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collective_config.cpp
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collective_config.cpp
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#include "stdafx.h"
#include "util.h"
#include "creature.h"
#include "collective_config.h"
#include "tribe.h"
#include "game.h"
#include "technology.h"
#include "collective_warning.h"
#include "item_type.h"
#include "resource_id.h"
#include "inventory.h"
AttractionInfo::AttractionInfo(MinionAttraction a, double cl, double min, bool mand)
: attraction(a), amountClaimed(cl), minAmount(min), mandatory(mand) {}
template <class Archive>
void CollectiveConfig::serialize(Archive& ar, const unsigned int version) {
ar& SVAR(immigrantFrequency)
& SVAR(payoutTime)
& SVAR(payoutMultiplier)
& SVAR(maxPopulation)
& SVAR(populationIncreases)
& SVAR(immigrantInfo)
& SVAR(type)
& SVAR(recruitingMinPopulation)
& SVAR(leaderAsFighter)
& SVAR(spawnGhosts)
& SVAR(ghostProb)
& SVAR(guardianInfo);
}
SERIALIZABLE(CollectiveConfig);
SERIALIZATION_CONSTRUCTOR_IMPL(CollectiveConfig);
template <class Archive>
void ImmigrantInfo::serialize(Archive& ar, const unsigned int version) {
ar& SVAR(id)
& SVAR(frequency)
& SVAR(attractions)
& SVAR(traits)
& SVAR(spawnAtDorm)
& SVAR(salary)
& SVAR(techId)
& SVAR(limit)
& SVAR(groupSize)
& SVAR(autoTeam)
& SVAR(ignoreSpawnType);
}
SERIALIZABLE(ImmigrantInfo);
template <class Archive>
void AttractionInfo::serialize(Archive& ar, const unsigned int version) {
ar& SVAR(attraction)
& SVAR(amountClaimed)
& SVAR(minAmount)
& SVAR(mandatory);
}
SERIALIZABLE(AttractionInfo);
SERIALIZATION_CONSTRUCTOR_IMPL(AttractionInfo);
template <class Archive>
void PopulationIncrease::serialize(Archive& ar, const unsigned int version) {
ar& SVAR(type)
& SVAR(increasePerSquare)
& SVAR(maxIncrease);
}
SERIALIZABLE(PopulationIncrease);
template <class Archive>
void GuardianInfo::serialize(Archive& ar, const unsigned int version) {
ar& SVAR(creature)
& SVAR(probability)
& SVAR(minEnemies)
& SVAR(minVictims);
}
SERIALIZABLE(GuardianInfo);
CollectiveConfig::CollectiveConfig(double freq, int payoutT, double payoutM, vector<ImmigrantInfo> im,
CollectiveType t, int maxPop, vector<PopulationIncrease> popInc)
: immigrantFrequency(freq), payoutTime(payoutT), payoutMultiplier(payoutM),
maxPopulation(maxPop), populationIncreases(popInc), immigrantInfo(im), type(t) {}
CollectiveConfig CollectiveConfig::keeper(double freq, int payout, double payoutMult, int maxPopulation,
vector<PopulationIncrease> increases, vector<ImmigrantInfo> im) {
return CollectiveConfig(freq, payout, payoutMult, im, KEEPER, maxPopulation, increases);
}
CollectiveConfig CollectiveConfig::withImmigrants(double frequency, int maxPopulation, vector<ImmigrantInfo> im) {
return CollectiveConfig(frequency, 0, 0, im, VILLAGE, maxPopulation, {});
}
CollectiveConfig CollectiveConfig::noImmigrants() {
return CollectiveConfig(0, 0, 0, {}, VILLAGE, 10000, {});
}
CollectiveConfig& CollectiveConfig::setLeaderAsFighter() {
leaderAsFighter = true;
return *this;
}
CollectiveConfig& CollectiveConfig::setGhostSpawns(double prob, int num) {
ghostProb = prob;
spawnGhosts = num;
return *this;
}
int CollectiveConfig::getNumGhostSpawns() const {
return spawnGhosts;
}
double CollectiveConfig::getGhostProb() const {
return ghostProb;
}
bool CollectiveConfig::isLeaderFighter() const {
return leaderAsFighter;
}
bool CollectiveConfig::getManageEquipment() const {
