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collective.cpp
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collective.cpp
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#include "stdafx.h"
#include "collective.h"
#include "collective_control.h"
#include "creature.h"
#include "effect.h"
#include "level.h"
#include "item.h"
#include "item_factory.h"
#include "statistics.h"
#include "technology.h"
#include "monster.h"
#include "options.h"
#include "trigger.h"
#include "model.h"
#include "game.h"
#include "spell.h"
#include "location.h"
#include "view_id.h"
#include "equipment.h"
#include "view_index.h"
#include "minion_equipment.h"
#include "task_map.h"
#include "collective_teams.h"
#include "known_tiles.h"
#include "construction_map.h"
#include "minion_task_map.h"
#include "tribe.h"
#include "collective_config.h"
#include "creature_name.h"
#include "modifier_type.h"
#include "cost_info.h"
#include "monster_ai.h"
#include "task.h"
#include "territory.h"
#include "collective_attack.h"
#include "gender.h"
#include "collective_name.h"
#include "creature_attributes.h"
struct Collective::ItemFetchInfo {
ItemIndex index;
ItemPredicate predicate;
vector<SquareType> destination;
bool oneAtATime;
vector<SquareType> additionalPos;
Warning warning;
};
template <class Archive>
void Collective::serialize(Archive& ar, const unsigned int version) {
ar& SUBCLASS(TaskCallback)
& SUBCLASS(CreatureListener);
serializeAll(ar, creatures, leader, taskMap, tribe, control, byTrait, bySpawnType, mySquares);
serializeAll(ar, mySquares2, territory, squareEfficiency, alarmInfo, markedItems, constructions, minionEquipment);
serializeAll(ar, surrendering, delayedPos, knownTiles, technologies, numFreeTech, kills, points, currentTasks);
serializeAll(ar, credit, level, minionPayment, pregnancies, nextPayoutTime, minionAttraction, teams, name);
serializeAll(ar, config, warnings, banished, squaresInUse, equipmentUpdates, deadCreatures, spawnGhosts);
serializeAll(ar, lastGuardian, villainType);
}
SERIALIZABLE(Collective);
SERIALIZATION_CONSTRUCTOR_IMPL(Collective);
void Collective::setWarning(Warning w, bool state) {
warnings.set(w, state);
}
bool Collective::isWarning(Warning w) const {
return warnings.contains(w);
}
ItemPredicate Collective::unMarkedItems() const {
return [this](const Item* it) { return !isItemMarked(it); };
}
const vector<Collective::ItemFetchInfo>& Collective::getFetchInfo() const {
if (itemFetchInfo.empty())
itemFetchInfo = {
{ItemIndex::CORPSE, unMarkedItems(), {SquareId::CEMETERY}, true, {}, Warning::GRAVES},
{ItemIndex::GOLD, unMarkedItems(), {SquareId::TREASURE_CHEST}, false, {}, Warning::CHESTS},
{ItemIndex::MINION_EQUIPMENT, [this](const Item* it)
{ return it->getClass() != ItemClass::GOLD && !isItemMarked(it);},
config->getEquipmentStorage(), false, {}, Warning::EQUIPMENT_STORAGE},
{ItemIndex::WOOD, unMarkedItems(), config->getResourceStorage(), false, {SquareId::TREE_TRUNK}, Warning::RESOURCE_STORAGE},
{ItemIndex::IRON, unMarkedItems(), config->getResourceStorage(), false, {}, Warning::RESOURCE_STORAGE},
{ItemIndex::STONE, unMarkedItems(), config->getResourceStorage(), false, {}, Warning::RESOURCE_STORAGE},
};
return itemFetchInfo;
}
Collective::Collective(Level* l, const CollectiveConfig& cfg, TribeId t, EnumMap<ResourceId, int> _credit,
const CollectiveName& n)
: credit(_credit), control(CollectiveControl::idle(this)),
tribe(t), level(NOTNULL(l)), nextPayoutTime(-1), name(n), config(cfg) {
}
const CollectiveName& Collective::getName() const {
return *name;
}
void Collective::setVillainType(VillainType t) {
villainType = t;
}
optional<VillainType> Collective::getVillainType() const {
return villainType;
}
Collective::~Collective() {
}
double Collective::getAttractionOccupation(const MinionAttraction& attraction) {
double res = 0;
for (auto& elem : minionAttraction)
for (auto& info : elem.second)
