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vcmi/lib/mapObjects/MiscObjects.cpp

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/*
* MiscObjects.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 "MiscObjects.h"
#include "../StringConstants.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "../CConfigHandler.h"
#include "../CModHandler.h"
#include "../CHeroHandler.h"
#include "../CSkillHandler.h"
#include "CObjectClassesHandler.h"
#include "../spells/CSpellHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#include "../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN
std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
ui8 CGObelisk::obeliskCount = 0; //how many obelisks are on map
std::map<TeamID, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visited
///helpers
static std::string visitedTxt(const bool visited)
{
int id = visited ? 352 : 353;
return VLC->generaltexth->allTexts[id];
}
void CTeamVisited::setPropertyDer(ui8 what, ui32 val)
{
if(what == CTeamVisited::OBJPROP_VISITED)
players.insert(PlayerColor(val));
}
bool CTeamVisited::wasVisited(PlayerColor player) const
{
return wasVisited(cb->getPlayerState(player)->team);
}
bool CTeamVisited::wasVisited(const CGHeroInstance * h) const
{
return wasVisited(h->tempOwner);
}
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bool CTeamVisited::wasVisited(const TeamID & team) const
{
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for(const auto & i : players)
{
if(cb->getPlayerState(i)->team == team)
return true;
}
return false;
}
std::string CGCreature::getHoverText(PlayerColor player) const
{
if(stacks.empty())
{
//should not happen...
logGlobal->error("Invalid stack at tile %s: subID=%d; id=%d", pos.toString(), subID, id.getNum());
return "INVALID_STACK";
}
std::string hoverName;
MetaString ms;
CCreature::CreatureQuantityId monsterQuantityId = stacks.begin()->second->getQuantityID();
int quantityTextIndex = 172 + 3 * (int)monsterQuantityId;
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if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
ms << CCreature::getQuantityRangeStringForId(monsterQuantityId);
else
ms.addTxt(MetaString::ARRAY_TXT, quantityTextIndex);
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms.toString(hoverName);
return hoverName;
}
std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
{
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std::string hoverName;
if(hero->hasVisions(this, 0))
{
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MetaString ms;
ms << stacks.begin()->second->count;
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms << "\n";
int decision = takenAction(hero, true);
switch (decision)
{
case FIGHT:
ms.addTxt(MetaString::GENERAL_TXT,246);
break;
case FLEE:
ms.addTxt(MetaString::GENERAL_TXT,245);
break;
case JOIN_FOR_FREE:
ms.addTxt(MetaString::GENERAL_TXT,243);
break;
default: //decision = cost in gold
ms << boost::to_string(boost::format(VLC->generaltexth->allTexts[244]) % decision);
break;
}
ms.toString(hoverName);
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}
else
{
hoverName = getHoverText(hero->tempOwner);
}
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.title");
int choice;
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double ratio = (static_cast<double>(getArmyStrength()) / hero->getTotalStrength());
if (ratio < 0.1) choice = 0;
else if (ratio < 0.25) choice = 1;
else if (ratio < 0.6) choice = 2;
else if (ratio < 0.9) choice = 3;
else if (ratio < 1.1) choice = 4;
else if (ratio < 1.3) choice = 5;
else if (ratio < 1.8) choice = 6;
else if (ratio < 2.5) choice = 7;
else if (ratio < 4) choice = 8;
else if (ratio < 8) choice = 9;
else if (ratio < 20) choice = 10;
else choice = 11;
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.levels." + std::to_string(choice));
return hoverName;
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
int action = takenAction(h);
switch( action ) //decide what we do...
{
case FIGHT:
fight(h);
break;
case FLEE:
{
flee(h);
break;
}
case JOIN_FOR_FREE: //join for free
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, 86);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
break;
}
default: //join for gold
{
assert(action > 0);
//ask if player agrees to pay gold
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
std::string tmp = VLC->generaltexth->advobtxt[90];
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boost::algorithm::replace_first(tmp, "%d", std::to_string(getStackCount(SlotID(0))));
boost::algorithm::replace_first(tmp, "%d", std::to_string(action));
boost::algorithm::replace_first(tmp,"%s",VLC->creh->objects[subID]->getNamePluralTranslated());
ynd.text << tmp;
cb->showBlockingDialog(&ynd);
break;
}
}
}
void CGCreature::initObj(CRandomGenerator & rand)
{
blockVisit = true;
switch(character)
{
case 0:
character = -4;
break;
case 1:
character = rand.nextInt(1, 7);
break;
case 2:
character = rand.nextInt(1, 10);
break;
case 3:
character = rand.nextInt(4, 10);
break;
case 4:
character = 10;
break;
}
stacks[SlotID(0)]->setType(CreatureID(subID));
TQuantity &amount = stacks[SlotID(0)]->count;
CCreature &c = *VLC->creh->objects[subID];
if(amount == 0)
{
amount = rand.nextInt(c.ammMin, c.ammMax);
if(amount == 0) //armies with 0 creatures are illegal
{
logGlobal->warn("Stack %s cannot have 0 creatures. Check properties of %s", nodeName(), c.nodeName());
amount = 1;
}
}
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temppower = stacks[SlotID(0)]->count * static_cast<ui64>(1000);
refusedJoining = false;
}
void CGCreature::newTurn(CRandomGenerator & rand) const
{//Works only for stacks of single type of size up to 2 millions
if (!notGrowingTeam)
{
if (stacks.begin()->second->count < VLC->modh->settings.CREEP_SIZE && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)
{
ui32 power = static_cast<ui32>(temppower * (100 + VLC->modh->settings.WEEKLY_GROWTH) / 100);
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cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min(power / 1000, static_cast<ui32>(VLC->modh->settings.CREEP_SIZE))); //set new amount
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower
}
}
if (VLC->modh->modules.STACK_EXP)
cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->modh->settings.NEUTRAL_STACK_EXP); //for testing purpose
}
void CGCreature::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::MONSTER_COUNT:
stacks[SlotID(0)]->count = val;
break;
case ObjProperty::MONSTER_POWER:
temppower = val;
break;
case ObjProperty::MONSTER_EXP:
giveStackExp(val);
break;
case ObjProperty::MONSTER_RESTORE_TYPE:
formation.basicType = val;
break;
case ObjProperty::MONSTER_REFUSED_JOIN:
refusedJoining = val;
break;
}
}
int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
{
//calculate relative strength of hero and creatures armies
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double relStrength = static_cast<double>(h->getTotalStrength()) / getArmyStrength();
int powerFactor;
if(relStrength >= 7)
powerFactor = 11;
else if(relStrength >= 1)
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powerFactor = static_cast<int>(2 * (relStrength - 1));
else if(relStrength >= 0.5)
powerFactor = -1;
else if(relStrength >= 0.333)
powerFactor = -2;
else
powerFactor = -3;
std::set<CreatureID> myKindCres; //what creatures are the same kind as we
const CCreature * myCreature = VLC->creh->objects[subID];
myKindCres.insert(myCreature->idNumber); //we
myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades
for(ConstTransitivePtr<CCreature> &crea : VLC->creh->objects)
{
if(vstd::contains(crea->upgrades, myCreature->idNumber)) //it's our base creatures
myKindCres.insert(crea->idNumber);
}
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int count = 0; //how many creatures of similar kind has hero
int totalCount = 0;
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for(const auto & elem : h->Slots())
{
if(vstd::contains(myKindCres,elem.second->type->idNumber))
count += elem.second->count;
totalCount += elem.second->count;
}
int sympathy = 0; // 0 if hero have no similar creatures
if(count)
sympathy++; // 1 - if hero have at least 1 similar creature
if(count*2 > totalCount)
sympathy++; // 2 - hero have similar creatures more that 50%
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int diplomacy = h->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::DIPLOMACY);
int charisma = powerFactor + diplomacy + sympathy;
if(charisma < character)
return FIGHT;
if (allowJoin)
{
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if(diplomacy + sympathy + 1 >= character)
return JOIN_FOR_FREE;
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else if(diplomacy * 2 + sympathy + 1 >= character)
return VLC->creh->objects[subID]->cost[6] * getStackCount(SlotID(0)); //join for gold
}
//we are still here - creatures have not joined hero, flee or fight
if (charisma > character && !neverFlees)
return FLEE;
else
return FIGHT;
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
{
if(refusedJoining)
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, false);
if(pursue)
{
fight(h);
}
else
{
cb->removeObject(this);
}
}
void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const
{
if(!accept)
{
if(takenAction(h,false) == FLEE)
{
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(h);
}
else //they fight
{
h->showInfoDialog(87, 0, EInfoWindowMode::MODAL);//Insulted by your refusal of their offer, the monsters attack!
