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#pragma once
#ifndef CATA_SRC_ACTIVITY_ACTOR_DEFINITIONS_H
#define CATA_SRC_ACTIVITY_ACTOR_DEFINITIONS_H
#include <algorithm>
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <utility>
#include <vector>
#include "activity_type.h"
#include "calendar.h"
#include "character.h"
#include "clone_ptr.h"
#include "contents_change_handler.h"
#include "handle_liquid.h"
#include "item.h"
#include "itype.h"
#include "item_location.h"
#include "memory_fast.h"
#include "pickup.h"
#include "point.h"
#include "string_id.h"
#include "type_id.h"
#include "units.h"
#include "units_fwd.h"
#include "vehicle.h"
#include "activity_actor.h"
class Character;
class Creature;
class JsonOut;
class avatar;
class npc;
class SkillLevel;
class player_activity;
struct islot_book;
class aim_activity_actor : public activity_actor
{
private:
std::optional<item> fake_weapon;
std::vector<tripoint> fin_trajectory;
public:
bool first_turn = true;
std::string action;
int aif_duration = 0; // Counts aim-and-fire duration
bool aiming_at_critter = false; // Whether aiming at critter or a tile
bool snap_to_target = false;
bool shifting_view = false;
tripoint initial_view_offset;
/** Target UI requested to abort aiming */
bool aborted = false;
/** if true abort if no targets are available when re-entering aiming ui after shooting */
bool abort_if_no_targets = false;
/**
* Target UI requested to abort aiming and reload weapon
* Implies aborted = true
*/
bool reload_requested = false;
/**
* A friendly creature may enter line of fire during aim-and-shoot,
* and that generates a warning to proceed/abort. If player decides to
* proceed, that creature is saved in this vector to prevent the same warning
* from popping up on the following turn(s).
*/
std::vector<weak_ptr_fast<Creature>> acceptable_losses; // NOLINT(cata-serialize)
aim_activity_actor();
/** Aiming wielded gun */
static aim_activity_actor use_wielded();
/** Aiming fake gun provided by a bionic */
static aim_activity_actor use_bionic( const item &fake_gun );
/** Aiming fake gun provided by a mutation */
static aim_activity_actor use_mutation( const item &fake_gun );
activity_id get_type() const override {
return activity_id( "ACT_AIM" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<aim_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
item_location get_weapon();
void restore_view() const;
// Load/unload a RELOAD_AND_SHOOT weapon
bool load_RAS_weapon();
void unload_RAS_weapon();
};
class autodrive_activity_actor : public activity_actor
{
private:
// The player's vehicle, updated at the very start.
// Will be updated again if, e.g., the player gets unboarded,
// to make sure the pointer is still valid; the pointer might be invalid due to summoning despawn.
vehicle *player_vehicle = nullptr;
// Update player_vehicle; will set it to nullptr if the player no longer has a vehicle.
void update_player_vehicle( Character & );
public:
autodrive_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_AUTODRIVE" );
}
void start( player_activity &, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void canceled( player_activity &, Character & ) override;
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<autodrive_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class gunmod_remove_activity_actor : public activity_actor
{
private:
int moves_total;
item_location gun;
int gunmod_idx;
public:
gunmod_remove_activity_actor(
int moves_total,
const item_location &gun,
int gunmod_idx
) : moves_total( moves_total ), gun( gun ), gunmod_idx( gunmod_idx ) {}
activity_id get_type() const override {
return activity_id( "ACT_GUNMOD_REMOVE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<gunmod_remove_activity_actor>( *this );
}
static bool gunmod_unload( Character &who, item &gunmod );
static void gunmod_remove( Character &who, item &gun, item &mod );
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class hacksaw_activity_actor : public activity_actor
{
public:
explicit hacksaw_activity_actor( const tripoint &target,
const item_location &tool ) : target( target ), tool( tool ) {};
explicit hacksaw_activity_actor( const tripoint &target, const itype_id &type,
const tripoint &veh_pos ) : target( target ), type( type ), veh_pos( veh_pos ) {};
activity_id get_type() const override {
return activity_id( "ACT_HACKSAW" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &/*act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<hacksaw_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint target;
item_location tool;
std::optional<itype_id> type;
std::optional<tripoint> veh_pos;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override;
};
class hacking_activity_actor : public activity_actor
{
public:
hacking_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_HACKING" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<hacking_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class bookbinder_copy_activity_actor: public activity_actor
{
private:
item_location book_binder;
recipe_id rec_id;
int pages = 0;
public:
bookbinder_copy_activity_actor() = default;
bookbinder_copy_activity_actor(
const item_location &book_binder,
const recipe_id &rec_id
) : book_binder( book_binder ), rec_id( rec_id ) {};
activity_id get_type() const override {
return activity_id( "ACT_BINDER_COPY_RECIPE" );
}
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const bookbinder_copy_activity_actor &act = static_cast<const bookbinder_copy_activity_actor &>
( other );
return rec_id == act.rec_id && book_binder == act.book_binder;
}
static int pages_for_recipe( const recipe &r ) {
return 1 + r.difficulty / 2;
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character &p ) override;
void finish( player_activity &act, Character &p ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<bookbinder_copy_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class data_handling_activity_actor: public activity_actor
