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Merge pull request #145 from vcmi/feature/tavernRumors
Tavern rumors and Thieves Guild fixes
This commit is contained in:
commit
360ebcce7e
@ -7,6 +7,7 @@ GENERAL:
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* New artifacts supported
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- Angel Wings
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- Boots of Levitation
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* Implemented rumors in tavern window
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ADVETURE AI:
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* Fixed AI trying to go through underground rock
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@ -705,7 +705,9 @@ CTavernWindow::CTavernWindow(const CGObjectInstance *TavernObj):
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new CLabel(200, 35, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->jktexts[37]);
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new CLabel(320, 328, FONT_SMALL, CENTER, Colors::WHITE, "2500");
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new CTextBox(LOCPLINT->cb->getTavernGossip(tavernObj), Rect(32, 190, 330, 68), 0, FONT_SMALL, CENTER, Colors::WHITE);
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auto rumorText = boost::str(boost::format(CGI->generaltexth->allTexts[216]) % LOCPLINT->cb->getTavernRumor(tavernObj));
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new CTextBox(rumorText, Rect(32, 190, 330, 68), 0, FONT_SMALL, CENTER, Colors::WHITE);
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new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
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cancel = new CButton(Point(310, 428), "ICANCEL.DEF", CButton::tooltip(CGI->generaltexth->tavernInfo[7]), std::bind(&CTavernWindow::close, this), SDLK_ESCAPE);
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@ -1628,9 +1630,9 @@ CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):
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int counter = 0;
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for(auto & iter : tgi.colorToBestHero)
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{
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new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
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if(iter.second.portrait >= 0)
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{
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new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
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new CAnimImage("PortraitsSmall", iter.second.portrait, 0, 260 + 66 * counter, 360);
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//TODO: r-click info:
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// - r-click on hero
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@ -12,6 +12,7 @@
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#include "CGameInfoCallback.h"
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#include "CGameState.h" // PlayerState
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#include "CGeneralTextHandler.h"
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#include "mapObjects/CObjectHandler.h" // for CGObjectInstance
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#include "StartInfo.h" // for StartInfo
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#include "BattleState.h" // for BattleInfo
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@ -198,7 +199,14 @@ void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObj
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if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
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{
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gs->obtainPlayersStats(thi, gs->players[obj->tempOwner].towns.size());
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int taverns = 0;
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for(auto town : gs->players[*player].towns)
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{
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if(town->hasBuilt(BuildingID::TAVERN))
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taverns++;
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}
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gs->obtainPlayersStats(thi, taverns);
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}
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else if(obj->ID == Obj::DEN_OF_THIEVES)
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{
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@ -566,9 +574,34 @@ EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bo
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return ps->status;
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}
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std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const
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std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
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{
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return "GOSSIP TEST";
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std::string text = "", extraText = "";
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if(gs->rumor.type == RumorState::TYPE_NONE) // (version < 755 backward compatability
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return text;
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auto rumor = gs->rumor.last[gs->rumor.type];
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switch(gs->rumor.type)
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{
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case RumorState::TYPE_SPECIAL:
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if(rumor.first == RumorState::RUMOR_GRAIL)
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extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
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else
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extraText = VLC->generaltexth->capColors[rumor.second];
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text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
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break;
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case RumorState::TYPE_MAP:
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text = gs->map->rumors[rumor.first].text;
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break;
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case RumorState::TYPE_RAND:
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text = VLC->generaltexth->tavernRumors[rumor.first];
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break;
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}
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return text;
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}
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PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
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@ -99,7 +99,7 @@ public:
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int howManyTowns(PlayerColor Player) const;
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const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
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std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
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std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
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std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
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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
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virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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const CTown *getNativeTown(PlayerColor color) const;
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@ -2134,6 +2134,76 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
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return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
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}
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void CGameState::updateRumor()
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{
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static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
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std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
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RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
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if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
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sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
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int rumorId = -1, rumorExtra = -1;
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auto & rand = getRandomGenerator();
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rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
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if(!map->rumors.size() && rumor.type == RumorState::TYPE_MAP)
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rumor.type = RumorState::TYPE_RAND;
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do
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{
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switch(rumor.type)
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{
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case RumorState::TYPE_SPECIAL:
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{
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SThievesGuildInfo tgi;
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obtainPlayersStats(tgi, 20);
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rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
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if(rumorId == RumorState::RUMOR_GRAIL)
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{
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rumorExtra = getTile(map->grailPos)->terType;
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break;
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}
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std::vector<PlayerColor> players = {};
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switch(rumorId)
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{
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case RumorState::RUMOR_OBELISKS:
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players = tgi.obelisks[0];
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break;
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case RumorState::RUMOR_ARTIFACTS:
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players = tgi.artifacts[0];
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break;
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case RumorState::RUMOR_ARMY:
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players = tgi.army[0];
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break;
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case RumorState::RUMOR_INCOME:
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players = tgi.income[0];
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break;
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}
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rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
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break;
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}
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case RumorState::TYPE_MAP:
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rumorId = rand.nextInt(map->rumors.size() - 1);
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break;
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case RumorState::TYPE_RAND:
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do
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{
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rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);
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}
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while(!VLC->generaltexth->tavernRumors[rumorId].length());
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break;
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}
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}
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while(!rumor.update(rumorId, rumorExtra));
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}
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bool CGameState::isVisible(int3 pos, PlayerColor player)
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{
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if(player == PlayerColor::NEUTRAL)
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@ -2455,6 +2525,58 @@ struct statsHLP
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}
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return str;
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}
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// get total gold income
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static int getIncome(const PlayerState * ps)
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{
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int totalIncome = 0;
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const CGObjectInstance * heroOrTown = nullptr;
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//Heroes can produce gold as well - skill, specialty or arts
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for(auto & h : ps->heroes)
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{
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totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
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totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
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if(!heroOrTown)
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heroOrTown = h;
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}
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//Add town income of all towns
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for(auto & t : ps->towns)
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{
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totalIncome += t->dailyIncome()[Res::GOLD];
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if(!heroOrTown)
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heroOrTown = t;
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}
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/// FIXME: Dirty dirty hack
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/// Stats helper need some access to gamestate.
