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- /*
- * Limiter.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 "../GameConstants.h"
- #include "../ResourceSet.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGHeroInstance;
- class CStackBasicDescriptor;
- struct Component;
- namespace Rewardable {
- struct Limiter;
- using LimitersList = std::vector<std::shared_ptr<Rewardable::Limiter>>;
- /// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
- /// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
- struct DLL_LINKAGE Limiter final
- {
- /// day of week, unused if 0, 1-7 will test for current day of week
- si32 dayOfWeek;
- si32 daysPassed;
- /// total experience that hero needs to have
- si32 heroExperience;
- /// level that hero needs to have
- si32 heroLevel;
- /// mana points that hero needs to have
- si32 manaPoints;
- /// percentage of mana points that hero needs to have
- si32 manaPercentage;
- /// Number of free secondary slots that hero needs to have
- bool canLearnSkills;
- /// resources player needs to have in order to trigger reward
- TResources resources;
- /// skills hero needs to have
- std::vector<si32> primary;
- std::map<SecondarySkill, si32> secondary;
- /// artifacts that hero needs to have (equipped or in backpack) to trigger this
- /// checks for artifacts copies if same artifact id is included multiple times
- std::vector<ArtifactID> artifacts;
- /// Spells that hero must have in the spellbook
- std::vector<SpellID> spells;
- /// creatures that hero needs to have
- std::vector<CStackBasicDescriptor> creatures;
-
- /// only heroes/hero classes from list could pass limiter
- std::vector<HeroTypeID> heroes;
- std::vector<HeroClassID> heroClasses;
-
- /// only player colors can pass limiter
- std::vector<PlayerColor> players;
- /// sub-limiters, all must pass for this limiter to pass
- LimitersList allOf;
- /// sub-limiters, at least one should pass for this limiter to pass
- LimitersList anyOf;
- /// sub-limiters, none should pass for this limiter to pass
- LimitersList noneOf;
- Limiter();
- ~Limiter();
- bool heroAllowed(const CGHeroInstance * hero) const;
-
- /// Generates list of components that describes reward for a specific hero
- void loadComponents(std::vector<Component> & comps,
- const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & dayOfWeek;
- h & daysPassed;
- h & heroExperience;
- h & heroLevel;
- h & manaPoints;
- h & manaPercentage;
- h & resources;
- h & primary;
- h & secondary;
- h & artifacts;
- h & creatures;
- h & heroes;
- h & heroClasses;
- h & players;
- h & allOf;
- h & anyOf;
- h & noneOf;
- }
-
- void serializeJson(JsonSerializeFormat & handler);
- };
- }
- bool DLL_LINKAGE operator== (const Rewardable::Limiter & l, const Rewardable::Limiter & r);
- bool DLL_LINKAGE operator!= (const Rewardable::Limiter & l, const Rewardable::Limiter & r);
- VCMI_LIB_NAMESPACE_END
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