fight(h);
}
}
else //accepted
{
if (cb->getResource(h->tempOwner, Res::GOLD) < cost) //player don't have enough gold!
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(1,29); //You don't have enough gold
cb->showInfoDialog(&iw);
//act as if player refused
joinDecision(h,cost,false);
return;
}
//take gold
if(cost)
cb->giveResource(h->tempOwner,Res::GOLD,-cost);
giveReward(h);
cb->tryJoiningArmy(this, h, true, true);
}
}
void CGCreature::fight( const CGHeroInstance *h ) const
{
//split stacks
//TODO: multiple creature types in a stack?
int basicType = stacks.begin()->second->type->idNumber;
cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack
int stacksCount = getNumberOfStacks(h);
//source: http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266335#focus
int amount = getStackCount(SlotID(0));
int m = amount / stacksCount;
int b = stacksCount * (m + 1) - amount;
int a = stacksCount - b;
SlotID sourceSlot = stacks.begin()->first;
for (int slotID = 1; slotID < a; ++slotID)
{
int stackSize = m + 1;
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
for (int slotID = a; slotID < stacksCount; ++slotID)
{
int stackSize = m;
if (slotID) //don't do this when a = 0 -> stack is single
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
if (stacksCount > 1)
{
if (containsUpgradedStack()) //upgrade
{
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SlotID slotID = SlotID(static_cast<si32>(std::floor(static_cast<float>(stacks.size()) / 2.0f)));
const auto & upgrades = getStack(slotID).type->upgrades;
if(!upgrades.empty())
{
auto it = RandomGeneratorUtil::nextItem(upgrades, CRandomGenerator::getDefault());
cb->changeStackType(StackLocation(this, slotID), VLC->creh->objects[*it]);
}
}
}
cb->startBattleI(h, this);
}
void CGCreature::flee( const CGHeroInstance * h ) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT,91);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
{
giveReward(hero);
cb->removeObject(this);
}
else if(result.winner > 1) // draw
{
// guarded reward is lost forever on draw
cb->removeObject(this);
}
else
{
//merge stacks into one
TSlots::const_iterator i;
CCreature * cre = VLC->creh->objects[formation.basicType];
for(i = stacks.begin(); i != stacks.end(); i++)
{
if(cre->isMyUpgrade(i->second->type))
{
cb->changeStackType(StackLocation(this, i->first), cre); //un-upgrade creatures
}
}
//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack
if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);
while(stacks.size() > 1) //hopefully that's enough
{
// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)
i = stacks.end();
i--;
SlotID slot = getSlotFor(i->second->type);
if(slot == i->first) //no reason to move stack to its own slot
break;
else
cb->moveStack(StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
}
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties
}
}
void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto action = takenAction(hero);
if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price
joinDecision(hero, action, answer);
else if(action != FIGHT)
fleeDecision(hero, answer);
else
assert(0);
}
bool CGCreature::containsUpgradedStack() const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=830557#focus
float a = 2992.911117f;
float b = 14174.264968f;
float c = 5325.181015f;
float d = 32788.727920f;
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int val = static_cast<int>(std::floor(a * pos.x + b * pos.y + c * pos.z + d));
return ((val % 32768) % 100) < 50;
}
int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266094#focus
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double strengthRatio = static_cast<double>(hero->getArmyStrength()) / getArmyStrength();
int split = 1;
if (strengthRatio < 0.5f)
split = 7;
else if (strengthRatio < 0.67f)
split = 6;
else if (strengthRatio < 1)
split = 5;
else if (strengthRatio < 1.5f)
split = 4;
else if (strengthRatio < 2)
split = 3;
else
split = 2;
ui32 a = 1550811371u;
ui32 b = 3359066809u;
ui32 c = 1943276003u;
ui32 d = 3174620878u;
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ui32 R1 = a * static_cast<ui32>(pos.x) + b * static_cast<ui32>(pos.y) + c * static_cast<ui32>(pos.z) + d;
ui32 R2 = (R1 >> 16) & 0x7fff;
int R4 = R2 % 100 + 1;
if (R4 <= 20)
split -= 1;
else if (R4 >= 80)
split += 1;
vstd::amin(split, getStack(SlotID(0)).count); //can't divide into more stacks than creatures total
vstd::amin(split, 7); //can't have more than 7 stacks
return split;
}
void CGCreature::giveReward(const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->tempOwner;
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if(!resources.empty())
{
cb->giveResources(h->tempOwner, resources);
for(int i = 0; i < resources.size(); i++)
{
if(resources[i] > 0)
iw.components.emplace_back(Component::EComponentType::RESOURCE, i, resources[i], 0);
}
}
if(gainedArtifact != ArtifactID::NONE)
{
cb->giveHeroNewArtifact(h, VLC->arth->objects[gainedArtifact], ArtifactPosition::FIRST_AVAILABLE);
iw.components.emplace_back(Component::EComponentType::ARTIFACT, gainedArtifact, 0, 0);
}
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if(!iw.components.empty())
{
iw.type = EInfoWindowMode::AUTO;
iw.text.addTxt(MetaString::ADVOB_TXT, 183); // % has found treasure
iw.text.addReplacement(h->getNameTranslated());
cb->showInfoDialog(&iw);
}
}
static const std::vector<std::string> CHARACTER_JSON =
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{
"compliant", "friendly", "aggressive", "hostile", "savage"
};
void CGCreature::serializeJsonOptions(JsonSerializeFormat & handler)
{
handler.serializeEnum("character", character, CHARACTER_JSON);
if(handler.saving)
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{
if(hasStackAtSlot(SlotID(0)))
{
si32 amount = getStack(SlotID(0)).count;
handler.serializeInt("amount", amount, 0);
}
}
else
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{
si32 amount = 0;
handler.serializeInt("amount", amount);
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auto * hlp = new CStackInstance();
hlp->count = amount;
//type will be set during initialization
putStack(SlotID(0), hlp);
}
resources.serializeJson(handler, "rewardResources");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
handler.serializeId("rewardArtifact", gainedArtifact, ArtifactID(ArtifactID::NONE));
handler.serializeBool("noGrowing", notGrowingTeam);
handler.serializeBool("neverFlees", neverFlees);
handler.serializeString("rewardMessage", message);
}
//CGMine
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{