if (info.attraction == attraction)
res += info.amountClaimed;
return res;
}
double Collective::getAttractionValue(const MinionAttraction& attraction) {
switch (attraction.getId()) {
case AttractionId::SQUARE:
return getSquares(attraction.get<SquareType>()).size();
case AttractionId::ITEM_INDEX:
return getAllItems(attraction.get<ItemIndex>(), true).size();
}
}
namespace {
class LeaderControlOverride : public Creature::MoraleOverride {
public:
LeaderControlOverride(Collective* col) : collective(col) {}
virtual optional<double> getMorale(const Creature* creature) override {
for (auto team : collective->getTeams().getContaining(collective->getLeader()))
if (collective->getTeams().isActive(team) && collective->getTeams().contains(team, creature) &&
collective->getTeams().getLeader(team) == collective->getLeader())
return 1;
return none;
}
SERIALIZATION_CONSTRUCTOR(LeaderControlOverride);
template <class Archive>
void serialize(Archive& ar, const unsigned int version) {
ar & SUBCLASS(Creature::MoraleOverride) & SVAR(collective);
}
private:
Collective* SERIAL(collective);
};
}
void Collective::addCreatureInTerritory(PCreature creature, EnumSet<MinionTrait> traits) {
for (Position pos : Random.permutation(territory->getAll()))
if (pos.canEnter(creature.get())) {
addCreature(std::move(creature), pos, traits);
return;
}
}
void Collective::addCreature(PCreature creature, Position pos, EnumSet<MinionTrait> traits) {
if (config->getStripSpawns())
creature->getEquipment().removeAllItems();
Creature* c = creature.get();
pos.addCreature(std::move(creature));
addCreature(c, traits);
}
void Collective::addCreature(Creature* c, EnumSet<MinionTrait> traits) {
if (!traits.contains(MinionTrait::FARM_ANIMAL))
c->setController(PController(new Monster(c, MonsterAIFactory::collective(this))));
if (!leader)
leader = c;
CHECK(c->getTribeId() == tribe);
/* CHECK(contains(c->getPosition().getModel()->getLevels(), c->getPosition().getLevel())) <<
c->getPosition().getLevel()->getName() << " " << c->getName().bare();*/
creatures.push_back(c);
subscribeToCreature(c);
for (MinionTrait t : traits)
byTrait[t].push_back(c);
if (auto spawnType = c->getAttributes().getSpawnType())
bySpawnType[*spawnType].push_back(c);
for (const Item* item : c->getEquipment().getItems())
minionEquipment->own(c, item);
if (traits.contains(MinionTrait::FIGHTER)) {
c->setMoraleOverride(Creature::PMoraleOverride(new LeaderControlOverride(this)));
}
}
void Collective::removeCreature(Creature* c) {
removeElement(creatures, c);
unsubscribeFromCreature(c);
if (config->getNumGhostSpawns() > 0 || config->getGuardianInfo())
deadCreatures.push_back(c);
minionAttraction.erase(c);
if (Task* task = taskMap->getTask(c)) {
if (!task->canTransfer())
returnResource(taskMap->removeTask(task));
else
taskMap->freeTaskDelay(task, getLocalTime() + 50);
}
if (auto spawnType = c->getAttributes().getSpawnType())
removeElement(bySpawnType[*spawnType], c);
for (auto team : teams->getContaining(c))
teams->remove(team, c);
for (MinionTrait t : ENUM_ALL(MinionTrait))
if (contains(byTrait[t], c))
removeElement(byTrait[t], c);
c->setMoraleOverride(nullptr);
}
void Collective::banishCreature(Creature* c) {
decreaseMoraleForBanishing(c);
removeCreature(c);
vector<Position> exitTiles = territory->getExtended(10, 20);
vector<PTask> tasks;
vector<Item*> items = c->getEquipment().getItems();
if (!items.empty())
tasks.push_back(Task::dropItems(items));
if (!exitTiles.empty())
tasks.push_back(Task::goTo(Random.choose(exitTiles)));
tasks.push_back(Task::disappear());
c->setController(PController(new Monster(c, MonsterAIFactory::singleTask(Task::chain(std::move(tasks))))));
banished.insert(c);
}
bool Collective::wasBanished(const Creature* c) const {
return banished.contains(c);
}
vector<Creature*> Collective::getRecruits() const {
vector<Creature*> ret;
vector<Creature*> possibleRecruits = filter(getCreatures(MinionTrait::FIGHTER),
