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/*
* Copyright 2007-2009 Ben Boeckel <MathStuf@gmail.com>
*
* 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 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// Header include
#include "Creature.h"
// Sigencore includes
#include "Containment.h"
// Sigscript includes
#include <sigscript/GameWrapper.h>
#include <sigscript/ItemWrapper.h>
#include <sigscript/MoveWrapper.h>
#include <sigscript/NatureWrapper.h>
#include <sigscript/RulesWrapper.h>
#include <sigscript/SpeciesWrapper.h>
#include <sigscript/SpeciesMoveWrapper.h>
// Sigcore includes
#include <sigcore/Hat.h>
// Qt includes
#include <QtCore/QUuid>
// C includes
#include <cmath>
using namespace Sigcore;
using namespace Sigmod;
using namespace Sigscript;
using namespace Sigencore;
QMap<Creature::StyleLevel, long long> Creature::m_expCache;
Creature::Creature(SpeciesWrapper* species, const int level, Containment* containment, const bool suppressInitialization) :
Config(containment),
m_game(containment->game()),
m_containment(containment),
m_species(species),
m_gender(Undecided),
m_level(level),
m_levelExp(calcLevelExperience(species->growth(), level)),
m_id(QUuid::createUuid())
{
for (int i = 0; i < (ST_SpecialDefense - ST_HP + 1); ++i)
{
m_dv[i] = -1;
m_statExp[i] = -1;
}
for (int i = 0; i < (ST_SpecialDefense - ST_Attack + 1); ++i)
m_stages[i] = 0;
if (!suppressInitialization)
completeData();
}
Creature::~Creature()
{
// TODO
}
QUuid Creature::id() const
{
return m_id;
}
GameWrapper* Creature::game() const
{
return m_game;
}
bool Creature::setContainment(Containment* containment)
{
if (m_containment && m_containment->removeMember(this))
{
m_containment = containment;
return true;
}
return false;
}
Containment* Creature::containment() const
{
return m_containment;
}
SpeciesWrapper* Creature::species() const
{
return m_species;
}
void Creature::setName(const QString& name)
{
m_name = name;
emit(nameChanged(m_name));
}
QString Creature::name() const
{
return m_name;
}
bool Creature::setGender(const Gender gender)
{
if (!m_game->rules()->genderAllowed())
return false;
const Fraction genderFactor = m_species->genderFactor();
switch (gender)
{
case Male:
if (1 <= genderFactor)
return false;
break;
case Female:
if (genderFactor <= 0)
return false;
break;
case Genderless:
if (0 <= genderFactor)
return false;
break;
default:
return false;
}
m_gender = gender;
emit(genderChanged(m_gender));
return true;
}
Creature::Gender Creature::gender() const
{
return m_gender;
}
bool Creature::setLevel(const int level)
{
if ((level <= 0) || (m_game->rules()->maxLevel() < level))
return false;
m_level = level;
m_levelExp = calcLevelExperience(m_species->growth(), m_level);
emit(levelChanged(level));
emit(levelExperienceChanged(m_levelExp));
return true;
}
bool Creature::giveLevels(const int levels)
{
return setLevel(m_level + levels);
}
int Creature::level() const
{
return m_level;
}
int Creature::calcLevel(const Species::Style growth, const long long levelExp)
{
int level = -1;
while (calcLevelExperience(growth, level + 1) < levelExp)
++level;
return level;
}
bool Creature::setLevelExperience(const long long levelExp)
{
if (levelExp < 0)
return false;
const int level = calcLevel(m_species->growth(), levelExp);
if ((level <= 0) || (m_game->rules()->maxLevel() < level))
return false;
m_levelExp = levelExp;
if (level != m_level)
{
m_level = level;
emit(levelChanged(level));
}
emit(levelExperienceChanged(m_levelExp));
return true;
}
bool Creature::giveLevelExperience(const long long levelExp)
{
return setLevelExperience(m_levelExp + levelExp);
}
long long Creature::levelExperience() const
{
return m_levelExp;
}
long long Creature::calcLevelExperience(const Species::Style growth, const int level)
{
if (m_expCache.contains(StyleLevel(growth, level)))
return m_expCache[StyleLevel(growth, level)];
const long long square = level * level;
const long long cube = square * level;
long long exp = -1;
switch (growth)
{
case Species::Fluctuating:
if (level <= 15)
exp = cube * ((24 + (level + 1) / 3) / 50.);
else if (level <= 35)
exp = cube * ((14 + level) / 50.);
else if (level <= 100)
exp = cube * ((32 + (level / 2)) / 50.);
// TODO: better way for further growth?
