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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 "activity_actor.h"
#include "coordinates.h"
#include "item_handling_util.h"
#include "memory_fast.h"
#include "pickup_token.h"
#include "location_ptr.h"
#include "locations.h"
#include "point.h"
#include "type_id.h"
#include "units_energy.h"
class Creature;
class vehicle;
class aim_activity_actor : public activity_actor
{
private:
location_ptr<item> fake_weapon;
units::energy bp_cost_per_shot = 0_J;
int stamina_cost_per_shot = 0;
std::vector<tripoint> 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 snap_to_target = false;
bool shifting_view = false;
tripoint initial_view_offset;
/** Target UI requested to abort aiming */
bool aborted = false;
/** RELOAD_AND_SHOOT weapon is kept loaded by the activity */
bool loaded_RAS_weapon = false;
/** Item location for RAS weapon reload */
safe_reference<item> reload_loc;
/** 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;
aim_activity_actor();
/** Aiming wielded gun */
static std::unique_ptr<aim_activity_actor> use_wielded();
/** Aiming fake gun provided by a bionic */
static std::unique_ptr<aim_activity_actor> use_bionic( detached_ptr<item> &&fake_gun,
const units::energy &cost_per_shot );
/** Aiming fake gun provided by a mutation */
static std::unique_ptr<aim_activity_actor> use_mutation( detached_ptr<item> &&fake_gun );
activity_id get_type() const override {
return activity_id( "ACT_AIM" );
}
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;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
item *get_weapon();
void restore_view();
// Load/unload a RELOAD_AND_SHOOT weapon
bool load_RAS_weapon();
void unload_RAS_weapon();
};
class autodrive_activity_actor : public activity_actor
{
private:
vehicle *player_vehicle = nullptr;
public:
autodrive_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_AUTODRIVE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void canceled( player_activity &, Character & ) override;
void finish( player_activity &act, Character & ) override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class dig_activity_actor : public activity_actor
{
private:
int moves_total;
/** location of the dig **/
tripoint location;
std::string result_terrain;
tripoint byproducts_location;
int byproducts_count;
std::string byproducts_item_group;
/**
* Returns true if @p other and `this` are "equivalent" in the sense that
* `this` can be resumed instead of starting @p other.
*/
bool equivalent_activity( const dig_activity_actor &other ) const {
return location == other.location &&
result_terrain == other.result_terrain &&
byproducts_location == other.byproducts_location &&
byproducts_count == other.byproducts_count &&
byproducts_item_group == other.byproducts_item_group;
}
/**
* @pre @p other is a `dig_activity_actor`
*/
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const dig_activity_actor &d_actor = static_cast<const dig_activity_actor &>( other );
return equivalent_activity( d_actor );
}
public:
dig_activity_actor(
int dig_moves, const tripoint &dig_loc,
const std::string &resulting_ter, const tripoint &dump_loc,
int dump_spawn_count, const std::string &dump_item_group
):
moves_total( dig_moves ), location( dig_loc ),
result_terrain( resulting_ter ),
byproducts_location( dump_loc ),
byproducts_count( dump_spawn_count ),
byproducts_item_group( dump_item_group ) {}
activity_id get_type() const override {
return activity_id( "ACT_DIG" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class dig_channel_activity_actor : public activity_actor
{
private:
int moves_total;
/** location of the dig **/
tripoint location;
std::string result_terrain;
tripoint byproducts_location;
int byproducts_count;
std::string byproducts_item_group;
/**
* Returns true if @p other and `this` are "equivalent" in the sense that
* `this` can be resumed instead of starting @p other.
