
  17. #include "CArtifactInstance.h"
  18. #include "CCreatureHandler.h"
  19. #include "VCMI_Lib.h"
  20. #include <vcmi/Entity.h>
  21. VCMI_LIB_NAMESPACE_BEGIN
  22. class JsonNode;
  23. class CCreature;
  24. class CGHeroInstance;
  25. class CArmedInstance;
  26. class CCreatureArtifactSet;
  27. class JsonSerializeFormat;
  28. class DLL_LINKAGE CStackBasicDescriptor
  29. {
  30. CreatureID typeID;
  31. public:
  32. TQuantity count = -1; //exact quantity or quantity ID from CCreature::getQuantityID when getting info about enemy army
  33. CStackBasicDescriptor();
  34. CStackBasicDescriptor(const CreatureID & id, TQuantity Count);
  35. CStackBasicDescriptor(const CCreature *c, TQuantity Count);
  36. virtual ~CStackBasicDescriptor() = default;
  37. const Creature * getType() const;
  38. const CCreature * getCreature() const;
  39. CreatureID getId() const;
  40. TQuantity getCount() const;
  41. virtual void setType(const CCreature * c);
  42. friend bool operator== (const CStackBasicDescriptor & l, const CStackBasicDescriptor & r);
  43. template <typename Handler> void serialize(Handler &h)
  44. {
  45. if(h.saving)
  46. {
  47. h & typeID;
  48. }
  49. else
  50. {
  51. CreatureID creatureID;
  52. h & creatureID;
  53. if(creatureID != CreatureID::NONE)
  54. setType(creatureID.toCreature());
  55. }
  56. h & count;
  57. }
  58. void serializeJson(JsonSerializeFormat & handler);
  59. };
  60. class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public ACreature
  61. {
  62. BonusValueCache nativeTerrain;
  63. BonusValueCache initiative;
  64. protected:
  65. const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
  66. public:
  67. struct RandomStackInfo
  68. {
  69. uint8_t level;
  70. uint8_t upgrade;
  71. };
  72. // helper variable used during loading map, when object (hero or town) have creatures that must have same alignment.
  73. std::optional<RandomStackInfo> randomStack;
  74. const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
  75. TExpType experience;//commander needs same amount of exp as hero
  76. template <typename Handler> void serialize(Handler &h)
  77. {
  78. h & static_cast<CBonusSystemNode&>(*this);
  79. h & static_cast<CStackBasicDescriptor&>(*this);
  80. h & static_cast<CArtifactSet&>(*this);
  81. h & _armyObj;
  82. h & experience;
  83. if(!h.saving)
  84. deserializationFix();
  85. }
  86. void serializeJson(JsonSerializeFormat & handler);
  87. //overrides CBonusSystemNode
  88. std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const override; // how would bonus description look for this particular type of node
  89. ImagePath bonusToGraphics(const std::shared_ptr<Bonus> & bonus) const; //file name of graphics from StackSkills , in future possibly others
  90. //IConstBonusProvider
  91. const IBonusBearer* getBonusBearer() const override;
  92. //INativeTerrainProvider
  93. FactionID getFactionID() const override;
  94. virtual ui64 getPower() const;
  95. /// Returns total market value of resources needed to recruit this unit
  96. virtual ui64 getMarketValue() const;
  97. CCreature::CreatureQuantityId getQuantityID() const;
  98. std::string getQuantityTXT(bool capitalized = true) const;
  99. virtual int getExpRank() const;
  100. virtual int getLevel() const; //different for regular stack and commander
  101. CreatureID getCreatureID() const; //-1 if not available
  102. std::string getName() const; //plural or singular
  103. CStackInstance(bool isHypothetic = false);
  104. CStackInstance(const CreatureID & id, TQuantity count, bool isHypothetic = false);
  105. CStackInstance(const CCreature *cre, TQuantity count, bool isHypothetic = false);
  106. virtual ~CStackInstance() = default;
  107. void setType(const CreatureID & creID);
  108. void setType(const CCreature * c) final;
  109. void setArmyObj(const CArmedInstance *ArmyObj);
  110. virtual void giveStackExp(TExpType exp);
  111. bool valid(bool allowUnrandomized) const;
  112. ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;//from CArtifactSet
  113. void removeArtifact(const ArtifactPosition & pos) override;
  114. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  115. std::string nodeName() const override; //from CBonusSystemnode
  116. void deserializationFix();
  117. PlayerColor getOwner() const override;
  118. int32_t getInitiative(int turn = 0) const final;
  119. TerrainId getNativeTerrain() const final;
  120. };
  121. class DLL_LINKAGE CCommanderInstance : public CStackInstance
  122. {
  123. public:
  124. //TODO: what if Commander is not a part of creature set?
  125. //commander class is determined by its base creature
  126. ui8 alive; //maybe change to bool when breaking save compatibility?