int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if(relations == 2) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,true);
return;
}
else if (relations == 1)//ally
return;
if(stacksCount()) //Mine is guarded
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187);
cb->showBlockingDialog(&ynd);
return;
}
flagMine(h->tempOwner);
}
void CGMine::newTurn(CRandomGenerator & rand) const
{
if(cb->getDate() == 1)
return;
if (tempOwner == PlayerColor::NEUTRAL)
return;
cb->giveResource(tempOwner, producedResource, producedQuantity);
}
void CGMine::initObj(CRandomGenerator & rand)
{
if(isAbandoned())
{
//set guardians
int howManyTroglodytes = rand.nextInt(100, 199);
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auto * troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);
putStack(SlotID(0), troglodytes);
//after map reading tempOwner placeholds bitmask for allowed resources
std::vector<Res::ERes> possibleResources;
for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
if(tempOwner.getNum() & 1<<i) //NOTE: reuse of tempOwner
possibleResources.push_back(static_cast<Res::ERes>(i));
assert(!possibleResources.empty());
producedResource = *RandomGeneratorUtil::nextItem(possibleResources, rand);
tempOwner = PlayerColor::NEUTRAL;
}
else
{
producedResource = static_cast<Res::ERes>(subID);
if(tempOwner >= PlayerColor::PLAYER_LIMIT)
tempOwner = PlayerColor::NEUTRAL;
}
producedQuantity = defaultResProduction();
}
bool CGMine::isAbandoned() const
{
return (subID >= 7);
}
std::string CGMine::getObjectName() const
{
return VLC->generaltexth->translate("core.minename", subID);
}
std::string CGMine::getHoverText(PlayerColor player) const
{
std::string hoverName = CArmedInstance::getHoverText(player);
if (tempOwner != PlayerColor::NEUTRAL)
hoverName += "\n(" + VLC->generaltexth->restypes[producedResource] + ")";
if(stacksCount())
{
hoverName += "\n";
hoverName += VLC->generaltexth->allTexts[202]; //Guarded by
hoverName += " ";
hoverName += getArmyDescription();
}
return hoverName;
}
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void CGMine::flagMine(const PlayerColor & player) const
{
assert(tempOwner != player);
cb->setOwner(this, player); //not ours? flag it!
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.soundID = soundBase::FLAGMINE;
iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts
iw.player = player;
iw.components.emplace_back(Component::EComponentType::RESOURCE, producedResource, producedQuantity, -1);
cb->showInfoDialog(&iw);
}
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ui32 CGMine::defaultResProduction() const
{
switch(producedResource)
{
case Res::WOOD:
case Res::ORE:
return 2;
case Res::GOLD:
return 1000;
default:
return 1;
}
}
void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
{
if(isAbandoned())
{
hero->showInfoDialog(85);
}
flagMine(hero->tempOwner);
}
}
void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
void CGMine::serializeJsonOptions(JsonSerializeFormat & handler)
{
CCreatureSet::serializeJson(handler, "army", 7);
if(isAbandoned())
{
if(handler.saving)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
JsonNode node(JsonNode::JsonType::DATA_VECTOR);
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
{
if(tempOwner.getNum() & 1<<i)
{
JsonNode one(JsonNode::JsonType::DATA_STRING);
one.String() = GameConstants::RESOURCE_NAMES[i];
node.Vector().push_back(one);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
handler.serializeRaw("possibleResources", node, boost::none);
}
else
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
auto guard = handler.enterArray("possibleResources");
const JsonNode & node = handler.getCurrent();
std::set<int> possibleResources;
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if(node.getType() != JsonNode::JsonType::DATA_VECTOR || node.Vector().empty())
{
//assume all allowed
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for(int i = static_cast<int>(Res::WOOD); i < static_cast<int>(Res::GOLD); i++)
possibleResources.insert(i);
}
else
{
auto names = node.convertTo<std::vector<std::string>>();
for(const std::string & s : names)
{
int raw_res = vstd::find_pos(GameConstants::RESOURCE_NAMES, s);
if(raw_res < 0)
logGlobal->error("Invalid resource name: %s", s);
else
possibleResources.insert(raw_res);
}
int tmp = 0;
for(int r : possibleResources)
tmp |= (1<<r);
tempOwner = PlayerColor(tmp);
}
}
}
else
{
serializeJsonOwner(handler);
}
}
std::string CGResource::getHoverText(PlayerColor player) const
{
return VLC->generaltexth->restypes[subID];
}
void CGResource::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(amount == CGResource::RANDOM_AMOUNT)
{
switch(subID)
{
case Res::GOLD:
amount = rand.nextInt(5, 10) * 100;
break;
case Res::WOOD: case Res::ORE:
amount = rand.nextInt(6, 10);
break;
default:
amount = rand.nextInt(3, 5);
break;
}
}
}
void CGResource::onHeroVisit( const CGHeroInstance * h ) const
{
if(stacksCount())
{
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if(!message.empty())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text << message;
cb->showBlockingDialog(&ynd);
}
else
{
blockingDialogAnswered(h, true); //behave as if player accepted battle
}
}
else
collectRes(h->getOwner());
}
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void CGResource::collectRes(const PlayerColor & player) const
{
cb->giveResource(player, static_cast<Res::ERes>(subID), amount);
InfoWindow sii;
sii.player = player;
if(!message.empty())
{
sii.type = EInfoWindowMode::AUTO;
sii.text << message;
}
else
{
sii.type = EInfoWindowMode::INFO;
sii.text.addTxt(MetaString::ADVOB_TXT,113);
sii.text.addReplacement(MetaString::RES_NAMES, subID);
}
sii.components.emplace_back(Component::EComponentType::RESOURCE,subID,amount,0);
sii.soundID = soundBase::pickup01 + CRandomGenerator::getDefault().nextInt(6);
cb->showInfoDialog(&sii);
cb->removeObject(this);
}
void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
collectRes(hero->getOwner());
}
void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
void CGResource::serializeJsonOptions(JsonSerializeFormat & handler)
{
CCreatureSet::serializeJson(handler, "guards", 7);
handler.serializeInt("amount", amount, 0);
handler.serializeString("guardMessage", message);
}
bool CGTeleport::isEntrance() const
{
return type == BOTH || type == ENTRANCE;
}
bool CGTeleport::isExit() const
{
return type == BOTH || type == EXIT;
}
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bool CGTeleport::isChannelEntrance(const ObjectInstanceID & id) const
{
return vstd::contains(getAllEntrances(), id);
}
