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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 "../ArtifactUtils.h"
#include "../bonuses/Propagators.h"
#include "../constants/StringConstants.h"
#include "../CConfigHandler.h"
#include "../texts/CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "../CSkillHandler.h"
#include "../spells/CSpellHandler.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
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#include "../StartInfo.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../modding/ModScope.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../networkPacks/StackLocation.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
///helpers
static std::string visitedTxt(const bool visited)
{
int id = visited ? 352 : 353;
return VLC->generaltexth->allTexts[id];
}
void CTeamVisited::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
if(what == ObjProperty::VISITED)
players.insert(identifier.as<PlayerColor>());
}
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;
}
//CGMine
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{
auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if(relations == PlayerRelations::SAME_PLAYER) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,true);
return;
}
else if (relations == PlayerRelations::ALLIES)//ally
return;
if(stacksCount()) //Mine is guarded
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.appendLocalString(EMetaText::ADVOB_TXT, isAbandoned() ? 84 : 187);
cb->showBlockingDialog(&ynd);
return;
}
flagMine(h->tempOwner);
}
void CGMine::newTurn(vstd::RNG & rand) const
{
if(cb->getDate() == 1)
return;
if (tempOwner == PlayerColor::NEUTRAL)
return;
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cb->giveResource(tempOwner, producedResource, getProducedQuantity());
}
void CGMine::initObj(vstd::RNG & 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);
assert(!abandonedMineResources.empty());
if (!abandonedMineResources.empty())
{
producedResource = *RandomGeneratorUtil::nextItem(abandonedMineResources, rand);
}
else
{
logGlobal->error("Abandoned mine at (%s) has no valid resource candidates!", pos.toString());
producedResource = GameResID::GOLD;
}
}
else
{
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producedResource = GameResID(getObjTypeIndex().getNum());
}
producedQuantity = defaultResProduction();
}
bool CGMine::isAbandoned() const
{
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return subID.getNum() >= 7;
}
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ResourceSet CGMine::dailyIncome() const
{
ResourceSet result;
result[producedResource] += defaultResProduction();
return result;
}
std::string CGMine::getObjectName() const
{
return VLC->generaltexth->translate("core.minename", getObjTypeIndex());
}
std::string CGMine::getHoverText(PlayerColor player) const
{
std::string hoverName = CArmedInstance::getHoverText(player);
if (tempOwner != PlayerColor::NEUTRAL)
hoverName += "\n(" + VLC->generaltexth->restypes[producedResource.getNum()] + ")";
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.text.appendTextID(TextIdentifier("core.mineevnt", producedResource.getNum()).get()); //not use subID, abandoned mines uses default mine texts
iw.player = player;
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iw.components.emplace_back(ComponentType::RESOURCE_PER_DAY, producedResource, getProducedQuantity());
cb->showInfoDialog(&iw);
}
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ui32 CGMine::defaultResProduction() const
{
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switch(producedResource.toEnum())
{
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case EGameResID::WOOD:
case EGameResID::ORE:
return 2;
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case EGameResID::GOLD:
return 1000;
default:
return 1;
}
}
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ui32 CGMine::getProducedQuantity() const
{
auto * playerSettings = cb->getPlayerSettings(getOwner());
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// always round up income - we don't want mines to always produce zero if handicap in use
return (producedQuantity * playerSettings->handicap.percentIncome + 99) / 100;
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}
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)
{
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CArmedInstance::serializeJsonOptions(handler);
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serializeJsonOwner(handler);
if(isAbandoned())
{
if(handler.saving)
{
JsonNode node;
for(const auto & resID : abandonedMineResources)
node.Vector().emplace_back(GameConstants::RESOURCE_NAMES[resID.getNum()]);
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handler.serializeRaw("possibleResources", node, std::nullopt);
}
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();
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
abandonedMineResources.emplace(raw_res);
}
}
}
}
GameResID CGResource::resourceID() const
{
return getObjTypeIndex().getNum();
}
std::string CGResource::getHoverText(PlayerColor player) const
{
return VLC->generaltexth->restypes[resourceID().getNum()];
}
void CGResource::pickRandomObject(vstd::RNG & rand)
{
assert(ID == Obj::RESOURCE || ID == Obj::RANDOM_RESOURCE);
if (ID == Obj::RANDOM_RESOURCE)