  127. ui8 level; //required only to count callbacks
  128. std::string name; // each Commander has different name
  129. std::vector <ui8> secondarySkills; //ID -> level
  130. std::set <ui8> specialSkills;
  131. //std::vector <CArtifactInstance *> arts;
  132. CCommanderInstance();
  133. CCommanderInstance(const CreatureID & id);
  134. void setAlive (bool alive);
  135. void giveStackExp (TExpType exp) override;
  136. void levelUp ();
  137. bool gainsLevel() const; //true if commander has lower level than should upon his experience
  138. ui64 getPower() const override {return 0;};
  139. int getExpRank() const override;
  140. int getLevel() const override;
  141. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  142. template <typename Handler> void serialize(Handler &h)
  143. {
  144. h & static_cast<CStackInstance&>(*this);
  145. h & alive;
  146. h & level;
  147. h & name;
  148. h & secondarySkills;
  149. h & specialSkills;
  150. }
  151. };
  152. using TSlots = std::map<SlotID, CStackInstance *>;
  153. using TSimpleSlots = std::map<SlotID, std::pair<CreatureID, TQuantity>>;
  154. using TPairCreatureSlot = std::pair<const CCreature *, SlotID>;
  155. using TMapCreatureSlot = std::map<const CCreature *, SlotID>;
  156. struct DLL_LINKAGE CreatureSlotComparer
  157. {
  158. bool operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs);
  159. };
  160. using TCreatureQueue = std::priority_queue<TPairCreatureSlot, std::vector<TPairCreatureSlot>, CreatureSlotComparer>;
  161. class IArmyDescriptor
  162. {
  163. public:
  164. virtual void clearSlots() = 0;
  165. virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
  166. };
  167. //simplified version of CCreatureSet
  168. class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
  169. {
  170. public:
  171. TSimpleSlots army;
  172. void clearSlots() override;
  173. bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
  174. operator bool() const;
  175. template <typename Handler> void serialize(Handler &h)
  176. {
  177. h & army;
  178. }
  179. };
  180. namespace NArmyFormation
  181. {
  182. static const std::vector<std::string> names{ "wide", "tight" };
  183. }
  184. class DLL_LINKAGE CCreatureSet : public IArmyDescriptor, public virtual Serializeable //seven combined creatures
  185. {
  186. CCreatureSet(const CCreatureSet &) = delete;
  187. CCreatureSet &operator=(const CCreatureSet&);
  188. public:
  189. TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
  190. EArmyFormation formation = EArmyFormation::LOOSE; //0 - wide, 1 - tight
  191. CCreatureSet() = default; //Should be here to avoid compile errors
  192. virtual ~CCreatureSet();
  193. virtual void armyChanged();
  194. const CStackInstance & operator[](const SlotID & slot) const;
  195. const TSlots &Slots() const {return stacks;}
  196. 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
  197. void addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
  198. void clearSlots() override;
  199. void setFormation(EArmyFormation tight);
  200. CArmedInstance *castToArmyObj();
  201. //basic operations
  202. void putStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the army, slot must be empty
  203. void setStackCount(const SlotID & slot, TQuantity count); //stack must exist!
  204. CStackInstance * detachStack(const SlotID & slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
  205. void setStackType(const SlotID & slot, const CreatureID & type);
  206. void giveStackExp(TExpType exp);
  207. void setStackExp(const SlotID & slot, TExpType exp);
  208. //derivative
  209. void eraseStack(const SlotID & slot); //slot must be occupied
  210. void joinStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
  211. void changeStackCount(const SlotID & slot, TQuantity toAdd); //stack must exist!
  212. bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
  213. 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.
  214. const CStackInstance & getStack(const SlotID & slot) const; //stack must exist
  215. CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
  216. const CCreature * getCreature(const SlotID & slot) const; //workaround of map issue;
  217. int getStackCount(const SlotID & slot) const;
  218. TExpType getStackExperience(const SlotID & slot) const;
  219. SlotID findStack(const CStackInstance *stack) const; //-1 if none
  220. SlotID getSlotFor(const CreatureID & creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  221. SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  222. bool hasCreatureSlots(const CCreature * c, const SlotID & exclude) const;
  223. std::vector<SlotID> getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount = -1) const;
  224. bool isCreatureBalanced(const CCreature* c, TQuantity ignoreAmount = 1) const; // Check if the creature is evenly distributed across slots
  225. SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns first free slot
  226. std::vector<SlotID> getFreeSlots(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
  227. std::queue<SlotID> getFreeSlotsQueue(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
  228. TMapCreatureSlot getCreatureMap() const;
  229. TCreatureQueue getCreatureQueue(const SlotID & exclude) const;
  230. bool mergeableStacks(std::pair<SlotID, SlotID> & out, const SlotID & preferable = SlotID()) const; //looks for two same stacks, returns slot positions;
  231. bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
  232. bool slotEmpty(const SlotID & slot) const;
  233. int stacksCount() const;
  234. virtual bool needsLastStack() const; //true if last stack cannot be taken
  235. ui64 getArmyStrength(int fortLevel = 0) const; //sum of AI values of creatures
  236. ui64 getArmyCost() const; //sum of cost of creatures
  237. ui64 getPower(const SlotID & slot) const; //value of specific stack
  238. std::string getRoughAmount(const SlotID & slot, int mode = 0) const; //rough size of specific stack
  239. std::string getArmyDescription() const;
  240. bool hasStackAtSlot(const SlotID & slot) const;
  241. bool contains(const CStackInstance *stack) const;
  242. bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
  243. template <typename Handler> void serialize(Handler &h)
  244. {
  245. h & stacks;
  246. h & formation;
  247. }
  248. void serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional<int> fixedSize = std::nullopt);
  249. operator bool() const
  250. {
  251. return !stacks.empty();
  252. }
  253. void sweep();
  254. };
  255. VCMI_LIB_NAMESPACE_END