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bool CGTeleport::isChannelExit(const ObjectInstanceID & id) const
{
return vstd::contains(getAllExits(), id);
}
std::vector<ObjectInstanceID> CGTeleport::getAllEntrances(bool excludeCurrent) const
{
auto ret = cb->getTeleportChannelEntraces(channel);
if(excludeCurrent)
vstd::erase_if_present(ret, id);
return ret;
}
std::vector<ObjectInstanceID> CGTeleport::getAllExits(bool excludeCurrent) const
{
auto ret = cb->getTeleportChannelExits(channel);
if(excludeCurrent)
vstd::erase_if_present(ret, id);
return ret;
}
ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const
{
auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true));
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if(!passableExits.empty())
return *RandomGeneratorUtil::nextItem(passableExits, CRandomGenerator::getDefault());
return ObjectInstanceID();
}
bool CGTeleport::isTeleport(const CGObjectInstance * obj)
{
return ((dynamic_cast<const CGTeleport *>(obj)));
}
bool CGTeleport::isConnected(const CGTeleport * src, const CGTeleport * dst)
{
return src && dst && src->isChannelExit(dst->id);
}
bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstance * dst)
{
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const auto * srcObj = dynamic_cast<const CGTeleport *>(src);
const auto * dstObj = dynamic_cast<const CGTeleport *>(dst);
return isConnected(srcObj, dstObj);
}
bool CGTeleport::isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj)
{
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auto * objTopVisObj = gs->map->getTile(obj->visitablePos()).topVisitableObj();
if(objTopVisObj->ID == Obj::HERO)
{
if(h->id == objTopVisObj->id) // Just to be sure it's won't happen.
return false;
// Check if it's friendly hero or not
if(gs->getPlayerRelations(h->tempOwner, objTopVisObj->tempOwner) != PlayerRelations::ENEMIES)
{
// Exchange between heroes only possible via subterranean gates
if(!dynamic_cast<const CGSubterraneanGate *>(obj))
return false;
}
}
return true;
}
std::vector<ObjectInstanceID> CGTeleport::getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits)
{
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vstd::erase_if(exits, [&](const ObjectInstanceID & exit) -> bool
{
return !isExitPassable(gs, h, gs->getObj(exit));
});
return exits;
}
void CGTeleport::addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj)
{
std::shared_ptr<TeleportChannel> tc;
if(channelsList.find(obj->channel) == channelsList.end())
{
tc = std::make_shared<TeleportChannel>();
channelsList.insert(std::make_pair(obj->channel, tc));
}
else
tc = channelsList[obj->channel];
if(obj->isEntrance() && !vstd::contains(tc->entrances, obj->id))
tc->entrances.push_back(obj->id);
if(obj->isExit() && !vstd::contains(tc->exits, obj->id))
tc->exits.push_back(obj->id);
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if(!tc->entrances.empty() && !tc->exits.empty()
&& (tc->entrances.size() != 1 || tc->entrances != tc->exits))
{
tc->passability = TeleportChannel::PASSABLE;
}
}
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TeleportChannelID CGMonolith::findMeChannel(const std::vector<Obj> & IDs, int SubID) const
{
for(auto obj : cb->gameState()->map->objects)
{
if(!obj)
continue;
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const auto * teleportObj = dynamic_cast<const CGTeleport *>(cb->getObj(obj->id));
if(teleportObj && vstd::contains(IDs, teleportObj->ID) && teleportObj->subID == SubID)
return teleportObj->channel;
}
return TeleportChannelID();
}
void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
{
TeleportDialog td(h->tempOwner, channel);
if(isEntrance())
{
if(cb->isTeleportChannelBidirectional(channel) && 1 < cb->getTeleportChannelExits(channel).size())
{
auto exits = cb->getTeleportChannelExits(channel);
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for(const auto & exit : exits)
{
td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(cb->getObj(exit)->visitablePos())));
}
}
if(cb->isTeleportChannelImpassable(channel))
{
logGlobal->debug("Cannot find corresponding exit monolith for %d at %s", id.getNum(), pos.toString());
td.impassable = true;
}
else if(getRandomExit(h) == ObjectInstanceID())
logGlobal->debug("All exits blocked for monolith %d at %s", id.getNum(), pos.toString());
}
else
h->showInfoDialog(70);
cb->showTeleportDialog(&td);
}
void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
int3 dPos;
auto randomExit = getRandomExit(hero);
auto realExits = getAllExits(true);
if(!isEntrance() // Do nothing if hero visited exit only object
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|| (exits.empty() && realExits.empty()) // Do nothing if there no exits on this channel
|| ObjectInstanceID() == randomExit) // Do nothing if all exits are blocked by friendly hero and it's not subterranean gate
{
return;
}
else if(vstd::isValidIndex(exits, answer))
dPos = exits[answer].second;
else
dPos = hero->convertFromVisitablePos(cb->getObj(randomExit)->visitablePos());
cb->moveHero(hero->id, dPos, true);
}
void CGMonolith::initObj(CRandomGenerator & rand)
{
std::vector<Obj> IDs;
IDs.push_back(ID);
switch(ID)
{
2015-03-09 00:27:40 +02:00
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
type = ENTRANCE;
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IDs.emplace_back(Obj::MONOLITH_ONE_WAY_EXIT);
2015-03-09 00:27:40 +02:00
break;
case Obj::MONOLITH_ONE_WAY_EXIT:
type = EXIT;
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IDs.emplace_back(Obj::MONOLITH_ONE_WAY_ENTRANCE);
2015-03-09 00:27:40 +02:00
break;
case Obj::MONOLITH_TWO_WAY:
default:
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type = BOTH;
break;
}
channel = findMeChannel(IDs, subID);
if(channel == TeleportChannelID())
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channel = TeleportChannelID(static_cast<si32>(cb->gameState()->map->teleportChannels.size()));
addToChannel(cb->gameState()->map->teleportChannels, this);
}
void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
{
TeleportDialog td(h->tempOwner, channel);
if(cb->isTeleportChannelImpassable(channel))
{
h->showInfoDialog(153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
logGlobal->debug("Cannot find exit subterranean gate for %d at %s", id.getNum(), pos.toString());
td.impassable = true;
}
else
{
auto exit = getRandomExit(h);
td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(cb->getObj(exit)->visitablePos())));
}
cb->showTeleportDialog(&td);
}
void CGSubterraneanGate::initObj(CRandomGenerator & rand)
{
type = BOTH;
}