[] (const Creature* c) { return c->getAttributes().getRecruitmentCost() > 0; });
if (auto minPop = config->getRecruitingMinPopulation())
for (int i = *minPop; i < possibleRecruits.size(); ++i)
ret.push_back(possibleRecruits[i]);
return ret;
}
void Collective::recruit(Creature* c, Collective* to) {
removeCreature(c);
c->setTribe(to->getTribeId());
to->addCreature(c, {MinionTrait::FIGHTER});
}
vector<Item*> Collective::getTradeItems() const {
vector<Item*> ret;
for (Position pos : territory->getAll())
append(ret, pos.getItems(ItemIndex::FOR_SALE));
return ret;
}
PItem Collective::buyItem(Item* item) {
for (Position pos : territory->getAll())
for (Item* it : pos.getItems(ItemIndex::FOR_SALE))
if (it == item) {
PItem ret = pos.removeItem(it);
ret->setShopkeeper(nullptr);
return ret;
}
FAIL << "Couldn't find item";
return nullptr;
}
vector<TriggerInfo> Collective::getTriggers(const Collective* against) const {
return control->getTriggers(against);
}
const Creature* Collective::getLeader() const {
return leader;
}
Creature* Collective::getLeader() {
return leader;
}
bool Collective::hasLeader() const {
return leader && !leader->isDead();
}
Level* Collective::getLevel() {
return level;
}
const Level* Collective::getLevel() const {
return level;
}
Game* Collective::getGame() const {
return level->getModel()->getGame();
}
CollectiveControl* Collective::getControl() const {
return control.get();
}
TribeId Collective::getTribeId() const {
return tribe;
}
Tribe* Collective::getTribe() const {
return getGame()->getTribe(tribe);
}
const vector<Creature*>& Collective::getCreatures() const {
return creatures;
}
MoveInfo Collective::getDropItems(Creature *c) {
if (territory->contains(c->getPosition())) {
vector<Item*> items = c->getEquipment().getItems([this, c](const Item* item) {
return minionEquipment->isItemUseful(item) && !minionEquipment->isOwner(item, c); });
if (!items.empty())
return c->drop(items);
}
return NoMove;
}
void Collective::onBedCreated(Position pos, const SquareType& fromType, const SquareType& toType) {
changeSquareType(pos, fromType, toType);
}
MoveInfo Collective::getWorkerMove(Creature* c) {
if (Task* task = taskMap->getTask(c))
return task->getMove(c);
if (Task* closest = taskMap->getClosestTask(c, MinionTrait::WORKER)) {
taskMap->takeTask(c, closest);
return closest->getMove(c);
} else {
if (config->getWorkerFollowLeader() && hasLeader() && territory->isEmpty()) {
Position leaderPos = getLeader()->getPosition();
if (leaderPos.dist8(c->getPosition()) < 3)
return NoMove;
if (auto action = c->moveTowards(leaderPos))
return {1.0, action};
else
return NoMove;
} else if (!hasTrait(c, MinionTrait::NO_RETURNING) && !territory->isEmpty() &&
!territory->contains(c->getPosition()))
return c->moveTowards(Random.choose(territory->getAll()));
return NoMove;
}
}
void Collective::setMinionTask(const Creature* c, MinionTask task) {
currentTasks.set(c, {task, c->getLocalTime() + config->getTaskDuration(c, task)});
}
optional<MinionTask> Collective::getMinionTask(const Creature* c) const {
if (auto current = currentTasks.getMaybe(c))
return current->task;
else
return none;
}
bool Collective::isTaskGood(const Creature* c, MinionTask task, bool ignoreTaskLock) const {
if (c->getAttributes().getMinionTasks().getValue(task, ignoreTaskLock) == 0)
return false;
if (auto elem = minionPayment.getMaybe(c))
if (elem->debt > 0 && config->getTaskInfo().at(task).cost > 0)
return false;
switch (task) {
case MinionTask::CROPS:
case MinionTask::EXPLORE:
return getGame()->getSunlightInfo().getState() == SunlightState::DAY;
case MinionTask::SLEEP:
if (!config->sleepOnlyAtNight())
return true;
// break skipped on purpose
case MinionTask::EXPLORE_NOCTURNAL:
return getGame()->getSunlightInfo().getState() == SunlightState::NIGHT;
default: return true;
}
}
void Collective::setRandomTask(const Creature* c) {
vector<pair<MinionTask, double>> goodTasks;
