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Additional Wooden Hill Fort message
More verbose info-message for unavailable upgrades (creature levels 5 and higher). Some minor refactors. Added other statusbar message if it's standard Hill Fort
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@@ -283,6 +283,9 @@
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"vcmi.adventureMap.revisitObject.hover" : "Revisit Object",
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"vcmi.adventureMap.revisitObject.help" : "{Revisit Object}\n\nIf a hero currently stands on a Map Object, he can revisit the location.",
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"vcmi.adventureMap.miniHillFort.notAvailableUpgrade.message" : "This building cannot upgrade creatures of level 5 and higher.",
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"vcmi.adventureMap.miniHillFort.statusBar.info" : "Upgrade creatures levels 1 - 5 at double the normal price",
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"vcmi.adventureMap.HillFort.statusBar.info" : "Upgrades creatures. Levels 1 - 4 are less expensive than in associated town",
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"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately",
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"vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",
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@@ -280,6 +280,9 @@
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"vcmi.adventureMap.revisitObject.hover" : "Odwiedź obiekt ponownie",
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"vcmi.adventureMap.revisitObject.help" : "{Odwiedź obiekt ponownie}\n\nJeżeli bohater aktualnie stoi na polu odwiedzającym obiekt za pomocą tego przycisku może go odwiedzić ponownie.",
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"vcmi.adventureMap.miniHillFort.notAvailableUpgrade.message" : "Ten budynek nie ma możliwości ulepszenia jednostek poziomu 5 i wyższych.",
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"vcmi.adventureMap.miniHillFort.statusBar.info" : "Ulepsza jednostki poziomu 1 - 5 za podwójną cenę",
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"vcmi.adventureMap.HillFort.statusBar.info" : "Ulepsza jednostki. Koszt ulepszenia dla poziomów 1 - 4 są bardziej korzystne niż w mieście",
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"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
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"vcmi.battleWindow.damageEstimation.melee" : "Atakuj %CREATURE (%DAMAGE).",
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@@ -1129,6 +1129,12 @@ CHillFortWindow::CHillFortWindow(const CGHeroInstance * visitor, const CGObjectI
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statusbar = CGStatusBar::create(std::make_shared<CPicture>(background->getSurface(), Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
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garr = std::make_shared<CGarrisonInt>(Point(108, 60), 18, Point(), hero, nullptr);
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if(object->typeName == "miniHillFort")
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statusbar->write(VLC->generaltexth->translate("vcmi.adventureMap.miniHillFort.statusBar.info"));
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else if(object->typeName == "hillFort")
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statusbar->write(VLC->generaltexth->translate("vcmi.adventureMap.HillFort.statusBar.info"));
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updateGarrisons();
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}
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@@ -1146,11 +1152,25 @@ void CHillFortWindow::updateGarrisons()
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TResources totalSum; // totalSum[resource ID] = value
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auto getImgIdx = [](CHillFortWindow::State st) -> std::size_t
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{
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switch (st)
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{
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case State::EMPTY:
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return 0;
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case State::UNAVAILABLE:
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case State::ALREADY_UPGRADED:
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return 1;
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default:
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return static_cast<std::size_t>(st);
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}
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};
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for(int i=0; i<slotsCount; i++)
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{
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std::fill(costs[i].begin(), costs[i].end(), 0);
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int newState = getState(SlotID(i));
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if(newState != -1)
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State newState = getState(SlotID(i));
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if(newState != State::EMPTY)
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{
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UpgradeInfo info;
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LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
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@@ -1162,29 +1182,29 @@ void CHillFortWindow::updateGarrisons()
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}
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currState[i] = newState;
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upgrade[i]->setImage(AnimationPath::builtin(currState[i] == -1 ? slotImages[0] : slotImages[currState[i]]));
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upgrade[i]->block(currState[i] == -1);
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upgrade[i]->setImage(AnimationPath::builtin(slotImages[getImgIdx(currState[i])]));
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upgrade[i]->block(currState[i] == State::EMPTY);
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upgrade[i]->addHoverText(EButtonState::NORMAL, getTextForSlot(SlotID(i)));
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}
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//"Upgrade all" slot
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int newState = 2;
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State newState = State::MAKE_UPGRADE;
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{
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TResources myRes = LOCPLINT->cb->getResourceAmount();
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bool allUpgraded = true;//All creatures are upgraded?