{
public:
explicit data_handling_activity_actor() = default;
explicit data_handling_activity_actor( const item_location &, const std::vector<item_location> & );
activity_id get_type() const override {
return activity_id( "ACT_DATA_HANDLING" );
}
bool can_resume_with_internal( const activity_actor &, const Character & ) const override {
return false;
}
void start( player_activity &, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &, Character & ) override;
void canceled( player_activity &, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<data_handling_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
private:
static constexpr time_duration time_per_card = 1_minutes;
item_location recorder;
std::vector<item_location> targets;
time_duration time_until_next_card = 0_seconds;
int handled_cards = 0;
int encrypted_cards = 0;
int downloaded_photos = 0;
int downloaded_songs = 0;
std::vector<recipe_id> downloaded_recipes;
int downloaded_extended_photos = 0;
int downloaded_monster_photos = 0;
};
class hotwire_car_activity_actor : public activity_actor
{
private:
int moves_total;
/**
* Position of first vehicle part; used to identify the vehicle
* TODO: find something more reliable (to cover cases when vehicle is moved/damaged)
*/
tripoint target;
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const hotwire_car_activity_actor &a = static_cast<const hotwire_car_activity_actor &>( other );
return target == a.target && moves_total == a.moves_total;
}
public:
hotwire_car_activity_actor( int moves_total, const tripoint &target ): moves_total( moves_total ),
target( target ) {}
activity_id get_type() const override {
return activity_id( "ACT_HOTWIRE_CAR" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<hotwire_car_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class bikerack_racking_activity_actor : public activity_actor
{
private:
int moves_total = to_moves<int>( 5_minutes );
tripoint_bub_ms parent_vehicle_pos;
tripoint_bub_ms racked_vehicle_pos;
std::vector<int> racks;
explicit bikerack_racking_activity_actor() = default;
public:
explicit bikerack_racking_activity_actor( const vehicle &parent_vehicle,
const vehicle &racked_vehicle, const std::vector<int> &racks );
activity_id get_type() const override {
return activity_id( "ACT_BIKERACK_RACKING" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<bikerack_racking_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class bikerack_unracking_activity_actor : public activity_actor
{
private:
int moves_total = to_moves<int>( 5_minutes );
tripoint_bub_ms parent_vehicle_pos;
std::vector<int> parts;
std::vector<int> racks;
explicit bikerack_unracking_activity_actor() = default;
public:
explicit bikerack_unracking_activity_actor( const vehicle &parent_vehicle,
const std::vector<int> &parts, const std::vector<int> &racks );
activity_id get_type() const override {
return activity_id( "ACT_BIKERACK_UNRACKING" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<bikerack_unracking_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class read_activity_actor : public activity_actor
{
public:
enum class book_type : int { normal, martial_art };
read_activity_actor() = default;
explicit read_activity_actor(
time_duration read_time, item_location &book, item_location &ereader,
bool continuous = false, int learner_id = -1 )
: moves_total( to_moves<int>( read_time ) ), book( book ), ereader( ereader ),
continuous( continuous ), learner_id( learner_id ) {};
activity_id get_type() const override {
return activity_id( "ACT_READ" );
}
static void read_book( Character &learner, const cata::value_ptr<islot_book> &islotbook,
SkillLevel &skill_level, double penalty );
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::string get_progress_message( const player_activity & ) const override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<read_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves_total;
item_location book;
std::optional<book_type> bktype; // NOLINT(cata-serialize)
// Using an electronic book reader
item_location ereader;
bool using_ereader = false;
// Read until the learner with this ID gets a level
bool continuous = false;
int learner_id = -1;
// Will return true if activity must be set to null
bool player_read( avatar &you );
bool player_readma( avatar &you ); // Martial arts book
bool npc_read( npc &learner );
bool can_resume_with_internal( const activity_actor &other,
const Character & ) const override;
};
class move_items_activity_actor : public activity_actor
{
private:
std::vector<item_location> target_items;
std::vector<int> quantities;
bool to_vehicle;
tripoint relative_destination;
bool hauling_mode;
public:
move_items_activity_actor( std::vector<item_location> target_items, std::vector<int> quantities,
bool to_vehicle, tripoint relative_destination, bool hauling_mode = false ) :
target_items( std::move( target_items ) ), quantities( std::move( quantities ) ),
to_vehicle( to_vehicle ),
relative_destination( relative_destination ),
hauling_mode( hauling_mode ) {}
activity_id get_type() const override {
return activity_id( "ACT_MOVE_ITEMS" );
}
void start( player_activity &, Character & ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &, Character & ) override {}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<move_items_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class pickup_activity_actor : public activity_actor
{
private:
/** Target items and the quantities thereof */
std::vector<item_location> target_items;
std::vector<int> quantities;
Pickup::pick_info info;
/**
* Position of the character when the activity is started. This is
* stored so that we can cancel the activity if the player moves
* (e.g. if the player is in a moving vehicle). This should be null
* if not grabbing from the ground.
