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- /*
- * 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 "CSimpleArmy.h"
- #include "CStackInstance.h"
- #include "serializer/Serializeable.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CStackInstance;
- class CArmedInstance;
- class CStackBasicDescriptor;
- class JsonSerializeFormat;
- using TSlots = std::map<SlotID, std::unique_ptr<CStackInstance>>;
- 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>;
- namespace NArmyFormation
- {
- static const std::vector<std::string> names{"wide", "tight"};
- }
- class DLL_LINKAGE CCreatureSet : public IArmyDescriptor, public virtual Serializeable, boost::noncopyable //seven combined creatures
- {
- CCreatureSet(const CCreatureSet &) = delete;
- CCreatureSet & operator=(const CCreatureSet &) = delete;
- 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;}
- //Adds stack to slot. Slot must be empty or with same type creature
- 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, std::unique_ptr<CStackInstance> stack, bool allowMerging = true);
- void clearSlots() override;
- void setFormation(EArmyFormation tight);
- virtual CArmedInstance * getArmy() { return nullptr; }
- virtual const CArmedInstance * getArmy() const { return nullptr; }
- //adds new stack to the army, slot must be empty
- void putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack);
- //stack must exist!
- void setStackCount(const SlotID & slot, TQuantity count);
- //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
- std::unique_ptr<CStackInstance> detachStack(const SlotID & slot);
- void setStackType(const SlotID & slot, const CreatureID & type);
- /// Give specified amount of experience to all units in army
- /// Amount of granted experience is scaled by unit stack size
- void giveAverageStackExperience(TExpType exp);
- /// Give specified amount of experience to unit in specified slot
- /// Amount of granted experience is not scaled by unit stack size
- void giveTotalStackExperience(const SlotID & slot, TExpType exp);
- /// Erased stack from specified slot. Slot must be non-empty
- void eraseStack(const SlotID & slot);
- /// Joins stack into stack that occupies targeted slot.
- /// Slot must be non-empty and contain same creature type
- void joinStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack); //adds new stack to the existing stack of the same type
- /// Splits off some units of specified stack and returns newly created stack
- /// Slot must be non-empty and contain more units that split quantity
- std::unique_ptr<CStackInstance> splitStack(const SlotID & slot, TQuantity toSplit);
- //stack must exist!
- void changeStackCount(const SlotID & slot, TQuantity toAdd);
- //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
- bool setCreature(SlotID slot, CreatureID type, TQuantity quantity) override;
- //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.
- void setToArmy(CSimpleArmy & src);
- 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 getStackTotalExperience(const SlotID & slot) const;
- TExpType getStackAverageExperience(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;
- 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;
- /// Returns true if this creature set contains all listed units
- /// If requireLastStack is true, then this function will also
- /// require presence of any unit other than requested (or more units than requested)
- bool hasUnits(const std::vector<CStackBasicDescriptor> & units, bool requireLastStack = 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();
- }
- };
- VCMI_LIB_NAMESPACE_END
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