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vcmi/lib/mapObjects/CRewardableObject.cpp

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/*
* CRewardableObject.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CRewardableObject.h"
#include "../gameState/CGameState.h"
#include "../CGeneralTextHandler.h"
#include "../CPlayerState.h"
#include "../IGameCallback.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/CRewardableConstructor.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../networkPacks/PacksForClient.h"
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#include "../serializer/JsonSerializeFormat.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
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void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
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{
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auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
// show message only if it is not empty or in infobox
if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
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{
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InfoWindow iw;
iw.player = contextHero->tempOwner;
iw.text = vi.message;
vi.reward.loadComponents(iw.components, contextHero);
iw.type = configuration.infoWindowType;
if(!iw.components.empty() || !iw.text.toString().empty())
cb->showInfoDialog(&iw);
}
// grant reward afterwards. Note that it may remove object
if(markAsVisit)
markAsVisited(contextHero);
grantReward(index, contextHero);
}
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void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
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{
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BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
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sd.player = contextHero->tempOwner;
sd.text = dialog;
sd.components = loadComponents(contextHero, rewardIndices);
cb->showBlockingDialog(&sd);
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}
void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
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{
if (rewardIndices.empty())
return;
for (auto index : rewardIndices)
{
// TODO: Merge all rewards of same type, with single message?
grantRewardWithMessage(contextHero, index, false);
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}
// Mark visited only after all rewards were processed
if(markAsVisit)
markAsVisited(contextHero);
}
std::vector<Component> CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
{
std::vector<Component> result;
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if (rewardIndices.empty())
return result;
if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
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{
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for (auto index : rewardIndices)
result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
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}
else
{
configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
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}
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return result;
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}
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void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const
{
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if(!wasVisitedBefore(h))
{
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auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
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bool objectRemovalPossible = false;
for(auto index : rewards)
{
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if(configuration.info.at(index).reward.removeObject)
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objectRemovalPossible = true;
}
logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
switch (rewards.size())
{
case 0: // no available rewards, e.g. visiting School of War without gold
{
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auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
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if (!emptyRewards.empty())
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grantRewardWithMessage(h, emptyRewards[0], false);
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else
logMod->warn("No applicable message for visiting empty object!");
break;
}
case 1: // one reward. Just give it with message
{
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if (configuration.canRefuse)
selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(h, rewards.front(), true);
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break;
}
default: // multiple rewards. Act according to select mode
{
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switch (configuration.selectMode) {
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case Rewardable::SELECT_PLAYER: // player must select
selectRewardWithMessage(h, rewards, configuration.onSelect);
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break;
case Rewardable::SELECT_FIRST: // give first available
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(h, rewards.front(), true);
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break;
case Rewardable::SELECT_RANDOM: // give random
{
ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator());
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
else
grantRewardWithMessage(h, rewardIndex, true);
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break;
}
case Rewardable::SELECT_ALL: // grant all possible
grantAllRewardsWithMessage(h, rewards, true);
break;
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}
break;
}
}
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if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
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{
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
cb->sendAndApply(&cov);
}
}
else
{
logGlobal->debug("Revisiting already visited object");
if (!wasVisited(h->getOwner()))
{
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
cb->sendAndApply(&cov);
}
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auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
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if (!visitedRewards.empty())
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grantRewardWithMessage(h, visitedRewards[0], false);
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else
logMod->warn("No applicable message for visiting already visited object!");
}
}
void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const
{
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grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero);
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}
void CRewardableObject::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer == 0)
return; // player refused
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if(answer > 0 && answer-1 < configuration.info.size())
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{
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auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
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markAsVisited(hero);
grantReward(list[answer - 1], hero);
}
else
{
throw std::runtime_error("Unhandled choice");
}
}
void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const
{
cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true);