*/
std::optional<tripoint> starting_pos;
public:
pickup_activity_actor( const std::vector<item_location> &target_items,
const std::vector<int> &quantities,
const std::optional<tripoint> &starting_pos,
bool autopickup ) : target_items( target_items ),
quantities( quantities ), starting_pos( starting_pos ), stash_successful( true ),
autopickup( autopickup ) {}
/**
* Used to check at the end of a pickup activity if the character was able
* to stash everything. If not, a message is displayed to clarify.
*/
bool stash_successful;
bool autopickup;
activity_id get_type() const override {
return activity_id( "ACT_PICKUP" );
}
void start( player_activity &, Character & ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &, Character & ) override {}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<pickup_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
bool do_drop_invalid_inventory() const override {
return false;
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class boltcutting_activity_actor : public activity_actor
{
public:
explicit boltcutting_activity_actor( const tripoint &target,
const item_location &tool ) : target( target ), tool( tool ) {};
activity_id get_type() const override {
return activity_id( "ACT_BOLTCUTTING" );
}
void start( player_activity &act, Character &/*who*/ ) override;
void do_turn( player_activity &/*act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<boltcutting_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint target;
item_location tool;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const boltcutting_activity_actor &actor = static_cast<const boltcutting_activity_actor &>
( other );
return actor.target == target && actor.tool == tool;
}
};
class lockpick_activity_actor : public activity_actor
{
private:
int moves_total;
std::optional<item_location> lockpick;
std::optional<item> fake_lockpick;
tripoint target;
lockpick_activity_actor(
int moves_total,
const std::optional<item_location> &lockpick,
const std::optional<item> &fake_lockpick,
const tripoint &target
) : moves_total( moves_total ), lockpick( lockpick ), fake_lockpick( fake_lockpick ),
target( target ) {}
public:
/** Use regular lockpick. 'target' is in global coords */
static lockpick_activity_actor use_item(
int moves_total,
const item_location &lockpick,
const tripoint &target
);
/** Use bionic lockpick. 'target' is in global coords */
static lockpick_activity_actor use_bionic(
const tripoint &target
);
activity_id get_type() const override {
return activity_id( "ACT_LOCKPICK" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
static std::optional<tripoint> select_location( avatar &you );
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<lockpick_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class ebooksave_activity_actor : public activity_actor
{
public:
explicit ebooksave_activity_actor( const std::vector<item_location> &books,
const item_location &ereader ) :
books( books ), ereader( ereader ) {};
activity_id get_type() const override {
return activity_id( "ACT_EBOOKSAVE" );
}
static int pages_in_book( const itype_id &book ) {
// an A4 sheet weights roughly 5 grams
return std::max( 1, static_cast<int>( units::to_gram( book->weight ) / 5 ) );
};
static int total_pages( const std::vector<item_location> &books );
static time_duration required_time( const std::vector<item_location> &books );
static int required_charges( const std::vector<item_location> &books,
const item_location &ereader );
void start( player_activity &act, Character &/*who*/ ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<ebooksave_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
/**
* All remaining books left to scan.
* After a book is fully scanned to ereader, this list is modified so that the scanned book is removed from here.