{
ID = Obj::RESOURCE;
subID = rand.nextInt(EGameResID::WOOD, EGameResID::GOLD);
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setType(ID, subID);
if (subID == EGameResID::GOLD && amount != CGResource::RANDOM_AMOUNT)
amount *= CGResource::GOLD_AMOUNT_MULTIPLIER;
}
}
void CGResource::initObj(vstd::RNG & rand)
{
blockVisit = true;
if(amount == CGResource::RANDOM_AMOUNT)
{
switch(resourceID().toEnum())
{
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case EGameResID::GOLD:
amount = rand.nextInt(5, 10) * CGResource::GOLD_AMOUNT_MULTIPLIER;
break;
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case EGameResID::WOOD: case EGameResID::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();
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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, resourceID(), amount);
InfoWindow sii;
sii.player = player;
if(!message.empty())
{
sii.type = EInfoWindowMode::AUTO;
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sii.text = message;
}
else
{
sii.type = EInfoWindowMode::INFO;
sii.text.appendLocalString(EMetaText::ADVOB_TXT,113);
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sii.text.replaceName(resourceID());
}
sii.components.emplace_back(ComponentType::RESOURCE, resourceID(), amount);
sii.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
cb->showInfoDialog(&sii);
cb->removeObject(this, player);
}
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)
{
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CArmedInstance::serializeJsonOptions(handler);
if(!handler.saving && !handler.getCurrent()["guards"].Vector().empty())
CCreatureSet::serializeJson(handler, "guards", 7);
handler.serializeInt("amount", amount, 0);
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handler.serializeStruct("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->getTeleportChannelEntrances(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, cb->gameState()->getRandomGenerator());
return ObjectInstanceID();
}
bool CGTeleport::isTeleport(const CGObjectInstance * obj)
{
return dynamic_cast<const CGTeleport *>(obj) != nullptr;
}
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, MapObjectSubID SubID) const
{
for(auto obj : cb->gameState()->map->objects)
{
if(!obj)
continue;
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const auto * teleportObj = dynamic_cast<const CGMonolith *>(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->id, 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, 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 = cb->getObj(randomExit)->visitablePos();
cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
}
void CGMonolith::initObj(vstd::RNG & rand)
{
std::vector<Obj> IDs;
IDs.push_back(ID);
switch(ID.toEnum())
{
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
type = ENTRANCE;
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IDs.emplace_back(Obj::MONOLITH_ONE_WAY_EXIT);
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break;
case Obj::MONOLITH_ONE_WAY_EXIT:
type = EXIT;
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IDs.emplace_back(Obj::MONOLITH_ONE_WAY_ENTRANCE);
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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->id, 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, cb->getObj(exit)->visitablePos()));
}
cb->showTeleportDialog(&td);
}
void CGSubterraneanGate::initObj(vstd::RNG & rand)
{
type = BOTH;
}
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void CGSubterraneanGate::postInit(IGameCallback * cb) //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)
{
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if(!obj)
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->id, 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.appendLocalString(EMetaText::ADVOB_TXT, 168);
iw.components.emplace_back(ComponentType::CREATURE, h->getCreature(targetstack)->getId(), -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, 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();
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dPos = *RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator());
}
cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
}
bool CGWhirlpool::isProtected(const CGHeroInstance * h)
{
return h->hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION)
|| (h->stacksCount() == 1 && h->Slots().begin()->second->count == 1)
|| (h->stacksCount() == 0 && h->commander && h->commander->alive);
}
ArtifactID CGArtifact::getArtifact() const
{
if(ID == Obj::SPELL_SCROLL)
return ArtifactID::SPELL_SCROLL;
else
return getObjTypeIndex().getNum();
}
void CGArtifact::pickRandomObject(vstd::RNG & rand)
{
switch(ID.toEnum())
{
case MapObjectID::RANDOM_ART:
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC);
break;
case MapObjectID::RANDOM_TREASURE_ART:
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE);
break;
case MapObjectID::RANDOM_MINOR_ART:
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR);
break;
case MapObjectID::RANDOM_MAJOR_ART:
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR);
break;
case MapObjectID::RANDOM_RELIC_ART:
subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_RELIC);
break;
}
if (ID != MapObjectID::SPELL_SCROLL && ID != MapObjectID::ARTIFACT)
{
ID = MapObjectID::ARTIFACT;
setType(ID, subID);
