| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267 | /* * ArtifactUtils.cpp, 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 * */#include "ArtifactUtils.h"#include "CArtHandler.h"#include "GameSettings.h"#include "spells/CSpellHandler.h"#include "mapping/CMap.h"#include "mapObjects/CGHeroInstance.h"VCMI_LIB_NAMESPACE_BEGINDLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid){	const auto * art = aid.toArtifact();	for(const auto & slot : art->getPossibleSlots().at(target->bearerType()))	{		if(art->canBePutAt(target, slot))			return slot;	}	return getArtBackpackPosition(target, aid);}DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid){	const auto * art = aid.toArtifact();	if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))	{		return ArtifactPosition::BACKPACK_START;	}	return ArtifactPosition::PRE_FIRST;}DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots(){	static const std::vector<ArtifactPosition> positions =	{		ArtifactPosition::SPELLBOOK,		ArtifactPosition::MACH4	};	return positions;}DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::constituentWornSlots(){	static const std::vector<ArtifactPosition> positions =	{		ArtifactPosition::HEAD,		ArtifactPosition::SHOULDERS,		ArtifactPosition::NECK,		ArtifactPosition::RIGHT_HAND,		ArtifactPosition::LEFT_HAND,		ArtifactPosition::TORSO,		ArtifactPosition::RIGHT_RING,		ArtifactPosition::LEFT_RING,		ArtifactPosition::FEET,		ArtifactPosition::MISC1,		ArtifactPosition::MISC2,		ArtifactPosition::MISC3,		ArtifactPosition::MISC4,		ArtifactPosition::MISC5,	};	return positions;}DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::allWornSlots(){	static const std::vector<ArtifactPosition> positions =	{		ArtifactPosition::HEAD,		ArtifactPosition::SHOULDERS,		ArtifactPosition::NECK,		ArtifactPosition::RIGHT_HAND,		ArtifactPosition::LEFT_HAND,		ArtifactPosition::TORSO,		ArtifactPosition::RIGHT_RING,		ArtifactPosition::LEFT_RING,		ArtifactPosition::FEET,		ArtifactPosition::MISC1,		ArtifactPosition::MISC2,		ArtifactPosition::MISC3,		ArtifactPosition::MISC4,		ArtifactPosition::MISC5,		ArtifactPosition::MACH1,		ArtifactPosition::MACH2,		ArtifactPosition::MACH3,		ArtifactPosition::MACH4,		ArtifactPosition::SPELLBOOK	};	return positions;}DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commanderSlots(){	static const std::vector<ArtifactPosition> positions =	{		ArtifactPosition::COMMANDER1,		ArtifactPosition::COMMANDER2,		ArtifactPosition::COMMANDER3,		ArtifactPosition::COMMANDER4,		ArtifactPosition::COMMANDER5,		ArtifactPosition::COMMANDER6	};	return positions;}DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot){	return slot.second.artifact		&& !slot.second.locked		&& !vstd::contains(unmovableSlots(), slot.first);}DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot){	// TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?	// Titan's Thunder creates new spellbook on equip	if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)	{		if(heroPtr && !heroPtr->hasSpellbook())		{			return true;		}	}	return false;}DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot){	return slot >= ArtifactPosition::BACKPACK_START;}DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot){	return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);}DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots){	const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);	if(backpackCap < 0)		return true;	else		return target->artifactsInBackpack.size() + reqSlots <= backpackCap;}DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(	const CArtifactSet * artSet, const ArtifactID & aid){	std::vector<const CArtifact*> arts;	const auto * art = aid.toArtifact();	if(art->isCombined())		return arts;	for(const auto artifact : art->getPartOf())	{		assert(artifact->isCombined());		bool possible = true;		for(const auto constituent : artifact->getConstituents()) //check if all constituents are available		{			if(!artSet->hasArt(constituent->getId(), false, false, false))			{				possible = false;				break;			}		}		if(possible)			arts.push_back(artifact);	}	return arts;}DLL_LINKAGE CArtifactInstance * ArtifactUtils::createScroll(const SpellID & sid){	auto ret = new CArtifactInstance(VLC->arth->objects[ArtifactID::SPELL_SCROLL]);	auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL,		BonusSource::ARTIFACT_INSTANCE, -1, BonusSourceID(ArtifactID(ArtifactID::SPELL_SCROLL)), BonusSubtypeID(sid));	ret->addNewBonus(bonus);	return ret;}DLL_LINKAGE CArtifactInstance * ArtifactUtils::createNewArtifactInstance(CArtifact * art){	assert(art);	auto * artInst = new CArtifactInstance(art);	if(art->isCombined())	{		for(const auto & part : art->getConstituents())			artInst->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);	}	if(art->isGrowing())	{		auto bonus = std::make_shared<Bonus>();		bonus->type = BonusType::LEVEL_COUNTER;		bonus->val = 0;		artInst->addNewBonus(bonus);	}	return artInst;}DLL_LINKAGE CArtifactInstance * ArtifactUtils::createNewArtifactInstance(const ArtifactID & aid){	return ArtifactUtils::createNewArtifactInstance(VLC->arth->objects[aid]);}DLL_LINKAGE CArtifactInstance * ArtifactUtils::createArtifact(CMap * map, const ArtifactID & aid, SpellID spellID){	CArtifactInstance * art = nullptr;	if(aid.getNum() >= 0)	{		if(spellID == SpellID::NONE)		{			art = ArtifactUtils::createNewArtifactInstance(aid);		}		else		{			art = ArtifactUtils::createScroll(spellID);		}	}	else	{		art = new CArtifactInstance(); // random, empty	}	map->addNewArtifactInstance(art);	if(art->artType && art->isCombined())	{		for(auto & part : art->getPartsInfo())		{			map->addNewArtifactInstance(part.art);		}	}	return art;}DLL_LINKAGE void ArtifactUtils::insertScrrollSpellName(std::string & description, const SpellID & sid){	// We expect scroll description to be like this: This scroll contains the [spell name] spell which is added	// into spell book for as long as hero carries the scroll. So we want to replace text in [...] with a spell name.	// However other language versions don't have name placeholder at all, so we have to be careful	auto nameStart = description.find_first_of('[');	auto nameEnd = description.find_first_of(']', nameStart);	if(nameStart != std::string::npos && nameEnd != std::string::npos)	{		if(sid.getNum() >= 0)			description = description.replace(nameStart, nameEnd - nameStart + 1, sid.toEntity(VLC->spells())->getNameTranslated());		else			description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space	}}VCMI_LIB_NAMESPACE_END
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