else if (level <= 102)
exp = cube * (23 + level) / 75;
else
exp = 5 * cube / 3;
break;
case Species::Fading:
exp = 6 * cube / 5 - 15 * square + 100 * level - 140;
break;
case Species::Slow:
exp = 5 * cube / 4;
break;
case Species::Normal:
exp = cube;
break;
case Species::Fast:
exp = 4 * cube / 5;
break;
case Species::Erratic:
{
const double p[] = {0.000, 0.008, 0.014};
if (level <= 50)
exp = cube * ((100 - level) / 50.);
else if (level <= 68)
exp = cube * ((150 - level) / 100.);
else if (level <= 98)
exp = cube * (1.274 - (level / 3) / 50. - p[level % 3]);
else if (level <= 100)
exp = cube * ((160 - level) / 100.);
// TODO: better way for further growth?
else
exp = 3 * cube / 5;
break;
}
default:
break;
}
if (0 <= exp)
m_expCache[StyleLevel(growth, level)] = exp;
return exp;
}
bool Creature::setCurrentHp(const int hp)
{
if ((hp < 0) || (statValue(ST_HP) < hp))
return false;
m_currentHp = hp;
emit(currentHpChanged(m_currentHp));
if (!m_currentHp)
emit(knockedOut());
return true;
}
bool Creature::changeCurrentHp(const int hp)
{
return setCurrentHp(m_currentHp + hp);
}
int Creature::currentHp() const
{
return m_currentHp;
}
bool Creature::setDv(const Stat stat, const int dv)
{
if ((stat == ST_SpecialDefense) && !(m_game->rules()->specialSplit() && m_game->rules()->specialDVSplit()))
return false;
m_dv[stat] = dv;
emit(dvChanged(stat, dv));
return true;
}
int Creature::dv(const Stat stat) const
{
if ((stat == ST_Accuracy) || (stat == ST_Evasion))
return false;
Stat actualStat = stat;
if (stat == ST_SpecialDefense)
{
if (m_game->rules()->specialSplit() && m_game->rules()->specialDVSplit())
actualStat = ST_Special;
else
return false;
}
int dv;
if (valueOfType(QString("stat-dv-%1").arg((m_game->rules()->specialSplit() ? StatGSCStr : StatRBYStr)[actualStat]), &dv) && (dv < (m_game->rules()->specialDVSplit() ? 32 : 16)))
return dv;
return m_dv[actualStat];
}
bool Creature::setStatExperience(const Stat stat, const long long statExp)
{
if ((stat == ST_Accuracy) || (stat == ST_Evasion) || ((stat == ST_SpecialDefense) && !m_game->rules()->specialSplit()))
return false;
if (m_game->rules()->effortValuesAllowed())
{
int evSum = statExp;
for (int i = ST_HP; i <= (m_game->rules()->specialSplit() ? ST_Special : ST_SpecialDefense); ++i)
{
if (i != stat)
evSum += m_statExp[i];
}
if ((m_game->rules()->maxEVPerStat() < statExp) || (m_game->rules()->maxTotalEV() < evSum))
return false;
}
m_statExp[stat] = statExp;
emit(statExperienceChanged(stat, m_statExp[stat]));
return true;
}
bool Creature::giveStatExperience(const Stat stat, const long long statExp)
{
return setStatExperience(stat, m_statExp[stat] + statExp);
}
long long Creature::statExperience(const Stat stat) const
{
long long exp = m_statExp[stat];
valueOfType(QString("stat-experience-%1").arg((m_game->rules()->specialSplit() ? StatGSCStr : StatRBYStr)[stat]), &exp);
return exp;
}
int Creature::statValue(const Stat stat) const
{
Fraction multiplier;
if (stat != ST_HP)
{
foreach (NatureWrapper* nature, m_natures)
multiplier *= nature->stat(stat);
}
return calcStat(m_game, stat, m_level, m_species->baseStat(stat), dv(stat), statExperience(stat), multiplier);
}
int Creature::calcStat(GameWrapper* game, const Stat stat, const int level, const int baseStat, const int dv, const int statExp, const Fraction& multiplier)
{
int statValue = statExp;
if (!game->rules()->effortValuesAllowed() && statValue)
statValue = sqrt(statValue - 1) + 1;
statValue >>= 2;
statValue += baseStat << 1;
if (game->rules()->specialDVSplit())
statValue += dv << 1;
else
statValue += dv;
statValue *= double(level) / game->rules()->maxLevel();
if (stat == ST_HP)
statValue += 10 + level;
else
statValue += 5;
return statValue * multiplier;
}
void Creature::recalcStats()
{
// FIXME?
recalcStat(ST_HP);
recalcStat(ST_Attack);
recalcStat(ST_Defense);
recalcStat(ST_Speed);
if (m_game->rules()->specialSplit())
{
recalcStat(ST_SpecialAttack);
recalcStat(ST_SpecialDefense);
}
else
recalcStat(ST_Special);
}
void Creature::recalcStat(const Stat stat)
{
// FIXME?
emit(statValueChanged(stat, statValue(stat)));
}
bool Creature::addAbility(AbilityWrapper* ability)
{
if ((m_abilities.size() < m_game->rules()->maxAbilities()) && !m_abilities.contains(ability))
{
m_abilities.append(ability);
emit(abilityAdded(ability));
return true;
}
return false;
}
bool Creature::removeAbility(AbilityWrapper* ability)
{
if (m_abilities.contains(ability))
{
m_abilities.removeOne(ability);
emit(abilityRemoved(ability));
return true;
}
return false;
}
QList<AbilityWrapper*> Creature::abilities() const
{
return m_abilities;
}
bool Creature::hasAbility(AbilityWrapper* ability) const
{
return m_abilities.contains(ability);
}
bool Creature::addItems(ItemWrapper* item, const int count, const bool allOrNothing)
{
const int addWeight = count * item->weight();
int end = 0;
if (count < 0)
{
const int diffWeight = itemWeight() + addWeight;
const int diffCount = qMax(0, itemCount() + count);
if ((0 < diffWeight) && (0 < diffCount))
end = count;
else if (!allOrNothing)
{
const int weightUnderflow = qAbs(diffWeight);
const int countUnderflow = diffCount;
end = count + qMax((weightUnderflow / item->weight()) - !!(weightUnderflow % item->weight()), countUnderflow);
}
}
else if (0 < count)
{
const int diffWeight = m_species->weight() - (itemWeight() + addWeight);
const int diffCount = m_game->rules()->maxHeldItems() - (itemCount() + count);
if ((0 < diffWeight) && (0 < diffCount))
end = count;
else if (!allOrNothing)
{
const int weightOverflow = qAbs(diffWeight);
const int countOverflow = diffCount;
end = count - qMax((weightOverflow / item->weight()) - !!(countOverflow % item->weight()), countOverflow);
}
}
end = qBound(qMin(0, count), end, qMax(count, 0));
if (end)
{
m_items[item] += end;
if (!m_items[item])
m_items.remove(item);
emit(itemsAdded(item, end));
}
return count - end;
}
QList<ItemWrapper*> Creature::items() const
{
return m_items.keys();
}
int Creature::itemWeight() const
{
int weight = 0;
QList<ItemWrapper*> items = m_items.keys();
foreach (ItemWrapper* curItem, items)
weight += curItem->weight() * m_items[curItem];
return weight;
}
int Creature::itemCount() const
{
int count = 0;
QList<ItemWrapper*> items = m_items.keys();
foreach (ItemWrapper* curItem, items)
count += m_items[curItem];
return count;
}
int Creature::hasItem(ItemWrapper* item) const
{
return m_items.count(item);
}
bool Creature::addMove(MoveWrapper* move)
{
bool canLearn = false;
for (int i = 0; !canLearn && (i < m_species->moveCount()); ++i)
{
if (m_species->move(i)->move() == move)
canLearn = true;
}
if (canLearn && (m_moves.size() < m_game->rules()->maxMoves()) && !m_moves.contains(move))
{
m_moves.append(move);
emit(moveAdded(move));
return true;
}
return false;
}
bool Creature::removeMove(MoveWrapper* move)
{
if (m_moves.contains(move) && (1 < m_moves.size()))
{
m_moves.removeOne(move);
emit(moveRemoved(move));
return true;
}
return false;
}
QList<MoveWrapper*> Creature::moves() const
{
return m_moves;
}
bool Creature::hasMove(MoveWrapper* move) const
{
return m_moves.contains(move);
}
bool Creature::addNature(NatureWrapper* nature)
{
