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