}
else if (ID != MapObjectID::SPELL_SCROLL)
ID = MapObjectID::ARTIFACT;
}
void CGArtifact::initObj(vstd::RNG & 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(getArtifact().toArtifact());
}
if(ID == Obj::SPELL_SCROLL)
subID = 1;
assert(storedArtifact->artType);
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assert(!storedArtifact->getParentNodes().empty());
//assert(storedArtifact->artType->id == subID); //this does not stop desync
}
std::string CGArtifact::getObjectName() const
{
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return VLC->artifacts()->getById(getArtifact())->getNameTranslated();
}
std::string CGArtifact::getPopupText(PlayerColor player) const
{
if (settings["general"]["enableUiEnhancements"].Bool())
{
std::string description = VLC->artifacts()->getById(getArtifact())->getDescriptionTranslated();
if (getArtifact() == ArtifactID::SPELL_SCROLL)
ArtifactUtils::insertScrrollSpellName(description, SpellID::NONE); // erase text placeholder
return description;
}
else
return getObjectName();
}
std::string CGArtifact::getPopupText(const CGHeroInstance * hero) const
{
return getPopupText(hero->getOwner());
}
std::vector<Component> CGArtifact::getPopupComponents(PlayerColor player) const
{
return {
Component(ComponentType::ARTIFACT, getArtifact())
};
}
void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
{
if(!stacksCount())
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
if(storedArtifact->artType->canBePutAt(h))
{
switch (ID.toEnum())
{
case Obj::ARTIFACT:
{
iw.components.emplace_back(ComponentType::ARTIFACT, getArtifact());
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if(!message.empty())
iw.text = message;
else
iw.text.appendTextID(getArtifact().toArtifact()->getEventTextID());
}
break;
case Obj::SPELL_SCROLL:
{
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SpellID spell = storedArtifact->getScrollSpellID();
iw.components.emplace_back(ComponentType::SPELL, spell);
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if(!message.empty())
iw.text = message;
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,135);
iw.text.replaceName(spell);
}
}
break;
}
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 2);
}
cb->showInfoDialog(&iw);
pick(h);
}
else
{
switch(ID.toEnum())
{
case Obj::ARTIFACT:
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
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if(!message.empty())
ynd.text = message;
else
{
// TODO: Guard text is more complex in H3, see mantis issue 2325 for details
ynd.text.appendLocalString(EMetaText::GENERAL_TXT, 420);
ynd.text.replaceRawString("");
ynd.text.replaceRawString(getArmyDescription());
ynd.text.replaceLocalString(EMetaText::GENERAL_TXT, 43); // creatures
}
cb->showBlockingDialog(&ynd);
}
break;
case Obj::SPELL_SCROLL:
{
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if(!message.empty())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
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ynd.text = message;
cb->showBlockingDialog(&ynd);
}
else
blockingDialogAnswered(h, true);
}
break;
}
}
}
void CGArtifact::pick(const CGHeroInstance * h) const
{
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if(cb->putArtifact(ArtifactLocation(h->id, ArtifactPosition::FIRST_AVAILABLE), storedArtifact))
cb->removeObject(this, h->getOwner());
}
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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)
{
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//Artifacts from map objects are never removed
//FIXME: This should be revertible in map editor
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if(ID == Obj::SPELL_SCROLL && storedArtifact && storedArtifact->getId().getNum() < 0)
map->addNewArtifactInstance(storedArtifact);
}
void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler)
{
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handler.serializeStruct("guardMessage", message);
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CArmedInstance::serializeJsonOptions(handler);
if(!handler.saving && !handler.getCurrent()["guards"].Vector().empty())
CCreatureSet::serializeJson(handler, "guards", 7);
if(handler.saving && ID == Obj::SPELL_SCROLL)
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{
const auto & b = storedArtifact->getFirstBonus(Selector::type()(BonusType::SPELL));
SpellID spellId(b->subtype.as<SpellID>());
2016-02-13 18:43:05 +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
handler.serializeId("spell", spellId, SpellID::NONE);
2016-02-13 18:43:05 +02:00
}
}
void CGSignBottle::initObj(vstd::RNG & 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.appendTextID(messageIdentifier);
}
if(ID == Obj::OCEAN_BOTTLE)
{
blockVisit = true;
}
}
void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->getOwner();
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iw.text = message;
cb->showInfoDialog(&iw);
if(ID == Obj::OCEAN_BOTTLE)
cb->removeObject(this, h->getOwner());
}
void CGSignBottle::serializeJsonOptions(JsonSerializeFormat& handler)
{
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handler.serializeStruct("text", message);
}
void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
{
auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
//TODO: Find a way to apply magic garrison effects in battle.
