//====== Copyright ©, Valve Corporation, All rights reserved. ======= // // Purpose: CItemSelectionCriteria, which serves as a criteria for selection // of a econ item // //============================================================================= #ifndef ITEM_SELECTION_CRITERIA_H #define ITEM_SELECTION_CRITERIA_H #ifdef _WIN32 #pragma once #endif #include "game_item_schema.h" // Maximum string length in item create APIs const int k_cchCreateItemLen = 64; // Operators for BAddNewItemCriteria enum EItemCriteriaOperator { k_EOperator_String_EQ = 0, // Field is string equal to value k_EOperator_Not = 1, // Logical not k_EOperator_String_Not_EQ = 1, // Field is not string equal to value k_EOperator_Float_EQ = 2, // Field as a float is equal to value k_EOperator_Float_Not_EQ = 3, // Field as a float is not equal to value k_EOperator_Float_LT = 4, // Field as a float is less than value k_EOperator_Float_Not_LT = 5, // Field as a float is not less than value k_EOperator_Float_LTE = 6, // Field as a float is less than or equal value k_EOperator_Float_Not_LTE = 7, // Field as a float is not less than or equal value k_EOperator_Float_GT = 8, // Field as a float is greater than value k_EOperator_Float_Not_GT = 9, // Field as a float is not greater than value k_EOperator_Float_GTE = 10, // Field as a float is greater than or equal value k_EOperator_Float_Not_GTE = 11, // Field as a float is not greater than or equal value k_EOperator_Subkey_Contains = 12, // Field contains value as a subkey k_EOperator_Subkey_Not_Contains = 13, // Field does not contain value as a subkey // Must be last k_EItemCriteriaOperator_Count = 14, }; EItemCriteriaOperator EItemCriteriaOperatorFromName( const char *pch ); const char *PchNameFromEItemCriteriaOperator( int eItemCriteriaOperator ); class CEconItemSchema; class CEconItemDefinition; class CEconItem; class CSOItemCriteria; class CSOItemCriteriaCondition; const uint8 k_unItemRarity_Any = 0xF; const uint8 k_unItemQuality_Any = 0xF; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // CItemSelectionCriteria // A class that contains all the conditions a server needs to specify what // kind of random item they wish to generate. //----------------------------------------------------------------------------- class CItemSelectionCriteria { public: // Constructors and destructor CItemSelectionCriteria() : m_bItemLevelSet( false ), m_unItemLevel( 0 ), m_bQualitySet( false ), m_nItemQuality( k_unItemQuality_Any ), m_bRaritySet( false ), m_nItemRarity( k_unItemRarity_Any ), m_unInitialInventory( 0 ), m_unInitialQuantity( 1 ), m_bForcedQualityMatch( false ), m_bIgnoreEnabledFlag( false ), m_bRecentOnly( false ), m_bIsLootList( false ) { } CItemSelectionCriteria( const CItemSelectionCriteria &that ); CItemSelectionCriteria &operator=( const CItemSelectionCriteria& rhs ); ~CItemSelectionCriteria(); // Accessors and Settors bool BItemLevelSet( void ) const { return m_bItemLevelSet; } uint32 GetItemLevel( void ) const { Assert( m_bItemLevelSet ); return m_unItemLevel; } void SetItemLevel( uint32 unLevel ) { m_unItemLevel = unLevel; m_bItemLevelSet = true; } bool BQualitySet( void ) const { return m_bQualitySet; } int32 GetQuality( void ) const { Assert( m_bQualitySet ); return m_nItemQuality; } void SetQuality( int32 nQuality ) { m_nItemQuality = nQuality; m_bQualitySet = true; } bool BRaritySet( void ) const { return m_bRaritySet; } int32 GetRarity( void ) const { Assert( m_bRaritySet ); return m_nItemRarity; } void SetRarity( int32 nRarity ) { m_nItemRarity = nRarity; m_bRaritySet = true; } uint32 GetInitialInventory( void ) const { return m_unInitialInventory; } void SetInitialInventory( uint32 unInventory ) { m_unInitialInventory = unInventory; } uint32 GetInitialQuantity( void ) const { return m_unInitialQuantity; } void SetInitialQuantity( uint32 unQuantity ) { m_unInitialQuantity = unQuantity; } void SetExplicitQualityMatch( bool bExplicit ) { m_bForcedQualityMatch = bExplicit; } void SetIgnoreEnabledFlag( bool bIgnore ) { m_bIgnoreEnabledFlag = bIgnore; } void SetRecentOnly( bool bCheck ) { m_bRecentOnly = bCheck; } bool IsLootList( void ) const { return m_bIsLootList; } // Add conditions to the criteria bool BAddCondition( const char *pszField, EItemCriteriaOperator eOp, float flValue, bool bRequired ); bool BAddCondition( const char *pszField, EItemCriteriaOperator eOp, const char * pszValue, bool bRequired ); int GetConditionsCount() { return m_vecConditions.Count(); } const char *GetValueForFirstConditionOfFieldName( const char *pchName ) const; // Alternate ways of initializing bool BInitFromKV( KeyValues *pKVCriteria, const CEconItemSchema &schemaa ); bool BInitFromItemAndPaint( int nItemDef, int nPaintID, const CEconItemSchema &schemaa ); // Serializes the criteria