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