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Merge pull request #145 from vcmi/feature/tavernRumors

Tavern rumors and Thieves Guild fixes
This commit is contained in:
ArseniyShestakov 2015-12-05 03:13:25 +03:00
commit 360ebcce7e
9 changed files with 238 additions and 17 deletions

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@ -7,6 +7,7 @@ GENERAL:
* New artifacts supported
- Angel Wings
- Boots of Levitation
* Implemented rumors in tavern window
ADVETURE AI:
* Fixed AI trying to go through underground rock

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@ -705,7 +705,9 @@ CTavernWindow::CTavernWindow(const CGObjectInstance *TavernObj):
new CLabel(200, 35, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->jktexts[37]);
new CLabel(320, 328, FONT_SMALL, CENTER, Colors::WHITE, "2500");
new CTextBox(LOCPLINT->cb->getTavernGossip(tavernObj), Rect(32, 190, 330, 68), 0, FONT_SMALL, CENTER, Colors::WHITE);
auto rumorText = boost::str(boost::format(CGI->generaltexth->allTexts[216]) % LOCPLINT->cb->getTavernRumor(tavernObj));
new CTextBox(rumorText, Rect(32, 190, 330, 68), 0, FONT_SMALL, CENTER, Colors::WHITE);
new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
cancel = new CButton(Point(310, 428), "ICANCEL.DEF", CButton::tooltip(CGI->generaltexth->tavernInfo[7]), std::bind(&CTavernWindow::close, this), SDLK_ESCAPE);
@ -1628,9 +1630,9 @@ CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):
int counter = 0;
for(auto & iter : tgi.colorToBestHero)
{
new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
if(iter.second.portrait >= 0)
{
new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
new CAnimImage("PortraitsSmall", iter.second.portrait, 0, 260 + 66 * counter, 360);
//TODO: r-click info:
// - r-click on hero

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@ -12,6 +12,7 @@
#include "CGameInfoCallback.h"
#include "CGameState.h" // PlayerState
#include "CGeneralTextHandler.h"
#include "mapObjects/CObjectHandler.h" // for CGObjectInstance
#include "StartInfo.h" // for StartInfo
#include "BattleState.h" // for BattleInfo
@ -198,7 +199,14 @@ void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObj
if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
{
gs->obtainPlayersStats(thi, gs->players[obj->tempOwner].towns.size());
int taverns = 0;
for(auto town : gs->players[*player].towns)
{
if(town->hasBuilt(BuildingID::TAVERN))
taverns++;
}
gs->obtainPlayersStats(thi, taverns);
}
else if(obj->ID == Obj::DEN_OF_THIEVES)
{
@ -566,9 +574,34 @@ EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bo
return ps->status;
}
std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const
std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
{
return "GOSSIP TEST";
std::string text = "", extraText = "";
if(gs->rumor.type == RumorState::TYPE_NONE) // (version < 755 backward compatability
return text;
auto rumor = gs->rumor.last[gs->rumor.type];
switch(gs->rumor.type)
{
case RumorState::TYPE_SPECIAL:
if(rumor.first == RumorState::RUMOR_GRAIL)
extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
else
extraText = VLC->generaltexth->capColors[rumor.second];
text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
break;
case RumorState::TYPE_MAP:
text = gs->map->rumors[rumor.first].text;
break;
case RumorState::TYPE_RAND:
text = VLC->generaltexth->tavernRumors[rumor.first];
break;
}
return text;
}
PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const

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@ -99,7 +99,7 @@ public:
int howManyTowns(PlayerColor Player) const;
const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
const CTown *getNativeTown(PlayerColor color) const;

