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activity_actor_definitions.h
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#pragma once
#ifndef CATA_SRC_ACTIVITY_ACTOR_DEFINITIONS_H
#define CATA_SRC_ACTIVITY_ACTOR_DEFINITIONS_H
#include <algorithm>
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <utility>
#include <vector>
#include "activity_type.h"
#include "calendar.h"
#include "character.h"
#include "clone_ptr.h"
#include "contents_change_handler.h"
#include "handle_liquid.h"
#include "item.h"
#include "itype.h"
#include "item_location.h"
#include "memory_fast.h"
#include "pickup.h"
#include "point.h"
#include "recipe.h"
#include "string_id.h"
#include "type_id.h"
#include "units.h"
#include "units_fwd.h"
#include "vehicle.h"
#include "activity_actor.h"
class Character;
class Creature;
class JsonOut;
class avatar;
class npc;
class SkillLevel;
class player_activity;
struct islot_book;
class aim_activity_actor : public activity_actor
{
private:
std::optional<item> fake_weapon;
std::vector<tripoint_bub_ms> fin_trajectory;
public:
std::string action;
int aif_duration = 0; // Counts aim-and-fire duration
bool aiming_at_critter = false; // Whether aiming at critter or a tile
bool should_unload_RAS = false;
bool snap_to_target = false;
/* Item location for RAS weapon reload */
item_location reload_loc = item_location();
bool shifting_view = false;
tripoint_rel_ms initial_view_offset;
/** Target UI requested to abort aiming */
bool aborted = false;
/** if true abort if no targets are available when re-entering aiming ui after shooting */
bool abort_if_no_targets = false;
/**
* Target UI requested to abort aiming and reload weapon
* Implies aborted = true
*/
bool reload_requested = false;
/**
* A friendly creature may enter line of fire during aim-and-shoot,
* and that generates a warning to proceed/abort. If player decides to
* proceed, that creature is saved in this vector to prevent the same warning
* from popping up on the following turn(s).
*/
std::vector<weak_ptr_fast<Creature>> acceptable_losses; // NOLINT(cata-serialize)
aim_activity_actor();
/** Aiming wielded gun */
static aim_activity_actor use_wielded();
/** Aiming fake gun provided by a bionic */
static aim_activity_actor use_bionic( const item &fake_gun );
/** Aiming fake gun provided by a mutation */
static aim_activity_actor use_mutation( const item &fake_gun );
activity_id get_type() const override {
return activity_id( "ACT_AIM" );
}
void start( player_activity &act, Character &who ) override;
bool check_gun_ability_to_shoot( Character &who, item &it );
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<aim_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
item_location get_weapon();
void restore_view() const;
// Load/unload a RELOAD_AND_SHOOT weapon
bool load_RAS_weapon();
void unload_RAS_weapon();
};
class autodrive_activity_actor : public activity_actor
{
private:
// The player's vehicle, updated at the very start.
// Will be updated again if, e.g., the player gets unboarded,
// to make sure the pointer is still valid; the pointer might be invalid due to summoning despawn.
vehicle *player_vehicle = nullptr;
// Update player_vehicle; will set it to nullptr if the player no longer has a vehicle.
