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vcmi/lib/mapObjects/CGPandoraBox.cpp

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/*
* CGPandoraBox.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 "CGPandoraBox.h"
#include <vcmi/spells/Spell.h>
#include <vcmi/spells/Service.h>
#include "../NetPacks.h"
#include "../CSoundBase.h"
#include "../CSkillHandler.h"
#include "../StartInfo.h"
#include "../IGameCallback.h"
#include "../StringConstants.h"
#include "../serializer/JsonSerializeFormat.h"
///helpers
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
{
InfoWindow iw;
iw.soundID = soundID;
iw.player = playerID;
iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
IObjectInterface::cb->sendAndApply(&iw);
}
static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
{
const PlayerColor playerID = h->getOwner();
showInfoDialog(playerID,txtID,soundID);
}
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CGPandoraBox::CGPandoraBox()
: hasGuardians(false), gainedExp(0), manaDiff(0), moraleDiff(0), luckDiff(0)
{
}
void CGPandoraBox::initObj(CRandomGenerator & rand)
{
blockVisit = (ID==Obj::PANDORAS_BOX); //block only if it's really pandora's box (events also derive from that class)
hasGuardians = stacks.size();
}
void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.text.addTxt (MetaString::ADVOB_TXT, 14);
cb->showBlockingDialog (&bd);
}
void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
{
afterSuccessfulVisit();
InfoWindow iw;
iw.player = h->getOwner();
bool changesPrimSkill = false;
for (auto & elem : primskills)
{
if(elem)
{
changesPrimSkill = true;
break;
}
}
std::vector<std::pair<SecondarySkill, ui8>> unpossessedAbilities; //ability + ability level
int abilitiesRequiringSlot = 0;
//filter out unnecessary secondary skills
for (int i = 0; i < abilities.size(); i++)
{
int curLev = h->getSecSkillLevel(abilities[i]);
bool abilityCanUseSlot = !curLev && ((h->secSkills.size() + abilitiesRequiringSlot) < GameConstants::SKILL_PER_HERO); //limit new abilities to number of slots
if (abilityCanUseSlot)
abilitiesRequiringSlot++;
if ((curLev && curLev < abilityLevels[i]) || abilityCanUseSlot)
{
unpossessedAbilities.push_back({ abilities[i], abilityLevels[i] });
}
}
if(gainedExp || changesPrimSkill || unpossessedAbilities.size())
{
TExpType expVal = h->calculateXp(gainedExp);
//getText(iw,afterBattle,175,h); //wtf?
iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
iw.text.addReplacement(h->name);
if(expVal)
iw.components.push_back(Component(Component::EXPERIENCE,0,static_cast<si32>(expVal),0));
for(int i=0; i<primskills.size(); i++)
if(primskills[i])
iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
for(auto abilityData : unpossessedAbilities)
iw.components.push_back(Component(Component::SEC_SKILL, abilityData.first, abilityData.second, 0));
cb->showInfoDialog(&iw);
//give sec skills
for (auto abilityData : unpossessedAbilities)
cb->changeSecSkill(h, abilityData.first, abilityData.second, true);
assert(h->secSkills.size() <= GameConstants::SKILL_PER_HERO);
//give prim skills
for(int i=0; i<primskills.size(); i++)
if(primskills[i])
cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(i),primskills[i],false);
assert(!cb->isVisitCoveredByAnotherQuery(this, h));
//give exp
if(expVal)
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);
}
//else { } //TODO:Create information that box was empty for now, and deliver to CGPandoraBox::giveContentsAfterExp or refactor
if(!cb->isVisitCoveredByAnotherQuery(this, h))
giveContentsAfterExp(h);
//Otherwise continuation occurs via post-level-up callback.
