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 "serializer/Serializeable.h"
  14. #include "GameConstants.h"
  15. #include "CArtHandler.h"
  16. #include "CArtifactInstance.h"
  17. #include "CCreatureHandler.h"
  18. #include "VCMI_Lib.h"
  19. #include <vcmi/Entity.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. class JsonNode;
  22. class CCreature;
  23. class CGHeroInstance;
  24. class CArmedInstance;
  25. class CCreatureArtifactSet;
  26. class JsonSerializeFormat;
  27. class DLL_LINKAGE CStackBasicDescriptor
  28. {
  29. CreatureID typeID;
  30. public:
  31. TQuantity count = -1; //exact quantity or quantity ID from CCreature::getQuantityID when getting info about enemy army
  32. CStackBasicDescriptor();
  33. CStackBasicDescriptor(const CreatureID & id, TQuantity Count);
  34. CStackBasicDescriptor(const CCreature *c, TQuantity Count);
  35. virtual ~CStackBasicDescriptor() = default;
  36. const Creature * getType() const;
  37. const CCreature * getCreature() const;
  38. CreatureID getId() const;
  39. TQuantity getCount() const;
  40. virtual void setType(const CCreature * c);
  41. friend bool operator== (const CStackBasicDescriptor & l, const CStackBasicDescriptor & r);
  42. template <typename Handler> void serialize(Handler &h)
  43. {
  44. if(h.saving)
  45. {
  46. h & typeID;
  47. }
  48. else
  49. {
  50. CreatureID creatureID;
  51. h & creatureID;
  52. if(creatureID != CreatureID::NONE)
  53. setType(creatureID.toCreature());
  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)
  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. if(!h.saving)
  81. deserializationFix();
  82. }
  83. void serializeJson(JsonSerializeFormat & handler);
  84. //overrides CBonusSystemNode
  85. std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const override; // how would bonus description look for this particular type of node
  86. ImagePath bonusToGraphics(const std::shared_ptr<Bonus> & bonus) const; //file name of graphics from StackSkills , in future possibly others
  87. //IConstBonusProvider
  88. const IBonusBearer* getBonusBearer() const override;
  89. //INativeTerrainProvider
  90. FactionID getFactionID() const override;
  91. virtual ui64 getPower() const;
  92. /// Returns total market value of resources needed to recruit this unit
  93. virtual ui64 getMarketValue() const;
  94. CCreature::CreatureQuantityId getQuantityID() const;
  95. std::string getQuantityTXT(bool capitalized = true) const;
  96. virtual int getExpRank() const;
  97. virtual int getLevel() const; //different for regular stack and commander
  98. CreatureID getCreatureID() const; //-1 if not available
  99. std::string getName() const; //plural or singular
  100. virtual void init();
  101. CStackInstance();
  102. CStackInstance(const CreatureID & id, TQuantity count, bool isHypothetic = false);
  103. CStackInstance(const CCreature *cre, TQuantity count, bool isHypothetic = false);
  104. virtual ~CStackInstance() = default;
  105. void setType(const CreatureID & creID);
  106. void setType(const CCreature * c) override;
  107. void setArmyObj(const CArmedInstance *ArmyObj);
  108. virtual void giveStackExp(TExpType exp);
  109. bool valid(bool allowUnrandomized) const;
  110. ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;//from CArtifactSet
  111. void removeArtifact(const ArtifactPosition & pos) override;
  112. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  113. std::string nodeName() const override; //from CBonusSystemnode
  114. void deserializationFix();
  115. PlayerColor getOwner() const override;
  116. };
  117. class DLL_LINKAGE CCommanderInstance : public CStackInstance
  118. {
  119. public:
  120. //TODO: what if Commander is not a part of creature set?
  121. //commander class is determined by its base creature
  122. ui8 alive; //maybe change to bool when breaking save compatibility?
