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campaign.cpp
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campaign.cpp
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#include "stdafx.h"
#include "campaign.h"
#include "view_id.h"
#include "model.h"
#include "progress_meter.h"
#include "campaign_type.h"
#include "player_role.h"
#include "villain_type.h"
SERIALIZATION_CONSTRUCTOR_IMPL(Campaign);
SERIALIZE_DEF(Campaign, sites, playerPos, worldName, defeated, influencePos, influenceSize, playerRole, type)
const Table<Campaign::SiteInfo>& Campaign::getSites() const {
return sites;
}
bool Campaign::canEmbark(Vec2 pos) const {
if (type == CampaignType::CAMPAIGN)
return false;
switch (playerRole) {
case PlayerRole::ADVENTURER: return !!sites[pos].dweller;
case PlayerRole::KEEPER: return !sites[pos].dweller && !sites[pos].blocked;
}
}
CampaignType Campaign::getType() const {
return type;
}
bool Campaign::canTravelTo(Vec2 pos) const {
return (isInInfluence(pos) || playerPos == pos) && !sites[pos].isEmpty();
}
optional<Vec2> Campaign::getPlayerPos() const {
return playerPos;
}
Campaign::Campaign(Table<SiteInfo> s, CampaignType t, PlayerRole r, const string& w)
: sites(s), worldName(w), defeated(sites.getBounds(), false), playerRole(r), type(t) {
}
const string& Campaign::getWorldName() const {
return worldName;
}
void Campaign::clearSite(Vec2 v) {
sites[v] = SiteInfo{};
sites[v].viewId = {ViewId::GRASS};
}
bool Campaign::isDefeated(Vec2 pos) const {
return defeated[pos];
}
void Campaign::setDefeated(Vec2 pos) {
defeated[pos] = true;
refreshInfluencePos();
}
bool Campaign::VillainInfo::isEnemy() const {
return type != VillainType::ALLY;
}
string Campaign::VillainInfo::getDescription() const {
switch (type) {
case VillainType::ALLY: return "ally";
case VillainType::MAIN: return "main villain";
case VillainType::LESSER: return "lesser villain";
case VillainType::PLAYER: return "player";
}
}
optional<Campaign::VillainInfo> Campaign::SiteInfo::getVillain() const {
if (dweller)
return dweller->getValueMaybe<VillainInfo>();
return none;
}
optional<Campaign::KeeperInfo> Campaign::SiteInfo::getKeeper() const {
if (dweller)
return dweller->getValueMaybe<KeeperInfo>();
return none;
}
optional<Campaign::RetiredInfo> Campaign::SiteInfo::getRetired() const {
if (dweller)
return dweller->getValueMaybe<RetiredInfo>();
return none;
}
bool Campaign::SiteInfo::isEmpty() const {
return !dweller;
}
optional<string> Campaign::SiteInfo::getDwellerDescription() const {
if (dweller)
return dweller->match(
[](const VillainInfo& info) { return info.name + " (" + info.getDescription() + ")"; },
[](const RetiredInfo& info) { return info.gameInfo.getName() + " (main villain)" ;},
[](const KeeperInfo&)->string { return "This is your home site"; });
else
return none;
}
optional<VillainType> Campaign::SiteInfo::getVillainType() const {
if (dweller)
return dweller->match(
[](const VillainInfo& info) { return info.type; },
[](const RetiredInfo&) { return VillainType::MAIN; },
[](const KeeperInfo&) { return VillainType::PLAYER; });
else
return none;
}
optional<ViewId> Campaign::SiteInfo::getDwellerViewId() const {
if (dweller)
return dweller->match(
[](const VillainInfo& info) { return info.viewId; },
[](const RetiredInfo& info) { return info.gameInfo.getViewId(); },
[](const KeeperInfo& info) { return info.viewId; });
else
return none;
}
bool Campaign::SiteInfo::isEnemy() const {
return getRetired() || (getVillain() && getVillain()->isEnemy());
}
void Campaign::SiteInfo::setBlocked() {
blocked = true;
viewId.push_back(Random.choose(ViewId::MAP_MOUNTAIN1, ViewId::MAP_MOUNTAIN2, ViewId::MAP_MOUNTAIN3,
ViewId::CANIF_TREE, ViewId::DECID_TREE));
}
bool Campaign::isInInfluence(Vec2 pos) const {
return influencePos.count(pos);
}
void Campaign::refreshInfluencePos() {
influencePos.clear();
if (!playerPos)
return;
for (double r = 1; r <= max(sites.getWidth(), sites.getHeight()); r += 0.1) {
for (Vec2 v : sites.getBounds())
if ((sites[v].getVillain() || sites[v].getRetired()) && v.distD(*playerPos) <= r)
influencePos.insert(v);
int numEnemies = 0;
for (Vec2 v : influencePos)
if (sites[v].isEnemy() && !defeated[v])
++numEnemies;
if (numEnemies >= influenceSize)
break;
}
}
int Campaign::getNumNonEmpty() const {
int ret = 0;
for (Vec2 v : sites.getBounds())
if (!sites[v].isEmpty())
++ret;
return ret;
}
map<string, string> Campaign::getParameters() const {
int numMain = 0;
int numLesser = 0;
int numAlly = 0;
int numRetired = 0;
for (Vec2 v : sites.getBounds())
if (sites[v].getRetired())
++numRetired;
else if (auto villain = sites[v].getVillain())
switch (villain->type) {
case VillainType::ALLY: ++numAlly; break;
case VillainType::MAIN: ++numMain; break;
case VillainType::LESSER: ++numLesser; break;
case VillainType::PLAYER: break;
}
return {
{"main", toString(numMain)},
{"lesser", toString(numLesser)},
{"allies", toString(numAlly)},
{"retired", toString(numRetired)},
{"player_role", EnumInfo<PlayerRole>::getString(playerRole)},
{"game_type", EnumInfo<CampaignType>::getString(type)},
};
}
PlayerRole Campaign::getPlayerRole() const {
return playerRole;
}