*/
std::vector<item_location> books;
item_location ereader;
/** How many books this activity has scanned to ereader so far. */
int handled_books = 0;
/** How much time is left on this book until it is fully scanned and we can move on to the next book. */
int turns_left_on_current_book = 0;
static constexpr time_duration time_per_page = 5_seconds;
// Every 25 pages requires one charge of the ereader
static constexpr int pages_per_charge = 25;
void start_scanning_next_book( player_activity &act );
void completed_scanning_current_book( player_activity &act, Character &who );
};
class migration_cancel_activity_actor : public activity_actor
{
public:
migration_cancel_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_MIGRATION_CANCEL" );
}
void start( player_activity &, Character & ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &, Character & ) override {}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<migration_cancel_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class open_gate_activity_actor : public activity_actor
{
private:
int moves_total;
tripoint placement;
/**
* @pre @p other is a open_gate_activity_actor
*/
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const open_gate_activity_actor &og_actor = static_cast<const open_gate_activity_actor &>( other );
return placement == og_actor.placement;
}
public:
open_gate_activity_actor( int gate_moves, const tripoint &gate_placement ) :
moves_total( gate_moves ), placement( gate_placement ) {}
activity_id get_type() const override {
return activity_id( "ACT_OPEN_GATE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<open_gate_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class consume_activity_actor : public activity_actor
{
private:
item_location consume_location;
item consume_item;
std::vector<int> consume_menu_selections;
std::vector<item_location> consume_menu_selected_items;
std::string consume_menu_filter;
bool canceled = false;
activity_id type;
/**
* @pre @p other is a consume_activity_actor
*/
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const consume_activity_actor &c_actor = static_cast<const consume_activity_actor &>( other );
return consume_location == c_actor.consume_location &&
canceled == c_actor.canceled && &consume_item == &c_actor.consume_item;
}
public:
consume_activity_actor( const item_location &consume_location,
std::vector<int> consume_menu_selections,
const std::vector<item_location> &consume_menu_selected_items,
const std::string &consume_menu_filter, activity_id type ) :
consume_location( consume_location ),
consume_menu_selections( std::move( consume_menu_selections ) ),
consume_menu_selected_items( consume_menu_selected_items ),
consume_menu_filter( consume_menu_filter ),
type( type ) {}
explicit consume_activity_actor( const item_location &consume_location ) :
consume_location( consume_location ) {}
explicit consume_activity_actor( const item &consume_item ) :
consume_item( consume_item ) {}
activity_id get_type() const override {
return activity_id( "ACT_CONSUME" );
}
void start( player_activity &act, Character &guy ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<consume_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class try_sleep_activity_actor : public activity_actor
{
private:
bool disable_query = false;
time_duration duration;
public:
/*
* @param dur Total duration, from when the character starts
* trying to fall asleep toexplicit explicit when they're supposed to wake up
*/
explicit try_sleep_activity_actor( const time_duration &dur ) : duration( dur ) {}
activity_id get_type() const override {
return activity_id( "ACT_TRY_SLEEP" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &, Character &who ) override;
void query_keep_trying( player_activity &act, Character &who );
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<try_sleep_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class safecracking_activity_actor : public activity_actor
{
public:
explicit safecracking_activity_actor( const tripoint &safe ) : safe( safe ) {};
activity_id get_type() const override {
return activity_id( "ACT_CRACKING" );
}
static time_duration safecracking_time( const Character &who );
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<safecracking_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
tripoint safe;
int exp_step = 0;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const safecracking_activity_actor &actor = static_cast<const safecracking_activity_actor &>
( other );
return actor.safe == safe;
}
};
class unload_activity_actor : public activity_actor
{
private:
int moves_total;
item_location target;
public:
unload_activity_actor( int moves_total, const item_location &target ) :
moves_total( moves_total ), target( target ) {}
activity_id get_type() const override {
return activity_id( "ACT_UNLOAD" );
}
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const unload_activity_actor &act = static_cast<const unload_activity_actor &>( other );
return target == act.target;
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
/** Unloads the magazine instantly. Can be called without an activity. May destroy the item. */
static void unload( Character &who, item_location &target );
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<unload_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class craft_activity_actor : public activity_actor
{
private:
craft_activity_actor() = default;
item_location craft_item;
bool is_long;
float activity_override = NO_EXERCISE;
std::optional<requirement_data> cached_continuation_requirements; // NOLINT(cata-serialize)
float cached_crafting_speed; // NOLINT(cata-serialize)
int cached_assistants; // NOLINT(cata-serialize)
double cached_base_total_moves; // NOLINT(cata-serialize)
double cached_cur_total_moves; // NOLINT(cata-serialize)
float cached_workbench_multiplier; // NOLINT(cata-serialize)
bool use_cached_workbench_multiplier; // NOLINT(cata-serialize)
bool check_if_craft_okay( item_location &craft_item, Character &crafter );
public:
craft_activity_actor( item_location &it, bool is_long );
activity_id get_type() const override {
return activity_id( "ACT_CRAFT" );
}
void start( player_activity &act, Character &crafter ) override;
void do_turn( player_activity &act, Character &crafter ) override;
void finish( player_activity &act, Character &crafter ) override;
void canceled( player_activity &/*act*/, Character &/*who*/ ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<craft_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override;
float exertion_level() const override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class workout_activity_actor : public activity_actor
{
private:
bool disable_query = false; // disables query, continue as long as possible
bool rest_mode = false; // work or rest during training session
time_duration duration;
tripoint location;
time_point stop_time; // can resume if time apart is not above
activity_id act_id = activity_id( "ACT_WORKOUT_LIGHT" ); // variable activities
int intensity_modifier = 1;
int elapsed = 0;
public:
explicit workout_activity_actor( const tripoint &loc ) : location( loc ) {}
// can assume different sub-activities
activity_id get_type() const override {
return act_id;
}
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const workout_activity_actor &w_actor = static_cast<const workout_activity_actor &>( other );
return ( location == w_actor.location && calendar::turn - stop_time <= 10_minutes );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &/*act*/, Character &/*who*/ ) override;
bool query_keep_training( player_activity &act, Character &who );
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<workout_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class drop_or_stash_item_info
{
public:
drop_or_stash_item_info()
: _loc( item_location::nowhere ) {}
drop_or_stash_item_info( const item_location &_loc, const int _count )
: _loc( _loc ), _count( _count ) {}
void serialize( JsonOut &jsout ) const;
void deserialize( const JsonObject &jsobj );
const item_location &loc() const {
return _loc;
}
int count() const {
return _count;
}
private:
item_location _loc;
int _count = 0;
};
/**
* Activity to drop items to the ground or into a vehicle cargo part.