}
void CGPandoraBox::giveContentsAfterExp(const CGHeroInstance *h) const
{
bool hadGuardians = hasGuardians; //copy, because flag will be emptied after issuing first post-battle message
std::string msg = message; //in case box is removed in the meantime
InfoWindow iw;
iw.player = h->getOwner();
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//TODO: reuse this code for Scholar skill
if(spells.size())
{
std::set<SpellID> spellsToGive;
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auto i = spells.cbegin();
while (i != spells.cend())
{
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iw.components.clear();
iw.text.clear();
spellsToGive.clear();
for (; i != spells.cend(); i++)
{
auto spell = (*i).toSpell(VLC->spells());
if(h->canLearnSpell(spell))
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{
iw.components.push_back(Component(Component::SPELL, *i, 0, 0));
spellsToGive.insert(*i);
}
if(spellsToGive.size() == 8) //display up to 8 spells at once
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{
break;
}
}
if (!spellsToGive.empty())
{
if (spellsToGive.size() > 1)
{
iw.text.addTxt(MetaString::ADVOB_TXT, 188); //%s learns spells
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT, 184); //%s learns a spell
}
iw.text.addReplacement(h->name);
cb->changeSpells(h, true, spellsToGive);
cb->showInfoDialog(&iw);
}
}
}
if(manaDiff)
{
getText(iw,hadGuardians,manaDiff,176,177,h);
iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));
cb->showInfoDialog(&iw);
cb->setManaPoints(h->id, h->mana + manaDiff);
}
if(moraleDiff)
{
getText(iw,hadGuardians,moraleDiff,178,179,h);
iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id.getNum(),"");
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
}
if(luckDiff)
{
getText(iw,hadGuardians,luckDiff,180,181,h);
iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id.getNum(),"");
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
}
iw.components.clear();
iw.text.clear();
for(int i=0; i<resources.size(); i++)
{
if(resources[i] < 0)
iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
}
if(iw.components.size())
{
getText(iw,hadGuardians,182,h);
cb->showInfoDialog(&iw);
}
iw.components.clear();
iw.text.clear();
for(int i=0; i<resources.size(); i++)
{
if(resources[i] > 0)
iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
}
if(iw.components.size())
{
getText(iw,hadGuardians,183,h);
cb->showInfoDialog(&iw);
}
iw.components.clear();
// getText(iw,afterBattle,183,h);
iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure
iw.text.addReplacement(h->name);
for(auto & elem : artifacts)
{
iw.components.push_back(Component(Component::ARTIFACT,elem,0,0));
if(iw.components.size() >= 14)
{
cb->showInfoDialog(&iw);
iw.components.clear();
iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure - once more?
iw.text.addReplacement(h->name);
}
}
if(iw.components.size())
{
cb->showInfoDialog(&iw);
}
cb->giveResources(h->getOwner(), resources);
for(auto & elem : artifacts)
cb->giveHeroNewArtifact(h, VLC->arth->objects[elem],ArtifactPosition::FIRST_AVAILABLE);
iw.components.clear();
iw.text.clear();
if(creatures.stacksCount())
{ //this part is taken straight from creature bank
MetaString loot;
for(auto & elem : creatures.Slots())
{ //build list of joined creatures
iw.components.push_back(Component(*elem.second));
loot << "%s";
loot.addReplacement(*elem.second);
}
if(creatures.stacksCount() == 1 && creatures.Slots().begin()->second->count == 1)
iw.text.addTxt(MetaString::ADVOB_TXT, 185);
else
iw.text.addTxt(MetaString::ADVOB_TXT, 186);
iw.text.addReplacement(loot.buildList());
iw.text.addReplacement(h->name);
cb->showInfoDialog(&iw);
cb->giveCreatures(this, h, creatures, false);
}
if(!hasGuardians && msg.size())
{
iw.text << msg;
cb->showInfoDialog(&iw);
}
}
void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const
{
if(afterBattle || !message.size())
{
iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure.
