1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166
|
/*
* CArmedInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CArmedInstance.h"
#include "../CCreatureHandler.h"
#include "../CPlayerState.h"
#include "../entities/faction/CFaction.h"
#include "../entities/faction/CTown.h"
#include "../entities/faction/CTownHandler.h"
#include "../gameState/CGameState.h"
#include "../texts/CGeneralTextHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
void CArmedInstance::randomizeArmy(FactionID type)
{
for (auto & elem : stacks)
{
if(elem.second->randomStack)
{
int level = elem.second->randomStack->level;
int upgrade = elem.second->randomStack->upgrade;
elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]);
elem.second->randomStack = std::nullopt;
}
assert(elem.second->valid(false));
assert(elem.second->armyObj == this);
}
}
CArmedInstance::CArmedInstance(IGameCallback *cb)
:CArmedInstance(cb, false)
{
}
CArmedInstance::CArmedInstance(IGameCallback *cb, bool isHypothetic):
CGObjectInstance(cb),
CBonusSystemNode(isHypothetic),
nonEvilAlignmentMix(this, Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX)), // Take Angelic Alliance troop-mixing freedom of non-evil units into account.
battle(nullptr)
{
}
void CArmedInstance::updateMoraleBonusFromArmy()
{
if(!validTypes(false)) //object not randomized, don't bother
return;
auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
if(!b)
{
b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
addNewBonus(b);
}
//number of alignments and presence of undead
std::set<FactionID> factions;
bool hasUndead = false;
const std::string undeadCacheKey = "type_UNDEAD";
static const CSelector undeadSelector = Selector::type()(BonusType::UNDEAD);
for(const auto & slot : Slots())
{
const CStackInstance * inst = slot.second;
const auto * creature = inst->getCreatureID().toEntity(VLC);
factions.insert(creature->getFactionID());
// Check for undead flag instead of faction (undead mummies are neutral)
if (!hasUndead)
{
//this is costly check, let's skip it at first undead
hasUndead |= inst->hasBonus(undeadSelector, undeadCacheKey);
}
}
size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
if (nonEvilAlignmentMix.hasBonus())
{
size_t mixableFactions = 0;
for(auto f : factions)
{
if (VLC->factions()->getById(f)->getAlignment() != EAlignment::EVIL)
mixableFactions++;
}
if (mixableFactions > 0)
factionsInArmy -= mixableFactions - 1;
}
MetaString bonusDescription;
if(factionsInArmy == 1)
{
b->val = +1;
bonusDescription.appendTextID("core.arraytxt.115"); //All troops of one alignment +1
}
else if (!factions.empty()) // no bonus from empty garrison
{
b->val = 2 - static_cast<si32>(factionsInArmy);
bonusDescription.appendTextID("core.arraytxt.114"); //Troops of %d alignments %d
bonusDescription.replaceNumber(factionsInArmy);
}
b->description = bonusDescription;
nodeHasChanged();
//-1 modifier for any Undead unit in army
auto undeadModifier = getExportedBonusList().getFirst(Selector::source(BonusSource::ARMY, BonusCustomSource::undeadMoraleDebuff));
if(hasUndead)
{
if(!undeadModifier)
{
undeadModifier = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, -1, BonusCustomSource::undeadMoraleDebuff);
undeadModifier->description.appendTextID("core.arraytxt.116");
addNewBonus(undeadModifier);
}
}
else if(undeadModifier)
removeBonus(undeadModifier);
}
void CArmedInstance::armyChanged()
{
updateMoraleBonusFromArmy();
}
CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState * gs)
{
if(tempOwner.isValidPlayer())
if(auto * where = gs->getPlayerState(tempOwner))
return *where;
return gs->globalEffects;
}
CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
{
return *this;
}
const IBonusBearer* CArmedInstance::getBonusBearer() const
{
return this;
}
void CArmedInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
CGObjectInstance::serializeJsonOptions(handler);
CCreatureSet::serializeJson(handler, "army", 7);
}
VCMI_LIB_NAMESPACE_END
|