cb->startBattleI(h, this);
return;
}
//New owner.
if (relations == PlayerRelations::ENEMIES)
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);
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CArmedInstance::serializeJsonOptions(handler);
}
void CGGarrison::initObj(vstd::RNG &rand)
{
if(this->subID == MapObjectSubID::decode(this->ID, "antiMagic"))
addAntimagicGarrisonBonus();
}
void CGGarrison::addAntimagicGarrisonBonus()
{
auto bonus = std::make_shared<Bonus>();
bonus->type = BonusType::BLOCK_ALL_MAGIC;
bonus->source = BonusSource::OBJECT_TYPE;
bonus->sid = BonusSourceID(this->ID);
bonus->propagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE);
bonus->duration = BonusDuration::PERMANENT;
this->addNewBonus(bonus);
}
void CGMagi::initObj(vstd::RNG & rand)
{
if (ID == Obj::EYE_OF_MAGI)
blockVisit = true;
}
void CGMagi::onHeroVisit(const CGHeroInstance * h) const
{
if (ID == Obj::HUT_OF_MAGI)
{
h->showInfoDialog(61);
std::vector<const CGObjectInstance *> eyes;
for (auto object : cb->gameState()->map->objects)
{
if (object && object->ID == Obj::EYE_OF_MAGI && object->subID == this->subID)
eyes.push_back(object);
}
if (!eyes.empty())
{
CenterView cv;
cv.player = h->tempOwner;
cv.focusTime = 2000;
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = ETileVisibility::REVEALED;
fw.waitForDialogs = true;
for(const auto & eye : eyes)
{
cb->getTilesInRange (fw.tiles, eye->pos, 10, ETileVisibility::HIDDEN, h->tempOwner);
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);
}
}
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CGBoat::CGBoat(IGameCallback * cb)
: CGObjectInstance(cb)
{
hero = nullptr;
direction = 4;
layer = EPathfindingLayer::SAIL;
}
bool CGBoat::isCoastVisitable() const
{
return true;
}
void CGSirens::initObj(vstd::RNG & rand)
{
blockVisit = true;
}
std::string CGSirens::getHoverText(const CGHeroInstance * hero) const
{
return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID)));
}
void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID))) //has already visited Sirens
{
iw.type = EInfoWindowMode::AUTO;
iw.text.appendLocalString(EMetaText::ADVOB_TXT,133);
}
else
{
giveDummyBonus(h->id, BonusDuration::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);
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xp += drown * i->second->type->getMaxHealth();
}
}
if(xp)
{
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xp = h->calculateXp(static_cast<int>(xp));
iw.text.appendLocalString(EMetaText::ADVOB_TXT,132);
iw.text.replaceNumber(static_cast<int>(xp));
cb->giveExperience(h, xp);
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,134);
}
}
cb->showInfoDialog(&iw);
}
void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const
{
// H J L K I
// A x S x B
// C E G F D
2014-10-03 23:34:13 +03:00
offsets = {
{-2, 0, 0}, // A
{+2, 0, 0}, // B
{-2, 1, 0}, // C
{+2, 1, 0}, // D
{-1, 1, 0}, // E
{+1, 1, 0}, // F
{0, 1, 0}, // G
{-2, -1, 0}, // H
{+2, -1, 0}, // I
{-1, -1, 0}, // G
{+1, -1, 0}, // K
{0, -1, 0}, // L
};
}
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const IObjectInterface * CGShipyard::getObject() const
{
return this;
}
void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
{
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if(cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)
cb->setOwner(this, h->tempOwner);
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if(shipyardStatus() != IBoatGenerator::GOOD)
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = tempOwner;
getProblemText(iw.text, h);
