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| /* * CCreatureSet.cpp, 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 * */#include "StdInc.h"#include "CCreatureSet.h"#include "../CGHeroInstance.h"#include "../../CConfigHandler.h"#include "../../texts/CGeneralTextHandler.h"#include "../../serializer/JsonSerializeFormat.h"VCMI_LIB_NAMESPACE_BEGIN	bool CreatureSlotComparer::operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs){	return lhs.first->getAIValue() < rhs.first->getAIValue(); // Descendant order sorting}const CStackInstance & CCreatureSet::operator[](const SlotID & slot) const{	auto i = stacks.find(slot);	if(i != stacks.end())		return *i->second;	else		throw std::runtime_error("That slot is empty!");}const CCreature * CCreatureSet::getCreature(const SlotID & slot) const{	auto i = stacks.find(slot);	if(i != stacks.end())		return i->second->getCreature();	else		return nullptr;}bool CCreatureSet::setCreature(SlotID slot, CreatureID type, TQuantity quantity) /*slots 0 to 6 */{	if(!slot.validSlot())	{		logGlobal->error("Cannot set slot %d", slot.getNum());		return false;	}	if(!quantity)	{		logGlobal->warn("Using set creature to delete stack?");		eraseStack(slot);		return true;	}	if(hasStackAtSlot(slot)) //remove old creature		eraseStack(slot);	auto * armyObj = getArmy();	bool isHypotheticArmy = armyObj ? armyObj->isHypothetic() : false;	putStack(slot, std::make_unique<CStackInstance>(armyObj ? armyObj->cb : nullptr, type, quantity, isHypotheticArmy));	return true;}SlotID CCreatureSet::getSlotFor(const CreatureID & creature, ui32 slotsAmount) const /*returns -1 if no slot available */{	return getSlotFor(creature.toCreature(), slotsAmount);}SlotID CCreatureSet::getSlotFor(const CCreature * c, ui32 slotsAmount) const{	assert(c);	for(const auto & elem : stacks)	{		if(elem.second->getType() == c)		{			return elem.first; //if there is already such creature we return its slot id		}	}	return getFreeSlot(slotsAmount);}bool CCreatureSet::hasCreatureSlots(const CCreature * c, const SlotID & exclude) const{	assert(c);	for(const auto & elem : stacks) // elem is const	{		if(elem.first == exclude) // Check slot			continue;		if(!elem.second || !elem.second->getType()) // Check creature			continue;		if(elem.second->getType() == c)			return true;	}	return false;}std::vector<SlotID> CCreatureSet::getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount) const{	assert(c);	std::vector<SlotID> result;	for(const auto & elem : stacks)	{		if(elem.first == exclude)			continue;		if(!elem.second || !elem.second->getType() || elem.second->getType() != c)			continue;		if(elem.second->getCount() == ignoreAmount || elem.second->getCount() < 1)			continue;		result.push_back(elem.first);	}	return result;}bool CCreatureSet::isCreatureBalanced(const CCreature * c, TQuantity ignoreAmount) const{	assert(c);	TQuantity max = 0;	auto min = std::numeric_limits<TQuantity>::max();	for(const auto & elem : stacks)	{		if(!elem.second || !elem.second->getType() || elem.second->getType() != c)			continue;		const auto count = elem.second->getCount();		if(count == ignoreAmount || count < 1)			continue;		if(count > max)			max = count;		if(count < min)			min = count;		if(max - min > 1)			return false;	}	return true;}SlotID CCreatureSet::getFreeSlot(ui32 slotsAmount) const{	for(ui32 i = 0; i < slotsAmount; i++)	{		if(!vstd::contains(stacks, SlotID(i)))		{			return SlotID(i); //return first free slot		}	}	return SlotID(); //no slot available}std::vector<SlotID> CCreatureSet::getFreeSlots(ui32 slotsAmount) const{	std::vector<SlotID> freeSlots;	for(ui32 i = 0; i < slotsAmount; i++)	{		auto slot = SlotID(i);		if(!vstd::contains(stacks, slot))			freeSlots.push_back(slot);	}	return freeSlots;}std::queue<SlotID> CCreatureSet::getFreeSlotsQueue(ui32 slotsAmount) const{	std::queue<SlotID> freeSlots;	