return type == KEEPER;
}
bool CollectiveConfig::getWorkerFollowLeader() const {
return type == KEEPER;
}
bool CollectiveConfig::sleepOnlyAtNight() const {
return type != KEEPER;
}
bool CollectiveConfig::activeImmigrantion(const Game* game) const {
return type == KEEPER || game->isSingleModel();
}
double CollectiveConfig::getImmigrantFrequency() const {
return immigrantFrequency;
}
int CollectiveConfig::getPayoutTime() const {
return payoutTime;
}
double CollectiveConfig::getPayoutMultiplier() const {
return payoutMultiplier;
}
bool CollectiveConfig::getStripSpawns() const {
return type == KEEPER;
}
bool CollectiveConfig::getFetchItems() const {
return type == KEEPER;
}
bool CollectiveConfig::getEnemyPositions() const {
return type == KEEPER;
}
bool CollectiveConfig::getWarnings() const {
return type == KEEPER;
}
bool CollectiveConfig::getConstructions() const {
return type == KEEPER;
}
int CollectiveConfig::getMaxPopulation() const {
return maxPopulation;
}
optional<int> CollectiveConfig::getRecruitingMinPopulation() const {
return recruitingMinPopulation;
}
CollectiveConfig& CollectiveConfig::allowRecruiting(int minPop) {
recruitingMinPopulation = minPop;
return *this;
}
const vector<ImmigrantInfo>& CollectiveConfig::getImmigrantInfo() const {
return immigrantInfo;
}
const vector<PopulationIncrease>& CollectiveConfig::getPopulationIncreases() const {
return populationIncreases;
}
CollectiveConfig& CollectiveConfig::setGuardian(GuardianInfo info) {
guardianInfo = info;
return *this;
}
const optional<GuardianInfo>& CollectiveConfig::getGuardianInfo() const {
return guardianInfo;
}
vector<BirthSpawn> CollectiveConfig::getBirthSpawns() const {
if (type == KEEPER)
return {{ CreatureId::GOBLIN, 1 },
{ CreatureId::ORC, 1 },
{ CreatureId::ORC_SHAMAN, 0.5 },
{ CreatureId::HARPY, 0.5 },
{ CreatureId::OGRE, 0.5 },
{ CreatureId::WEREWOLF, 0.5 },
{ CreatureId::SPECIAL_HM, 1.0, TechId::HUMANOID_MUT},
{ CreatureId::SPECIAL_BM, 1.0, TechId::BEAST_MUT },
};
else
return {};
}
optional<SquareType> CollectiveConfig::getSecondarySquare(SquareType type) {
switch (type.getId()) {
case SquareId::DORM: return SquareType(SquareId::BED);
case SquareId::BEAST_LAIR: return SquareType(SquareId::BEAST_CAGE);
case SquareId::CEMETERY: return SquareType(SquareId::GRAVE);
default: return none;
}
}
optional<SquareType> DormInfo::getBedType() const {
return CollectiveConfig::getSecondarySquare(dormType);
}
const EnumMap<SpawnType, DormInfo>& CollectiveConfig::getDormInfo() const {
static EnumMap<SpawnType, DormInfo> dormInfo {
{SpawnType::HUMANOID, {SquareId::DORM, CollectiveWarning::BEDS}},
{SpawnType::UNDEAD, {SquareId::CEMETERY}},
{SpawnType::BEAST, {SquareId::BEAST_LAIR}},
{SpawnType::DEMON, {SquareId::RITUAL_ROOM}},
};
return dormInfo;
}
const static unordered_set<SquareType> efficiencySquares {
SquareId::TRAINING_ROOM,
SquareId::TORTURE_TABLE,
SquareId::WORKSHOP,
SquareId::FORGE,
SquareId::LABORATORY,
SquareId::JEWELER,
SquareId::LIBRARY,
};
unordered_set<SquareType> CollectiveConfig::getEfficiencySquares() const {
return efficiencySquares;
}
vector<SquareType> CollectiveConfig::getRoomsNeedingLight() const {
static vector<SquareType> ret {
SquareId::WORKSHOP,
SquareId::FORGE,
SquareId::LABORATORY,
SquareId::JEWELER,
SquareId::TRAINING_ROOM,
SquareId::LIBRARY};
return ret;
};
int CollectiveConfig::getTaskDuration(const Creature* c, MinionTask task) const {
switch (task) {
case MinionTask::CONSUME:
