/
unit.hpp
1789 lines (1508 loc) · 46.1 KB
/
unit.hpp
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/*
Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#pragma once
#include "units/id.hpp"
#include "units/ptr.hpp"
#include "units/types.hpp"
#include <bitset>
#include <boost/dynamic_bitset_fwd.hpp>
#include <boost/ptr_container/ptr_vector.hpp>
#include <boost/variant.hpp>
class display;
class team;
class unit_animation_component;
class unit_formula_manager;
class vconfig;
struct color_t;
namespace unit_detail
{
template<typename T>
const T& get_or_default(const std::unique_ptr<T>& v)
{
if(v) {
return *v;
} else {
static const T def;
return def;
}
}
}
// Data typedef for unit_ability_list.
using unit_ability = std::pair<const config*, map_location>;
class unit_ability_list
{
public:
unit_ability_list(const map_location& loc = map_location()) : cfgs_() , loc_(loc) {}
// Implemented in unit_abilities.cpp
std::pair<int, map_location> highest(const std::string& key, int def=0) const
{
return get_extremum(key, def, std::less<int>());
}
std::pair<int, map_location> lowest(const std::string& key, int def=0) const
{
return get_extremum(key, def, std::greater<int>());
}
template<typename TComp>
std::pair<int, map_location> get_extremum(const std::string& key, int def, const TComp& comp) const;
// The following make this class usable with standard library algorithms and such
typedef std::vector<unit_ability>::iterator iterator;
typedef std::vector<unit_ability>::const_iterator const_iterator;
iterator begin() { return cfgs_.begin(); }
const_iterator begin() const { return cfgs_.begin(); }
iterator end() { return cfgs_.end(); }
const_iterator end() const { return cfgs_.end(); }
// Vector access
bool empty() const { return cfgs_.empty(); }
unit_ability& front() { return cfgs_.front(); }
const unit_ability& front() const { return cfgs_.front(); }
unit_ability& back() { return cfgs_.back(); }
const unit_ability& back() const { return cfgs_.back(); }
iterator erase(const iterator& erase_it) { return cfgs_.erase(erase_it); }
template<typename... T>
void emplace_back(T&&... args) { cfgs_.emplace_back(args...); }
const map_location& loc() const { return loc_; }
private:
// Data
std::vector<unit_ability> cfgs_;
map_location loc_;
};
/**
* This class represents a *single* unit of a specific type.
*/
class unit
{
public:
/**
* Clear this unit status cache for all units. Currently only the hidden
* status of units is cached this way.
*/
static void clear_status_caches();
/** The path to the leader crown overlay. */
static const std::string& leader_crown();
private:
void init(const config& cfg, bool use_traits = false, const vconfig* vcfg = nullptr);
void init(const unit_type& t, int side, bool real_unit, unit_race::GENDER gender = unit_race::NUM_GENDERS);
// Copy constructor
unit(const unit& u);
unit();
public:
/** Initializes a unit from a config */
static unit_ptr create(const config& cfg, bool use_traits = false, const vconfig* vcfg = nullptr)
{
unit_ptr res(new unit());
res->init(cfg, use_traits, vcfg);
return res;
}
/**
* Initializes a unit from a unit type.
*
* Only real_unit-s should have random traits, name and gender (to prevent OOS caused by RNG calls)
*/
static unit_ptr create(const unit_type& t, int side, bool real_unit, unit_race::GENDER gender = unit_race::NUM_GENDERS)
{
unit_ptr res(new unit());
res->init(t, side, real_unit, gender);
return res;
}
unit_ptr clone() const
{
return unit_ptr(new unit(*this));
}
virtual ~unit();
void swap(unit&);
unit& operator=(const unit&) = delete;
/**
* @defgroup unit_advance Advancement functions
* @{
*/
/** Advances this unit to another type */
void advance_to(const unit_type& t, bool use_traits = false);
/**
* Gets the possible types this unit can advance to on level-up.
*
* @returns A list of type IDs this unit may advance to.
*/
const std::vector<std::string>& advances_to() const
{
return advances_to_;
}
/**
* Gets the names of the possible types this unit can advance to on level-up.
*
* @returns A list of the names of the types this unit may advance to.
*/
const std::vector<std::string> advances_to_translated() const;
/**
* Sets this unit's advancement options.
*
* @param advances_to A list of new type IDs this unit may advance to.
*/
void set_advances_to(const std::vector<std::string>& advances_to);
/**
* Checks whether this unit has any options to advance to.
*
* This considers both whether it has types to advance to OR whether any modifications
* specify non-type advancement options.