for (MinionTask t : ENUM_ALL(MinionTask))
if (isTaskGood(c, t))
goodTasks.push_back({t, c->getAttributes().getMinionTasks().getValue(t)});
if (!goodTasks.empty())
setMinionTask(c, Random.choose(goodTasks));
}
static bool betterPos(Position from, Position current, Position candidate) {
double maxDiff = 0.3;
double curDist = from.dist8(current);
double newDist = from.dist8(candidate);
return Random.getDouble() <= 1.0 - (newDist - curDist) / (curDist * maxDiff);
}
static optional<Position> getRandomCloseTile(Position from, const vector<Position>& tiles,
function<bool(Position)> predicate) {
optional<Position> ret;
for (Position pos : tiles)
if (predicate(pos) && (!ret || betterPos(from, *ret, pos)))
ret = pos;
return ret;
}
optional<Position> Collective::getTileToExplore(const Creature* c, MinionTask task) const {
vector<Position> border = Random.permutation(knownTiles->getBorderTiles());
switch (task) {
case MinionTask::EXPLORE_CAVES:
if (auto pos = getRandomCloseTile(c->getPosition(), border,
[this, c](Position p) {
return p.isSameLevel(level) && p.getCoverInfo().sunlight < 1 &&
(!c->getPosition().isSameLevel(level) || c->isSameSector(p));}))
return pos;
case MinionTask::EXPLORE:
case MinionTask::EXPLORE_NOCTURNAL:
return getRandomCloseTile(c->getPosition(), border,
[this, c](Position pos) { return pos.isSameLevel(level) && !pos.getCoverInfo().covered
&& (!c->getPosition().isSameLevel(level) || c->isSameSector(pos));});
default: FAIL << "Unrecognized explore task: " << int(task);
}
return none;
}
bool Collective::isMinionTaskPossible(Creature* c, MinionTask task) {
return isTaskGood(c, task, true) && generateMinionTask(c, task);
}
PTask Collective::generateMinionTask(Creature* c, MinionTask task) {
MinionTaskInfo info = config->getTaskInfo().at(task);
switch (info.type) {
case MinionTaskInfo::APPLY_SQUARE: {
vector<Position> squares = getAllSquares(info.squares, info.centerOnly);
if (!squares.empty())
return Task::applySquare(this, squares);
break;
}
case MinionTaskInfo::EXPLORE:
if (auto pos = getTileToExplore(c, task))
return Task::explore(*pos);
break;
case MinionTaskInfo::COPULATE:
if (Creature* target = getCopulationTarget(c))
return Task::copulate(this, target, 20);
break;
case MinionTaskInfo::CONSUME:
if (Creature* target = getConsumptionTarget(c))
return Task::consume(this, target);
break;
case MinionTaskInfo::EAT: {
const set<Position>& hatchery = getSquares(getHatcheryType(tribe));
if (!hatchery.empty())
return Task::eat(hatchery);
break;
}
case MinionTaskInfo::SPIDER:
return Task::spider(territory->getAll().front(), territory->getExtended(3), territory->getExtended(6));
}
return nullptr;
}
PTask Collective::getStandardTask(Creature* c) {
if (!c->getAttributes().getMinionTasks().hasAnyTask())
return nullptr;
auto current = currentTasks.getMaybe(c);
if (!current || current->finishTime < c->getLocalTime() || !isTaskGood(c, current->task)) {
currentTasks.erase(c);
setRandomTask(c);
}
if (auto current = currentTasks.getMaybe(c)) {
MinionTask task = current->task;
MinionTaskInfo info = config->getTaskInfo().at(task);
PTask ret = generateMinionTask(c, task);
if (info.warning && !territory->isEmpty())
setWarning(*info.warning, !ret);
if (!ret)
currentTasks.erase(c);
return ret;
} else
return nullptr;
}
SquareType Collective::getHatcheryType(TribeId tribe) {
return {SquareId::HATCHERY, CreatureFactory::SingleCreature(tribe, CreatureId::PIG)};
}
Creature* Collective::getCopulationTarget(Creature* succubus) {
for (Creature* c : Random.permutation(getCreatures(MinionTrait::FIGHTER)))
if (succubus->canCopulateWith(c))
return c;
return nullptr;
}
Creature* Collective::getConsumptionTarget(Creature* consumer) {
vector<Creature*> v = getConsumptionTargets(consumer);
if (!v.empty())
return Random.choose(v);
else
return nullptr;
}
vector<Creature*> Collective::getConsumptionTargets(Creature* consumer) {
vector<Creature*> ret;