void CGSubterraneanGate::postInit() //matches subterranean gates into pairs
{
//split on underground and surface gates
std::vector<CGSubterraneanGate *> gatesSplit[2]; //surface and underground gates
for(auto & obj : cb->gameState()->map->objects)
{
if(!obj) // FIXME: Find out why there are nullptr objects right after initialization
continue;
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auto * hlp = dynamic_cast<CGSubterraneanGate *>(cb->gameState()->getObjInstance(obj->id));
if(hlp)
gatesSplit[hlp->pos.z].push_back(hlp);
}
//sort by position
std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), [](const CGObjectInstance * a, const CGObjectInstance * b)
{
return a->pos < b->pos;
});
auto assignToChannel = [&](CGSubterraneanGate * obj)
{
if(obj->channel == TeleportChannelID())
{ // if object not linked to channel then create new channel
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obj->channel = TeleportChannelID(static_cast<si32>(cb->gameState()->map->teleportChannels.size()));
addToChannel(cb->gameState()->map->teleportChannels, obj);
}
};
for(size_t i = 0; i < gatesSplit[0].size(); i++)
{
CGSubterraneanGate * objCurrent = gatesSplit[0][i];
//find nearest underground exit
std::pair<int, si32> best(-1, std::numeric_limits<si32>::max()); //pair<pos_in_vector, distance^2>
for(int j = 0; j < gatesSplit[1].size(); j++)
{
CGSubterraneanGate *checked = gatesSplit[1][j];
if(checked->channel != TeleportChannelID())
continue;
si32 hlp = checked->pos.dist2dSQ(objCurrent->pos);
if(hlp < best.second)
{
best.first = j;
best.second = hlp;
}
}
assignToChannel(objCurrent);
if(best.first >= 0) //found pair
{
gatesSplit[1][best.first]->channel = objCurrent->channel;
addToChannel(cb->gameState()->map->teleportChannels, gatesSplit[1][best.first]);
}
}
// we should assign empty channels to underground gates if they don't have matching overground gates
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for(auto & i : gatesSplit[1])
assignToChannel(i);
}
void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
{
TeleportDialog td(h->tempOwner, channel);
if(cb->isTeleportChannelImpassable(channel))
{
logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), pos.toString());
td.impassable = true;
}
else if(getRandomExit(h) == ObjectInstanceID())
logGlobal->debug("All exits are blocked for whirlpool %d at %s", id.getNum(), pos.toString());
if(!isProtected(h))
{
SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary
for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++)
{
if(h->getPower(targetstack) > h->getPower(i->first))
targetstack = (i->first);
}
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auto countToTake = static_cast<TQuantity>(h->getStackCount(targetstack) * 0.5);
vstd::amax(countToTake, 1);
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 168);
iw.components.emplace_back(CStackBasicDescriptor(h->getCreature(targetstack), -countToTake));
cb->showInfoDialog(&iw);
cb->changeStackCount(StackLocation(h, targetstack), -countToTake);
}
else
{
auto exits = getAllExits();
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for(const auto & exit : exits)
{
auto blockedPosList = cb->getObj(exit)->getBlockedPos();
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for(const auto & bPos : blockedPosList)
td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(bPos)));
}
}
cb->showTeleportDialog(&td);
}
void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
int3 dPos;
auto realExits = getAllExits();
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if(exits.empty() && realExits.empty())
return;
else if(vstd::isValidIndex(exits, answer))
dPos = exits[answer].second;
else
{
auto exit = getRandomExit(hero);
if(exit == ObjectInstanceID())
return;
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const auto * obj = cb->getObj(exit);
std::set<int3> tiles = obj->getBlockedPos();
dPos = hero->convertFromVisitablePos(*RandomGeneratorUtil::nextItem(tiles, CRandomGenerator::getDefault()));
}
cb->moveHero(hero->id, dPos, true);
}
bool CGWhirlpool::isProtected(const CGHeroInstance * h)
{
return h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION)
|| (h->stacksCount() == 1 && h->Slots().begin()->second->count == 1);
}
void CGArtifact::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(ID == Obj::ARTIFACT)
{
if (!storedArtifact)
{
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auto * a = new CArtifactInstance();
cb->gameState()->map->addNewArtifactInstance(a);
storedArtifact = a;
}
if(!storedArtifact->artType)
storedArtifact->setType(VLC->arth->objects[subID]);
}
if(ID == Obj::SPELL_SCROLL)
subID = 1;
assert(storedArtifact->artType);
assert(storedArtifact->getParentNodes().size());
//assert(storedArtifact->artType->id == subID); //this does not stop desync
}
std::string CGArtifact::getObjectName() const
{
return VLC->artifacts()->getByIndex(subID)->getNameTranslated();
}
void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
{
if(!stacksCount())
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
switch(ID)
{
case Obj::ARTIFACT:
{
iw.components.emplace_back(Component::EComponentType::ARTIFACT, subID, 0, 0);
if(message.length())
iw.text << message;
else
iw.text.addTxt(MetaString::ART_EVNTS, subID);
}
break;
case Obj::SPELL_SCROLL:
{
int spellID = storedArtifact->getGivenSpellID();
iw.components.emplace_back(Component::EComponentType::SPELL, spellID, 0, 0);
if(message.length())
iw.text << message;
else
{
iw.text.addTxt(MetaString::ADVOB_TXT,135);
iw.text.addReplacement(MetaString::SPELL_NAME, spellID);
}
}
break;
}
cb->showInfoDialog(&iw);
pick(h);
}
else
{
switch(ID)
{
case Obj::ARTIFACT:
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
if(message.length())
ynd.text << message;
else
{
// TODO: Guard text is more complex in H3, see mantis issue 2325 for details
ynd.text.addTxt(MetaString::GENERAL_TXT, 420);
ynd.text.addReplacement("");
ynd.text.addReplacement(getArmyDescription());
ynd.text.addReplacement(MetaString::GENERAL_TXT, 43); // creatures
}
cb->showBlockingDialog(&ynd);
}
break;
case Obj::SPELL_SCROLL:
{
if(message.length())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text << message;
cb->showBlockingDialog(&ynd);
}
else
blockingDialogAnswered(h, true);
}
break;
}
}
}
void CGArtifact::pick(const CGHeroInstance * h) const
{
cb->giveHeroArtifact(h, storedArtifact, ArtifactPosition::FIRST_AVAILABLE);
cb->removeObject(this);
}
2022-07-09 18:00:03 +02:00
BattleField CGArtifact::getBattlefield() const
{
return BattleField::NONE;
}
void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