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@ -2134,6 +2134,76 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
}
void CGameState::updateRumor()
{
static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
int rumorId = -1, rumorExtra = -1;
auto & rand = getRandomGenerator();
rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
if(!map->rumors.size() && rumor.type == RumorState::TYPE_MAP)
rumor.type = RumorState::TYPE_RAND;
do
{
switch(rumor.type)
{
case RumorState::TYPE_SPECIAL:
{
SThievesGuildInfo tgi;
obtainPlayersStats(tgi, 20);
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
if(rumorId == RumorState::RUMOR_GRAIL)
{
rumorExtra = getTile(map->grailPos)->terType;
break;
}
std::vector<PlayerColor> players = {};
switch(rumorId)
{
case RumorState::RUMOR_OBELISKS:
players = tgi.obelisks[0];
break;
case RumorState::RUMOR_ARTIFACTS:
players = tgi.artifacts[0];
break;
case RumorState::RUMOR_ARMY:
players = tgi.army[0];
break;
case RumorState::RUMOR_INCOME:
players = tgi.income[0];
break;
}
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
break;
}
case RumorState::TYPE_MAP:
rumorId = rand.nextInt(map->rumors.size() - 1);
break;
case RumorState::TYPE_RAND:
do
{
rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);
}
while(!VLC->generaltexth->tavernRumors[rumorId].length());
break;
}
}
while(!rumor.update(rumorId, rumorExtra));
}
bool CGameState::isVisible(int3 pos, PlayerColor player)
{
if(player == PlayerColor::NEUTRAL)
@ -2455,6 +2525,58 @@ struct statsHLP
}
return str;
}
// get total gold income
static int getIncome(const PlayerState * ps)
{
int totalIncome = 0;
const CGObjectInstance * heroOrTown = nullptr;
//Heroes can produce gold as well - skill, specialty or arts
for(auto & h : ps->heroes)
{
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
if(!heroOrTown)
heroOrTown = h;
}
//Add town income of all towns
for(auto & t : ps->towns)
{
totalIncome += t->dailyIncome()[Res::GOLD];
if(!heroOrTown)
heroOrTown = t;
}
/// FIXME: Dirty dirty hack
/// Stats helper need some access to gamestate.
std::vector<const CGObjectInstance *> ownedObjects;
for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
{
if(obj && obj->tempOwner == ps->color)
ownedObjects.push_back(obj);
}
/// This is code from CPlayerSpecificInfoCallback::getMyObjects
/// I'm really need to find out about callback interface design...
for(auto object : ownedObjects)
{
//Mines
if ( object->ID == Obj::MINE )
{
const CGMine *mine = dynamic_cast<const CGMine*>(object);
assert(mine);
if (mine->producedResource == Res::GOLD)
totalIncome += mine->producedQuantity;
}
}
return totalIncome;
}
};
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
@ -2485,20 +2607,22 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
tgi.playerColors.push_back(elem.second.color);
}
if(level >= 1) //num of towns & num of heroes
if(level >= 0) //num of towns & num of heroes
{
//num of towns
FILL_FIELD(numOfTowns, g->second.towns.size())
//num of heroes
FILL_FIELD(numOfHeroes, g->second.heroes.size())
//best hero's portrait
}
if(level >= 1) //best hero's portrait
{
for(auto g = players.cbegin(); g != players.cend(); ++g)
{
if(playerInactive(g->second.color))
continue;
const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
InfoAboutHero iah;
iah.initFromHero(best, level >= 8);
iah.initFromHero(best, level >= 2);
iah.army.clear();
tgi.colorToBestHero[g->second.color] = iah;
}
@ -2515,27 +2639,27 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
}
if(level >= 4) //obelisks found
if(level >= 3) //obelisks found
{
FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
}
if(level >= 5) //artifacts
if(level >= 4) //artifacts
{
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
}
if(level >= 6) //army strength
if(level >= 4) //army strength
{
FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
}
if(level >= 7) //income
if(level >= 5) //income
{
//TODO:obtainPlayersStats - income
FILL_FIELD(income, statsHLP::getIncome(&g->second))
}
if(level >= 8) //best hero's stats
if(level >= 2) //best hero's stats
{
//already set in lvl 1 handling
}
if(level >= 9) //personality
if(level >= 3) //personality
{
for(auto g = players.cbegin(); g != players.cend(); ++g)
{
@ -2552,7 +2676,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
}
}
if(level >= 10) //best creature
if(level >= 4) //best creature
{
//best creatures belonging to player (highest AI value)
for(auto g = players.cbegin(); g != players.cend(); ++g)
@ -2803,6 +2927,25 @@ std::string PlayerState::nodeName() const
return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
}
bool RumorState::update(int id, int extra)
{
if(vstd::contains(last, type))
{
if(last[type].first != id)
{
last[type].first = id;
last[type].second = extra;
}
else
return false;
}
else
last[type] = std::make_pair(id, extra);
return true;
}
InfoAboutArmy::InfoAboutArmy():
owner(PlayerColor::NEUTRAL)
{}

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@ -81,6 +81,34 @@ struct DLL_LINKAGE SThievesGuildInfo
};
struct DLL_LINKAGE RumorState
{
enum ERumorType : ui8
{
TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
};
enum ERumorTypeSpecial : ui8
{
RUMOR_OBELISKS = 208,
RUMOR_ARTIFACTS = 209,
RUMOR_ARMY = 210,
RUMOR_INCOME = 211,
RUMOR_GRAIL = 212
};
ERumorType type;
std::map<ERumorType, std::pair<int, int>> last;
RumorState(){type = TYPE_NONE; last = {};};
bool update(int id, int extra);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & type & last;
}
};
struct UpgradeInfo
{
CreatureID oldID; //creature to be upgraded
@ -183,6 +211,7 @@ public:
std::map<PlayerColor, PlayerState> players;
std::map<TeamID, TeamState> teams;
CBonusSystemNode globalEffects;
RumorState rumor;
boost::shared_mutex *mx;
@ -196,6 +225,7 @@ public:
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
int3 guardingCreaturePosition (int3 pos) const;
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
void updateRumor();
// ----- victory, loss condition checks -----
@ -219,6 +249,13 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects & rand;
if(version >= 755)
{
h & rumor;
}
else if(!h.saving)
rumor = RumorState();
BONUS_TREE_DESERIALIZATION_FIX
}

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@ -327,6 +327,7 @@ CGeneralTextHandler::CGeneralTextHandler()
readToVector("DATA/PRISKILL.TXT", primarySkillNames);
readToVector("DATA/JKTEXT.TXT", jktexts);
readToVector("DATA/TVRNINFO.TXT", tavernInfo);
readToVector("DATA/RANDTVRN.TXT", tavernRumors);
readToVector("DATA/TURNDUR.TXT", turnDurations);
readToVector("DATA/HEROSCRN.TXT", heroscrn);
readToVector("DATA/TENTCOLR.TXT", tentColors);

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@ -109,6 +109,7 @@ public:
//towns
std::vector<std::string> tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen
std::vector<std::string> tavernInfo;
std::vector<std::string> tavernRumors;
std::vector<std::pair<std::string,std::string> > zelp;
std::vector<std::string> lossCondtions;

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@ -1033,6 +1033,9 @@ DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
for(CGTownInstance* t : gs->map->towns)
t->builded = 0;
if(gs->getDate(Date::DAY_OF_WEEK) == 1)
gs->updateRumor();
}
DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )