Documented most of upgrade_type

This commit is contained in:
Mike Hoffert 2014-07-20 12:32:18 -06:00
parent 69e95eef7f
commit 5243a30b8b
1 changed files with 135 additions and 23 deletions

View File

@ -39,10 +39,9 @@ class MoveSkillType;
class ProduceSkillType;
class Faction;
// ===============================
// class UpgradeTypeBase
// ===============================
/**
* Groups all information used for upgrades. Attack boosts also use this class for modifying stats.
*/
class UpgradeTypeBase {
protected:
string upgradename;
@ -64,23 +63,31 @@ protected:
int attackStrength;
bool attackStrengthIsMultiplier;
/**
* List of the values (for each skill type) that the stat was boosted by. This is used so
* that we can restore the original values when the upgrade is removed (eg, an attack
* boost wears off).
*/
std::map<string,int> attackStrengthMultiplierValueList;
int attackRange;
bool attackRangeIsMultiplier;
std::map<string,int> attackRangeMultiplierValueList;
std::map<string,int> attackRangeMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
int moveSpeed;
bool moveSpeedIsMultiplier;
std::map<string,int> moveSpeedIsMultiplierValueList;
std::map<string,int> moveSpeedIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
int prodSpeed;
bool prodSpeedIsMultiplier;
std::map<string,int> prodSpeedProduceIsMultiplierValueList;
std::map<string,int> prodSpeedUpgradeIsMultiplierValueList;
std::map<string,int> prodSpeedMorphIsMultiplierValueList;
std::map<string,int> prodSpeedProduceIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
std::map<string,int> prodSpeedUpgradeIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
std::map<string,int> prodSpeedMorphIsMultiplierValueList; /**< @see #attackStrengthMultiplierValueList */
public:
/**
* Creates an UpgradeTypeBase with values such that there are no stat changes.
*/
UpgradeTypeBase() {
maxHp = 0;;
maxHpIsMultiplier = false;
@ -127,11 +134,27 @@ public:
bool getMoveSpeedIsMultiplier() const {return moveSpeedIsMultiplier;}
int getProdSpeed(const SkillType *st) const;
bool getProdSpeedIsMultiplier() const {return prodSpeedIsMultiplier;}
/**
* Loads the upgrade values (stat boosts and whether or not the boosts use a multiplier) from an
* XML node.
* @param upgradeNode Node containing the stat boost elements (`max-hp`, `attack-strength`, etc).
* @param upgradename Unique identifier for the upgrade.
*/
void load(const XmlNode *upgradeNode, string upgradename);
/**
* Creates a string representation of the upgrade. All stat boosts are detailed on their own line
* with their corresponding boosts.
* @param translatedValue If true, the description is translated. Otherwise the description uses
* names as they appear in the XMLs.
*/
virtual string getDesc(bool translatedValue) const;
/**
* Returns a string representation of this object. Lists all the value that the object stores.
* For debugging purposes, only.
*/
std::string toString() const {
std::string result = "";
@ -163,9 +186,14 @@ public:
return result;
}
// TODO: It's not clear if these save game methods are being used, currently. I think
// attack boosts might use the few lines that aren't commented out.
virtual void saveGame(XmlNode *rootNode) const;
static const UpgradeType * loadGame(const XmlNode *rootNode, Faction *faction);
/**
* Generates a checksum value for the upgrade.
*/
Checksum getCRC() {
Checksum crcForUpgradeType;
@ -212,53 +240,137 @@ public:
}
};
// ===============================
// class UpgradeType
// ===============================
/**
* Represents the type of upgrade. That is, the single upgrade as it appears in the faction's XML
* files. Each upgrade has a single `UpgradeType`. Contains information about what units are
* affected by the upgrade.
*/
class UpgradeType: public UpgradeTypeBase, public ProducibleType {
private:
/**
* List of unit types (the "classes" of units, eg, swordman) that are affected by this upgrade.
*/
vector<const UnitType*> effects;
public:
/**
* Sets the upgrade name to the directory name (the base name of `dir`).
* @param dir Path of the upgrade directory.
*/
void preLoad(const string &dir);
/**