if ((m_natures.size() < m_game->rules()->maxNatures()) && !m_natures.contains(nature))
{
m_natures.append(nature);
emit(natureAdded(nature));
return true;
}
return false;
}
bool Creature::removeNature(NatureWrapper* nature)
{
if (m_natures.contains(nature))
{
m_natures.removeOne(nature);
emit(natureRemoved(nature));
return true;
}
return false;
}
QList<NatureWrapper*> Creature::natures() const
{
return m_natures;
}
bool Creature::hasNature(NatureWrapper* nature) const
{
return m_natures.contains(nature);
}
bool Creature::addStatus(StatusWrapper* status)
{
if (!m_status.contains(status))
{
m_status.append(status);
emit(statusAdded(status));
return true;
}
return false;
}
bool Creature::removeStatus(StatusWrapper* status)
{
if (m_status.contains(status))
{
m_status.removeOne(status);
emit(statusRemoved(status));
return true;
}
return false;
}
QList<StatusWrapper*> Creature::status() const
{
return m_status;
}
bool Creature::hasStatus(StatusWrapper* status) const
{
return m_status.contains(status);
}
void Creature::completeData()
{
// TODO
if (!m_name.isEmpty())
m_name = m_species->name();
if (m_gender == Undecided)
{
if (!m_game->rules()->genderAllowed() || (m_species->genderFactor() < 0))
m_gender = Genderless;
else
m_gender = (m_species->genderFactor().poll() ? Female : Male);
}
completeStats();
completeAbilities();
completeItems();
completeMoves();
completeNatures();
makeConnections();
emit(initialized());
}
void Creature::completeStats()
{
if (m_game->rules()->specialSplit() && m_game->rules()->specialDVSplit())
{
for (int i = ST_HP; i <= ST_SpecialDefense; ++i)
m_dv[i] = qrand() & 31;
}
else
{
for (int i = ST_Attack; i <= ST_Special; ++i)
m_dv[i] = qrand() & 15;
m_dv[ST_HP] = ((m_dv[ST_Attack] & 1) << 3) + ((m_dv[ST_Defense] & 1) << 2) + ((m_dv[ST_Speed] & 1) << 1) + (m_dv[ST_Special] & 1);
}
}
void Creature::completeAbilities()
{
Hat<AbilityWrapper*> abilityHat = m_species->abilityHat();
while ((m_abilities.size() < game()->rules()->maxAbilities()) && abilityHat.count())
addAbility(abilityHat.takeAndClear());
}
void Creature::completeItems()
{
Hat<ItemWrapper*> itemHat = m_species->itemHat();
int i = 0;
while ((i < m_game->rules()->maxHeldItems()) && itemHat.count())
{
if (m_species->itemChance().poll())
{
ItemWrapper* item = itemHat.pick();
if (addItems(item, 1))
++i;
else
itemHat.setCount(item, 0);
}
else
++i;
}
}
void Creature::completeMoves()
{
QMap<int, MoveWrapper*> moves;
for (int i = 0; i < m_species->moveCount(); ++i)
{
SpeciesMoveWrapper* move = m_species->move(i);
bool isWild = false;
const int level = (valueOfType("wild", &isWild) && isWild) ? move->wild() : move->level();
if ((0 <= level) && (level <= m_level))
moves[level] = move->move();
}
// TODO: give the moves to the creature
}
void Creature::completeNatures()
{
Hat<NatureWrapper*> natureHat = game()->natureHat();
while ((m_natures.size() < m_game->rules()->maxNatures()) && natureHat.count())
addNature(natureHat.takeAndClear());
}
void Creature::makeConnections()
{
connect(this, SIGNAL(levelChanged(int)), SLOT(recalcStats()));
connect(this, SIGNAL(natureAdded(NatureWrapper*)), SLOT(recalcStats()));
connect(this, SIGNAL(natureRemoved(NatureWrapper*)), SLOT(recalcStats()));
connect(this, SIGNAL(dvChanged(Stat, int)), SLOT(recalcStat(Stat)));
connect(this, SIGNAL(statExperienceChanged(Stat, long long)), SLOT(recalcStat(Stat)));
}
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