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/*
* CGDwelling . 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 "CGDwelling.h"
# include "../serializer/JsonSerializeFormat.h"
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# include "../mapObjectConstructors/AObjectTypeHandler.h"
# include "../mapObjectConstructors/CObjectClassesHandler.h"
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# include "../CTownHandler.h"
# include "../IGameCallback.h"
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# include "../gameState/CGameState.h"
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# include "../CPlayerState.h"
# include "../NetPacks.h"
# include "../GameSettings.h"
# include "../CConfigHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
CSpecObjInfo : : CSpecObjInfo ( ) :
owner ( nullptr )
{
}
void CCreGenAsCastleInfo : : serializeJson ( JsonSerializeFormat & handler )
{
handler . serializeString ( " sameAsTown " , instanceId ) ;
if ( ! handler . saving )
{
asCastle = ! instanceId . empty ( ) ;
allowedFactions . clear ( ) ;
}
if ( ! asCastle )
{
std : : vector < bool > standard ;
standard . resize ( VLC - > townh - > size ( ) , true ) ;
JsonSerializeFormat : : LIC allowedLIC ( standard , & FactionID : : decode , & FactionID : : encode ) ;
allowedLIC . any = allowedFactions ;
handler . serializeLIC ( " allowedFactions " , allowedLIC ) ;
if ( ! handler . saving )
{
allowedFactions = allowedLIC . any ;
}
}
}
void CCreGenLeveledInfo : : serializeJson ( JsonSerializeFormat & handler )
{
handler . serializeInt ( " minLevel " , minLevel , static_cast < uint8_t > ( 1 ) ) ;
handler . serializeInt ( " maxLevel " , maxLevel , static_cast < uint8_t > ( 7 ) ) ;
if ( ! handler . saving )
{
//todo: safely allow any level > 7
vstd : : abetween < uint8_t > ( minLevel , 1 , 7 ) ;
vstd : : abetween < uint8_t > ( maxLevel , minLevel , 7 ) ;
}
}
void CCreGenLeveledCastleInfo : : serializeJson ( JsonSerializeFormat & handler )
{
CCreGenAsCastleInfo : : serializeJson ( handler ) ;
CCreGenLeveledInfo : : serializeJson ( handler ) ;
}
CGDwelling : : CGDwelling ( )
: info ( nullptr )
{
}
CGDwelling : : ~ CGDwelling ( )
{
vstd : : clear_pointer ( info ) ;
}
void CGDwelling : : initObj ( CRandomGenerator & rand )
{
switch ( ID )
{
case Obj : : CREATURE_GENERATOR1 :
case Obj : : CREATURE_GENERATOR4 :
{
VLC - > objtypeh - > getHandlerFor ( ID , subID ) - > configureObject ( this , rand ) ;
if ( getOwner ( ) ! = PlayerColor : : NEUTRAL )
cb - > gameState ( ) - > players [ getOwner ( ) ] . dwellings . emplace_back ( this ) ;
assert ( ! creatures . empty ( ) ) ;
assert ( ! creatures [ 0 ] . second . empty ( ) ) ;
break ;
}
case Obj : : REFUGEE_CAMP :
//is handled within newturn func
break ;
case Obj : : WAR_MACHINE_FACTORY :
creatures . resize ( 3 ) ;
creatures [ 0 ] . second . emplace_back ( CreatureID : : BALLISTA ) ;
creatures [ 1 ] . second . emplace_back ( CreatureID : : FIRST_AID_TENT ) ;
creatures [ 2 ] . second . emplace_back ( CreatureID : : AMMO_CART ) ;
break ;
default :
assert ( 0 ) ;
break ;
}
}
void CGDwelling : : initRandomObjectInfo ( )
{
vstd : : clear_pointer ( info ) ;
switch ( ID )
{
case Obj : : RANDOM_DWELLING : info = new CCreGenLeveledCastleInfo ( ) ;
break ;
case Obj : : RANDOM_DWELLING_LVL : info = new CCreGenAsCastleInfo ( ) ;
break ;
case Obj : : RANDOM_DWELLING_FACTION : info = new CCreGenLeveledInfo ( ) ;
break ;
}
if ( info )
info - > owner = this ;
}
void CGDwelling : : setPropertyDer ( ui8 what , ui32 val )
{
switch ( what )
{
case ObjProperty : : OWNER : //change owner
if ( ID = = Obj : : CREATURE_GENERATOR1 | | ID = = Obj : : CREATURE_GENERATOR2
| | ID = = Obj : : CREATURE_GENERATOR3 | | ID = = Obj : : CREATURE_GENERATOR4 )
{
if ( tempOwner ! = PlayerColor : : NEUTRAL )
{
std : : vector < ConstTransitivePtr < CGDwelling > > * dwellings = & cb - > gameState ( ) - > players [ tempOwner ] . dwellings ;
dwellings - > erase ( std : : find ( dwellings - > begin ( ) , dwellings - > end ( ) , this ) ) ;
}
if ( PlayerColor ( val ) ! = PlayerColor : : NEUTRAL ) //can new owner be neutral?
