123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309 |
- /*
- * CCreatureSet.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 "bonuses/Bonus.h"
- #include "bonuses/BonusCache.h"
- #include "bonuses/CBonusSystemNode.h"
- #include "serializer/Serializeable.h"
- #include "GameConstants.h"
- #include "CArtHandler.h"
- #include "CArtifactInstance.h"
- #include "CCreatureHandler.h"
- #include "VCMI_Lib.h"
- #include <vcmi/Entity.h>
- VCMI_LIB_NAMESPACE_BEGIN
- class JsonNode;
- class CCreature;
- class CGHeroInstance;
- class CArmedInstance;
- class CCreatureArtifactSet;
- class JsonSerializeFormat;
- class DLL_LINKAGE CStackBasicDescriptor
- {
- CreatureID typeID;
- public:
- TQuantity count = -1; //exact quantity or quantity ID from CCreature::getQuantityID when getting info about enemy army
- CStackBasicDescriptor();
- CStackBasicDescriptor(const CreatureID & id, TQuantity Count);
- CStackBasicDescriptor(const CCreature *c, TQuantity Count);
- virtual ~CStackBasicDescriptor() = default;
- const Creature * getType() const;
- const CCreature * getCreature() const;
- CreatureID getId() const;
- TQuantity getCount() const;
- virtual void setType(const CCreature * c);
- friend bool operator== (const CStackBasicDescriptor & l, const CStackBasicDescriptor & r);
- template <typename Handler> void serialize(Handler &h)
- {
- if(h.saving)
- {
- h & typeID;
- }
- else
- {
- CreatureID creatureID;
- h & creatureID;
- if(creatureID != CreatureID::NONE)
- setType(creatureID.toCreature());
- }
- h & count;
- }
- void serializeJson(JsonSerializeFormat & handler);
- };
- class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public ACreature
- {
- BonusValueCache nativeTerrain;
- BonusValueCache initiative;
- protected:
- const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
- public:
- struct RandomStackInfo
- {
- uint8_t level;
- uint8_t upgrade;
- };
- // helper variable used during loading map, when object (hero or town) have creatures that must have same alignment.
- std::optional<RandomStackInfo> randomStack;
- const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
- TExpType experience;//commander needs same amount of exp as hero
- template <typename Handler> void serialize(Handler &h)
- {
- h & static_cast<CBonusSystemNode&>(*this);
- h & static_cast<CStackBasicDescriptor&>(*this);
- h & static_cast<CArtifactSet&>(*this);
- h & _armyObj;
- h & experience;
- if(!h.saving)
- deserializationFix();
- }
- void serializeJson(JsonSerializeFormat & handler);
- //overrides CBonusSystemNode
- std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const override; // how would bonus description look for this particular type of node
- ImagePath bonusToGraphics(const std::shared_ptr<Bonus> & bonus) const; //file name of graphics from StackSkills , in future possibly others
- //IConstBonusProvider
- const IBonusBearer* getBonusBearer() const override;
- //INativeTerrainProvider
- FactionID getFactionID() const override;
- virtual ui64 getPower() const;
- /// Returns total market value of resources needed to recruit this unit
- virtual ui64 getMarketValue() const;
- CCreature::CreatureQuantityId getQuantityID() const;
- std::string getQuantityTXT(bool capitalized = true) const;
- virtual int getExpRank() const;
- virtual int getLevel() const; //different for regular stack and commander
- CreatureID getCreatureID() const; //-1 if not available
- std::string getName() const; //plural or singular
- CStackInstance(bool isHypothetic = false);
- CStackInstance(const CreatureID & id, TQuantity count, bool isHypothetic = false);
- CStackInstance(const CCreature *cre, TQuantity count, bool isHypothetic = false);
- virtual ~CStackInstance() = default;
- void setType(const CreatureID & creID);
- void setType(const CCreature * c) final;
- void setArmyObj(const CArmedInstance *ArmyObj);
- virtual void giveStackExp(TExpType exp);
- bool valid(bool allowUnrandomized) const;
- ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;//from CArtifactSet
- void removeArtifact(const ArtifactPosition & pos) override;
- ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
- std::string nodeName() const override; //from CBonusSystemnode
- void deserializationFix();
- PlayerColor getOwner() const override;
- int32_t getInitiative(int turn = 0) const final;
- TerrainId getNativeTerrain() const final;
- };
- class DLL_LINKAGE CCommanderInstance : public CStackInstance
- {
- public:
- //TODO: what if Commander is not a part of creature set?
- //commander class is determined by its base creature
- ui8 alive; //maybe change to bool when breaking save compatibility?