to and from messages bool BSerializeToMsg( CSOItemCriteria & msg ) const; bool BDeserializeFromMsg( const CSOItemCriteria & msg ); // Evaluates an item definition against this criteria. Returns true if // the definition passes the filter bool BEvaluate( const CEconItemDefinition* pItemDef, const CEconItemSchema &pschema ) const; bool BEvaluate( const CEconItem *pItem, const CEconItemSchema &pschema ) const; private: //----------------------------------------------------------------------------- // CItemSelectionCriteria::CCondition // Represents one condition of the criteria //----------------------------------------------------------------------------- class CCondition { public: CCondition( const char *pszField, EItemCriteriaOperator eOp, bool bRequired ) : m_sField( pszField ), m_EOp( eOp ), m_bRequired( bRequired ) { } virtual ~CCondition( ) { } // Returns if the given KeyValues block passes this condition // Performs common checks and calls BInternalEvaluate bool BEvaluate( KeyValues *pKVItem ) const; // Serializes the condition to the message virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const; EItemCriteriaOperator GetEOp( void ) const { return m_EOp; } virtual const char *GetField( void ) { return m_sField.Get(); } virtual const char *GetValue( void ) { Assert(0); return NULL; } protected: // Returns true if applying the element's operator on m_sField of // pKVItem returns true. This is only called if m_pszField exists in pKVItem virtual bool BInternalEvaluate( KeyValues *pKVItem ) const = 0; // The field of the raw KeyValue form of the item definition to check CUtlString m_sField; // The operator this clause uses EItemCriteriaOperator m_EOp; // When true, BEvaluate returns false if m_sField does not exist in pKVItem bool m_bRequired; }; //----------------------------------------------------------------------------- // CItemSelectionCriteria::CStringCondition // CCondition that handles the string-based operators //----------------------------------------------------------------------------- class CStringCondition : public CCondition { public: CStringCondition( const char *pszField, EItemCriteriaOperator eOp, const char *pszValue, bool bRequired ) : CCondition( pszField, eOp, bRequired ), m_sValue( pszValue ) { } virtual ~CStringCondition( ) { } virtual const char *GetValue( void ) { return m_sValue.Get(); } protected: virtual bool BInternalEvaluate( KeyValues *pKVItem ) const; virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const; // The value to check against CUtlString m_sValue; }; //----------------------------------------------------------------------------- // CItemSelectionCriteria::CFloatCondition // CCondition that handles the float-based operators //----------------------------------------------------------------------------- class CFloatCondition : public CCondition { public: CFloatCondition( const char *pszField, EItemCriteriaOperator eOp, float flValue, bool bRequired ) : CCondition( pszField, eOp, bRequired ), m_flValue( flValue ) { } virtual ~CFloatCondition( ) { } protected: virtual bool BInternalEvaluate( KeyValues *pKVItem ) const; virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const; // The value to check against float m_flValue; }; //----------------------------------------------------------------------------- // CItemSelectionCriteria::CSetCondition // CCondition that handles subkey checks //----------------------------------------------------------------------------- class CSetCondition : public CCondition { public: CSetCondition( const char *pszField, EItemCriteriaOperator eOp, const char *pszValue, bool bRequired ) : CCondition( pszField, eOp, bRequired ), m_sValue( pszValue ) { } virtual ~CSetCondition( ) { } protected: virtual bool BInternalEvaluate( KeyValues *pKVItem ) const; virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const; // The subkey to look for CUtlString m_sValue; }; // True if item level is specified in this criteria bool m_bItemLevelSet; // The level of the item to generate uint32 m_unItemLevel; // True if quality is specified in this criteria bool m_bQualitySet; // The quality of the item to generate int32 m_nItemQuality; // True if rarity is specified in this criteria bool m_bRaritySet; // The rarity of the item to generate int32 m_nItemRarity; // The initial inventory token of the item uint32 m_unInitialInventory; // The initial quantity of the item uint32 m_unInitialQuantity; // Enforced explicit quality matching bool m_bForcedQualityMatch; // Ignoring enabled flag (used when crafting) bool m_bIgnoreEnabledFlag; // Check Recent flag bool m_bRecentOnly; // Outputs an item from a loot list bool m_bIsLootList; // A list of the conditions CUtlVector m_vecConditions; }; #endif //ITEM_SELECTION_CRITERIA_H