void update_player_vehicle( Character & );
public:
autodrive_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_AUTODRIVE" );
}
void start( player_activity &, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void canceled( player_activity &, Character & ) override;
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<autodrive_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class gunmod_remove_activity_actor : public activity_actor
{
private:
int moves_total;
item_location gun;
int gunmod_idx;
public:
gunmod_remove_activity_actor(
int moves_total,
const item_location &gun,
int gunmod_idx
) : moves_total( moves_total ), gun( gun ), gunmod_idx( gunmod_idx ) {}
activity_id get_type() const override {
return activity_id( "ACT_GUNMOD_REMOVE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<gunmod_remove_activity_actor>( *this );
}
static bool gunmod_unload( Character &who, item &gunmod );
static void gunmod_remove( Character &who, item &gun, item &mod );
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class hacksaw_activity_actor : public activity_actor
{
public:
explicit hacksaw_activity_actor( const tripoint_bub_ms &target,
const item_location &tool ) : target( target ), tool( tool ) {};
explicit hacksaw_activity_actor( const tripoint_bub_ms &target, const itype_id &type,
const tripoint_bub_ms &veh_pos ) : target( target ), type( type ), veh_pos( veh_pos ) {};
activity_id get_type() const override {
return activity_id( "ACT_HACKSAW" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &/*act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<hacksaw_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint_bub_ms target;
item_location tool;
std::optional<itype_id> type;
std::optional<tripoint_bub_ms> veh_pos;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override;
};
class hacking_activity_actor : public activity_actor
{
public:
explicit hacking_activity_actor( const item_location &tool ): tool( tool ) {};
activity_id get_type() const override {
return activity_id( "ACT_HACKING" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<hacking_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
item_location tool;
};
class bookbinder_copy_activity_actor: public activity_actor
{
private:
item_location book_binder;
recipe_id rec_id;
int pages = 0;
public:
bookbinder_copy_activity_actor() = default;
bookbinder_copy_activity_actor(
const item_location &book_binder,
const recipe_id &rec_id
) : book_binder( book_binder ), rec_id( rec_id ) {};
activity_id get_type() const override {
return activity_id( "ACT_BINDER_COPY_RECIPE" );
}
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const bookbinder_copy_activity_actor &act = static_cast<const bookbinder_copy_activity_actor &>
( other );
return rec_id == act.rec_id && book_binder == act.book_binder;
}
static int pages_for_recipe( const recipe &r ) {
return 1 + r.difficulty / 2;
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character &p ) override;
void finish( player_activity &act, Character &p ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<bookbinder_copy_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class data_handling_activity_actor: public activity_actor
{
public:
explicit data_handling_activity_actor() = default;
explicit data_handling_activity_actor( const item_location &, const std::vector<item_location> & );
activity_id get_type() const override {
return activity_id( "ACT_DATA_HANDLING" );
}
bool can_resume_with_internal( const activity_actor &, const Character & ) const override {
return false;
}
void start( player_activity &, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &, Character & ) override;
void canceled( player_activity &, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<data_handling_activity_actor>( *this );
}
void serialize( JsonOut & ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue & );
private:
static constexpr time_duration time_per_card = 1_minutes;
item_location recorder;
std::vector<item_location> targets;
time_duration time_until_next_card = 0_seconds;
int handled_cards = 0;
int encrypted_cards = 0;
int downloaded_photos = 0;
int downloaded_songs = 0;
std::vector<recipe_id> downloaded_recipes;
int downloaded_extended_photos = 0;
int downloaded_monster_photos = 0;
};
class hotwire_car_activity_actor : public activity_actor
{
private:
int moves_total;
/**
* Position of first vehicle part; used to identify the vehicle
* TODO: find something more reliable (to cover cases when vehicle is moved/damaged)
*/
tripoint_abs_ms target;
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const hotwire_car_activity_actor &a = static_cast<const hotwire_car_activity_actor &>( other );
return target == a.target && moves_total == a.moves_total;
}
public:
hotwire_car_activity_actor( int moves_total,
const tripoint_abs_ms &target ): moves_total( moves_total ),
target( target ) {}
activity_id get_type() const override {
return activity_id( "ACT_HOTWIRE_CAR" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<hotwire_car_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class glide_activity_actor : public activity_actor