*
* Note this does not consider unit experience at all, it only checks option availability.
* See @ref advances if an experience check is necessary.
*/
bool can_advance() const
{
return !advances_to_.empty() || !get_modification_advances().empty();
}
/**
* Checks whether this unit is eligible for level-up.
*
* @retval true This unit has sufficient experience to level up and has advancement
* options available.
*/
bool advances() const
{
return experience_ >= max_experience() && can_advance();
}
/**
* Gets and image path and and associated description for each advancement option.
*
* Covers both type and modification-based advancements.
*
* @returns A data map, in image/description format. If the option is a unit type,
* advancement, the key is the type's image and the value the type ID.
*
* If the option is a modification, the key and value are set from config data
* (see @ref get_modification_advances).
*/
std::map<std::string, std::string> advancement_icons() const;
/**
* Gets any non-typed advanced options set by modifications.
*
* These are usually used to give a unit special advancement options that don't invole transforming to a
* new type.
*
* Note this is not the raw option data. Parsing is performed to ensure each option appears only once.
* Use @ref modification_advancements is the raw data is needed.
*
* @returns A config list of options data. Each option is unique.
*/
std::vector<config> get_modification_advances() const;
/**
* Gets the image and description data for modification advancements.
*
* @returns A list of pairs of the image paths(first) and descriptions (second) for
* each advancement option.
*/
std::vector<std::pair<std::string, std::string>> amla_icons() const;
using advancements_list= boost::ptr_vector<config>;
/** The raw, unparsed data for modification advancements. */
const advancements_list& modification_advancements() const
{
return advancements_;
}
/** Sets the raw modification advancement option data */
void set_advancements(std::vector<config> advancements);
/**
* @}
* @defgroup unit_access Basic data setters and getters
* @{
**/
public:
/**
* The side this unit belongs to.
*
* Note that side numbers starts from 1, not 0, so be sure to subtract 1 if using as a container index.
*/
int side() const
{
return side_;
}
/** Sets the side this unit belongs to. */
void set_side(unsigned int new_side)
{
side_ = new_side;
}
/** This unit's type, accounting for gender and variation. */
const unit_type& type() const
{
return *type_;
}
/**
* The id of this unit's type.
*
* If you are dealing with creating units (e.g. recruitment), this is not what you want, as a
* variation can change this; use type().base_id() instead.
*/
const std::string& type_id() const
{
return type_->id();
}
/** Gets the translatable name of this unit's type. */
const t_string& type_name() const
{
return type_name_;
}
/**
* Gets this unit's id.
*
* This is a unique string usually set by WML. It should *not* be used for internal tracking in
* the unit_map. Use @ref underlying_id for that.
*/
const std::string& id() const
{
return id_;
}
/** Sets this unit's string ID. */
void set_id(const std::string& id)
{
id_ = id;
}
/** This unit's unique internal ID. This should *not* be used for user-facing operations. */
std::size_t underlying_id() const
{
return underlying_id_.value;
}
private:
/** Sets the internal ID. */
void set_underlying_id(n_unit::id_manager& id_manager);
public:
/** Gets this unit's translatable display name. */
const t_string& name() const
{
return name_;
}
/**
* Sets this unit's translatable display name.
*
* This should only be used internally since it ignores the 'unrenamable' flag.
*/
void set_name(const t_string& name)
{
name_ = name;
}
/**
* Attempts to rename this unit's translatable display name, taking the 'unrenamable' flag into account.
*
* If a direct rename is desired, use @ref set_name.
* @todo should this also take a t_string?
*/
void rename(const std::string& name)
{
if(!unrenamable_) {
name_ = name;
}
}
/**
* Whether this unit can be renamed.
*
* This flag is considered by @ref rename, but not @ref set_name.
*/
bool unrenamable() const
{
return unrenamable_;
}
/**
* Sets the 'unrenamable' flag. Usually used for scenario-specific units which should not be renamed.
*/
void set_unrenamable(bool unrenamable)
{
unrenamable_ = unrenamable;
}
/** A detailed description of this unit. */
t_string unit_description() const
{
return description_;
}
/** The gender of this unit. */
unit_race::GENDER gender() const
{
return gender_;
}
/**
* The alignment of this unit.
*
* This affects the time of day during which this unit's attacks do the most damage.
*/
unit_type::ALIGNMENT alignment() const
{
return alignment_;
}
/** Sets the alignment of this unit. */
void set_alignment(unit_type::ALIGNMENT alignment)
{
alignment_ = alignment;
}
/**
* Gets this unit's race.