pick(hero);
}
void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
void CGArtifact::afterAddToMap(CMap * map)
{
2022-09-17 13:04:01 +02:00
//Artifacts from map objects are never removed
//FIXME: This should be revertible in map editor
if(ID == Obj::SPELL_SCROLL && storedArtifact && storedArtifact->id.getNum() < 0)
map->addNewArtifactInstance(storedArtifact);
}
void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler)
{
handler.serializeString("guardMessage", message);
CCreatureSet::serializeJson(handler, "guards" ,7);
if(handler.saving && ID == Obj::SPELL_SCROLL)
2016-02-13 18:43:05 +02:00
{
const std::shared_ptr<Bonus> b = storedArtifact->getBonusLocalFirst(Selector::type()(Bonus::SPELL));
2016-02-13 18:43:05 +02:00
SpellID spellId(b->subtype);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
handler.serializeId("spell", spellId, SpellID::NONE);
2016-02-13 18:43:05 +02:00
}
}
void CGWitchHut::initObj(CRandomGenerator & rand)
{
if (allowedAbilities.empty()) //this can happen for RMG. regular maps load abilities from map file
{
// Necromancy can't be learned on random maps
for(int i = 0; i < VLC->skillh->size(); i++)
if(VLC->skillh->getByIndex(i)->getId() != SecondarySkill::NECROMANCY)
allowedAbilities.push_back(i);
}
ability = *RandomGeneratorUtil::nextItem(allowedAbilities, rand);
}
void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->getOwner();
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, CGWitchHut::OBJPROP_VISITED, h->tempOwner.getNum());
ui32 txt_id;
if(h->getSecSkillLevel(SecondarySkill(ability))) //you already know this skill
{
txt_id =172;
}
else if(!h->canLearnSkill()) //already all skills slots used
{
txt_id = 173;
}
else //give sec skill
{
iw.components.emplace_back(Component::EComponentType::SEC_SKILL, ability, 1, 0);
txt_id = 171;
cb->changeSecSkill(h, SecondarySkill(ability), 1, true);
}
iw.text.addTxt(MetaString::ADVOB_TXT,txt_id);
iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);
cb->showInfoDialog(&iw);
}
std::string CGWitchHut::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName();
if(wasVisited(player))
{
hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)
boost::algorithm::replace_first(hoverName, "%s", VLC->skillh->getByIndex(ability)->getNameTranslated());
}
return hoverName;
}
std::string CGWitchHut::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName = getHoverText(hero->tempOwner);
if(wasVisited(hero->tempOwner) && hero->getSecSkillLevel(SecondarySkill(ability))) //hero knows that ability
hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)
return hoverName;
}
void CGWitchHut::serializeJsonOptions(JsonSerializeFormat & handler)
{
//TODO: unify allowed abilities with others - make them std::vector<bool>
std::vector<bool> temp;
size_t skillCount = VLC->skillh->size();
temp.resize(skillCount, false);
auto standard = VLC->skillh->getDefaultAllowed(); //todo: for WitchHut default is all except Leadership and Necromancy
if(handler.saving)
{
for(si32 i = 0; i < skillCount; ++i)
if(vstd::contains(allowedAbilities, i))
temp[i] = true;
}
handler.serializeLIC("allowedSkills", &CSkillHandler::decodeSkill, &CSkillHandler::encodeSkill, standard, temp);
if(!handler.saving)
{
allowedAbilities.clear();
for(si32 i = 0; i < skillCount; ++i)
if(temp[i])
allowedAbilities.push_back(i);
}
}
void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
switch (ID)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
{
iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==Obj::PILLAR_OF_FIRE));
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);
cb->sendAndApply (&fw);
break;
}
case Obj::COVER_OF_DARKNESS:
{
iw.text.addTxt (MetaString::ADVOB_TXT, 31);
for (auto & player : cb->gameState()->players)
{
if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
cb->getPlayerRelations(player.first, h->tempOwner) == PlayerRelations::ENEMIES)
cb->changeFogOfWar(visitablePos(), 20, player.first, true);
}
break;
}
}
cb->showInfoDialog(&iw);
}
void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
{
if(spell == SpellID::NONE)
{
2017-08-10 18:39:27 +02:00
logGlobal->error("Not initialized shrine visited!");
return;
}
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, CGShrine::OBJPROP_VISITED, h->tempOwner.getNum());
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);
iw.text.addTxt(MetaString::SPELL_NAME,spell);
iw.text << ".";
if(!h->getArt(ArtifactPosition::SPELLBOOK))
{
iw.text.addTxt(MetaString::ADVOB_TXT,131);
}
else if(h->spellbookContainsSpell(spell))//hero already knows the spell
{
iw.text.addTxt(MetaString::ADVOB_TXT,174);
}
2017-08-26 10:49:29 +02:00
else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT && h->maxSpellLevel() < 3) //it's third level spell and hero doesn't have wisdom
{
iw.text.addTxt(MetaString::ADVOB_TXT,130);
}
else //give spell
{
std::set<SpellID> spells;
spells.insert(spell);
cb->changeSpells(h, true, spells);
iw.components.emplace_back(Component::EComponentType::SPELL, spell, 0, 0);
}
cb->showInfoDialog(&iw);
}
void CGShrine::initObj(CRandomGenerator & rand)
{
if(spell == SpellID::NONE) //spell not set
{
int level = ID-87;
std::vector<SpellID> possibilities;
cb->getAllowedSpells (possibilities, level);
if(possibilities.empty())
{
2017-08-10 18:39:27 +02:00
logGlobal->error("Error: cannot init shrine, no allowed spells!");
return;
}
spell = *RandomGeneratorUtil::nextItem(possibilities, rand);
}
}
std::string CGShrine::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName();
if(wasVisited(player))
{
hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)
2023-02-24 13:40:06 +02:00
boost::algorithm::replace_first(hoverName,"%s", spell.toSpell()->getNameTranslated());
}
return hoverName;
}
std::string CGShrine::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName = getHoverText(hero->tempOwner);
if(wasVisited(hero->tempOwner) && hero->spellbookContainsSpell(spell)) //know what spell there is and hero knows that spell
hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)
return hoverName;
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
void CGShrine::serializeJsonOptions(JsonSerializeFormat & handler)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
handler.serializeId("spell", spell, SpellID::NONE);
}
void CGSignBottle::initObj(CRandomGenerator & rand)
{
//if no text is set than we pick random from the predefined ones
if(message.empty())
{
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randsign");
std::string messageIdentifier = *RandomGeneratorUtil::nextItem(vector, rand);
message = VLC->generaltexth->translate(messageIdentifier);