for (Creature* c : Random.permutation(getCreatures(MinionTrait::FIGHTER)))
if (consumer->canConsume(c) && c != getLeader())
ret.push_back(c);
return ret;
}
bool Collective::isConquered() const {
return getCreatures({MinionTrait::FIGHTER}).empty() && !hasLeader();
}
void Collective::orderConsumption(Creature* consumer, Creature* who) {
CHECK(consumer->getAttributes().getMinionTasks().getValue(MinionTask::CONSUME) > 0);
setMinionTask(who, MinionTask::CONSUME);
taskMap->freeFromTask(consumer);
taskMap->addTask(Task::consume(this, who), consumer);
}
void Collective::ownItem(const Creature* c, const Item* it) {
minionEquipment->own(c, it);
equipmentUpdates.insert(c);
}
PTask Collective::getEquipmentTask(Creature* c) {
if (!Random.roll(20) && !equipmentUpdates.contains(c))
return nullptr;
equipmentUpdates.erase(c);
autoEquipment(c, Random.roll(10));
vector<PTask> tasks;
for (Item* it : c->getEquipment().getItems())
if (!c->getEquipment().isEquiped(it) && c->getEquipment().canEquip(it))
tasks.push_back(Task::equipItem(it));
for (Position v : getAllSquares(config->getEquipmentStorage())) {
vector<Item*> it = filter(v.getItems(ItemIndex::MINION_EQUIPMENT),
[this, c] (const Item* it) { return minionEquipment->isOwner(it, c) && it->canEquip(); });
if (!it.empty())
tasks.push_back(Task::pickAndEquipItem(this, v, it[0]));
it = filter(v.getItems(ItemIndex::MINION_EQUIPMENT),
[this, c] (const Item* it) { return minionEquipment->isOwner(it, c); });
if (!it.empty())
tasks.push_back(Task::pickItem(this, v, it));
}
if (!tasks.empty())
return Task::chain(std::move(tasks));
return nullptr;
}
PTask Collective::getHealingTask(Creature* c) {
if (c->getHealth() < 1 && c->getAttributes().canSleep() && !c->isAffected(LastingEffect::POISON))
for (MinionTask t : {MinionTask::SLEEP, MinionTask::GRAVE, MinionTask::LAIR})
if (c->getAttributes().getMinionTasks().getValue(t) > 0) {
vector<Position> positions = getAllSquares(config->getTaskInfo().at(t).squares);
if (!positions.empty())
return Task::applySquare(nullptr, positions);
}
return nullptr;
}
MoveInfo Collective::getTeamMemberMove(Creature* c) {
for (auto team : teams->getContaining(c))
if (teams->isActive(team)) {
const Creature* leader = teams->getLeader(team);
if (c != leader) {
if (leader->getPosition().dist8(c->getPosition()) > 1)
return c->moveTowards(leader->getPosition());
else
return c->wait();
} else
if (c == leader && !teams->isPersistent(team))
return c->wait();
}
return NoMove;
}
void Collective::setTask(const Creature *c, PTask task, bool priority) {
if (Task* task = taskMap->getTask(c)) {
if (!task->canTransfer())
returnResource(taskMap->removeTask(task));
else
taskMap->freeTaskDelay(task, getLocalTime() + 50);
}
if (priority)
taskMap->addPriorityTask(std::move(task), c);
else
taskMap->addTask(std::move(task), c);
}
bool Collective::hasTask(const Creature* c) const {
return taskMap->hasTask(c);
}
void Collective::cancelTask(const Creature* c) {
if (Task* task = taskMap->getTask(c))
taskMap->removeTask(task);
}
MoveInfo Collective::getMove(Creature* c) {
CHECK(control);
CHECK(contains(creatures, c));
CHECK(!c->isDead());
/* CHECK(contains(c->getPosition().getModel()->getLevels(), c->getPosition().getLevel())) <<
c->getPosition().getLevel()->getName() << " " << c->getName().bare();*/
if (Task* task = taskMap->getTask(c))
if (taskMap->isPriorityTask(task))
return task->getMove(c);
if (MoveInfo move = getTeamMemberMove(c))
return move;
if (hasTrait(c, MinionTrait::WORKER))
return getWorkerMove(c);
if (config->getFetchItems())
if (MoveInfo move = getDropItems(c))
return move;
if (hasTrait(c, MinionTrait::FIGHTER)) {
if (MoveInfo move = getAlarmMove(c))
return move;
}
if (Task* task = taskMap->getTask(c))
return task->getMove(c);
if (PTask t = getHealingTask(c))
if (t->getMove(c))
return taskMap->addTask(std::move(t), c)->getMove(c);
if (Task* closest = taskMap->getClosestTask(c, MinionTrait::FIGHTER)) {