*
* @returns A pointer to a unit_race object - never nullptr, but it may point
* to the null race.
*/
const unit_race* race() const
{
return race_;
}
/** The current number of hitpoints this unit has. */
int hitpoints() const
{
return hit_points_;
}
/** The max number of hitpoints this unit can have. */
int max_hitpoints() const
{
return max_hit_points_;
}
/** Sets the current hitpoint amount. */
void set_hitpoints(int hp)
{
hit_points_ = hp;
}
/** The current number of experience points this unit has. */
int experience() const
{
return experience_;
}
/** The max number of experience points this unit can have. */
int max_experience() const
{
return max_experience_;
}
/** The number of experience points this unit needs to level up, or 0 if current XP > max XP. */
unsigned int experience_to_advance() const
{
return std::max(0, max_experience_ - experience_);
}
/** The number of experience points over max this unit has, or 0 if current XP < max XP. */
unsigned int experience_overflow() const
{
return std::max(0, experience_ - max_experience_);
}
/** Sets the current experience point amount. */
void set_experience(int xp)
{
experience_ = xp;
}
/** The current level of this unit. */
int level() const
{
return level_;
}
/** Sets the current level of this unit. */
void set_level(int level)
{
level_ = level;
}
/** The ID of the variation of this unit's type. */
const std::string& variation() const
{
return variation_;
}
/** The ID of the undead variation (ie, dwarf, swimmer) of this unit. */
const std::string& undead_variation() const
{
return undead_variation_;
}
/**
* An optional profile image to display in Help.
*
* @returns The specified image, this unit's type's sprite image if empty
* or 'unit_image' was set.
*/
std::string small_profile() const;
/**
* An optional profile image displays when this unit is 'speaking' via [message].
*
* @returns The specified image, this unit's type's sprite image if empty
* or 'unit_image' was set.
*/
std::string big_profile() const;
/** Whether this unit can recruit other units - ie, are they a leader unit. */
bool can_recruit() const
{
return canrecruit_;
}
/** Sets whether this unit can recruit other units. */
void set_can_recruit(bool canrecruit)
{
canrecruit_ = canrecruit;
}
/** The type IDs of the other units this unit may recruit, if possible. */
const std::vector<std::string>& recruits() const
{
return recruit_list_;
}
/** Sets the recruit list. */
void set_recruits(const std::vector<std::string>& recruits);
/** How much gold is required to recruit this unit. */
int cost() const
{
return unit_value_;
}
/** How much gold it costs to recall this unit. */
int recall_cost() const
{
return recall_cost_;
}
/** Sets the cost of recalling this unit. */
void set_recall_cost(int recall_cost)
{
recall_cost_ = recall_cost;
}
/** Gets the filter constraints upon which units this unit may recall, if able. */
const config& recall_filter() const
{
return filter_recall_;
}
/**
* Gets this unit's role.
*
* A role is a special string flag usually used to represent a unit's purpose in a scenario.
* It can be filtered on.
*/
const std::string& get_role() const
{
return role_;
}
/** Sets a unit's role */
void set_role(const std::string& role)
{
role_ = role;
}
/**
* Gets this unit's usage. This is relevant to the AI.
*
* Usage refers to how the AI may consider utilizing this unit in combat.
* @todo document further
*/
std::string usage() const
{
return unit_detail::get_or_default(usage_);
}
/** Sets this unit's usage. */
void set_usage(const std::string& usage)
{
usage_.reset(new std::string(usage));
}
/**
* Gets any user-defined variables this unit 'owns'.
*
* These are accessible via WML if the unit's data is serialized to a variable. They're strictly
* user-facing; internal engine calculations shouldn't use this.
*/
config& variables()
{
return variables_;
}
/** Const overload of @ref variables. */
const config& variables() const
{
return variables_;
}
/**
* Gets whether this unit is currently hidden on the map.
* @todo document hiddenness
*/
bool get_hidden() const
{
return hidden_;
}
/** Sets whether the unit is hidden on the map. */
void set_hidden(bool state) const;
/**
* The factor by which the HP bar should be scaled.
* @todo: document further
*/
double hp_bar_scaling() const
{
return hp_bar_scaling_;
}
/**
* The factor by which the XP bar should be scaled.
* @todo: document further
*/
double xp_bar_scaling() const
{
return xp_bar_scaling_;
}
/**
* Whether the unit has been instructed to hold its position.
* This excludes it from the unit cycling function.
* @return true if it is holding position
*/
bool hold_position() const
{
return hold_position_;
}
/**
* Toggle the unit's hold position status.