case MinionTask::COPULATE:
case MinionTask::GRAVE:
case MinionTask::LAIR:
case MinionTask::EAT:
case MinionTask::SLEEP: return 1;
default: return 500 + 250 * c->getMorale();
}
}
const static vector<SquareType> resourceStorage {SquareId::STOCKPILE, SquareId::STOCKPILE_RES};
const static vector<SquareType> equipmentStorage {SquareId::STOCKPILE, SquareId::STOCKPILE_EQUIP};
const vector<SquareType>& CollectiveConfig::getEquipmentStorage() {
return equipmentStorage;
}
const vector<SquareType>& CollectiveConfig::getResourceStorage() {
return resourceStorage;
}
const map<CollectiveResourceId, ResourceInfo>& CollectiveConfig::getResourceInfo() {
static map<CollectiveResourceId, ResourceInfo> ret = {
{CollectiveResourceId::MANA, { {}, none, ItemId::GOLD_PIECE, "mana"}},
{CollectiveResourceId::PRISONER_HEAD, { {}, none, ItemId::GOLD_PIECE, "", true}},
{CollectiveResourceId::GOLD, {{SquareId::TREASURE_CHEST}, ItemIndex::GOLD, ItemId::GOLD_PIECE,"gold",}},
{CollectiveResourceId::WOOD, { resourceStorage, ItemIndex::WOOD, ItemId::WOOD_PLANK, "wood"}},
{CollectiveResourceId::IRON, { resourceStorage, ItemIndex::IRON, ItemId::IRON_ORE, "iron"}},
{CollectiveResourceId::STONE, { resourceStorage, ItemIndex::STONE, ItemId::ROCK, "granite"}},
{CollectiveResourceId::CORPSE, { {SquareId::CEMETERY}, ItemIndex::REVIVABLE_CORPSE, ItemId::GOLD_PIECE,
"corpses", true}}
};
return ret;
}
MinionTaskInfo::MinionTaskInfo(vector<SquareType> s, const string& desc, optional<CollectiveWarning> w,
double _cost, bool center)
: type(APPLY_SQUARE), squares(s), description(desc), warning(w), cost(_cost), centerOnly(center) {
}
MinionTaskInfo::MinionTaskInfo(Type t, const string& desc, optional<CollectiveWarning> w)
: type(t), description(desc), warning(w) {
CHECK(type != APPLY_SQUARE);
}
map<MinionTask, MinionTaskInfo> CollectiveConfig::getTaskInfo() const {
map<MinionTask, MinionTaskInfo> ret {
{MinionTask::TRAIN, {{SquareId::TRAINING_ROOM}, "training", CollectiveWarning::TRAINING, 1}},
{MinionTask::WORKSHOP, {{SquareId::WORKSHOP}, "workshop", CollectiveWarning::WORKSHOP, 1}},
{MinionTask::FORGE, {{SquareId::FORGE}, "forge", none, 1}},
{MinionTask::LABORATORY, {{SquareId::LABORATORY}, "lab", none, 1}},
{MinionTask::JEWELER, {{SquareId::JEWELER}, "jewellery", none, 1}},
{MinionTask::SLEEP, {{SquareId::BED}, "sleeping", CollectiveWarning::BEDS}},
{MinionTask::EAT, {MinionTaskInfo::EAT, "eating"}},
{MinionTask::GRAVE, {{SquareId::GRAVE}, "sleeping", CollectiveWarning::GRAVES}},
{MinionTask::LAIR, {{SquareId::BEAST_CAGE}, "sleeping"}},
{MinionTask::STUDY, {{SquareId::LIBRARY}, "studying", CollectiveWarning::LIBRARY, 1}},
{MinionTask::PRISON, {{SquareId::PRISON}, "prison", CollectiveWarning::NO_PRISON}},
{MinionTask::TORTURE, {{SquareId::TORTURE_TABLE}, "torture ordered",
CollectiveWarning::TORTURE_ROOM, 0, true}},
{MinionTask::CROPS, {{SquareId::CROPS}, "crops"}},
{MinionTask::RITUAL, {{SquareId::RITUAL_ROOM}, "rituals"}},
{MinionTask::COPULATE, {MinionTaskInfo::COPULATE, "copulation"}},
{MinionTask::CONSUME, {MinionTaskInfo::CONSUME, "consumption"}},
{MinionTask::EXPLORE, {MinionTaskInfo::EXPLORE, "spying"}},
{MinionTask::SPIDER, {MinionTaskInfo::SPIDER, "spider"}},
{MinionTask::EXPLORE_NOCTURNAL, {MinionTaskInfo::EXPLORE, "spying"}},
{MinionTask::EXPLORE_CAVES, {MinionTaskInfo::EXPLORE, "spying"}},
{MinionTask::EXECUTE, {{SquareId::PRISON}, "execution ordered", CollectiveWarning::NO_PRISON}}};
return ret;
};