taskMap->takeTask(c, closest);
return closest->getMove(c);
}
if (usesEquipment(c))
if (PTask t = getEquipmentTask(c))
if (t->getMove(c))
return taskMap->addTask(std::move(t), c)->getMove(c);
if (PTask t = getStandardTask(c))
if (t->getMove(c))
return taskMap->addTask(std::move(t), c)->getMove(c);
if (!hasTrait(c, MinionTrait::NO_RETURNING) && !territory->isEmpty() &&
!territory->contains(c->getPosition()) && teams->getActive(c).empty()) {
if (c->getPosition().getModel() == getLevel()->getModel())
return c->moveTowards(Random.choose(territory->getAll()));
else
if (PTask t = Task::transferTo(getLevel()->getModel()))
return taskMap->addTask(std::move(t), c)->getMove(c);
}
return NoMove;
}
void Collective::setControl(PCollectiveControl c) {
control = std::move(c);
}
vector<Position> Collective::getEnemyPositions() const {
vector<Position> enemyPos;
for (Position pos : territory->getExtended(10))
if (const Creature* c = pos.getCreature())
if (getTribe()->isEnemy(c))
enemyPos.push_back(pos);
return enemyPos;
}
static int countNeighbor(Position pos, const set<Position>& squares) {
int num = 0;
for (Position v : pos.neighbors8())
num += squares.count(v);
return num;
}
static optional<Position> chooseBedPos(const set<Position>& lair, const set<Position>& beds) {
vector<Position> res;
for (Position v : lair) {
if (countNeighbor(v, beds) > 2)
continue;
bool bad = false;
for (Position n : v.neighbors8())
if (beds.count(n) && countNeighbor(n, beds) >= 2) {
bad = true;
break;
}
if (!bad)
res.push_back(v);
}
if (!res.empty())
return Random.choose(res);
else
return none;
}
vector<Position> Collective::getSpawnPos(const vector<Creature*>& creatures) {
vector<Position> extendedTiles = territory->getExtended(10, 20);
if (extendedTiles.empty())
return {};
vector<Position> spawnPos;
for (auto c : creatures) {
Position pos;
int cnt = 100;
do {
pos = Random.choose(extendedTiles);
} while ((!pos.canEnter(c) || contains(spawnPos, pos)) && --cnt > 0);
if (cnt == 0) {
Debug() << "Couldn't spawn immigrant " << c->getName().bare();
return {};
} else
spawnPos.push_back(pos);
}
return spawnPos;
}
bool Collective::considerNonSpawnImmigrant(const ImmigrantInfo& info, vector<PCreature> immigrants) {
CHECK(!info.spawnAtDorm);
auto creatureRefs = extractRefs(immigrants);
vector<Position> spawnPos;
if (!config->activeImmigrantion(getGame())) {
for (Position v : Random.permutation(territory->getAll()))
if (v.canEnter(immigrants[spawnPos.size()].get())) {
spawnPos.push_back(v);
if (spawnPos.size() >= immigrants.size())
break;
}
} else
spawnPos = getSpawnPos(creatureRefs);
if (spawnPos.size() < immigrants.size())
return false;
if (info.autoTeam)
teams->activate(teams->createPersistent(extractRefs(immigrants)));
for (int i : All(immigrants)) {
Creature* c = immigrants[i].get();
addCreature(std::move(immigrants[i]), spawnPos[i], info.traits);
minionPayment.set(c, {info.salary, 0.0, 0});
minionAttraction.set(c, info.attractions);
}
addNewCreatureMessage(creatureRefs);
return true;
}
static CostInfo getSpawnCost(SpawnType type, int howMany) {
switch (type) {
case SpawnType::UNDEAD: return {CollectiveResourceId::CORPSE, howMany};
default: return {CollectiveResourceId::GOLD, 0};
}
}
void Collective::considerBuildingBeds() {
bool bedsWarning = false;
for (auto spawnType : ENUM_ALL(SpawnType))
if (auto bedType = config->getDormInfo()[spawnType].getBedType()) {
int neededBeds = bySpawnType[spawnType].size() - constructions->getSquareCount(*bedType);
if (neededBeds > 0)
bedsWarning |= tryBuildingBeds(spawnType, neededBeds) < neededBeds;
}
warnings.set(Warning::BEDS, bedsWarning);
}
bool Collective::considerImmigrant(const ImmigrantInfo& info) {
if (info.techId && !hasTech(*info.techId))
return false;
vector<PCreature> immigrants;
int groupSize = info.groupSize ? Random.get(*info.groupSize) : 1;
groupSize = min(groupSize, getMaxPopulation() - getPopulationSize());