cb - > gameState ( ) - > players [ PlayerColor ( val ) ] . dwellings . emplace_back ( this ) ;
}
break ;
case ObjProperty : : AVAILABLE_CREATURE :
creatures . resize ( 1 ) ;
creatures [ 0 ] . second . resize ( 1 ) ;
creatures [ 0 ] . second [ 0 ] = CreatureID ( val ) ;
break ;
}
}
void CGDwelling : : onHeroVisit ( const CGHeroInstance * h ) const
{
if ( ID = = Obj : : REFUGEE_CAMP & & ! creatures [ 0 ] . first ) //Refugee Camp, no available cres
{
InfoWindow iw ;
iw . type = EInfoWindowMode : : AUTO ;
iw . player = h - > tempOwner ;
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iw . text . appendLocalString ( EMetaText : : ADVOB_TXT , 44 ) ; //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw . text . replaceLocalString ( EMetaText : : OBJ_NAMES , ID ) ;
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cb - > sendAndApply ( & iw ) ;
return ;
}
PlayerRelations : : PlayerRelations relations = cb - > gameState ( ) - > getPlayerRelations ( h - > tempOwner , tempOwner ) ;
if ( relations = = PlayerRelations : : ALLIES )
return ; //do not allow recruiting or capturing
if ( ! relations & & stacksCount ( ) > 0 ) //object is guarded, owned by enemy
{
BlockingDialog bd ( true , false ) ;
bd . player = h - > tempOwner ;
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bd . text . appendLocalString ( EMetaText : : GENERAL_TXT , 421 ) ; //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
bd . text . replaceLocalString ( ID = = Obj : : CREATURE_GENERATOR1 ? EMetaText : : CREGENS : EMetaText : : CREGENS4 , subID ) ;
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if ( settings [ " gameTweaks " ] [ " numericCreaturesQuantities " ] . Bool ( ) )
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bd . text . replaceRawString ( CCreature : : getQuantityRangeStringForId ( Slots ( ) . begin ( ) - > second - > getQuantityID ( ) ) ) ;
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else
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bd . text . replaceLocalString ( EMetaText : : ARRAY_TXT , 173 + ( int ) Slots ( ) . begin ( ) - > second - > getQuantityID ( ) * 3 ) ;
bd . text . replaceCreatureName ( * Slots ( ) . begin ( ) - > second ) ;
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cb - > showBlockingDialog ( & bd ) ;
return ;
}
// TODO this shouldn't be hardcoded
if ( ! relations & & ID ! = Obj : : WAR_MACHINE_FACTORY & & ID ! = Obj : : REFUGEE_CAMP )
{
cb - > setOwner ( this , h - > tempOwner ) ;
}
BlockingDialog bd ( true , false ) ;
bd . player = h - > tempOwner ;
if ( ID = = Obj : : CREATURE_GENERATOR1 | | ID = = Obj : : CREATURE_GENERATOR4 )
{
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bd . text . appendLocalString ( EMetaText : : ADVOB_TXT , ID = = Obj : : CREATURE_GENERATOR1 ? 35 : 36 ) ; //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
bd . text . replaceLocalString ( ID = = Obj : : CREATURE_GENERATOR1 ? EMetaText : : CREGENS : EMetaText : : CREGENS4 , subID ) ;
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for ( const auto & elem : creatures )
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bd . text . replaceLocalString ( EMetaText : : CRE_PL_NAMES , elem . second [ 0 ] ) ;
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}
else if ( ID = = Obj : : REFUGEE_CAMP )
{
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bd . text . appendLocalString ( EMetaText : : ADVOB_TXT , 35 ) ; //{%s} Would you like to recruit %s?
bd . text . replaceLocalString ( EMetaText : : OBJ_NAMES , ID ) ;
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for ( const auto & elem : creatures )
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bd . text . replaceLocalString ( EMetaText : : CRE_PL_NAMES , elem . second [ 0 ] ) ;
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}
else if ( ID = = Obj : : WAR_MACHINE_FACTORY )
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bd . text . appendLocalString ( EMetaText : : ADVOB_TXT , 157 ) ; //{War Machine Factory} Would you like to purchase War Machines?