* Loads an upgrade from an XML file.
* @param dir Path of the upgrade directory. The file name is determined from this.
* @param techTree The techtree that this upgrade is in. Used to access the common data
* directory and to access resources.
* @param factionType The faction type (a unique type for each faction) that the upgrade belongs
* to. Used for accessing unit types that are in the unit requirements list.
* @param checksum Will have the checksum of the upgrade path added to it (treated the same way
* as the `techtreeChecksum`).
* @param techtreeChecksum Cumulative checksum for the techtree. The path of loaded upgrades
* is added to this checksum.
*/
void load(const string &dir, const TechTree *techTree,
const FactionType *factionType, Checksum* checksum,
Checksum* techtreeChecksum,
std::map<string,vector<pair<string, string> > > &loadedFileList,
bool validationMode=false);
/**
* Obtains the upgrade name.
* @param translatedValue If true, the name is translated. Otherwise the name is returned as it
* appears in the XMLs.
*/
virtual string getName(bool translatedValue=false) const;
//get all
/**
* Returns the number of UnitTypes affected by this upgrade.
*/
int getEffectCount() const {return (int)effects.size();}
/**
* Returns a particular unit type affected by this upgrade.
* @param i Index of the unit type in the #effects list.
*/
const UnitType * getEffect(int i) const {return effects[i];}
/**
* Determines if a unit is affected by this upgrade.
* @param unitType The UnitType we are checking (to see if they're affected).
* @return True if the unit is affected, false otherwise.
*/
bool isAffected(const UnitType *unitType) const;
//other methods
/**
* Creates a description for this upgrade. Lists the affected units.
*/
virtual string getReqDesc(bool translatedValue) const;
//virtual void saveGame(XmlNode *rootNode) const;
//virtual void loadGame(const XmlNode *rootNode);
};
// ===============================
// class TotalUpgrade
// ===============================
/**
* Keeps track of the cumulative effects of upgrades on units. This allows us to apply multiple
* upgrades to a unit with the effects stacking.
*/
class TotalUpgrade: public UpgradeTypeBase {
public:
TotalUpgrade();
virtual ~TotalUpgrade() {}
/**
* Resets all stat boosts (so there's effectively no upgrade).
*/
void reset();
/**
* Adds an upgrade to this one, stacking the effects. Note that multipliers are stacked
* by multiplying by the original, unboosted amount, and then adding that to the TotalUpgrade.
* @param ut The upgrade to apply.
* @param unit The unit this TotalUpgrade is associated with (since when we use a multiplier,
* the stats raise by an amount relative to the unit's base stats).
*/
void sum(const UpgradeTypeBase *ut, const Unit *unit);
/**
* Increases the level of the unit. Doing so results in their HP, EP, and armour going up by
* 50% while their sight goes up by 20%.
* @param ut The unit type to get the original stats from (so we can determine just how much
* to increase the stats by on level up).
*/
void incLevel(const UnitType *ut);
/**
* Applies the upgrade. Just a delegate to TotalUpgrade::sum.
*/
void apply(const UpgradeTypeBase *ut, const Unit *unit);
/**
* Removes the effect of an upgrade to a specific unit. Using this after applying the upgrade
* is an invariant. ie,
*
* totalUpgrade->apply(upgrade, unit);
* totalUpgrade->deapply(upgrade, unit);
* // totalUpgrade is now the same as before the call to apply()
*
* @param ut The upgrade to remove.
* @param unit The unit this TotalUpgrade is associated with (since when we use a multiplier,
* the stats were raise by an amount relative to the unit's base stats).
*/
void deapply(const UpgradeTypeBase *ut, const Unit *unit);
/**
* Creates the XML for the save game file. Essentially just stores everything about its state.
* @rootNode The node of the unit that this TotalUpgrade object belongs to.
*/
void saveGame(XmlNode *rootNode) const;
/**
* Reloads the object's state from a saved game.
* @rootNode The node of the unit that this TotalUpgrade object belongs to.
*/
void loadGame(const XmlNode *rootNode);
};