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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. setType(creatureID.toCreature());
  53. }
  54. h & count;
  55. }
  56. void serializeJson(JsonSerializeFormat & handler);
  57. };
  58. class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public ACreature
  59. {
  60. protected:
  61. const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
  62. public:
  63. struct RandomStackInfo
  64. {
  65. uint8_t level;
  66. uint8_t upgrade;
  67. };
  68. // helper variable used during loading map, when object (hero or town) have creatures that must have same alignment.
  69. std::optional<RandomStackInfo> randomStack;
  70. const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
  71. TExpType experience;//commander needs same amount of exp as hero
  72. template <typename Handler> void serialize(Handler &h)
  73. {
  74. h & static_cast<CBonusSystemNode&>(*this);
  75. h & static_cast<CStackBasicDescriptor&>(*this);
  76. h & static_cast<CArtifactSet&>(*this);
  77. h & _armyObj;
  78. h & experience;
  79. BONUS_TREE_DESERIALIZATION_FIX
  80. }
  81. void serializeJson(JsonSerializeFormat & handler);
  82. //overrides CBonusSystemNode
  83. std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const override; // how would bonus description look for this particular type of node
  84. ImagePath bonusToGraphics(const std::shared_ptr<Bonus> & bonus) const; //file name of graphics from StackSkills , in future possibly others
  85. //IConstBonusProvider
  86. const IBonusBearer* getBonusBearer() const override;
  87. //INativeTerrainProvider
  88. FactionID getFactionID() const override;
  89. virtual ui64 getPower() const;
  90. CCreature::CreatureQuantityId getQuantityID() const;
  91. std::string getQuantityTXT(bool capitalized = true) const;
  92. virtual int getExpRank() const;
  93. virtual int getLevel() const; //different for regular stack and commander
  94. CreatureID getCreatureID() const; //-1 if not available
  95. std::string getName() const; //plural or singular
  96. virtual void init();
  97. CStackInstance();
  98. CStackInstance(const CreatureID & id, TQuantity count, bool isHypothetic = false);
  99. CStackInstance(const CCreature *cre, TQuantity count, bool isHypothetic = false);
  100. virtual ~CStackInstance() = default;
  101. void setType(const CreatureID & creID);
  102. void setType(const CCreature * c) override;
  103. void setArmyObj(const CArmedInstance *ArmyObj);
  104. virtual void giveStackExp(TExpType exp);
  105. bool valid(bool allowUnrandomized) const;
  106. ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;//from CArtifactSet
  107. void removeArtifact(const ArtifactPosition & pos) override;
  108. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  109. std::string nodeName() const override; //from CBonusSystemnode
  110. void deserializationFix();
  111. PlayerColor getOwner() const override;
  112. };
  113. class DLL_LINKAGE CCommanderInstance : public CStackInstance
  114. {
  115. public:
  116. //TODO: what if Commander is not a part of creature set?
  117. //commander class is determined by its base creature
  118. ui8 alive; //maybe change to bool when breaking save compatibility?
  119. ui8 level; //required only to count callbacks
  120. std::string name; // each Commander has different name
  121. std::vector <ui8> secondarySkills; //ID -> level
  122. std::set <ui8> specialSkills;
  123. //std::vector <CArtifactInstance *> arts;
  124. void init() override;
  125. CCommanderInstance();
  126. CCommanderInstance(const CreatureID & id);
  127. void setAlive (bool alive);
  128. void giveStackExp (TExpType exp) override;
  129. void levelUp ();
  130. bool gainsLevel() const; //true if commander has lower level than should upon his experience
  131. ui64 getPower() const override {return 0;};
  132. int getExpRank() const override;
  133. int getLevel() const override;
  134. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  135. template <typename Handler> void serialize(Handler &h)
  136. {
  137. h & static_cast<CStackInstance&>(*this);
  138. h & alive;
  139. h & level;
  140. h & name;
  141. h & secondarySkills;
  142. h & specialSkills;
  143. }
  144. };
  145. using TSlots = std::map<SlotID, CStackInstance *>;
  146. using TSimpleSlots = std::map<SlotID, std::pair<CreatureID, TQuantity>>;
  147. using TPairCreatureSlot = std::pair<const CCreature *, SlotID>;
  148. using TMapCreatureSlot = std::map<const CCreature *, SlotID>;
  149. struct DLL_LINKAGE CreatureSlotComparer
  150. {
  151. bool operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs);
  152. };
  153. using TCreatureQueue = std::priority_queue<TPairCreatureSlot, std::vector<TPairCreatureSlot>, CreatureSlotComparer>;
  154. class IArmyDescriptor
  155. {
  156. public:
  157. virtual void clearSlots() = 0;
  158. virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
  159. };
  160. //simplified version of CCreatureSet
  161. class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
  162. {
  163. public:
  164. TSimpleSlots army;
  165. void clearSlots() override;
  166. bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
  167. operator bool() const;
  168. template <typename Handler> void serialize(Handler &h)
  169. {
  170. h & army;
  171. }
  172. };
  173. namespace NArmyFormation
  174. {
  175. static const std::vector<std::string> names{ "wide", "tight" };
  176. }
  177. class DLL_LINKAGE CCreatureSet : public IArmyDescriptor, public virtual Serializeable //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 clearSlots() override;
  192. void setFormation(EArmyFormation 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. 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 mergeableStacks(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)
  236. {
  237. h & stacks;
  238. h & formation;
  239. }
  240. void serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, 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