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for(int i=0; i<slotsCount; i++)
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allUpgraded &= currState[i] == 1 || currState[i] == -1;
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allUpgraded &= currState[i] == State::ALREADY_UPGRADED || currState[i] == State::EMPTY || currState[i] == State::UNAVAILABLE;
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if(allUpgraded)
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newState = 1;
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if (allUpgraded)
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newState = State::ALREADY_UPGRADED;
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if(!totalSum.canBeAfforded(myRes))
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newState = 0;
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newState = State::UNAFORDABLE;
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}
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currState[slotsCount] = newState;
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upgradeAll->setImage(AnimationPath::builtin(allImages[newState]));
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upgradeAll->setImage(AnimationPath::builtin(allImages[static_cast<std::size_t>(newState)]));
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garr->recreateSlots();
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@@ -1197,7 +1217,7 @@ void CHillFortWindow::updateGarrisons()
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slotLabels[i][j]->setText("");
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}
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//if can upgrade or can not afford, draw cost
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if(currState[i] == 0 || currState[i] == 2)
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if(currState[i] == State::UNAFORDABLE || currState[i] == State::MAKE_UPGRADE)
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{
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if(costs[i].nonZero())
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{
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@@ -1246,16 +1266,20 @@ void CHillFortWindow::makeDeal(SlotID slot)
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int offset = (slot.getNum() == slotsCount)?2:0;
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switch(currState[slot.getNum()])
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{
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case 0:
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[314 + offset], std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
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break;
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case 1:
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case State::ALREADY_UPGRADED:
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[313 + offset], std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
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break;
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case 2:
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for(int i=0; i<slotsCount; i++)
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case State::UNAFORDABLE:
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[314 + offset], std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
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break;
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case State::UNAVAILABLE:
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LOCPLINT->showInfoDialog(VLC->generaltexth->translate("vcmi.adventureMap.miniHillFort.notAvailableUpgrade.message"),
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std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
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break;
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case State::MAKE_UPGRADE:
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for(int i = 0; i < slotsCount; i++)
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{
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if(slot.getNum() ==i || ( slot.getNum() == slotsCount && currState[i] == 2 ))//this is activated slot or "upgrade all"
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if(slot.getNum() == i || ( slot.getNum() == slotsCount && currState[i] == State::MAKE_UPGRADE ))//this is activated slot or "upgrade all"
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{
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UpgradeInfo info;
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LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
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@@ -1281,22 +1305,28 @@ std::string CHillFortWindow::getTextForSlot(SlotID slot)
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return str;
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}
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int CHillFortWindow::getState(SlotID slot)
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CHillFortWindow::State CHillFortWindow::getState(SlotID slot)
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{
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TResources myRes = LOCPLINT->cb->getResourceAmount();
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if(hero->slotEmpty(slot))//no creature here
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return -1;
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if(hero->slotEmpty(slot))
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return State::EMPTY;
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UpgradeInfo info;
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LOCPLINT->cb->fillUpgradeInfo(hero, slot, info);
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if(!info.newID.size())//already upgraded
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return 1;
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if (!info.newID.size())
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{
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// new Hill Fort allows upgrades level 5 and below
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if (hero->getStack(slot).type->getLevel() >= 5 && hero->getCreature(slot)->hasUpgrades())
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return State::UNAVAILABLE;
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return State::ALREADY_UPGRADED;
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}
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if(!(info.cost[0] * hero->getStackCount(slot)).canBeAfforded(myRes))
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return 0;
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return State::UNAFORDABLE;
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return 2;//can upgrade
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return State::MAKE_UPGRADE;
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}
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CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):
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@@ -444,9 +444,11 @@ public:
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class CHillFortWindow : public CStatusbarWindow, public IGarrisonHolder
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{
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private:
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static const int slotsCount = 7;
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enum class State { UNAFORDABLE, ALREADY_UPGRADED, MAKE_UPGRADE, EMPTY, UNAVAILABLE };
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static constexpr std::size_t slotsCount = 7;
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//todo: mithril support
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static const int resCount = 7;
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static constexpr std::size_t resCount = 7;
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const CGObjectInstance * fort;
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const CGHeroInstance * hero;
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@@ -458,7 +460,7 @@ private:
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std::array<std::shared_ptr<CLabel>, resCount> totalLabels;
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std::array<std::shared_ptr<CButton>, slotsCount> upgrade;//upgrade single creature
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std::array<int, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
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std::array<State, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
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//there is a place for only 2 resources per slot
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std::array< std::array<std::shared_ptr<CAnimImage>, 2>, slotsCount> slotIcons;
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@@ -473,7 +475,7 @@ private:
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std::string getTextForSlot(SlotID slot);
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void makeDeal(SlotID slot);//-1 for upgrading all creatures
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int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
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State getState(SlotID slot);
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public:
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CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
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void updateGarrisons() override;//update buttons after garrison changes
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