for (int i : Range(groupSize))
immigrants.push_back(CreatureFactory::fromId(info.id, getTribeId(), MonsterAIFactory::collective(this)));
if (!immigrants[0]->getAttributes().getSpawnType() || info.ignoreSpawnType)
return considerNonSpawnImmigrant(info, std::move(immigrants));
SpawnType spawnType = *immigrants[0]->getAttributes().getSpawnType();
SquareType dormType = config->getDormInfo()[spawnType].dormType;
if (!hasResource(getSpawnCost(spawnType, groupSize)))
return false;
vector<Position> spawnPos;
if (info.spawnAtDorm) {
for (Position v : Random.permutation(getSquares(dormType)))
if (v.canEnter(immigrants[spawnPos.size()].get())) {
spawnPos.push_back(v);
if (spawnPos.size() >= immigrants.size())
break;
}
} else
spawnPos = getSpawnPos(extractRefs(immigrants));
groupSize = min<int>(groupSize, spawnPos.size());
if (auto bedType = config->getDormInfo()[spawnType].getBedType()) {
int neededBeds = bySpawnType[spawnType].size() + groupSize - constructions->getSquareCount(*bedType);
if (neededBeds > 0) {
int numBuilt = tryBuildingBeds(spawnType, neededBeds);
if (numBuilt == 0)
return false;
groupSize -= neededBeds - numBuilt;
}
}
if (groupSize < 1)
return false;
if (immigrants.size() > groupSize)
immigrants.resize(groupSize);
takeResource(getSpawnCost(spawnType, immigrants.size()));
if (info.autoTeam && groupSize > 1)
teams->activate(teams->createPersistent(extractRefs(immigrants)));
addNewCreatureMessage(extractRefs(immigrants));
for (int i : All(immigrants)) {
Creature* c = immigrants[i].get();
if (i == 0 && groupSize > 1) // group leader
c->getAttributes().increaseExpLevel(2);
addCreature(std::move(immigrants[i]), spawnPos[i], info.traits);
minionPayment.set(c, {info.salary, 0.0, 0});
minionAttraction.set(c, info.attractions);
}
return true;
}
int Collective::tryBuildingBeds(SpawnType spawnType, int numBeds) {
int numBuilt = 0;
SquareType bedType = *config->getDormInfo()[spawnType].getBedType();
SquareType dormType = config->getDormInfo()[spawnType].dormType;
set<Position> bedPos = getSquares(bedType);
set<Position> dormPos = getSquares(dormType);
for (Position v : copyOf(dormPos))
if (constructions->containsSquare(v) && !constructions->getSquare(v).isBuilt()) {
// this means there is a bed planned here already
dormPos.erase(v);
bedPos.insert(v);
}
for (int i : Range(numBeds))
if (auto newPos = chooseBedPos(dormPos, bedPos)) {
++numBuilt;
addConstruction(*newPos, bedType, CostInfo::noCost(), false, false);
bedPos.insert(*newPos);
dormPos.erase(*newPos);
} else
break;
return numBuilt;
}
void Collective::addNewCreatureMessage(const vector<Creature*>& immigrants) {
if (immigrants.size() == 1)
control->addMessage(PlayerMessage(immigrants[0]->getName().a() + " joins your forces.")
.setCreature(immigrants[0]->getUniqueId()));
else {
control->addMessage(PlayerMessage("A " + immigrants[0]->getName().multiple(immigrants.size()) +
" joins your forces.").setCreature(immigrants[0]->getUniqueId()));
}
}
double Collective::getImmigrantChance(const ImmigrantInfo& info) {
if (info.limit && info.limit != getGame()->getSunlightInfo().getState())
return 0;
double result = 0;
if (info.attractions.empty())
return -1;
for (auto& attraction : info.attractions) {
double value = getAttractionValue(attraction.attraction);
if (value < 0.001 && attraction.mandatory)
return 0;
result += max(0.0, value - getAttractionOccupation(attraction.attraction) - attraction.minAmount);
}
return result * info.frequency;
}
void Collective::considerImmigration() {
if (getPopulationSize() >= getMaxPopulation() || !hasLeader())
return;
vector<double> weights;
bool ok = false;
for (auto& elem : config->getImmigrantInfo()) {
weights.push_back(getImmigrantChance(elem));
if (weights.back() > 0 || weights.back() < -0.9)
ok = true;
}
double avgWeight = 0;
int numPositive = 0;
for (double elem : weights)
if (elem > 0) {
++numPositive;
avgWeight += elem;
}
for (double& elem : weights)