}
if(ID == Obj::OCEAN_BOTTLE)
{
blockVisit = true;
}
}
void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->getOwner();
iw.text << message;
cb->showInfoDialog(&iw);
if(ID == Obj::OCEAN_BOTTLE)
cb->removeObject(this);
}
void CGSignBottle::serializeJsonOptions(JsonSerializeFormat& handler)
{
handler.serializeString("text", message);
}
void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
{
EBonusType type = bonusType;
int bid = bonusID;
//check if the bonus if applicable, if not - give primary skill (always possible)
int ssl = h->getSecSkillLevel(SecondarySkill(bid)); //current sec skill level, used if bonusType == 1
2016-10-09 12:39:49 +02:00
if((type == SECONDARY_SKILL && ((ssl == 3) || (!ssl && !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)
|| (type == SPELL && !h->canLearnSpell(SpellID(bid).toSpell())))
{
type = PRIM_SKILL;
bid = CRandomGenerator::getDefault().nextInt(GameConstants::PRIMARY_SKILLS - 1);
}
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,115);
switch (type)
{
case PRIM_SKILL:
cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(bid),+1);
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, bid, +1, 0);
break;
case SECONDARY_SKILL:
cb->changeSecSkill(h,SecondarySkill(bid),+1);
iw.components.emplace_back(Component::EComponentType::SEC_SKILL, bid, ssl + 1, 0);
break;
case SPELL:
{
std::set<SpellID> hlp;
hlp.insert(SpellID(bid));
cb->changeSpells(h,true,hlp);
iw.components.emplace_back(Component::EComponentType::SPELL, bid, 0, 0);
}
break;
default:
2017-08-12 14:43:41 +02:00
logGlobal->error("Error: wrong bonus type (%d) for Scholar!\n", static_cast<int>(type));
return;
}
cb->showInfoDialog(&iw);
cb->removeObject(this);
}
void CGScholar::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(bonusType == RANDOM)
{
bonusType = static_cast<EBonusType>(rand.nextInt(2));
switch(bonusType)
{
case PRIM_SKILL:
bonusID = rand.nextInt(GameConstants::PRIMARY_SKILLS -1);
break;
case SECONDARY_SKILL:
2023-02-12 22:39:17 +02:00
bonusID = rand.nextInt(static_cast<int>(VLC->skillh->size()) - 1);
break;
case SPELL:
std::vector<SpellID> possibilities;
for (int i = 1; i < 6; ++i)
cb->getAllowedSpells (possibilities, i);
bonusID = *RandomGeneratorUtil::nextItem(possibilities, rand);
break;
}
}
}
void CGScholar::serializeJsonOptions(JsonSerializeFormat & handler)
{
if(handler.saving)
2016-02-09 08:02:34 +02:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
std::string value;
switch(bonusType)
2016-02-09 08:02:34 +02:00
{
case PRIM_SKILL:
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
value = PrimarySkill::names[bonusID];
handler.serializeString("rewardPrimSkill", value);
break;
case SECONDARY_SKILL:
value = CSkillHandler::encodeSkill(bonusID);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
handler.serializeString("rewardSkill", value);
break;
case SPELL:
2021-02-15 14:03:32 +02:00
value = SpellID::encode(bonusID);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
handler.serializeString("rewardSpell", value);
break;
case RANDOM:
break;
2016-02-09 08:02:34 +02:00
}
}
else
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{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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//TODO: unify
const JsonNode & json = handler.getCurrent();
bonusType = RANDOM;
if(!json["rewardPrimSkill"].String().empty())
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{
auto raw = VLC->modh->identifiers.getIdentifier(CModHandler::scopeBuiltin(), "primSkill", json["rewardPrimSkill"].String());
if(raw)
{
bonusType = PRIM_SKILL;
bonusID = raw.get();
}
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}
else if(!json["rewardSkill"].String().empty())
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{
auto raw = VLC->modh->identifiers.getIdentifier(CModHandler::scopeBuiltin(), "skill", json["rewardSkill"].String());
if(raw)
{
bonusType = SECONDARY_SKILL;
bonusID = raw.get();
}
}
else if(!json["rewardSpell"].String().empty())
{
auto raw = VLC->modh->identifiers.getIdentifier(CModHandler::scopeBuiltin(), "spell", json["rewardSpell"].String());
if(raw)
{
bonusType = SPELL;
bonusID = raw.get();
}
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}
}
}
void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
{
int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if (!ally && stacksCount() > 0) {
//TODO: Find a way to apply magic garrison effects in battle.
cb->startBattleI(h, this);
return;
}
//New owner.
if (!ally)
cb->setOwner(this, h->tempOwner);
cb->showGarrisonDialog(id, h->id, removableUnits);
}
bool CGGarrison::passableFor(PlayerColor player) const
{
//FIXME: identical to same method in CGTownInstance
if ( !stacksCount() )//empty - anyone can visit
return true;
if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
return false;
if (cb->getPlayerRelations(tempOwner, player) != PlayerRelations::ENEMIES)
return true;
return false;
}
void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
onHeroVisit(hero);
}
void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler)
{
handler.serializeBool("removableUnits", removableUnits);
serializeJsonOwner(handler);
CCreatureSet::serializeJson(handler, "army", 7);
}
void CGMagi::reset()
{
eyelist.clear();
}
void CGMagi::initObj(CRandomGenerator & rand)
{
if (ID == Obj::EYE_OF_MAGI)
{
blockVisit = true;
eyelist[subID].push_back(id);
}
}
void CGMagi::onHeroVisit(const CGHeroInstance * h) const
{
if (ID == Obj::HUT_OF_MAGI)
{
h->showInfoDialog(61);
if (!eyelist[subID].empty())
{
CenterView cv;
cv.player = h->tempOwner;
cv.focusTime = 2000;
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
fw.waitForDialogs = true;
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for(const auto & it : eyelist[subID])
{
const CGObjectInstance *eye = cb->getObj(it);
cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);
cb->sendAndApply(&fw);
cv.pos = eye->pos;
cb->sendAndApply(&cv);
}
cv.pos = h->visitablePos();
cv.focusTime = 0;
cb->sendAndApply(&cv);
}
}
else if (ID == Obj::EYE_OF_MAGI)
{
h->showInfoDialog(48);
}
}
void CGBoat::initObj(CRandomGenerator & rand)
{
hero = nullptr;
}
void CGSirens::initObj(CRandomGenerator & rand)
{
blockVisit = true;
}
std::string CGSirens::getHoverText(const CGHeroInstance * hero) const
{
return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID));
}
void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens
{
iw.type = EInfoWindowMode::AUTO;
iw.text.addTxt(MetaString::ADVOB_TXT,133);
}
else
{
giveDummyBonus(h->id, Bonus::ONE_BATTLE);