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else
throw std : : runtime_error ( " Illegal dwelling! " ) ;
cb - > showBlockingDialog ( & bd ) ;
}
void CGDwelling : : newTurn ( CRandomGenerator & rand ) const
{
if ( cb - > getDate ( Date : : DAY_OF_WEEK ) ! = 1 ) //not first day of week
return ;
//town growths and War Machines Factories are handled separately
if ( ID = = Obj : : TOWN | | ID = = Obj : : WAR_MACHINE_FACTORY )
return ;
if ( ID = = Obj : : REFUGEE_CAMP ) //if it's a refugee camp, we need to pick an available creature
{
cb - > setObjProperty ( id , ObjProperty : : AVAILABLE_CREATURE , VLC - > creh - > pickRandomMonster ( rand ) ) ;
}
bool change = false ;
SetAvailableCreatures sac ;
sac . creatures = creatures ;
sac . tid = id ;
for ( size_t i = 0 ; i < creatures . size ( ) ; i + + )
{
if ( ! creatures [ i ] . second . empty ( ) )
{
bool creaturesAccumulate = false ;
if ( tempOwner . isValidPlayer ( ) )
creaturesAccumulate = VLC - > settings ( ) - > getBoolean ( EGameSettings : : DWELLINGS_ACCUMULATE_WHEN_OWNED ) ;
else
creaturesAccumulate = VLC - > settings ( ) - > getBoolean ( EGameSettings : : DWELLINGS_ACCUMULATE_WHEN_NEUTRAL ) ;
CCreature * cre = VLC - > creh - > objects [ creatures [ i ] . second [ 0 ] ] ;
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TQuantity amount = cre - > getGrowth ( ) * ( 1 + cre - > valOfBonuses ( BonusType : : CREATURE_GROWTH_PERCENT ) / 100 ) + cre - > valOfBonuses ( BonusType : : CREATURE_GROWTH ) ;
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if ( creaturesAccumulate & & ID ! = Obj : : REFUGEE_CAMP ) //camp should not try to accumulate different kinds of creatures
sac . creatures [ i ] . first + = amount ;
else
sac . creatures [ i ] . first = amount ;
change = true ;
}
}
if ( change )
cb - > sendAndApply ( & sac ) ;
updateGuards ( ) ;
}
void CGDwelling : : updateGuards ( ) const
{
//TODO: store custom guard config and use it
//TODO: store boolean flag for guards
bool guarded = false ;
//default condition - creatures are of level 5 or higher
for ( auto creatureEntry : creatures )
{
if ( VLC - > creatures ( ) - > getByIndex ( creatureEntry . second . at ( 0 ) ) - > getLevel ( ) > = 5 & & ID ! = Obj : : REFUGEE_CAMP )
{
guarded = true ;
break ;
}
}
if ( guarded )
{
for ( auto creatureEntry : creatures )
{
const CCreature * crea = VLC - > creh - > objects [ creatureEntry . second . at ( 0 ) ] ;
SlotID slot = getSlotFor ( crea - > getId ( ) ) ;
if ( hasStackAtSlot ( slot ) ) //stack already exists, overwrite it
{
ChangeStackCount csc ;
csc . army = this - > id ;
csc . slot = slot ;
csc . count = crea - > getGrowth ( ) * 3 ;
csc . absoluteValue = true ;
cb - > sendAndApply ( & csc ) ;
}
else //slot is empty, create whole new stack
{
InsertNewStack ns ;
ns . army = this - > id ;
ns . slot = slot ;
ns . type = crea - > getId ( ) ;
ns . count = crea - > getGrowth ( ) * 3 ;
cb - > sendAndApply ( & ns ) ;
}
}
}
}
void CGDwelling : : heroAcceptsCreatures ( const CGHeroInstance * h ) const
{
CreatureID crid = creatures [ 0 ] . second [ 0 ] ;
auto * crs = crid . toCreature ( ) ;
TQuantity count = creatures [ 0 ] . first ;
if ( crs - > getLevel ( ) = = 1 & & ID ! = Obj : : REFUGEE_CAMP ) //first level - creatures are for free
{
if ( count ) //there are available creatures
{
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if ( VLC - > settings ( ) - > getBoolean ( EGameSettings : : DWELLINGS_ACCUMULATE_WHEN_OWNED ) )
{
SlotID testSlot = h - > getSlotFor ( crid ) ;
if ( ! testSlot . validSlot ( ) ) //no available slot - try merging army of visiting hero
{
std : : pair < SlotID , SlotID > toMerge ;
if ( h - > mergableStacks ( toMerge ) )
{
cb - > moveStack ( StackLocation ( h , toMerge . first ) , StackLocation ( h , toMerge . second ) , - 1 ) ; //merge toMerge.first into toMerge.second
assert ( ! h - > hasStackAtSlot ( toMerge . first ) ) ; //we have now a new free slot
}
}
}
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SlotID slot = h - > getSlotFor ( crid ) ;
if ( ! slot . validSlot ( ) ) //no available slot
{
InfoWindow iw ;
iw . type = EInfoWindowMode : : AUTO ;
iw . player = h - > tempOwner ;
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iw . text . appendLocalString ( EMetaText : : GENERAL_TXT , 425 ) ; //The %s would join your hero, but there aren't enough provisions to support them.