for(ui32 i = 0; i < slotsAmount; i++)	{		auto slot = SlotID(i);		if(!vstd::contains(stacks, slot))			freeSlots.push(slot);	}	return freeSlots;}TMapCreatureSlot CCreatureSet::getCreatureMap() const{	TMapCreatureSlot creatureMap;	TMapCreatureSlot::key_compare keyComp = creatureMap.key_comp();	// https://stackoverflow.com/questions/97050/stdmap-insert-or-stdmap-find	// https://www.cplusplus.com/reference/map/map/key_comp/	for(const auto & pair : stacks)	{		const auto * creature = pair.second->getCreature();		auto slot = pair.first;		auto lb = creatureMap.lower_bound(creature);		if(lb != creatureMap.end() && !(keyComp(creature, lb->first)))			continue;		creatureMap.insert(lb, TMapCreatureSlot::value_type(creature, slot));	}	return creatureMap;}TCreatureQueue CCreatureSet::getCreatureQueue(const SlotID & exclude) const{	TCreatureQueue creatureQueue;	for(const auto & pair : stacks)	{		if(pair.first == exclude)			continue;		creatureQueue.push(std::make_pair(pair.second->getCreature(), pair.first));	}	return creatureQueue;}TQuantity CCreatureSet::getStackCount(const SlotID & slot) const{	if(!hasStackAtSlot(slot))		return 0;	return stacks.at(slot)->getCount();}TExpType CCreatureSet::getStackTotalExperience(const SlotID & slot) const{	return stacks.at(slot)->getTotalExperience();}TExpType CCreatureSet::getStackAverageExperience(const SlotID & slot) const{	return stacks.at(slot)->getAverageExperience();}bool CCreatureSet::mergeableStacks(std::pair<SlotID, SlotID> & out, const SlotID & preferable) const /*looks for two same stacks, returns slot positions */{	//try to match creature to our preferred stack	if(preferable.validSlot() && vstd::contains(stacks, preferable))	{		const CCreature * cr = stacks.find(preferable)->second->getCreature();		for(const auto & elem : stacks)		{			if(cr == elem.second->getType() && elem.first != preferable)			{				out.first = preferable;				out.second = elem.first;				return true;			}		}	}	for(const auto & stack : stacks)	{		for(const auto & elem : stacks)		{			if(stack.second->getType() == elem.second->getType() && stack.first != elem.first)			{				out.first = stack.first;				out.second = elem.first;				return true;			}		}	}	return false;}void CCreatureSet::addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging){	const CCreature * c = cre.toCreature();	if(!hasStackAtSlot(slot))	{		setCreature(slot, cre, count);	}	else if(getCreature(slot) == c && allowMerging) //that slot was empty or contained same type creature	{		setStackCount(slot, getStackCount(slot) + count);	}	else	{		logGlobal->error("Failed adding to slot!");	}}void CCreatureSet::addToSlot(const SlotID & slot, std::unique_ptr<CStackInstance> stack, bool allowMerging){	assert(stack->valid(true));	if(!hasStackAtSlot(slot))	{		putStack(slot, std::move(stack));	}	else if(allowMerging && stack->getType() == getCreature(slot))	{		joinStack(slot, std::move(stack));	}	else	{		logGlobal->error("Cannot add to slot %d stack %s", slot.getNum(), stack->nodeName());	}}bool CCreatureSet::validTypes(bool allowUnrandomized) const{	for(const auto & elem : stacks)	{		if(!elem.second->valid(allowUnrandomized))			return false;	}	return true;}bool CCreatureSet::slotEmpty(const SlotID & slot) const{	return !hasStackAtSlot(slot);}bool CCreatureSet::needsLastStack() const{	return false;}ui64 CCreatureSet::getArmyStrength(int fortLevel) const{	ui64 ret = 0;	for(const auto & elem : stacks)	{		ui64 powerToAdd = elem.second->getPower();		if(fortLevel > 0)		{			if(!elem.second->hasBonusOfType(BonusType::FLYING))			{				powerToAdd /= fortLevel;				if(!elem.second->hasBonusOfType(BonusType::SHOOTER))					powerToAdd /= fortLevel;			}		}		ret += powerToAdd;	}	return ret;}ui64 CCreatureSet::getArmyCost() const{	ui64 ret = 0;	for(const auto & elem : stacks)		ret += elem.second->getMarketValue();	return