cb->showInfoDialog(&iw);
}
else
{
cb->showObjectWindow(this, EOpenWindowMode::SHIPYARD_WINDOW, h, false);
}
}
void CGShipyard::serializeJsonOptions(JsonSerializeFormat& handler)
{
serializeJsonOwner(handler);
}
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BoatId CGShipyard::getBoatType() const
{
return createdBoat;
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}
void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::THIEVES_GUILD, h, false);
}
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.appendLocalString(EMetaText::ADVOB_TXT, 96);
cb->sendAndApply(&iw);
// increment general visited obelisks counter
cb->setObjPropertyID(id, ObjProperty::OBELISK_VISITED, team);
cb->showObjectWindow(this, EOpenWindowMode::PUZZLE_MAP, h, false);
// mark that particular obelisk as visited for all players in the team
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for(const auto & color : ts->players)
{
cb->setObjPropertyID(id, ObjProperty::VISITED, color);
}
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 97);
cb->sendAndApply(&iw);
}
}
void CGObelisk::initObj(vstd::RNG & rand)
{
cb->gameState()->map->obeliskCount++;
}
std::string CGObelisk::getHoverText(PlayerColor player) const
{
return getObjectName() + " " + visitedTxt(wasVisited(player));
}
void CGObelisk::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
switch(what)
{
case ObjProperty::OBELISK_VISITED:
{
auto progress = ++cb->gameState()->map->obelisksVisited[identifier.as<TeamID>()];
logGlobal->debug("Player %d: obelisk progress %d / %d", identifier.getNum(), static_cast<int>(progress) , static_cast<int>(cb->gameState()->map->obeliskCount));
if(progress > cb->gameState()->map->obeliskCount)
{
logGlobal->error("Visited %d of %d", static_cast<int>(progress), cb->gameState()->map->obeliskCount);
throw std::runtime_error("Player visited " + std::to_string(progress) + " obelisks out of " + std::to_string(cb->gameState()->map->obeliskCount) + " present on map!");
}
break;
}
default:
CTeamVisited::setPropertyDer(what, identifier);
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.isValidPlayer()) //remove bonus from old owner
{
RemoveBonus rb(GiveBonus::ETarget::PLAYER);
rb.whoID = oldOwner;
rb.source = BonusSource::OBJECT_INSTANCE;
rb.id = BonusSourceID(id);
cb->sendAndApply(&rb);
}
}
}
void CGLighthouse::initObj(vstd::RNG & rand)
{
if(tempOwner.isValidPlayer())
{
// FIXME: This is dirty hack
giveBonusTo(tempOwner, true);
}
}
2023-02-12 22:39:17 +02:00
void CGLighthouse::giveBonusTo(const PlayerColor & player, bool onInit) const
{
GiveBonus gb(GiveBonus::ETarget::PLAYER);
gb.bonus.type = BonusType::MOVEMENT;
gb.bonus.val = 500;
gb.id = player;
gb.bonus.duration = BonusDuration::PERMANENT;
gb.bonus.source = BonusSource::OBJECT_INSTANCE;
gb.bonus.sid = BonusSourceID(id);
gb.bonus.subtype = BonusCustomSubtype::heroMovementSea;
// 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);
}
void HillFort::onHeroVisit(const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::HILL_FORT_WINDOW, h, false);
}
void HillFort::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
{
int32_t level = stack.type->getLevel();
int32_t index = std::clamp<int32_t>(level - 1, 0, upgradeCostPercentage.size() - 1);
int costModifier = upgradeCostPercentage[index];
if (costModifier < 0)
return; // upgrade not allowed
for(const auto & nid : stack.type->upgrades)
{
info.newID.push_back(nid);
info.cost.push_back((nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost()) * costModifier / 100);
}
}
VCMI_LIB_NAMESPACE_END