iw . text . replaceLocalString ( EMetaText : : CRE_PL_NAMES , crid ) ;
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cb - > showInfoDialog ( & iw ) ;
}
else //give creatures
{
SetAvailableCreatures sac ;
sac . tid = id ;
sac . creatures = creatures ;
sac . creatures [ 0 ] . first = 0 ;
InfoWindow iw ;
iw . type = EInfoWindowMode : : AUTO ;
iw . player = h - > tempOwner ;
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iw . text . appendLocalString ( EMetaText : : GENERAL_TXT , 423 ) ; //%d %s join your army.
iw . text . replaceNumber ( count ) ;
iw . text . replaceLocalString ( EMetaText : : CRE_PL_NAMES , crid ) ;
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cb - > showInfoDialog ( & iw ) ;
cb - > sendAndApply ( & sac ) ;
cb - > addToSlot ( StackLocation ( h , slot ) , crs , count ) ;
}
}
else //there no creatures
{
InfoWindow iw ;
iw . type = EInfoWindowMode : : AUTO ;
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iw . text . appendLocalString ( EMetaText : : GENERAL_TXT , 422 ) ; //There are no %s here to recruit.
iw . text . replaceLocalString ( EMetaText : : CRE_PL_NAMES , crid ) ;
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iw . player = h - > tempOwner ;
cb - > sendAndApply ( & iw ) ;
}
}
else
{
if ( ID = = Obj : : WAR_MACHINE_FACTORY ) //pick available War Machines
{
//there is 1 war machine available to recruit if hero doesn't have one
SetAvailableCreatures sac ;
sac . tid = id ;
sac . creatures = creatures ;
sac . creatures [ 0 ] . first = ! h - > getArt ( ArtifactPosition : : MACH1 ) ; //ballista
sac . creatures [ 1 ] . first = ! h - > getArt ( ArtifactPosition : : MACH3 ) ; //first aid tent
sac . creatures [ 2 ] . first = ! h - > getArt ( ArtifactPosition : : MACH2 ) ; //ammo cart
cb - > sendAndApply ( & sac ) ;
}
OpenWindow ow ;
ow . id1 = id . getNum ( ) ;
ow . id2 = h - > id . getNum ( ) ;
ow . window = ( ID = = Obj : : CREATURE_GENERATOR1 | | ID = = Obj : : REFUGEE_CAMP )
? EOpenWindowMode : : RECRUITMENT_FIRST
: EOpenWindowMode : : RECRUITMENT_ALL ;
cb - > sendAndApply ( & ow ) ;
}
}
void CGDwelling : : battleFinished ( const CGHeroInstance * hero , const BattleResult & result ) const
{
if ( result . winner = = 0 )
{
onHeroVisit ( hero ) ;
}
}
void CGDwelling : : blockingDialogAnswered ( const CGHeroInstance * hero , ui32 answer ) const
{
auto relations = cb - > getPlayerRelations ( getOwner ( ) , hero - > getOwner ( ) ) ;
if ( stacksCount ( ) > 0 & & relations = = PlayerRelations : : ENEMIES ) //guards present
{
if ( answer )
cb - > startBattleI ( hero , this ) ;
}
else if ( answer )
{
heroAcceptsCreatures ( hero ) ;
}
}
void CGDwelling : : serializeJsonOptions ( JsonSerializeFormat & handler )
{
if ( ! handler . saving )
initRandomObjectInfo ( ) ;
switch ( ID )
{
case Obj : : WAR_MACHINE_FACTORY :
case Obj : : REFUGEE_CAMP :
//do nothing
break ;
case Obj : : RANDOM_DWELLING :
case Obj : : RANDOM_DWELLING_LVL :
case Obj : : RANDOM_DWELLING_FACTION :
info - > serializeJson ( handler ) ;
//fall through
default :
serializeJsonOwner ( handler ) ;
break ;
}
}
VCMI_LIB_NAMESPACE_END