  123. ui8 level; //required only to count callbacks
  124. std::string name; // each Commander has different name
  125. std::vector <ui8> secondarySkills; //ID -> level
  126. std::set <ui8> specialSkills;
  127. //std::vector <CArtifactInstance *> arts;
  128. void init() override;
  129. CCommanderInstance();
  130. CCommanderInstance(const CreatureID & id);
  131. void setAlive (bool alive);
  132. void giveStackExp (TExpType exp) override;
  133. void levelUp ();
  134. bool gainsLevel() const; //true if commander has lower level than should upon his experience
  135. ui64 getPower() const override {return 0;};
  136. int getExpRank() const override;
  137. int getLevel() const override;
  138. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  139. template <typename Handler> void serialize(Handler &h)
  140. {
  141. h & static_cast<CStackInstance&>(*this);
  142. h & alive;
  143. h & level;
  144. h & name;
  145. h & secondarySkills;
  146. h & specialSkills;
  147. }
  148. };
  149. using TSlots = std::map<SlotID, CStackInstance *>;
  150. using TSimpleSlots = std::map<SlotID, std::pair<CreatureID, TQuantity>>;
  151. using TPairCreatureSlot = std::pair<const CCreature *, SlotID>;
  152. using TMapCreatureSlot = std::map<const CCreature *, SlotID>;
  153. struct DLL_LINKAGE CreatureSlotComparer
  154. {
  155. bool operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs);
  156. };
  157. using TCreatureQueue = std::priority_queue<TPairCreatureSlot, std::vector<TPairCreatureSlot>, CreatureSlotComparer>;
  158. class IArmyDescriptor
  159. {
  160. public:
  161. virtual void clearSlots() = 0;
  162. virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
  163. };
  164. //simplified version of CCreatureSet
  165. class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
  166. {
  167. public:
  168. TSimpleSlots army;
  169. void clearSlots() override;
  170. bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
  171. operator bool() const;
  172. template <typename Handler> void serialize(Handler &h)
  173. {
  174. h & army;
  175. }
  176. };
  177. namespace NArmyFormation
  178. {
  179. static const std::vector<std::string> names{ "wide", "tight" };
  180. }
  181. class DLL_LINKAGE CCreatureSet : public IArmyDescriptor, public virtual Serializeable //seven combined creatures
  182. {
  183. CCreatureSet(const CCreatureSet &) = delete;
  184. CCreatureSet &operator=(const CCreatureSet&);
  185. public:
  186. TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
  187. EArmyFormation formation = EArmyFormation::LOOSE; //0 - wide, 1 - tight
  188. CCreatureSet() = default; //Should be here to avoid compile errors
  189. virtual ~CCreatureSet();
  190. virtual void armyChanged();
  191. const CStackInstance & operator[](const SlotID & slot) const;
  192. const TSlots &Slots() const {return stacks;}
  193. 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
  194. void addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
  195. void clearSlots() override;
  196. void setFormation(EArmyFormation tight);
  197. CArmedInstance *castToArmyObj();
  198. //basic operations
  199. void putStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the army, slot must be empty
  200. void setStackCount(const SlotID & slot, TQuantity count); //stack must exist!
  201. CStackInstance * detachStack(const SlotID & slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
  202. void setStackType(const SlotID & slot, const CreatureID & type);
  203. void giveStackExp(TExpType exp);
  204. void setStackExp(const SlotID & slot, TExpType exp);
  205. //derivative
  206. void eraseStack(const SlotID & slot); //slot must be occupied
  207. void joinStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
  208. void changeStackCount(const SlotID & slot, TQuantity toAdd); //stack must exist!
  209. bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
  210. 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.
  211. const CStackInstance & getStack(const SlotID & slot) const; //stack must exist
  212. CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
  213. const CCreature * getCreature(const SlotID & slot) const; //workaround of map issue;
  214. int getStackCount(const SlotID & slot) const;
  215. TExpType getStackExperience(const SlotID & slot) const;
  216. SlotID findStack(const CStackInstance *stack) const; //-1 if none
  217. SlotID getSlotFor(const CreatureID & creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  218. SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  219. bool hasCreatureSlots(const CCreature * c, const SlotID & exclude) const;
  220. std::vector<SlotID> getCreatureSlots(const CCreature * c, const SlotID & exclude, TQuantity ignoreAmount = -1) const;
  221. bool isCreatureBalanced(const CCreature* c, TQuantity ignoreAmount = 1) const; // Check if the creature is evenly distributed across slots
  222. SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns first free slot
  223. std::vector<SlotID> getFreeSlots(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
  224. std::queue<SlotID> getFreeSlotsQueue(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
  225. TMapCreatureSlot getCreatureMap() const;
  226. TCreatureQueue getCreatureQueue(const SlotID & exclude) const;
  227. bool mergeableStacks(std::pair<SlotID, SlotID> & out, const SlotID & preferable = SlotID()) const; //looks for two same stacks, returns slot positions;
  228. bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
  229. bool slotEmpty(const SlotID & slot) const;
  230. int stacksCount() const;
  231. virtual bool needsLastStack() const; //true if last stack cannot be taken
  232. ui64 getArmyStrength() const; //sum of AI values of creatures
  233. ui64 getArmyCost() const; //sum of cost of creatures
  234. ui64 getPower(const SlotID & slot) const; //value of specific stack
  235. std::string getRoughAmount(const SlotID & slot, int mode = 0) const; //rough size of specific stack
  236. std::string getArmyDescription() const;
  237. bool hasStackAtSlot(const SlotID & slot) const;
  238. bool contains(const CStackInstance *stack) const;
  239. bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
  240. template <typename Handler> void serialize(Handler &h)
  241. {
  242. h & stacks;
  243. h & formation;
  244. }
  245. void serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional<int> fixedSize = std::nullopt);
  246. operator bool() const
  247. {
  248. return !stacks.empty();
  249. }
  250. void sweep();
  251. };
  252. VCMI_LIB_NAMESPACE_END