- ui8 level; //required only to count callbacks
- std::string name; // each Commander has different name
- std::vector <ui8> secondarySkills; //ID -> level
- std::set <ui8> specialSkills;
- //std::vector <CArtifactInstance *> arts;
- CCommanderInstance();
- CCommanderInstance(const CreatureID & id);
- void setAlive (bool alive);
- void giveStackExp (TExpType exp) override;
- void levelUp ();
- bool gainsLevel() const; //true if commander has lower level than should upon his experience
- ui64 getPower() const override {return 0;};
- int getExpRank() const override;
- int getLevel() const override;
- ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
- template <typename Handler> void serialize(Handler &h)
- {
- h & static_cast<CStackInstance&>(*this);
- h & alive;
- h & level;
- h & name;
- h & secondarySkills;
- h & specialSkills;
- }
- };
- using TSlots = std::map<SlotID, CStackInstance *>;
- using TSimpleSlots = std::map<SlotID, std::pair<CreatureID, TQuantity>>;
- using TPairCreatureSlot = std::pair<const CCreature *, SlotID>;
- using TMapCreatureSlot = std::map<const CCreature *, SlotID>;
- struct DLL_LINKAGE CreatureSlotComparer
- {
- bool operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs);
- };
- using TCreatureQueue = std::priority_queue<TPairCreatureSlot, std::vector<TPairCreatureSlot>, CreatureSlotComparer>;
- class IArmyDescriptor
- {
- public:
- virtual void clearSlots() = 0;
- virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
- };
- //simplified version of CCreatureSet
- class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
- {
- public:
- TSimpleSlots army;
- void clearSlots() override;
- bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
- operator bool() const;
- template <typename Handler> void serialize(Handler &h)
- {
- h & army;
- }
- };
- namespace NArmyFormation
- {
- static const std::vector<std::string> names{ "wide", "tight" };
- }
- class DLL_LINKAGE CCreatureSet : public IArmyDescriptor, public virtual Serializeable //seven combined creatures
- {
- CCreatureSet(const CCreatureSet &) = delete;
- CCreatureSet &operator=(const CCreatureSet&);
- public:
- TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
- EArmyFormation formation = EArmyFormation::LOOSE; //0 - wide, 1 - tight
- CCreatureSet() = default; //Should be here to avoid compile errors
- virtual ~CCreatureSet();
- virtual void armyChanged();
- const CStackInstance & operator[](const SlotID & slot) const;
- const TSlots &Slots() const {return stacks;}
- 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
- void addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
- void clearSlots() override;
- void setFormation(EArmyFormation tight);
- CArmedInstance *castToArmyObj();
- //basic operations
- void putStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the army, slot must be empty
- void setStackCount(const SlotID & slot, TQuantity count); //stack must exist!
- CStackInstance * detachStack(const SlotID & slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
- void setStackType(const SlotID & slot, const CreatureID & type);
- void giveStackExp(TExpType exp);
- void setStackExp(const SlotID & slot, TExpType exp);
- //derivative
- void eraseStack(const SlotID & slot); //slot must be occupied
- void joinStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
- void changeStackCount(const SlotID & slot, TQuantity toAdd); //stack must exist!
- bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
- 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.
- const CStackInstance & getStack(const SlotID & slot) const; //stack must exist
- CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
- const CCreature * getCreature(const SlotID & slot) const; //workaround of map issue;
- int getStackCount(const SlotID & slot) const;
- TExpType getStackExperience(const SlotID & slot) const;
- SlotID findStack(const CStackInstance *stack) const; //-1 if none
- SlotID getSlotFor(const CreatureID & creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
- SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
- bool hasCreatureSlots(const CCreature * c, const SlotID & exclude) const;
- std::vector<SlotID> getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount = -1) const;
- bool isCreatureBalanced(const CCreature* c, TQuantity ignoreAmount = 1) const; // Check if the creature is evenly distributed across slots
- SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns first free slot
- std::vector<SlotID> getFreeSlots(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
- std::queue<SlotID> getFreeSlotsQueue(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
- TMapCreatureSlot getCreatureMap() const;
- TCreatureQueue getCreatureQueue(const SlotID & exclude) const;
- bool mergeableStacks(std::pair<SlotID, SlotID> & out, const SlotID & preferable = SlotID()) const; //looks for two same stacks, returns slot positions;
- bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
- bool slotEmpty(const SlotID & slot) const;
- int stacksCount() const;
- virtual bool needsLastStack() const; //true if last stack cannot be taken
- ui64 getArmyStrength(int fortLevel = 0) const; //sum of AI values of creatures
- ui64 getArmyCost() const; //sum of cost of creatures
- ui64 getPower(const SlotID & slot) const; //value of specific stack
- std::string getRoughAmount(const SlotID & slot, int mode = 0) const; //rough size of specific stack
- std::string getArmyDescription() const;
- bool hasStackAtSlot(const SlotID & slot) const;
- bool contains(const CStackInstance *stack) const;
- bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
- template <typename Handler> void serialize(Handler &h)
- {
- h & stacks;
- h & formation;
- }
- void serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional<int> fixedSize = std::nullopt);
- operator bool() const
- {
- return !stacks.empty();
- }
- void sweep();
- };
- VCMI_LIB_NAMESPACE_END
|