{
private:
int jump_direction;
int glide_distance;
int moved_tiles = 0;
int moves_total = to_moves<int>( 1_seconds );
explicit glide_activity_actor() = default;
public:
explicit glide_activity_actor( Character *you, int jump_direction, int glide_distance );
activity_id get_type() const override {
return activity_id( "ACT_GLIDE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &act, Character &you ) override;
void finish( player_activity &act, Character &you ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<glide_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class bikerack_racking_activity_actor : public activity_actor
{
private:
int moves_total = to_moves<int>( 5_minutes );
tripoint_bub_ms parent_vehicle_pos;
tripoint_bub_ms racked_vehicle_pos;
std::vector<int> racks;
explicit bikerack_racking_activity_actor() = default;
public:
explicit bikerack_racking_activity_actor( const vehicle &parent_vehicle,
const vehicle &racked_vehicle, const std::vector<int> &racks );
activity_id get_type() const override {
return activity_id( "ACT_BIKERACK_RACKING" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<bikerack_racking_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class bikerack_unracking_activity_actor : public activity_actor
{
private:
int moves_total = to_moves<int>( 5_minutes );
tripoint_bub_ms parent_vehicle_pos;
std::vector<int> parts;
std::vector<int> racks;
explicit bikerack_unracking_activity_actor() = default;
public:
explicit bikerack_unracking_activity_actor( const vehicle &parent_vehicle,
const std::vector<int> &parts, const std::vector<int> &racks );
activity_id get_type() const override {
return activity_id( "ACT_BIKERACK_UNRACKING" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<bikerack_unracking_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class read_activity_actor : public activity_actor
{
public:
enum class book_type : int { normal, martial_art };
read_activity_actor() = default;
explicit read_activity_actor(
time_duration read_time, item_location &book, item_location &ereader,
bool continuous = false, int learner_id = -1 )
: moves_total( to_moves<int>( read_time ) ), book( book ), ereader( ereader ),
continuous( continuous ), learner_id( learner_id ) {};
activity_id get_type() const override {
return activity_id( "ACT_READ" );
}
static void read_book( Character &learner, const cata::value_ptr<islot_book> &islotbook,
SkillLevel &skill_level, double penalty );
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::string get_progress_message( const player_activity & ) const override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<read_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
int moves_total;
item_location book;
std::optional<book_type> bktype; // NOLINT(cata-serialize)
// Using an electronic book reader
item_location ereader;
bool using_ereader = false;
// Read until the learner with this ID gets a level
bool continuous = false;
int learner_id = -1;
// Will return true if activity must be set to null
bool player_read( avatar &you );
bool player_readma( avatar &you ); // Martial arts book
bool npc_read( npc &learner );
bool can_resume_with_internal( const activity_actor &other,
const Character & ) const override;
};
class move_items_activity_actor : public activity_actor
{
private:
std::vector<item_location> target_items;
std::vector<int> quantities;
bool to_vehicle;
tripoint_rel_ms relative_destination;
bool hauling_mode;
public:
move_items_activity_actor( std::vector<item_location> target_items, std::vector<int> quantities,
bool to_vehicle, tripoint_rel_ms relative_destination, bool hauling_mode = false ) :
target_items( std::move( target_items ) ), quantities( std::move( quantities ) ),
to_vehicle( to_vehicle ),
relative_destination( relative_destination ),
hauling_mode( hauling_mode ) {}
activity_id get_type() const override {
return activity_id( "ACT_MOVE_ITEMS" );
}
void start( player_activity &, Character & ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &, Character & ) override {}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<move_items_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class pickup_activity_actor : public activity_actor
{
private:
/** Target items and the quantities thereof */
std::vector<item_location> target_items;
std::vector<int> quantities;
Pickup::pick_info info;
/**
* Position of the character when the activity is started. This is
* stored so that we can cancel the activity if the player moves
* (e.g. if the player is in a moving vehicle). This should be null
* if not grabbing from the ground.
*/
std::optional<tripoint_bub_ms> starting_pos;
public:
pickup_activity_actor( const std::vector<item_location> &target_items,
const std::vector<int> &quantities,
const std::optional<tripoint_bub_ms> &starting_pos,
bool autopickup ) : target_items( target_items ),
quantities( quantities ), starting_pos( starting_pos ), stash_successful( true ),
autopickup( autopickup ) {}
/**
* Used to check at the end of a pickup activity if the character was able
* to stash everything. If not, a message is displayed to clarify.