iw.text.addReplacement(h->name);
}
else
{
iw.text << message;
afterBattle = true;
}
}
void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const
{
iw.components.clear();
iw.text.clear();
if(afterBattle || !message.size())
{
iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases
iw.text.addReplacement(h->name);
}
else
{
iw.text << message;
afterBattle = true;
}
}
void CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
{
giveContentsUpToExp(hero);
}
}
void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
{
if(stacksCount() > 0) //if pandora's box is protected by army
{
showInfoDialog(hero,16,0);
cb->startBattleI(hero, this); //grants things after battle
}
else if(message.size() == 0 && resources.size() == 0
&& primskills.size() == 0 && abilities.size() == 0
&& abilityLevels.size() == 0 && artifacts.size() == 0
&& spells.size() == 0 && creatures.stacksCount() > 0
&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle
{
showInfoDialog(hero,15,0);
cb->removeObject(this);
}
else //if it gives something without battle
{
giveContentsUpToExp(hero);
}
}
}
void CGPandoraBox::heroLevelUpDone(const CGHeroInstance *hero) const
{
giveContentsAfterExp(hero);
}
void CGPandoraBox::afterSuccessfulVisit() const
{
cb->removeAfterVisit(this);
}
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CGEvent::CGEvent()
: CGPandoraBox(), removeAfterVisit(false), availableFor(0), computerActivate(false), humanActivate(false)
{
}
void CGPandoraBox::serializeJsonOptions(JsonSerializeFormat & handler)
{
CCreatureSet::serializeJson(handler, "guards", 7);
handler.serializeString("guardMessage", message);
handler.serializeInt("experience", gainedExp, 0);
handler.serializeInt("mana", manaDiff, 0);
handler.serializeInt("morale", moraleDiff, 0);
handler.serializeInt("luck", luckDiff, 0);
resources.serializeJson(handler, "resources");
{
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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bool haveSkills = false;
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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if(handler.saving)
{
for(int idx = 0; idx < primskills.size(); idx ++)
if(primskills[idx] != 0)
haveSkills = true;
}
else
{
primskills.resize(GameConstants::PRIMARY_SKILLS,0);
haveSkills = true;
}
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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if(haveSkills)
{
auto s = handler.enterStruct("primarySkills");
for(int idx = 0; idx < primskills.size(); idx ++)
handler.serializeInt(PrimarySkill::names[idx], primskills[idx], 0);
}
}
if(handler.saving)
{
if(!abilities.empty())
{
auto s = handler.enterStruct("secondarySkills");
for(size_t idx = 0; idx < abilities.size(); idx++)
{
handler.serializeEnum(CSkillHandler::encodeSkill(abilities[idx]), abilityLevels[idx], NSecondarySkill::levels);
}
}
}
else
{
auto s = handler.enterStruct("secondarySkills");
const JsonNode & skillMap = handler.getCurrent();
abilities.clear();
abilityLevels.clear();
for(const auto & p : skillMap.Struct())
{
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const std::string skillName = p.first;
const std::string levelId = p.second.String();
const int rawId = CSkillHandler::decodeSkill(skillName);
if(rawId < 0)
{
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logGlobal->error("Invalid secondary skill %s", skillName);
continue;
}
const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
if(level < 0)
{
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logGlobal->error("Invalid secondary skill level %s", levelId);
continue;
}
abilities.push_back(SecondarySkill(rawId));
abilityLevels.push_back(level);
}
}
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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handler.serializeIdArray("artifacts", artifacts);
handler.serializeIdArray("spells", spells);
creatures.serializeJson(handler, "creatures");
}
void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
{
if(!(availableFor & (1 << h->tempOwner.getNum())))
return;
if(cb->getPlayerSettings(h->tempOwner)->isControlledByHuman())
{
if(humanActivate)
activated(h);
}
else if(computerActivate)
activated(h);
}
void CGEvent::activated( const CGHeroInstance * h ) const
{
if(stacksCount() > 0)
{
InfoWindow iw;
iw.player = h->tempOwner;
if(message.size())
iw.text << message;
else
iw.text.addTxt(MetaString::ADVOB_TXT, 16);
cb->showInfoDialog(&iw);
cb->startBattleI(h, this);
}
else
{
giveContentsUpToExp(h);
}
}
void CGEvent::afterSuccessfulVisit() const
{
if(removeAfterVisit)
{
cb->removeAfterVisit(this);
}
else if(hasGuardians)
hasGuardians = false;
}
void CGEvent::serializeJsonOptions(JsonSerializeFormat & handler)
{
CGPandoraBox::serializeJsonOptions(handler);
handler.serializeBool<bool>("aIActivable", computerActivate, true, false, false);
handler.serializeBool<bool>("humanActivable", humanActivate, true, false, true);
handler.serializeBool<bool>("removeAfterVisit", removeAfterVisit, true, false, false);
{
auto decodePlayer = [](const std::string & id)->si32
{
return vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, id);
};
auto encodePlayer = [](si32 idx)->std::string
{
return GameConstants::PLAYER_COLOR_NAMES[idx];
};
handler.serializeIdArray<ui8, PlayerColor::PLAYER_LIMIT_I>("availableFor", availableFor, GameConstants::ALL_PLAYERS, decodePlayer, encodePlayer);
}
}