CArmedInstance.cpp 4.5 KB

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  1. /*
  2. * CArmedInstance.cpp, 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. #include "StdInc.h"
  11. #include "CArmedInstance.h"
  12. #include "../CCreatureHandler.h"
  13. #include "../CPlayerState.h"
  14. #include "../entities/faction/CFaction.h"
  15. #include "../entities/faction/CTown.h"
  16. #include "../entities/faction/CTownHandler.h"
  17. #include "../gameState/CGameState.h"
  18. #include "../texts/CGeneralTextHandler.h"
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. void CArmedInstance::randomizeArmy(FactionID type)
  21. {
  22. for (auto & elem : stacks)
  23. {
  24. if(elem.second->randomStack)
  25. {
  26. int level = elem.second->randomStack->level;
  27. int upgrade = elem.second->randomStack->upgrade;
  28. elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]);
  29. elem.second->randomStack = std::nullopt;
  30. }
  31. assert(elem.second->valid(false));
  32. assert(elem.second->armyObj == this);
  33. }
  34. }
  35. // Take Angelic Alliance troop-mixing freedom of non-evil units into account.
  36. CSelector CArmedInstance::nonEvilAlignmentMixSelector = Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX);
  37. CArmedInstance::CArmedInstance(IGameCallback *cb)
  38. :CArmedInstance(cb, false)
  39. {
  40. }
  41. CArmedInstance::CArmedInstance(IGameCallback *cb, bool isHypothetic):
  42. CGObjectInstance(cb),
  43. CBonusSystemNode(isHypothetic),
  44. nonEvilAlignmentMix(this, nonEvilAlignmentMixSelector),
  45. battle(nullptr)
  46. {
  47. }
  48. void CArmedInstance::updateMoraleBonusFromArmy()
  49. {
  50. if(!validTypes(false)) //object not randomized, don't bother
  51. return;
  52. auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
  53. if(!b)
  54. {
  55. b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
  56. addNewBonus(b);
  57. }
  58. //number of alignments and presence of undead
  59. std::set<FactionID> factions;
  60. bool hasUndead = false;
  61. const std::string undeadCacheKey = "type_UNDEAD";
  62. static const CSelector undeadSelector = Selector::type()(BonusType::UNDEAD);
  63. for(const auto & slot : Slots())
  64. {
  65. const CStackInstance * inst = slot.second;
  66. const auto * creature = inst->getCreatureID().toEntity(VLC);
  67. factions.insert(creature->getFaction());
  68. // Check for undead flag instead of faction (undead mummies are neutral)
  69. if (!hasUndead)
  70. {
  71. //this is costly check, let's skip it at first undead
  72. hasUndead |= inst->hasBonus(undeadSelector, undeadCacheKey);
  73. }
  74. }
  75. size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
  76. if (nonEvilAlignmentMix.getHasBonus())
  77. {
  78. size_t mixableFactions = 0;
  79. for(auto f : factions)
  80. {
  81. if (VLC->factions()->getById(f)->getAlignment() != EAlignment::EVIL)
  82. mixableFactions++;
  83. }
  84. if (mixableFactions > 0)
  85. factionsInArmy -= mixableFactions - 1;
  86. }
  87. MetaString bonusDescription;
  88. if(factionsInArmy == 1)
  89. {
  90. b->val = +1;
  91. bonusDescription.appendTextID("core.arraytxt.115"); //All troops of one alignment +1
  92. }
  93. else if (!factions.empty()) // no bonus from empty garrison
  94. {
  95. b->val = 2 - static_cast<si32>(factionsInArmy);
  96. bonusDescription.appendTextID("core.arraytxt.114"); //Troops of %d alignments %d
  97. bonusDescription.replaceNumber(factionsInArmy);
  98. }
  99. b->description = bonusDescription;
  100. CBonusSystemNode::treeHasChanged();
  101. //-1 modifier for any Undead unit in army
  102. auto undeadModifier = getExportedBonusList().getFirst(Selector::source(BonusSource::ARMY, BonusCustomSource::undeadMoraleDebuff));
  103. if(hasUndead)
  104. {
  105. if(!undeadModifier)
  106. {
  107. undeadModifier = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, -1, BonusCustomSource::undeadMoraleDebuff);
  108. undeadModifier->description.appendTextID("core.arraytxt.116");
  109. addNewBonus(undeadModifier);
  110. }
  111. }
  112. else if(undeadModifier)
  113. removeBonus(undeadModifier);
  114. }
  115. void CArmedInstance::armyChanged()
  116. {
  117. updateMoraleBonusFromArmy();
  118. }
  119. CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState * gs)
  120. {
  121. if(tempOwner.isValidPlayer())
  122. if(auto * where = gs->getPlayerState(tempOwner))
  123. return *where;
  124. return gs->globalEffects;
  125. }
  126. CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
  127. {
  128. return *this;
  129. }
  130. const IBonusBearer* CArmedInstance::getBonusBearer() const
  131. {
  132. return this;
  133. }
  134. void CArmedInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  135. {
  136. CGObjectInstance::serializeJsonOptions(handler);
  137. CCreatureSet::serializeJson(handler, "army", 7);
  138. }
  139. VCMI_LIB_NAMESPACE_END