* @items is the list of items to drop
* @placement is the offset to the current position of the actor (use tripoint_zero for current pos)
* @force_ground should the items be forced to the ground instead of e.g. a container at the position
*/
class drop_activity_actor : public activity_actor
{
public:
drop_activity_actor() = default;
drop_activity_actor( const std::vector<drop_or_stash_item_info> &items,
const tripoint &placement, const bool force_ground )
: items( items ), placement( placement ), force_ground( force_ground ) {}
activity_id get_type() const override {
return activity_id( "ACT_DROP" );
}
void start( player_activity &/*act*/, Character &/*who*/ ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &/*act*/, Character &/*who*/ ) override {}
void canceled( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<drop_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
std::vector<drop_or_stash_item_info> items;
contents_change_handler handler;
tripoint placement;
bool force_ground = false;
bool current_bulk_unload = false;
};
class stash_activity_actor: public activity_actor
{
public:
stash_activity_actor() = default;
stash_activity_actor( const std::vector<drop_or_stash_item_info> &items,
const tripoint &placement )
: items( items ), placement( placement ) {}
activity_id get_type() const override {
return activity_id( "ACT_STASH" );
}
void start( player_activity &/*act*/, Character &/*who*/ ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &/*act*/, Character &/*who*/ ) override {}
void canceled( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<stash_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
std::vector<drop_or_stash_item_info> items;
contents_change_handler handler;
tripoint placement;
bool current_bulk_unload = false;
};
class harvest_activity_actor : public activity_actor
{
public:
explicit harvest_activity_actor( const tripoint &target,
bool auto_forage = false ) :
target( target ), auto_forage( auto_forage ) {};
activity_id get_type() const override {
return activity_id( "ACT_HARVEST" );
}
void start( player_activity &/*act*/, Character &/*who*/ ) override;
void do_turn( player_activity &/*act*/, Character &/*who*/ ) override {};
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<harvest_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
tripoint target;
bool exam_furn = false;
bool nectar = false;
bool auto_forage = false;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const harvest_activity_actor &actor = static_cast<const harvest_activity_actor &>
( other );
return target == actor.target && auto_forage == actor.auto_forage &&
exam_furn == actor.exam_furn && nectar == actor.nectar;
}
};
class reload_activity_actor : public activity_actor
{
public:
explicit reload_activity_actor( item::reload_option &&opt, int extra_moves = 0 );
activity_id get_type() const override {
return activity_id( "ACT_RELOAD" );
}
void start( player_activity &/*act*/, Character &/*who*/ ) override;
void do_turn( player_activity &/*act*/, Character &/*who*/ ) override {}
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &act, Character &/*who*/ ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<reload_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
explicit reload_activity_actor() = default;
int moves_total = 0;
int quantity = 0;
item_location target_loc;
item_location ammo_loc;
bool can_reload() const;
static void make_reload_sound( Character &who, item &reloadable );
};
class milk_activity_actor : public activity_actor
{
public:
milk_activity_actor() = default;
milk_activity_actor( int moves, std::vector<tripoint> coords,
std::vector<std::string> str_values ) : total_moves( moves ), monster_coords( std::move( coords ) ),
string_values( std::move( str_values ) ) {}
activity_id get_type() const override {
return activity_id( "ACT_MILK" );
}
void start( player_activity &act, Character &/*who*/ ) override;
void do_turn( player_activity &/*act*/, Character &/*who*/ ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &/*act*/, Character &/*who*/ ) override {}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<milk_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int total_moves {};
std::vector<tripoint> monster_coords {};
std::vector<std::string> string_values {};
};
class shearing_activity_actor : public activity_actor
{
private:
tripoint mon_coords; // monster is tied for the duration
bool shearing_tie; // was the monster tied due to shearing
public:
explicit shearing_activity_actor(
const tripoint &mon_coords, bool shearing_tie = true )
: mon_coords( mon_coords ), shearing_tie( shearing_tie ) {};
activity_id get_type() const override {
return activity_id( "ACT_SHEARING" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &/*act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &/*act*/, Character &/*who*/ ) override;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const shearing_activity_actor &actor = static_cast<const shearing_activity_actor &>
( other );
return actor.mon_coords == mon_coords;
}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<shearing_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class disassemble_activity_actor : public activity_actor
{
private:
int moves_total;
float activity_override = NO_EXERCISE; // NOLINT(cata-serialize)
float cached_workbench_multiplier; // NOLINT(cata-serialize)
bool use_cached_workbench_multiplier; // NOLINT(cata-serialize)
public:
item_location target;
explicit disassemble_activity_actor( int moves_total ) :
moves_total( moves_total ) {}
activity_id get_type() const override {
return activity_id( "ACT_DISASSEMBLE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &act, Character &who ) override;
float exertion_level() const override;
std::string get_progress_message( const player_activity & ) const override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<disassemble_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class move_furniture_activity_actor : public activity_actor
{
private:
tripoint dp;
bool via_ramp;
public:
move_furniture_activity_actor( const tripoint &dp, bool via_ramp ) :
dp( dp ), via_ramp( via_ramp ) {}
activity_id get_type() const override {
return activity_id( "ACT_FURNITURE_MOVE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<move_furniture_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class insert_item_activity_actor : public activity_actor
{
private:
item_location holster;
drop_locations items;
contents_change_handler handler;
bool all_pockets_rigid;
bool reopen_menu;
public:
insert_item_activity_actor() = default;
insert_item_activity_actor( const item_location &holster, const drop_locations &holstered_list,
bool reopen_menu = false ) : holster( holster ), items( holstered_list ),
reopen_menu( reopen_menu ) {}
activity_id get_type() const override {
return activity_id( "ACT_INSERT_ITEM" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &/*act*/, Character &/*who*/ ) override {};
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &/*act*/, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<insert_item_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class tent_placement_activity_actor : public activity_actor
{
private:
int moves_total;
tripoint target;
int radius = 1;
item it;
string_id<furn_t> wall;
string_id<furn_t> floor;
std::optional<string_id<furn_t>> floor_center;
string_id<furn_t> door_closed;
public:
tent_placement_activity_actor( int moves_total, tripoint target, int radius, const item &it,
string_id<furn_t> wall, string_id<furn_t> floor, std::optional<string_id<furn_t>> floor_center,
string_id<furn_t> door_closed ) : moves_total( moves_total ), target( target ), radius( radius ),
it( it ), wall( wall ), floor( floor ), floor_center( floor_center ),
door_closed( door_closed ) {}
activity_id get_type() const override {
return activity_id( "ACT_TENT_PLACE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &p ) override;
void canceled( player_activity &, Character &p ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<tent_placement_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class oxytorch_activity_actor : public activity_actor
{
public:
explicit oxytorch_activity_actor( const tripoint &target,
const item_location &tool ) : target( target ), tool( tool ) {};
activity_id get_type() const override {
return activity_id( "ACT_OXYTORCH" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &/*act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<oxytorch_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint target;
item_location tool;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const oxytorch_activity_actor &actor = static_cast<const oxytorch_activity_actor &>
( other );
return actor.target == target;
}
};
class meditate_activity_actor : public activity_actor
{
public:
meditate_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_MEDITATE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<meditate_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
};
class play_with_pet_activity_actor : public activity_actor
{
private:
std::string pet_name;
std::string playstr;
public:
play_with_pet_activity_actor() = default;
explicit play_with_pet_activity_actor( const std::string &pet_name ) :
pet_name( pet_name ) {};
explicit play_with_pet_activity_actor( const std::string &pet_name, const std::string &playstr ) :
pet_name( pet_name ), playstr( playstr ) {};
activity_id get_type() const override {
return activity_id( "ACT_PLAY_WITH_PET" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<play_with_pet_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class prying_activity_actor : public activity_actor
{
public:
explicit prying_activity_actor( const tripoint &target,
const item_location &tool ) : target( target ), tool( tool ) {};
activity_id get_type() const override {
return activity_id( "ACT_PRYING" );
}
static time_duration prying_time( const activity_data_common &data, const item_location &tool,
const Character &who );
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &/*act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<prying_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint target;
item_location tool;
bool prying_nails = false;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const prying_activity_actor &actor = static_cast<const prying_activity_actor &>
( other );
return actor.target == target;
}
// regular prying has lots of conditionals...