TExpType xp = 0;
for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)
{
// 1-sized stacks are not affected by sirens
if (i->second->count == 1)
continue;
// tested H3 behavior: 30% (rounded up) of stack drowns
TQuantity drown = std::ceil(i->second->count * 0.3);
if(drown)
{
cb->changeStackCount(StackLocation(h, i->first), -drown);
xp += drown * i->second->type->MaxHealth();
}
}
if(xp)
{
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xp = h->calculateXp(static_cast<int>(xp));
iw.text.addTxt(MetaString::ADVOB_TXT,132);
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iw.text.addReplacement(static_cast<int>(xp));
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, xp, false);
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT,134);
}
}
cb->showInfoDialog(&iw);
}
CGShipyard::CGShipyard()
:IShipyard(this)
{
}
void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const
{
// H J L K I
// A x S x B
// C E G F D
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offsets = {
int3(-3,0,0), int3(1,0,0), //AB
int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG
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int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0) //HIJKL
};
}
void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
{
if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner))
cb->setOwner(this, h->tempOwner);
auto s = shipyardStatus();
if(s != IBoatGenerator::GOOD)
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = tempOwner;
getProblemText(iw.text, h);
cb->showInfoDialog(&iw);
}
else
{
openWindow(EOpenWindowMode::SHIPYARD_WINDOW,id.getNum(),h->id.getNum());
}
}
void CGShipyard::serializeJsonOptions(JsonSerializeFormat& handler)
{
serializeJsonOwner(handler);
}
void CCartographer::onHeroVisit( const CGHeroInstance * h ) const
{
//if player has not bought map of this subtype yet and underground exist for stalagmite cartographer
if (!wasVisited(h->getOwner()) && (subID != 2 || cb->gameState()->map->twoLevel))
{
if (cb->getResource(h->tempOwner, Res::GOLD) >= 1000) //if he can afford a map
{
//ask if he wants to buy one
int text=0;
switch (subID)
{
case 0:
text = 25;
break;
case 1:
text = 26;
break;
case 2:
text = 27;
break;
default:
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logGlobal->warn("Unrecognized subtype of cartographer");
}
assert(text);
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.text.addTxt (MetaString::ADVOB_TXT, text);
cb->showBlockingDialog (&bd);
}
else //if he cannot afford
{
h->showInfoDialog(28);
}
}
else //if he already visited carographer
{
h->showInfoDialog(24);
}
}
void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
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if(answer) //if hero wants to buy map
{
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cb->giveResource(hero->tempOwner, Res::GOLD, -1000);
FoWChange fw;
fw.mode = 1;
fw.player = hero->tempOwner;
//subIDs of different types of cartographers:
//water = 0; land = 1; underground = 2;
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IGameCallback::MapTerrainFilterMode tileFilterMode = IGameCallback::MapTerrainFilterMode::NONE;
switch(subID)
{
case 0:
tileFilterMode = CPrivilegedInfoCallback::MapTerrainFilterMode::WATER;
break;
case 1:
tileFilterMode = CPrivilegedInfoCallback::MapTerrainFilterMode::LAND_CARTOGRAPHER;
break;
case 2:
tileFilterMode = CPrivilegedInfoCallback::MapTerrainFilterMode::UNDERGROUND_CARTOGRAPHER;
break;
}
cb->getAllTiles(fw.tiles, hero->tempOwner, -1, tileFilterMode); //reveal appropriate tiles
cb->sendAndApply(&fw);
cb->setObjProperty(id, CCartographer::OBJPROP_VISITED, hero->tempOwner.getNum());
}
}
void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const
{
cb->showThievesGuildWindow(h->tempOwner, id);
}
void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);
assert(ts);
TeamID team = ts->id;
if(!wasVisited(team))
{
iw.text.addTxt(MetaString::ADVOB_TXT, 96);
cb->sendAndApply(&iw);
// increment general visited obelisks counter
cb->setObjProperty(id, CGObelisk::OBJPROP_INC, team.getNum());
openWindow(EOpenWindowMode::PUZZLE_MAP, h->tempOwner.getNum());
// mark that particular obelisk as visited for all players in the team
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for(const auto & color : ts->players)
{
cb->setObjProperty(id, CGObelisk::OBJPROP_VISITED, color.getNum());
}
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT, 97);
cb->sendAndApply(&iw);
}
}
void CGObelisk::initObj(CRandomGenerator & rand)
{
obeliskCount++;
}
void CGObelisk::reset()
{
obeliskCount = 0;
visited.clear();
}
std::string CGObelisk::getHoverText(PlayerColor player) const
{
return getObjectName() + " " + visitedTxt(wasVisited(player));
}
void CGObelisk::setPropertyDer( ui8 what, ui32 val )
{
switch(what)
{
case CGObelisk::OBJPROP_INC:
{
auto progress = ++visited[TeamID(val)];
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logGlobal->debug("Player %d: obelisk progress %d / %d", val, static_cast<int>(progress) , static_cast<int>(obeliskCount));
if(progress > obeliskCount)
{
logGlobal->error("Visited %d of %d", static_cast<int>(progress), obeliskCount);
throw std::runtime_error("internal error");
}
break;
}
default:
CTeamVisited::setPropertyDer(what, val);
break;
}
}
void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
{
if(h->tempOwner != tempOwner)
{
PlayerColor oldOwner = tempOwner;
cb->setOwner(this,h->tempOwner); //not ours? flag it!
h->showInfoDialog(69);
giveBonusTo(h->tempOwner);
if(oldOwner < PlayerColor::PLAYER_LIMIT) //remove bonus from old owner
{
RemoveBonus rb(RemoveBonus::PLAYER);
rb.whoID = oldOwner.getNum();
rb.source = Bonus::OBJECT;
rb.id = id.getNum();
cb->sendAndApply(&rb);
}
}
}
void CGLighthouse::initObj(CRandomGenerator & rand)
{
if(tempOwner < PlayerColor::PLAYER_LIMIT)
{
// FIXME: This is dirty hack
giveBonusTo(tempOwner, true);
}
}
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void CGLighthouse::giveBonusTo(const PlayerColor & player, bool onInit) const
{
GiveBonus gb(GiveBonus::PLAYER);
gb.bonus.type = Bonus::SEA_MOVEMENT;
gb.bonus.val = 500;
gb.id = player.getNum();
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::OBJECT;
gb.bonus.sid = id.getNum();
// FIXME: This is really dirty hack
// Proper fix would be to make CGLighthouse into bonus system node
// Unfortunately this will cause saves breakage
if(onInit)
gb.applyGs(cb->gameState());
else
cb->sendAndApply(&gb);
}
void CGLighthouse::serializeJsonOptions(JsonSerializeFormat& handler)
{
serializeJsonOwner(handler);
}
VCMI_LIB_NAMESPACE_END