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