void handle_prying( Character &who );
// prying nails is much simpler
void handle_prying_nails( Character &who );
};
class tent_deconstruct_activity_actor : public activity_actor
{
private:
int moves_total;
int radius;
tripoint target;
itype_id tent;
public:
tent_deconstruct_activity_actor( int moves_total, int radius, tripoint target,
itype_id tent ) : moves_total( moves_total ), radius( radius ), target( target ), tent( tent ) {}
activity_id get_type() const override {
return activity_id( "ACT_TENT_DECONSTRUCT" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<tent_deconstruct_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class reel_cable_activity_actor : public activity_actor
{
private:
int moves_total;
item_location cable;
public:
reel_cable_activity_actor( int moves_total, const item_location &cable ) :
moves_total( moves_total ), cable( cable ) {}
activity_id get_type() const override {
return activity_id( "ACT_REEL_CABLE" );
}
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const reel_cable_activity_actor &actor = static_cast<const reel_cable_activity_actor &>
( other );
return actor.cable == cable;
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<reel_cable_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class shave_activity_actor : public activity_actor
{
public:
shave_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_SHAVE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<shave_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
};
class haircut_activity_actor : public activity_actor
{
public:
haircut_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_HAIRCUT" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<haircut_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
};
class vehicle_folding_activity_actor : public activity_actor
{
private:
// position of vehicle; used to identify the vehicle
tripoint_bub_ms target_pos;
// time folding the vehicle should take
time_duration folding_time;
// This tries folding, optionally bailing early and only checking for errors
// @param check_only if true stops early, only checking if folding is possible
// @returns ( check_only && folding is possible ) || ( !check_only and successfully folded )
bool fold_vehicle( Character &p, bool check_only ) const;
// private empty constructor for deserialization
explicit vehicle_folding_activity_actor() = default;
public:
explicit vehicle_folding_activity_actor( const vehicle &target );
activity_id get_type() const override {
return activity_id( "ACT_VEHICLE_FOLD" );
}
void start( player_activity &act, Character &p ) override;
void do_turn( player_activity &act, Character &p ) override;
void finish( player_activity &act, Character &p ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<vehicle_folding_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class vehicle_unfolding_activity_actor : public activity_actor
{
private:
// folded item to restore from
item it;
// time unfolding the vehicle should take
time_duration unfolding_time;
// This tries unfolding, optionally bailing early and only checking for errors
// @param check_only if true stops early, only checking if unfolding is possible
// @returns ( check_only && unfolding is possible ) || ( !check_only and successfully unfolded )
bool unfold_vehicle( Character &p, bool check_only ) const;
// private empty constructor for deserialization
explicit vehicle_unfolding_activity_actor() = default;
public:
explicit vehicle_unfolding_activity_actor( const item &it );
activity_id get_type() const override {
return activity_id( "ACT_VEHICLE_UNFOLD" );
}
void start( player_activity &act, Character &p ) override;
void do_turn( player_activity &act, Character &p ) override;
void finish( player_activity &act, Character &p ) override;
void canceled( player_activity &act, Character &p ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<vehicle_unfolding_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class wash_activity_actor : public activity_actor
{
private:
wash_activity_actor() = default;
public:
wash_activity_actor( drop_locations to_wash,
washing_requirements &requirements ) :
to_wash( std::move( to_wash ) ),
requirements( requirements ) {};
activity_id get_type() const override {
return activity_id( "ACT_WASH" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &p ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<wash_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
drop_locations to_wash;
washing_requirements requirements;
};
class wear_activity_actor : public activity_actor
{
public:
wear_activity_actor( std::vector<item_location> target_items, std::vector<int> quantities ) :
target_items( std::move( target_items ) ),
quantities( std::move( quantities ) ) {};
activity_id get_type() const override {
return activity_id( "ACT_WEAR" );
}
void start( player_activity &, Character & ) override {};
void do_turn( player_activity &, Character &who ) override;
void finish( player_activity &, Character & ) override {};
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<wear_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
private:
std::vector<item_location> target_items;
std::vector<int> quantities;
contents_change_handler handler;
};
class wield_activity_actor : public activity_actor
{
public:
wield_activity_actor( item_location target_item, int quantity ) :
target_item( std::move( target_item ) ),
quantity( quantity ) {};
activity_id get_type() const override {
return activity_id( "ACT_WIELD" );
}
void start( player_activity &, Character & ) override {};
void do_turn( player_activity &, Character &who ) override;
void finish( player_activity &, Character & ) override {};
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<wield_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
private:
item_location target_item;
int quantity;
contents_change_handler handler;
};
class invoke_item_activity_actor : public activity_actor
{
public:
invoke_item_activity_actor( item_location item, std::string method ) :
item( std::move( item ) ),
method( std::move( method ) ) {};
activity_id get_type() const override {
return activity_id( "ACT_INVOKE_ITEM" );
}
void start( player_activity &, Character & ) override {};
void do_turn( player_activity &, Character &who ) override;
void finish( player_activity &, Character & ) override {};