*/
bool equivalent_activity( const dig_channel_activity_actor &other ) const {
return location == other.location &&
result_terrain == other.result_terrain &&
byproducts_location == other.byproducts_location &&
byproducts_count == other.byproducts_count &&
byproducts_item_group == other.byproducts_item_group;
}
/**
* @pre @p other is a `dig_activity_actor`
*/
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const dig_channel_activity_actor &dc_actor = static_cast<const dig_channel_activity_actor &>
( other );
return equivalent_activity( dc_actor );
}
public:
dig_channel_activity_actor(
int dig_moves, const tripoint &dig_loc,
const std::string &resulting_ter, const tripoint &dump_loc,
int dump_spawn_count, const std::string &dump_item_group
):
moves_total( dig_moves ), location( dig_loc ),
result_terrain( resulting_ter ),
byproducts_location( dump_loc ),
byproducts_count( dump_spawn_count ),
byproducts_item_group( dump_item_group ) {}
activity_id get_type() const override {
return activity_id( "ACT_DIG_CHANNEL" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override;
void finish( player_activity &act, Character &who ) override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class disassemble_activity_actor : public activity_actor
{
private:
std::vector<iuse_location> targets;
tripoint_abs_ms pos;
bool recursive = false;
int initial_num_targets = 0;
public:
disassemble_activity_actor() = default;
disassemble_activity_actor(
std::vector<iuse_location> &&targets,
tripoint_abs_ms pos,
bool recursive
) : targets( std::move( targets ) ), pos( pos ), recursive( recursive ) {}
~disassemble_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_DISASSEMBLE" );
}
void start( player_activity &act, Character &who ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &who ) override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
act_progress_message get_progress_message(
const player_activity &, const Character & ) const override;
bool try_start_single( player_activity &act, Character &who );
int calc_num_targets() const;
};
class drop_activity_actor : public activity_actor
{
private:
std::list<pickup::act_item> items;
bool force_ground = false;
tripoint relpos;
public:
drop_activity_actor() = default;
drop_activity_actor( Character &ch, const drop_locations &items,
bool force_ground, const tripoint &relpos );
activity_id get_type() const override {
return activity_id( "ACT_DROP" );
}
void start( player_activity &, Character & ) override;
void do_turn( player_activity &, Character &who ) override;
void finish( player_activity &, Character & ) override {};
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class hacking_activity_actor : public activity_actor
{
private:
bool using_bionic = false;
public:
struct use_bionic {};
hacking_activity_actor() = default;
hacking_activity_actor( use_bionic );
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;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class hacksaw_activity_actor : public activity_actor
{
public:
explicit hacksaw_activity_actor( const tripoint &target,
const safe_reference<item> &tool ) : target( target ), tool( tool ) {};
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;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint target;
safe_reference<item> tool;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const hacksaw_activity_actor &actor = static_cast<const hacksaw_activity_actor &>
( other );
return actor.target == target;
}
};
class boltcutting_activity_actor : public activity_actor
{
public:
explicit boltcutting_activity_actor( const tripoint &target,
const safe_reference<item> 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;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false;
private:
tripoint target;
safe_reference<item> 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;
safe_reference<item> lockpick;
location_ptr<item> fake_lockpick;
tripoint target;
lockpick_activity_actor(
int moves_total,
safe_reference<item> lockpick,
detached_ptr<item> &&fake_lockpick,
const tripoint &target
) : moves_total( moves_total ), lockpick( lockpick ), fake_lockpick( new fake_item_location() ),
target( target ) {
this->fake_lockpick = std::move( fake_lockpick );
};
public:
/** Use regular lockpick. 'target' is in global coords */
static std::unique_ptr<lockpick_activity_actor> use_item(
int moves_total,
item &lockpick,
const tripoint &target
);
/** Use bionic lockpick. 'target' is in global coords */
static std::unique_ptr<lockpick_activity_actor> use_bionic(
detached_ptr<item> &&fake_lockpick,
const tripoint &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 bool is_pickable( const tripoint &p );
static std::optional<tripoint> select_location( avatar &you );