if (elem < -0.9) {
if (numPositive == 0)
elem = 1;
else
elem = avgWeight / numPositive;
}
if (!ok)
return;
for (int i : Range(10))
if (considerImmigrant(Random.choose(config->getImmigrantInfo(), weights)))
break;
}
const Collective::ResourceId paymentResource = Collective::ResourceId::GOLD;
int Collective::getPaymentAmount(const Creature* c) const {
if (auto payment = minionPayment.getMaybe(c))
return config->getPayoutMultiplier() *
payment->salary * payment->workAmount / config->getPayoutTime();
return 0;
}
int Collective::getNextSalaries() const {
int ret = 0;
for (Creature* c : creatures)
if (auto payment = minionPayment.getMaybe(c))
ret += getPaymentAmount(c) + payment->debt;
return ret;
}
bool Collective::hasMinionDebt() const {
for (Creature* c : creatures)
if (auto payment = minionPayment.getMaybe(c))
if (payment->debt > 0)
return true;
return false;
}
void Collective::makePayouts() {
if (int numPay = getNextSalaries())
control->addMessage(PlayerMessage("Payout time: " + toString(numPay) + " gold",
MessagePriority::HIGH));
for (Creature* c : creatures)
if (minionPayment.getMaybe(c)) {
minionPayment.getOrFail(c).debt += getPaymentAmount(c);
minionPayment.getOrFail(c).workAmount = 0;
}
}
void Collective::cashPayouts() {
int numGold = numResource(paymentResource);
for (Creature* c : creatures)
if (auto payment = minionPayment.getMaybe(c))
if (payment->debt > 0 && payment->debt < numGold) {
takeResource({paymentResource, payment->debt});
numGold -= payment->debt;
minionPayment.getOrFail(c).debt = 0;
}
}
void Collective::considerBirths() {
for (Creature* c : getCreatures())
if (pregnancies.contains(c) && !c->isAffected(LastingEffect::PREGNANT)) {
pregnancies.erase(c);
if (getPopulationSize() < getMaxPopulation()) {
vector<pair<CreatureId, double>> candidates;
for (auto& elem : config->getBirthSpawns())
if (!elem.tech || hasTech(*elem.tech))
candidates.emplace_back(elem.id, elem.frequency);
if (candidates.empty())
return;
PCreature spawn = CreatureFactory::fromId(Random.choose(candidates), getTribeId());
for (Position pos : c->getPosition().neighbors8(Random))
if (pos.canEnter(spawn.get())) {
control->addMessage(c->getName().a() + " gives birth to " + spawn->getName().a());
c->playerMessage("You give birth to " + spawn->getName().a() + "!");
c->monsterMessage(c->getName().the() + " gives birth to " + spawn->getName().a());
addCreature(std::move(spawn), pos, {MinionTrait::FIGHTER});
return;
}
}
}
}
void Collective::considerWeaponWarning() {
int numWeapons = getAllItems(ItemIndex::WEAPON).size();
PItem genWeapon = ItemFactory::fromId(ItemId::SWORD);
int numNeededWeapons = 0;
for (Creature* c : getCreatures(MinionTrait::FIGHTER))
if (usesEquipment(c) && minionEquipment->needs(c, genWeapon.get(), true, true))
++numNeededWeapons;
setWarning(Warning::NO_WEAPONS, numNeededWeapons > numWeapons);
}
void Collective::considerMoraleWarning() {
vector<Creature*> minions = getCreatures(MinionTrait::FIGHTER);
setWarning(Warning::LOW_MORALE,
filter(minions, [] (const Creature* c) { return c->getMorale() < -0.2; }).size() > minions.size() / 2);
}
void Collective::decayMorale() {
for (Creature* c : getCreatures(MinionTrait::FIGHTER))
c->addMorale(-c->getMorale() * 0.0008);
}
void Collective::considerSpawningGhosts() {
if (deadCreatures.empty() || config->getNumGhostSpawns() == 0)
return;
if (spawnGhosts && *spawnGhosts <= getGlobalTime()) {
for (Creature* dead : getPrefix(Random.permutation(deadCreatures),
min<int>(config->getNumGhostSpawns(), deadCreatures.size())))
addCreatureInTerritory(CreatureFactory::getGhost(dead), {});
spawnGhosts = 1000000;
} else
if (!spawnGhosts) {
if (Random.roll(1.0 / config->getGhostProb()))
spawnGhosts = getGlobalTime() + Random.get(250, 500);
else
spawnGhosts = 1000000;
}
}
int Collective::getNumKilled(double time) {
int ret = 0;
for (Creature* c : deadCreatures)
if (c->getDeathTime() >= time)
++ret;
return ret;
}