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