*/
bool stash_successful;
bool autopickup;
activity_id get_type() const override {
return activity_id( "ACT_PICKUP" );
}
void start( player_activity &, Character & ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &, Character & ) override {}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<pickup_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
bool do_drop_invalid_inventory() const override {
return false;
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class boltcutting_activity_actor : public activity_actor
{
public:
explicit boltcutting_activity_actor( const tripoint &target,
const item_location &tool ) : target( target ), tool( tool ) {};
activity_id get_type() const override {
return activity_id( "ACT_BOLTCUTTING" );
}
void start( player_activity &act, Character &/*who*/ ) override;
void do_turn( player_activity &/*act*/, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<boltcutting_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint target;
item_location tool;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const boltcutting_activity_actor &actor = static_cast<const boltcutting_activity_actor &>
( other );
return actor.target == target && actor.tool == tool;
}
};
class lockpick_activity_actor : public activity_actor
{
private:
int moves_total;
std::optional<item_location> lockpick;
std::optional<item> fake_lockpick;
tripoint_abs_ms target;
lockpick_activity_actor(
int moves_total,
const std::optional<item_location> &lockpick,
const std::optional<item> &fake_lockpick,
const tripoint_abs_ms &target
) : moves_total( moves_total ), lockpick( lockpick ), fake_lockpick( fake_lockpick ),
target( target ) {}
public:
/** Use regular lockpick. */
static lockpick_activity_actor use_item(
int moves_total,
const item_location &lockpick,
const tripoint_abs_ms &target
);
/** Use bionic lockpick. */
static lockpick_activity_actor use_bionic(
const tripoint_abs_ms &target
);
activity_id get_type() const override {
return activity_id( "ACT_LOCKPICK" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
static std::optional<tripoint_bub_ms> select_location( avatar &you );
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<lockpick_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class ebooksave_activity_actor : public activity_actor
{
public:
explicit ebooksave_activity_actor( const std::vector<item_location> &books,
const item_location &ereader ) :
books( books ), ereader( ereader ) {};
activity_id get_type() const override {
return activity_id( "ACT_EBOOKSAVE" );
}
static int pages_in_book( const itype_id &book ) {
// an A4 sheet weights roughly 5 grams
return std::max( 1, static_cast<int>( units::to_gram( book->weight ) / 5 ) );
};
static int total_pages( const std::vector<item_location> &books );
static time_duration required_time( const std::vector<item_location> &books );
static int required_charges( const std::vector<item_location> &books,
const item_location &ereader );
void start( player_activity &act, Character &/*who*/ ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<ebooksave_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
/**
* All remaining books left to scan.
* After a book is fully scanned to ereader, this list is modified so that the scanned book is removed from here.
*/
std::vector<item_location> books;
item_location ereader;
/** How many books this activity has scanned to ereader so far. */
int handled_books = 0;
/** How much time is left on this book until it is fully scanned and we can move on to the next book. */
int turns_left_on_current_book = 0;
static constexpr time_duration time_per_page = 5_seconds;
// Every 25 pages requires one charge of the ereader
static constexpr int pages_per_charge = 25;
void start_scanning_next_book( player_activity &act );
void completed_scanning_current_book( player_activity &act, Character &who );
};
class migration_cancel_activity_actor : public activity_actor
{
public:
migration_cancel_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_MIGRATION_CANCEL" );
}
void start( player_activity &, Character & ) override {}
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &, Character & ) override {}
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<migration_cancel_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class open_gate_activity_actor : public activity_actor
{
private:
int moves_total;
tripoint_bub_ms placement;
/**
* @pre @p other is a open_gate_activity_actor
*/
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const open_gate_activity_actor &og_actor = static_cast<const open_gate_activity_actor &>( other );
return placement == og_actor.placement;
}
public:
open_gate_activity_actor( int gate_moves, const tripoint_bub_ms &gate_placement ) :
moves_total( gate_moves ), placement( gate_placement ) {}
activity_id get_type() const override {
return activity_id( "ACT_OPEN_GATE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<open_gate_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class consume_activity_actor : public activity_actor
{
private:
item_location consume_location;
item consume_item;
std::vector<int> consume_menu_selections;
std::vector<item_location> consume_menu_selected_items;
std::string consume_menu_filter;
bool canceled = false;
activity_id type;
/**
* @pre @p other is a consume_activity_actor
*/
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const consume_activity_actor &c_actor = static_cast<const consume_activity_actor &>( other );
return consume_location == c_actor.consume_location &&
canceled == c_actor.canceled && &consume_item == &c_actor.consume_item;
}
public:
consume_activity_actor( const item_location &consume_location,
std::vector<int> consume_menu_selections,
const std::vector<item_location> &consume_menu_selected_items,
const std::string &consume_menu_filter, activity_id type ) :
consume_location( consume_location ),
consume_menu_selections( std::move( consume_menu_selections ) ),
consume_menu_selected_items( consume_menu_selected_items ),
consume_menu_filter( consume_menu_filter ),
type( type ) {}
explicit consume_activity_actor( const item_location &consume_location ) :
consume_location( consume_location ) {}
explicit consume_activity_actor( const item &consume_item ) :
consume_item( consume_item ) {}
activity_id get_type() const override {
return activity_id( "ACT_CONSUME" );
}
void start( player_activity &act, Character &guy ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character & ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<consume_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class try_sleep_activity_actor : public activity_actor
{
private:
bool disable_query = false;
time_duration duration;
public:
/*
* @param dur Total duration, from when the character starts
* trying to fall asleep toexplicit explicit when they're supposed to wake up
*/
explicit try_sleep_activity_actor( const time_duration &dur ) : duration( dur ) {}
activity_id get_type() const override {
return activity_id( "ACT_TRY_SLEEP" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
void canceled( player_activity &, Character &who ) override;
void query_keep_trying( player_activity &act, Character &who );
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<try_sleep_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override {
return std::string();
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class safecracking_activity_actor : public activity_actor
{
public:
explicit safecracking_activity_actor( const tripoint &safe ) : safe( safe ) {};
activity_id get_type() const override {
return activity_id( "ACT_CRACKING" );
}
static time_duration safecracking_time( const Character &who );
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &act, Character &who ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<safecracking_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
private:
tripoint safe;
int exp_step = 0;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const safecracking_activity_actor &actor = static_cast<const safecracking_activity_actor &>
( other );
return actor.safe == safe;
}
};
class unload_activity_actor : public activity_actor
{
private:
int moves_total;
item_location target;
public:
unload_activity_actor( int moves_total, const item_location &target ) :
moves_total( moves_total ), target( target ) {}
activity_id get_type() const override {
return activity_id( "ACT_UNLOAD" );
}
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const unload_activity_actor &act = static_cast<const unload_activity_actor &>( other );
return target == act.target;
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {}
void finish( player_activity &act, Character &who ) override;
/** Unloads the magazine instantly. Can be called without an activity. May destroy the item. */
static void unload( Character &who, item_location &target );
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<unload_activity_actor>( *this );
}
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class craft_activity_actor : public activity_actor
{
private:
craft_activity_actor() = default;
item_location craft_item;
bool is_long;
float activity_override = NO_EXERCISE;
std::optional<requirement_data> cached_continuation_requirements; // NOLINT(cata-serialize)
float cached_crafting_speed; // NOLINT(cata-serialize)
int cached_assistants; // NOLINT(cata-serialize)
double cached_base_total_moves; // NOLINT(cata-serialize)
double cached_cur_total_moves; // NOLINT(cata-serialize)
float cached_workbench_multiplier; // NOLINT(cata-serialize)
bool use_cached_workbench_multiplier; // NOLINT(cata-serialize)
bool check_if_craft_okay( item_location &craft_item, Character &crafter );
public:
craft_activity_actor( item_location &it, bool is_long );
activity_id get_type() const override {
return activity_id( "ACT_CRAFT" );
}
void start( player_activity &act, Character &crafter ) override;
void do_turn( player_activity &act, Character &crafter ) override;
void finish( player_activity &act, Character &crafter ) override;
void canceled( player_activity &/*act*/, Character &/*who*/ ) override;
std::unique_ptr<activity_actor> clone() const override {
return std::make_unique<craft_activity_actor>( *this );
}
std::string get_progress_message( const player_activity & ) const override;
float exertion_level() const override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonValue &jsin );
};
class workout_activity_actor : public activity_actor
{
private:
bool disable_query = false; // disables query, continue as long as possible
bool rest_mode = false; // work or rest during training session
time_duration duration;
tripoint_bub_ms location;
time_point stop_time; // can resume if time apart is not above
activity_id act_id = activity_id( "ACT_WORKOUT_LIGHT" ); // variable activities
int intensity_modifier = 1;
int elapsed = 0;
public:
explicit workout_activity_actor( const tripoint &loc ) : location( loc ) {}
// can assume different sub-activities
activity_id get_type() const override {
return act_id;
}
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const workout_activity_actor &w_actor = static_cast<const workout_activity_actor &>( other );
return ( location == w_actor.location && calendar::turn - stop_time <= 10_minutes );
}