*/
void toggle_hold_position()
{
hold_position_ = !hold_position_;
if(hold_position_) {
end_turn_ = true;
}
}
/**
* Set whether the user ended their turn
* @todo Verify meaning and explain better
*/
void set_user_end_turn(bool value = true)
{
end_turn_ = value;
}
/**
* Toggle whether the user ended their turn
* @todo Verify meaning and explain better
*/
void toggle_user_end_turn()
{
end_turn_ = !end_turn_;
if(!end_turn_) {
hold_position_ = false;
}
}
/**
* Check whether the user ended their turn
* @todo Verify meaning and explain better
*/
bool user_end_turn() const
{
return end_turn_;
}
/**
* Refresh unit for the beginning of a turn
*/
void new_turn();
/**
* Refresh unit for the end of a turn
*/
void end_turn();
/**
* Refresh unit for the beginning of a new scenario
*/
void new_scenario();
/**
* Damage the unit.
* @returns true if the unit dies as a result
*/
bool take_hit(int damage)
{
hit_points_ -= damage;
return hit_points_ <= 0;
}
/**
* Heal the unit
* @amount The number of hitpoints to gain
*/
void heal(int amount);
/**
* Fully heal the unit, restoring it to max hitpoints
*/
void heal_fully()
{
hit_points_ = max_hitpoints();
}
/**
* Get the status effects currently affecting the unit.
* @return A set of status keys
*/
const std::set<std::string> get_states() const;
/**
* Check if the unit is affected by a status effect
* @param state The status effect to check
* @returns true if the unit is affected by the status effect
*/
bool get_state(const std::string& state) const;
/**
* Set whether the unit is affected by a status effect
* @param state The status effect to change
* @param value Whether the unit should be affected by the status
*/
void set_state(const std::string& state, bool value);
/**
* Built-in status effects known to the engine
*/
enum state_t {
STATE_SLOWED = 0, ///< The unit is slowed - it moves slower and does less damage
STATE_POISONED, ///< The unit is poisoned - it loses health each turn
STATE_PETRIFIED, ///< The unit is petrified - it cannot move or be attacked
STATE_UNCOVERED, ///< The unit is uncovered - it was hiding but has been spotted
STATE_NOT_MOVED, ///< The unit has not moved @todo Explain better
STATE_UNHEALABLE, ///< The unit cannot be healed
STATE_GUARDIAN, ///< The unit is a guardian - it won't move unless a target is sighted
STATE_UNKNOWN = -1///< A status effect not known to the engine
};
/**
* Set whether the unit is affected by a status effect
* @param state The status effect to change
* @param value Whether the unit should be affected by the status
*/
void set_state(state_t state, bool value);
/**
* Check if the unit is affected by a status effect
* @param state The status effect to check
* @returns true if the unit is affected by the status effect
*/
bool get_state(state_t state) const;
/**
* Convert a string status effect ID to a built-in status effect ID
* @returns the state_t representing the status, or STATE_UNKNOWN if it's not built-in
*/
static state_t get_known_boolean_state_id(const std::string& state);
/**
* Check if the unit has been poisoned
* @returns true if it's poisoned
*/
bool poisoned() const
{
return get_state(STATE_POISONED);
}
/**
* Check if the unit has been petrified
* @returns true if it's petrified
*/
bool incapacitated() const
{
return get_state(STATE_PETRIFIED);
}
/**
* Check if the unit has been slowed
* @returns true if it's slowed
*/
bool slowed() const
{
return get_state(STATE_SLOWED);
}
/**
* @}
* @defgroup unit_atk Attack and resistance functions
* @{
*/
public:
/** Gets an iterator over this unit's attacks. */
attack_itors attacks()
{
return make_attack_itors(attacks_);
}
/** Const overload of @ref attacks. */
const_attack_itors attacks() const
{
return make_attack_itors(attacks_);
}
/**
* Adds a new attack to the unit.
* @param position An iterator pointing to the attack before which to insert the new one.
* @param args The arguments for constructing the attack
*/
template<typename... Args>
attack_ptr add_attack(attack_itors::iterator position, Args&&... args)
{
return *attacks_.emplace(position.base(), new attack_type(std::forward<Args>(args)...));
}
/**
* Remove an attack from the unit
* @param atk A pointer to the attack to remove
* @return true if the attack was removed, false if it didn't exist on the unit
*/
bool remove_attack(attack_ptr atk);
/**
* Set the unit to have no attacks left for this turn.
*/
void remove_attacks_ai();
/**
* Calculates the damage this unit would take from a certain attack.