ret;}ui64 CCreatureSet::getPower(const SlotID & slot) const{	return getStack(slot).getPower();}std::string CCreatureSet::getRoughAmount(const SlotID & slot, int mode) const{	/// Mode represent return string format	/// "Pack" - 0, "A pack of" - 1, "a pack of" - 2	CCreature::CreatureQuantityId quantity = CCreature::getQuantityID(getStackCount(slot));	if((int)quantity)	{		if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())			return CCreature::getQuantityRangeStringForId(quantity);		return LIBRARY->generaltexth->arraytxt[(174 + mode) + 3 * (int)quantity];	}	return "";}std::string CCreatureSet::getArmyDescription() const{	std::string text;	std::vector<std::string> guards;	for(const auto & elem : stacks)	{		auto str = boost::str(boost::format("%s %s") % getRoughAmount(elem.first, 2) % getCreature(elem.first)->getNamePluralTranslated());		guards.push_back(str);	}	if(!guards.empty())	{		for(int i = 0; i < guards.size(); i++)		{			text += guards[i];			if(i + 2 < guards.size())				text += ", ";			else if(i + 2 == guards.size())				text += LIBRARY->generaltexth->allTexts[237];		}	}	return text;}int CCreatureSet::stacksCount() const{	return static_cast<int>(stacks.size());}void CCreatureSet::setFormation(EArmyFormation mode){	formation = mode;}void CCreatureSet::setStackCount(const SlotID & slot, TQuantity count){	stacks.at(slot)->setCount(count);	armyChanged();}void CCreatureSet::giveAverageStackExperience(TExpType exp){	for(const auto & stack : stacks)	{		stack.second->giveAverageStackExperience(exp);		stack.second->nodeHasChanged();	}}void CCreatureSet::giveTotalStackExperience(const SlotID & slot, TExpType exp){	assert(hasStackAtSlot(slot));	stacks[slot]->giveTotalStackExperience(exp);	stacks[slot]->nodeHasChanged();}void CCreatureSet::clearSlots(){	while(!stacks.empty())	{		eraseStack(stacks.begin()->first);	}}const CStackInstance & CCreatureSet::getStack(const SlotID & slot) const{	assert(hasStackAtSlot(slot));	return *getStackPtr(slot);}CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const{	if(hasStackAtSlot(slot))		return stacks.find(slot)->second.get();	else		return nullptr;}void CCreatureSet::eraseStack(const SlotID & slot){	assert(hasStackAtSlot(slot));	detachStack(slot);}bool CCreatureSet::contains(const CStackInstance * stack) const{	if(!stack)		return false;	for(const auto & elem : stacks)		if(elem.second.get() == stack)			return true;	return false;}SlotID CCreatureSet::findStack(const CStackInstance * stack) const{	const auto * h = dynamic_cast<const CGHeroInstance *>(this);	if(h && h->getCommander() == stack)		return SlotID::COMMANDER_SLOT_PLACEHOLDER;	if(!stack)		return SlotID();	for(const auto & elem : stacks)		if(elem.second.get() == stack)			return elem.first;	return SlotID();}void CCreatureSet::putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack){	assert(slot.getNum() < GameConstants::ARMY_SIZE);	assert(!hasStackAtSlot(slot));	stacks[slot] = std::move(stack);	stacks[slot]->setArmy(getArmy());	armyChanged();}void CCreatureSet::joinStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack){	[[maybe_unused]] const CCreature * c = getCreature(slot);	assert(c == stack->getType());	assert(c);	//TODO move stuff	changeStackCount(slot, stack->getCount());	giveTotalStackExperience(slot, stack->getTotalExperience());}std::unique_ptr<CStackInstance> CCreatureSet::splitStack(const SlotID & slot, TQuantity toSplit){	auto & currentStack = stacks.at(slot);	assert(currentStack->getCount() > toSplit);	TExpType experienceBefore = currentStack->getTotalExperience();	currentStack->setCount(currentStack->getCount() - toSplit);	TExpType experienceAfter = currentStack->getTotalExperience();	auto newStack = std::make_unique<CStackInstance>(currentStack->cb, currentStack->getCreatureID(), toSplit);	newStack->giveTotalStackExperience(experienceBefore - experienceAfter);	return newStack;}void CCreatureSet::changeStackCount(const SlotID & slot, TQuantity toAdd){	setStackCount(slot, getStackCount(slot) + toAdd);}CCreatureSet::~CCreatureSet() = default;void CCreatureSet::setToArmy(CSimpleArmy & src){	clearSlots();	while(src)	{		auto i = src.army.begin();		putStack(i->first, std::make_unique<CStackInstance>(getArmy()->cb, i->second.first, i->second.second));		src.army.erase(i);	}}std::unique_ptr<CStackInstance> CCreatureSet::detachStack(const SlotID & slot){	assert(hasStackAtSlot(slot));	std::unique_ptr<CStackInstance> ret = std::move(stacks[slot]);	//if(CArmedInstance *armedObj = castToArmyObj())	if(ret)	{		ret->setArmy(nullptr); //detaches from current armyobj		assert(!ret->getArmy()); //we failed detaching?	}	stacks.erase(slot);	armyChanged();	return ret;}void CCreatureSet::setStackType(const SlotID & slot, const CreatureID & type){	assert(hasStackAtSlot(slot));	stacks[slot]->setType(type);	armyChanged();}bool CCreatureSet::canBeMergedWith(const CCreatureSet & cs, bool allowMergingStacks) const{	if(!allowMergingStacks)	{		int freeSlots = stacksCount() - GameConstants::ARMY_SIZE;		std::set<const CCreature *> cresToAdd;		for(const auto & elem : cs.stacks)		{			SlotID dest = getSlotFor(elem.second->getCreature());			if(!dest.validSlot() || hasStackAtSlot(dest))				cresToAdd.insert(elem.second->getCreature());		}		return cresToAdd.size() <= freeSlots;	}	else	{		CCreatureSet cres;		SlotID j;		//get types of creatures that need their own slot		for(const auto & elem : cs.stacks)			if((j = cres.getSlotFor(elem.second->getCreature())).validSlot())				cres.addToSlot(j, elem.second->getId(), 1, true); //merge if possible		//cres.addToSlot(elem.first, elem.second->type->getId(), 1, true);		for(const auto & elem : stacks)		{			if((j = cres.getSlotFor(elem.second->getCreature())).validSlot())				cres.addToSlot(j, elem.second->getId(), 1, true); //merge if possible			else				return false; //no place found		}		return true; //all stacks found their slots	}}bool CCreatureSet::hasUnits(const std::vector<CStackBasicDescriptor> & units, bool requireLastStack) const{	bool foundExtraCreatures = false;	int testedSlots = 0;	for(const auto & reqStack : units)	{		size_t count = 0;		for(const auto & slot : Slots())		{			const auto & heroStack = slot.second;			if(heroStack->getType() == reqStack.getType())			{				count += heroStack->getCount();				testedSlots += 1;			}		}		if(count > reqStack.getCount())			foundExtraCreatures = true;		if(count < reqStack.getCount()) //not enough creatures of this kind			return false;	}	if(requireLastStack)	{		if(!foundExtraCreatures && testedSlots >= Slots().size())			return false;	}	return true;}bool CCreatureSet::hasStackAtSlot(const SlotID & slot) const{	return vstd::contains(stacks, slot);}void CCreatureSet::armyChanged() {}void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional<int> fixedSize){	if(handler.saving && stacks.empty())		return;	handler.serializeEnum("formation", formation, NArmyFormation::names);	auto a = handler.enterArray(armyFieldName);	if(handler.saving)	{		size_t sz = 0;		for(const auto & p : stacks)			vstd::amax(sz, p.first.getNum() + 1);		if(fixedSize)			vstd::amax(sz, fixedSize.value());		a.resize(sz, JsonNode::JsonType::DATA_STRUCT);		for(const auto & p : stacks)		{			auto s = a.enterStruct(p.first.getNum());			p.second->serializeJson(handler);		}	}	else	{		for(size_t idx = 0; idx < a.size(); idx++)		{			auto s = a.enterStruct(idx);			TQuantity amount = 0;			handler.serializeInt("amount", amount);			if(amount > 0)			{				auto newStack = std::make_unique<CStackInstance>(getArmy()->cb);				newStack->serializeJson(handler);				putStack(SlotID(static_cast<si32>(idx)), std::move(newStack));			}		}	}}VCMI_LIB_NAMESPACE_END
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