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immigrant_info.cpp
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#include "stdafx.h"
#include "immigrant_info.h"
#include "furniture.h"
#include "item_index.h"
#include "game.h"
#include "collective.h"
#include "creature.h"
#include "creature_attributes.h"
#include "tutorial.h"
#include "creature_factory.h"
#include "technology.h"
#include "furniture_type.h"
#include "sunlight_info.h"
#include "keybinding.h"
#include "tutorial_highlight.h"
#include "content_factory.h"
#include "special_trait.h"
SERIALIZE_DEF(ImmigrantInfo, NAMED(ids), NAMED(frequency), OPTION(requirements), OPTION(traits), OPTION(spawnLocation), OPTION(groupSize), OPTION(initialRecruitment), OPTION(consumeIds), NAMED(keybinding), NAMED(sound), OPTION(noAuto), NAMED(tutorialHighlight), OPTION(hiddenInHelp), OPTION(invisible), OPTION(specialTraits), OPTION(stripEquipment), OPTION(acceptedAchievement))
SERIALIZATION_CONSTRUCTOR_IMPL(ImmigrantInfo)
SERIALIZE_DEF(AttractionInfo, amountClaimed, types);
SERIALIZATION_CONSTRUCTOR_IMPL(AttractionInfo);
AttractionInfo::AttractionInfo(int cl, AttractionType a)
: amountClaimed(cl), types({a}) {}
TString AttractionInfo::getAttractionName(const ContentFactory* contentFactory, const AttractionType& attraction,
int count) {
return attraction.match(
[&](FurnitureType type)->TString {
return contentFactory->furniture.getData(type).getName();
},
[&](ItemIndex index)->TString {
return *getName(index, count);
}
);
}
AttractionInfo::AttractionInfo(int cl, vector<AttractionType> a)
: amountClaimed(cl), types(a) {}
ImmigrantInfo::ImmigrantInfo(CreatureId id, EnumSet<MinionTrait> t) : ids({id}), traits(t) {}
ImmigrantInfo::ImmigrantInfo(vector<CreatureId> id, EnumSet<MinionTrait> t) : ids(id), traits(t) {
}
STRUCT_IMPL(ImmigrantInfo)
CreatureId ImmigrantInfo::getId(int numCreated) const {
if (!consumeIds)
return Random.choose(ids);
else
return ids[numCreated];
}
CreatureId ImmigrantInfo::getNonRandomId(int numCreated) const {
if (!consumeIds)
return ids[0];
else
return ids[numCreated];
}
bool ImmigrantInfo::isAvailable(int numCreated) const {
if (!consumeIds)
return true;
else
return numCreated < ids.size();
}
const SpawnLocation& ImmigrantInfo::getSpawnLocation() const {
return spawnLocation;
}
Range ImmigrantInfo::getGroupSize() const {
return groupSize;
}
int ImmigrantInfo::getInitialRecruitment() const {
return initialRecruitment;
}
double ImmigrantInfo::getFrequency() const {
CHECK(frequency);
return *frequency;
}
bool ImmigrantInfo::isPersistent() const {
return !frequency;
}
bool ImmigrantInfo::isInvisible() const {
return invisible;
}
const EnumSet<MinionTrait>&ImmigrantInfo::getTraits() const {
return traits;
}
optional<int> ImmigrantInfo::getLimit() const {
if (consumeIds)
return ids.size();
else
return none;
}
optional<Keybinding> ImmigrantInfo::getKeybinding() const {
return keybinding;
}
optional<Sound> ImmigrantInfo::getSound() const {
return sound;
}
bool ImmigrantInfo::isNoAuto() const {
return noAuto;
}
optional<TutorialHighlight> ImmigrantInfo::getTutorialHighlight() const {
return tutorialHighlight;
}
bool ImmigrantInfo::isHiddenInHelp() const {
return hiddenInHelp;
}
const vector<SpecialTraitInfo>& ImmigrantInfo::getSpecialTraits() const {
return specialTraits;
}
ImmigrantInfo& ImmigrantInfo::addRequirement(ImmigrantRequirement t) {
requirements.push_back({1, t});
return *this;
}
vector<Creature*> RecruitmentInfo::getAvailableRecruits(Collective* collective, CreatureId id) const {
auto game = collective->getGame();
vector<Creature*> ret;
for (auto col : findEnemy(game))
if (collective->isKnownVillainLocation(col)) {
auto creatures = col->getCreatures().filter([&](const Creature* c) {
return !c->isAffected(LastingEffect::STUNNED) && c->getAttributes().getCreatureId() == id; });
ret.append(creatures.getPrefix(max(0, (int)creatures.size() - minPopulation)));
}
sort(ret.begin(), ret.end(), [](Creature* c1, Creature* c2) {
return c1->getCombatExperience(false, false) > c2->getCombatExperience(false, false); });
return ret;
}
vector<Collective*> RecruitmentInfo::findEnemy(Game* game) const {
vector<Collective*> ret;
for (Collective* col : game->getCollectives())
if (auto id = col->getEnemyId())
if (enemyId.contains(*id))
ret.push_back(col);
return ret;
}
#include "pretty_archive.h"
template void ImmigrantInfo::serialize(PrettyInputArchive&, unsigned);