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD, id, hero->id);
cb->sendAndApply(&cov);
}
void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
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grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainder immediately
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if(!cb->isVisitCoveredByAnotherQuery(this, hero))
{
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grantRewardAfterLevelup(cb, configuration.info.at(rewardID), this, hero);
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}
}
bool CRewardableObject::wasVisitedBefore(const CGHeroInstance * contextHero) const
{
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switch (configuration.visitMode)
{
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case Rewardable::VISIT_UNLIMITED:
return false;
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case Rewardable::VISIT_ONCE:
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return onceVisitableObjectCleared;
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case Rewardable::VISIT_PLAYER:
return vstd::contains(cb->getPlayerState(contextHero->getOwner())->visitedObjects, ObjectInstanceID(id));
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case Rewardable::VISIT_BONUS:
return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));
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case Rewardable::VISIT_HERO:
return contextHero->visitedObjects.count(ObjectInstanceID(id));
case Rewardable::VISIT_LIMITER:
return configuration.visitLimiter.heroAllowed(contextHero);
default:
return false;
}
}
bool CRewardableObject::wasVisited(PlayerColor player) const
{
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switch (configuration.visitMode)
{
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case Rewardable::VISIT_UNLIMITED:
case Rewardable::VISIT_BONUS:
case Rewardable::VISIT_HERO:
case Rewardable::VISIT_LIMITER:
return false;
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case Rewardable::VISIT_ONCE:
case Rewardable::VISIT_PLAYER:
return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));
default:
return false;
}
}
bool CRewardableObject::wasScouted(PlayerColor player) const
{
return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));
}
bool CRewardableObject::wasVisited(const CGHeroInstance * h) const
{
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switch (configuration.visitMode)
{
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case Rewardable::VISIT_BONUS:
return h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));
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case Rewardable::VISIT_HERO:
return h->visitedObjects.count(ObjectInstanceID(id));
case Rewardable::VISIT_LIMITER:
return wasScouted(h->getOwner()) && configuration.visitLimiter.heroAllowed(h);
default:
return wasVisited(h->getOwner());
}
}
std::string CRewardableObject::getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const
{
std::string result = getObjectName();
if (includeDescription && !getDescriptionMessage(player, hero).empty())
result += "\n" + getDescriptionMessage(player, hero);
if (hero)
{
if(configuration.visitMode != Rewardable::VISIT_UNLIMITED)
{
if (wasVisited(hero))
result += "\n" + configuration.visitedTooltip.toString();
else
result += "\n " + configuration.notVisitedTooltip.toString();
}
}
else
{
if(configuration.visitMode == Rewardable::VISIT_PLAYER || configuration.visitMode == Rewardable::VISIT_ONCE)
{
if (wasVisited(player))
result += "\n" + configuration.visitedTooltip.toString();
else
result += "\n" + configuration.notVisitedTooltip.toString();
}
}
return result;
}
std::string CRewardableObject::getHoverText(PlayerColor player) const
{
return getDisplayTextImpl(player, nullptr, false);
}
std::string CRewardableObject::getHoverText(const CGHeroInstance * hero) const
{
return getDisplayTextImpl(hero->getOwner(), hero, false);
}
std::string CRewardableObject::getPopupText(PlayerColor player) const
{
return getDisplayTextImpl(player, nullptr, true);
}
std::string CRewardableObject::getPopupText(const CGHeroInstance * hero) const
{
return getDisplayTextImpl(hero->getOwner(), hero, true);
}
std::string CRewardableObject::getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const
{
if (!wasScouted(player) || configuration.info.empty())
return configuration.description.toString();
auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
if (rewardIndices.empty() || !configuration.info[0].description.empty())
return configuration.info[0].description.toString();
if (!configuration.info[rewardIndices.front()].description.empty())
return configuration.info[rewardIndices.front()].description.toString();
return configuration.description.toString();
}
std::vector<Component> CRewardableObject::getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const
{
if (!wasScouted(player))
return {};
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if (!configuration.showScoutedPreview)
return {};
auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
if (rewardIndices.empty() && !configuration.info.empty())
{
// Object has valid config, but current hero has no rewards that he can receive.
// Usually this happens if hero has already visited this object -> show reward using context without any hero
// since reward may be context-sensitive - e.g. Witch Hut that gives 1 skill, but always at basic level
return loadComponents(nullptr, {0});
}
if (rewardIndices.empty())
return {};
return loadComponents(hero, rewardIndices);
}
std::vector<Component> CRewardableObject::getPopupComponents(PlayerColor player) const
{
return getPopupComponentsImpl(player, nullptr);
}
std::vector<Component> CRewardableObject::getPopupComponents(const CGHeroInstance * hero) const
{
return getPopupComponentsImpl(hero->getOwner(), hero);
}
void CRewardableObject::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::REWARD_SELECT:
selectedReward = identifier.getNum();
break;
case ObjProperty::REWARD_CLEARED:
onceVisitableObjectCleared = identifier.getNum();
break;
}
}
void CRewardableObject::newTurn(vstd::RNG & rand) const
{
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if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
{
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if (configuration.resetParameters.rewards)
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{
auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());
auto newConfiguration = handler->generateConfiguration(cb, rand, ID);
cb->setRewardableObjectConfiguration(id, newConfiguration);
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}
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if (configuration.resetParameters.visitors)
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{
cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, false);
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id);
cb->sendAndApply(&cov);
}
}
}
void CRewardableObject::initObj(vstd::RNG & rand)
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{
getObjectHandler()->configureObject(this, rand);
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}
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CRewardableObject::CRewardableObject(IGameCallback *cb)
:CArmedInstance(cb)
{}
void CRewardableObject::serializeJsonOptions(JsonSerializeFormat & handler)
{
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CArmedInstance::serializeJsonOptions(handler);
handler.serializeStruct("rewardable", static_cast<Rewardable::Interface&>(*this));
}
VCMI_LIB_NAMESPACE_END