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
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 {};
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class move_items_activity_actor : public activity_actor
{
private:
std::vector<safe_reference<item>> target_items;
std::vector<int> quantities;
bool to_vehicle;
tripoint relative_destination;
public:
move_items_activity_actor( std::vector<item *> items, std::vector<int> quantities,
bool to_vehicle, tripoint relative_destination ) :
quantities( quantities ), to_vehicle( to_vehicle ),
relative_destination( relative_destination ) {
for( item *&it : items ) {
target_items.emplace_back( it );
}
}
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 {};
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class toggle_gate_activity_actor : public activity_actor
{
private:
int moves_total;
tripoint placement;
/**
* @pre @p other is a toggle_gate_activity_actor
*/
bool can_resume_with_internal( const activity_actor &other, const Character & ) const override {
const toggle_gate_activity_actor &og_actor = static_cast<const toggle_gate_activity_actor &>
( other );
return placement == og_actor.placement;
}
public:
toggle_gate_activity_actor( int gate_moves, const tripoint &gate_placement ) :
moves_total( gate_moves ), placement( gate_placement ) {}
activity_id get_type() const override {
return activity_id( "ACT_TOGGLE_GATE" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character & ) override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class pickup_activity_actor : public activity_actor
{
private:
/** Target items and the quantities thereof */
std::vector<pickup::pick_drop_selection> target_items;
/**
* 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> starting_pos;
public:
pickup_activity_actor( const std::vector<pickup::pick_drop_selection> &target_items,
const std::optional<tripoint> &starting_pos )
: target_items( target_items )
, starting_pos( starting_pos ) {}
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 {};
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class stash_activity_actor : public activity_actor
{
private:
std::list<pickup::act_item> items;
tripoint relpos;
public:
stash_activity_actor() = default;
stash_activity_actor( Character &ch, const drop_locations &items, const tripoint &relpos );
activity_id get_type() const override {
return activity_id( "ACT_STASH" );
}
void start( player_activity &, Character & ) override;
void do_turn( player_activity &, Character &who ) override;
void finish( player_activity &, Character & ) override {};
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class throw_activity_actor : public activity_actor
{
private:
safe_reference<item> target;
std::optional<tripoint> blind_throw_from_pos;
public:
throw_activity_actor() = default;
throw_activity_actor(
item &target,
std::optional<tripoint> blind_throw_from_pos
) : target( &target ),
blind_throw_from_pos( blind_throw_from_pos ) {}
~throw_activity_actor() = default;
activity_id get_type() const override {
return activity_id( "ACT_THROW" );
}
void start( player_activity &, Character & ) override {};
void do_turn( player_activity &act, Character &who ) override;
void finish( player_activity &, Character & ) override {};
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class wash_activity_actor : public activity_actor
{
private:
iuse_locations targets;
int moves_total = 0;
public:
wash_activity_actor() = default;
wash_activity_actor( const iuse_locations &targets, int moves_total ) :
targets( targets ), moves_total( moves_total ) {};
activity_id get_type() const override {
return activity_id( "ACT_WASH" );
}
void start( player_activity &act, Character & ) override;
void do_turn( player_activity &, Character & ) override {};
void finish( player_activity &act, Character &who ) override;
void serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
};
class oxytorch_activity_actor : public activity_actor
{
public:
explicit oxytorch_activity_actor( const tripoint &target,
const safe_reference<item> &tool ) : target( target ), tool( tool ) {};
activity_id get_type() const override {
return activity_id( "ACT_OXYTORCH" );
}
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 serialize( JsonOut &jsout ) const override;
static std::unique_ptr<activity_actor> deserialize( JsonIn &jsin );
// debugmsg causes a backtrace when fired during cata_test
bool testing = false; // NOLINT(cata-serialize)
private:
tripoint target;
safe_reference<item> tool;
bool can_resume_with_internal( const activity_actor &other,
const Character &/*who*/ ) const override {
const oxytorch_activity_actor &actor = static_cast<const oxytorch_activity_actor &>
( other );
return actor.target == target;
}
};
#endif // CATA_SRC_ACTIVITY_ACTOR_DEFINITIONS_H