khanat-opennel-code/code/ryzom/server/src/sabrina/available_phrases.cpp
2013-07-31 15:08:35 -07:00

159 lines
5.1 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "available_phrases.h"
#include "game_share/egs_sheets/egs_sheets.h"
#include "game_share/egs_sheets/egs_static_rolemaster_phrase.h"
#include <nel/misc/command.h> // TEMP
using namespace NLMISC;
using namespace std;
/*
* Accessors for sheet sphrases
*/
#define GET_SHEET_ID(it) (*it).first
#define GET_PHRASE(it) (*it).second
/*
*
*/
bool skillMatchesOneOfList( const CPlayerSkill& skill, const vector<CPlayerSkill>& skillList )
{
vector<CPlayerSkill>::const_iterator ips;
for ( ips=skillList.begin(); ips!=skillList.end(); ++ips )
{
const CPlayerSkill& playerSkill = *ips;
//nldebug ( "Player: %s %u Required: %s %u", playerSkill.Code.c_str(), playerSkill.Value, skill.Code.c_str(), skill.Value );
if ( playerSkill.isAsSkilledAs( skill ) )
{
//nldebug( "OK" );
return true;
}
}
return false;
}
/*
* Return false if the phrase contains bricks that require a skill level that the player doesn't have
* or if it contains bricks that require a brick that the player doesn't have.
*/
bool isPlayerAllowedToGetAllBricksFromPhrase( const CSheetId& phraseSheetId,
const vector<CPlayerSkill>& playerSkills,
const set<CSheetId>& bricksAlreadyKnown )
{
const CStaticRolemasterPhrase *phrase = CSheets::getSRolemasterPhrase( phraseSheetId );
if ( ! phrase )
return false;
//nldebug( "Phrase %s", phraseSheetId.toString().c_str() );
const vector<CSheetId>& bricks = phrase->Bricks;
vector<CSheetId>::const_iterator ibs;
for ( ibs=bricks.begin(); ibs!=bricks.end(); ++ibs )
{
const CStaticBrick *staticBrick = CSheets::getSBrickForm( *ibs );
if ( ! staticBrick )
return false;
//nldebug( " Brick %s", (*ibs).toString().c_str() );
// Check if one of the skills match one of the player's
if ( ! staticBrick->LearnRequiresOneOfSkills.empty() )
{
//nldebug( " -> Requires one of %u skills", staticBrick->LearnRequiresOneOfSkills.size() );
vector<CPlayerSkill>::const_iterator irs;
for ( irs=staticBrick->LearnRequiresOneOfSkills.begin(); irs!=staticBrick->LearnRequiresOneOfSkills.end(); ++irs )
{
const CPlayerSkill& requiredSkill = *irs;
if ( skillMatchesOneOfList( requiredSkill, playerSkills ) )
break;
}
if ( irs == staticBrick->LearnRequiresOneOfSkills.end() )
return false; // not found
}
// Check if all required bricks are known by the player
vector<CSheetId>::const_iterator ibl;
for ( ibl=staticBrick->LearnRequiresBricks.begin(); ibl!=staticBrick->LearnRequiresBricks.end(); ++ibl )
{
const CSheetId& brickRequiredSheetId = *ibl;
if ( bricksAlreadyKnown.find( brickRequiredSheetId ) == bricksAlreadyKnown.end() )
return false;
}
}
return true;
}
/*
*
*/
void buildAvailablePhrasesList( const string& brickFilter,
const set<CSheetId>& bricksAlreadyKnown,
const set<CSheetId>& phrasesAlreadyKnown,
const vector<CPlayerSkill>& playerSkills,
vector<CSheetId>& result )
{
// Browse all the phrases
const CAllRolemasterPhrases& phrasesMap = CSheets::getSRolemasterPhrases();
CAllRolemasterPhrases::const_iterator ip;
for ( ip=phrasesMap.begin(); ip!=phrasesMap.end(); ++ip )
{
const CSheetId& phraseSheetId = GET_SHEET_ID(ip);
const string& phraseCode = phraseSheetId.toString();
// Match the brick filter
if ( phraseCode.substr( 1, brickFilter.size() ) == brickFilter )
{
// Exclude the phrase if the player already knows it
if ( phrasesAlreadyKnown.find( phraseSheetId ) == phrasesAlreadyKnown.end() )
{
// Exclude the phrase if it contains bricks that require a skill level or a brick that the player doesn't have
if ( isPlayerAllowedToGetAllBricksFromPhrase( phraseSheetId, playerSkills, bricksAlreadyKnown ) )
{
result.push_back( phraseSheetId );
}
}
}
}
}
NLMISC_COMMAND( testRolemaster, "Test rolemaster phrases selection", "" )
{
string brickFilter = "bf";
set<CSheetId> knownBricks, knownPhrases;
vector<CPlayerSkill> playerSkills;
CPlayerSkill playerSkill;
playerSkill.Code = "FM1B";
playerSkill.Value = 200;
playerSkills.push_back( playerSkill );
vector<CSheetId> result;
buildAvailablePhrasesList( brickFilter, knownBricks, knownPhrases, playerSkills, result );
vector<CSheetId>::const_iterator iv;
for ( iv=result.begin(); iv!=result.end(); ++iv )
{
nlinfo( "%s", (*iv).toString().c_str() );
}
nlinfo( "Found %u phrases", result.size() );
return true;
}