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<invoke_item_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
private:
item_location item;
std::string method;
};
class pickup_menu_activity_actor : public activity_actor
{
public:
pickup_menu_activity_actor( std::optional<tripoint> where,
std::vector<drop_location> selection ) : where( where ),
selection( std::move( selection ) ) {};
activity_id get_type() const override {
return activity_id( "ACT_PICKUP_MENU" );
}
void start( player_activity &, Character & ) override {};
void do_turn( player_activity &, Character &who ) override;
void finish( player_activity &, Character & ) override {};
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<pickup_menu_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
private:
std::optional<tripoint> where;
std::vector<drop_location> selection;
};
class chop_logs_activity_actor : public activity_actor
{
public:
chop_logs_activity_actor() = default;
chop_logs_activity_actor( int moves, const item_location &tool ) : moves( moves ), tool( tool ) {}
activity_id get_type() const override {
return activity_id( "ACT_CHOP_LOGS" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<chop_logs_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
item_location tool;
};
class chop_planks_activity_actor : public activity_actor
{
public:
chop_planks_activity_actor() = default;
explicit chop_planks_activity_actor( int moves ) : moves( moves ) {}
activity_id get_type() const override {
return activity_id( "ACT_CHOP_PLANKS" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<chop_planks_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
};
class chop_tree_activity_actor : public activity_actor
{
public:
chop_tree_activity_actor() = default;
chop_tree_activity_actor( int moves, const item_location &tool ) : moves( moves ), tool( tool ) {}
activity_id get_type() const override {
return activity_id( "ACT_CHOP_TREE" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<chop_tree_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
item_location tool;
};
class churn_activity_actor : public activity_actor
{
public:
churn_activity_actor() = default;
churn_activity_actor( int moves, const item_location &tool ) : moves( moves ), tool( tool ) {}
activity_id get_type() const override {
return activity_id( "ACT_CHURN" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<churn_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
item_location tool;
};
class clear_rubble_activity_actor : public activity_actor
{
public:
clear_rubble_activity_actor() = default;
explicit clear_rubble_activity_actor( int moves ) : moves( moves ) {}
activity_id get_type() const override {
return activity_id( "ACT_CLEAR_RUBBLE" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<clear_rubble_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
};
class disable_activity_actor : public activity_actor
{
public:
disable_activity_actor() = default;
disable_activity_actor( const tripoint &target, int moves_total,
bool reprogram ) : target( target ), moves_total( moves_total ), reprogram( reprogram ) {}
activity_id get_type() const override {
return activity_id( "ACT_DISABLE" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity & /*&act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<disable_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
/** Returns whether the given monster is a robot and can currently be disabled or reprogrammed */
static bool can_disable_or_reprogram( const monster &monster );
static int get_disable_turns();
private:
tripoint target;
int moves_total;
bool reprogram;
};
class firstaid_activity_actor : public activity_actor
{
public:
firstaid_activity_actor() = default;
firstaid_activity_actor( int moves, std::string name, character_id patientID ) : moves( moves ),
name( std::move( name ) ), patientID( patientID ) {}
activity_id get_type() const override {
return activity_id( "ACT_FIRSTAID" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<firstaid_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
std::string name;
character_id patientID;
};
class forage_activity_actor : public activity_actor
{
public:
forage_activity_actor() = default;
explicit forage_activity_actor( int moves ) : moves( moves ) {}
activity_id get_type() const override {
return activity_id( "ACT_FORAGE" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<forage_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
};
class gunmod_add_activity_actor : public activity_actor
{
public:
gunmod_add_activity_actor() = default;
gunmod_add_activity_actor( int moves, std::string name ) : moves( moves ),
name( std::move( name ) ) {}
activity_id get_type() const override {
return activity_id( "ACT_GUNMOD_ADD" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<gunmod_add_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
std::string name;
};
class longsalvage_activity_actor : public activity_actor
{
public:
longsalvage_activity_actor() = default;
explicit longsalvage_activity_actor( int index ) : index( index ) {}
activity_id get_type() const override {
return activity_id( "ACT_LONGSALVAGE" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<longsalvage_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int index;
};
class mop_activity_actor : public activity_actor
{
public:
mop_activity_actor() = default;
explicit mop_activity_actor( int moves ) : moves( moves ) {}
activity_id get_type() const override {
return activity_id( "ACT_MOP" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<mop_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
};
class unload_loot_activity_actor : public activity_actor
{
public:
unload_loot_activity_actor() = default;
explicit unload_loot_activity_actor( int moves ) : moves( moves ) {}
activity_id get_type() const override {
return activity_id( "ACT_UNLOAD_LOOT" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &you ) override;
void finish( player_activity &, Character & ) override {};
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<unload_loot_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves;
int num_processed;
int stage;
std::unordered_set<tripoint> coord_set;
tripoint placement;
};
#endif // CATA_SRC_ACTIVITY_ACTOR_DEFINITIONS_H
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