*
* @param attack The attack to consider.
* @param attacker Whether this unit should be considered the attacker.
* @param loc TODO: what does this do?
*
* @returns The expected damage.
*/
int damage_from(const attack_type& attack, bool attacker, const map_location& loc, const_attack_ptr weapon = nullptr) const
{
return resistance_against(attack, attacker, loc, weapon);
}
/** The maximum number of attacks this unit may perform per turn, usually 1. */
int max_attacks() const
{
return max_attacks_;
}
/**
* Gets the remaining number of attacks this unit can perform this turn.
*
* If the 'incapacitated' status is set, this will always be 0.
*/
int attacks_left() const
{
return (attacks_left_ == 0 || incapacitated()) ? 0 : attacks_left_;
}
/**
* Gets the remaining number of attacks this unit can perform this turn.
*
* @param base_value If false, consider the `incapacitated` flag.
*
* @returns If @a base_value is true, the raw value is returned.
*/
int attacks_left(bool base_value) const
{
return base_value ? attacks_left_ : attacks_left();
}
/**
* Sets the number of attacks this unit has left this turn.
* @param left The number of attacks left
*/
void set_attacks(int left)
{
attacks_left_ = std::max<int>(0, left);
}
/**
* The unit's defense on a given terrain
* @param terrain The terrain to check
*/
int defense_modifier(const t_translation::terrain_code& terrain) const;
/**
* The unit's resistance against a given damage type
* @param damage_name The damage type
* @param attacker True if this unit is on the offensive (to resolve [resistance] abilities)
* @param loc The unit's location (to resolve [resistance] abilities)
*/
int resistance_against(const std::string& damage_name, bool attacker, const map_location& loc, const_attack_ptr weapon = nullptr, const_attack_ptr opp_weapon = nullptr) const;
/**
* The unit's resistance against a given attack
* @param atk The attack
* @param attacker True if this unit is on the offensive (to resolve [resistance] abilities)
* @param loc The unit's location (to resolve [resistance] abilities)
*/
int resistance_against(const attack_type& atk, bool attacker, const map_location& loc, const_attack_ptr weapon = nullptr) const
{
return resistance_against(atk.type(), attacker, loc , weapon, atk.shared_from_this());
}
/** Gets resistances without any abilities applied. */
utils::string_map get_base_resistances() const
{
return movement_type_.damage_table();
}
private:
bool resistance_filter_matches(const config& cfg, bool attacker, const std::string& damage_name, int res) const;
/**
* @}
* @defgroup unit_trait Trait and upkeep functions
* @}
*/
public:
/**
* Applies mandatory traits (e.g. undead, mechanical) to a unit and then fills in the remaining traits
* traits until no more are available (leaders have a restricted set of available traits) or the unit has
* its maximum number of traits.
*
* This routine does not apply the effects of added traits to a unit; that must be done by the caller.
*
* Note that random numbers used in config files don't work in multiplayer, so leaders should be barred
* from all random traits until that is fixed. Later the restrictions will be based on play balance.
*
* @param must_have_only Whether random or optional traits should be included or not. If false only
* mandatory traits will be used.
*/
void generate_traits(bool must_have_only = false);
/**
* Gets the names of the currently registered traits.
*
* @returns A list of translatable trait names.
*/
const std::vector<t_string>& trait_names() const
{
return trait_names_;
}
/**
* Gets the descriptions of the currently registered traits.
*
* @returns A list of translatable trait descriptions.
*/
const std::vector<t_string>& trait_descriptions() const
{
return trait_descriptions_;
}
/**
* Gets a list of the traits this unit currently has.
*
* @returns A list of trait IDs.
*/
std::vector<std::string> get_traits_list() const;
/**
* Register a trait's name and its description for the UI's use.
*
* The resulting data can be fetched with @ref trait_names and @ref trait_descriptions.
*
* @param trait A config containing the trait's attributes.
* @param description The translatable description of the trait.
*/
void add_trait_description(const config& trait, const t_string& description);
/**
* Gets the amount of gold this unit costs a side per turn.
*
* This fetches an actual numeric gold value:
* - If @rec can_recruit is true, no upkeep is paid (0 is returned).
* - If a special upkeep flag is set, the associated gold amount is returned (see @ref upkeep_value_visitor).
* - If a numeric value is already set, it is returned directly.
*
* @returns A gold value, evaluated based on the state of @ref upkeep_raw.
*/
int upkeep() const;
struct upkeep_full
{
static std::string type() { static std::string v = "full"; return v; }
};
struct upkeep_loyal