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std::vector<const CGObjectInstance *> ownedObjects;
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for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
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{
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if(obj && obj->tempOwner == ps->color)
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ownedObjects.push_back(obj);
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}
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/// This is code from CPlayerSpecificInfoCallback::getMyObjects
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/// I'm really need to find out about callback interface design...
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for(auto object : ownedObjects)
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{
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//Mines
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if ( object->ID == Obj::MINE )
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{
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const CGMine *mine = dynamic_cast<const CGMine*>(object);
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assert(mine);
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if (mine->producedResource == Res::GOLD)
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totalIncome += mine->producedQuantity;
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}
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}
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return totalIncome;
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}
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};
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void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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@ -2485,20 +2607,22 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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tgi.playerColors.push_back(elem.second.color);
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}
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if(level >= 1) //num of towns & num of heroes
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if(level >= 0) //num of towns & num of heroes
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{
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//num of towns
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FILL_FIELD(numOfTowns, g->second.towns.size())
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//num of heroes
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FILL_FIELD(numOfHeroes, g->second.heroes.size())
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//best hero's portrait
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}
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if(level >= 1) //best hero's portrait
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{
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for(auto g = players.cbegin(); g != players.cend(); ++g)
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{
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if(playerInactive(g->second.color))
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continue;
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const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
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InfoAboutHero iah;
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iah.initFromHero(best, level >= 8);
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iah.initFromHero(best, level >= 2);
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iah.army.clear();
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tgi.colorToBestHero[g->second.color] = iah;
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}
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@ -2515,27 +2639,27 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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{
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FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
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}
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if(level >= 4) //obelisks found
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if(level >= 3) //obelisks found
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{
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FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
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}
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if(level >= 5) //artifacts
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if(level >= 4) //artifacts
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{
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FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
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}
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if(level >= 6) //army strength
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if(level >= 4) //army strength
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{
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FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
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}
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if(level >= 7) //income
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if(level >= 5) //income
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{
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//TODO:obtainPlayersStats - income
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FILL_FIELD(income, statsHLP::getIncome(&g->second))
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}
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if(level >= 8) //best hero's stats
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if(level >= 2) //best hero's stats
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{
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//already set in lvl 1 handling
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}
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if(level >= 9) //personality
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if(level >= 3) //personality
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{
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for(auto g = players.cbegin(); g != players.cend(); ++g)
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{
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@ -2552,7 +2676,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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}
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}
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if(level >= 10) //best creature
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if(level >= 4) //best creature
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{
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//best creatures belonging to player (highest AI value)
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for(auto g = players.cbegin(); g != players.cend(); ++g)
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@ -2803,6 +2927,25 @@ std::string PlayerState::nodeName() const
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return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
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}
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bool RumorState::update(int id, int extra)
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{
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if(vstd::contains(last, type))
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{
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if(last[type].first != id)
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{
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last[type].first = id;
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last[type].second = extra;
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}
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else
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return false;
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}
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else
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last[type] = std::make_pair(id, extra);
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return true;
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}
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InfoAboutArmy::InfoAboutArmy():
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owner(PlayerColor::NEUTRAL)
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{}
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@ -81,6 +81,34 @@ struct DLL_LINKAGE SThievesGuildInfo
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};
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struct DLL_LINKAGE RumorState
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{
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enum ERumorType : ui8
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{
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TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
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};
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enum ERumorTypeSpecial : ui8
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{
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RUMOR_OBELISKS = 208,
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RUMOR_ARTIFACTS = 209,
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RUMOR_ARMY = 210,
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RUMOR_INCOME = 211,
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RUMOR_GRAIL = 212
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};
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ERumorType type;
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std::map<ERumorType, std::pair<int, int>> last;
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RumorState(){type = TYPE_NONE; last = {};};
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bool update(int id, int extra);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type & last;
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}
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};
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struct UpgradeInfo
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{
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CreatureID oldID; //creature to be upgraded
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@ -183,6 +211,7 @@ public:
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std::map<PlayerColor, PlayerState> players;
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std::map<TeamID, TeamState> teams;
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CBonusSystemNode globalEffects;
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RumorState rumor;
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boost::shared_mutex *mx;
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@ -196,6 +225,7 @@ public:
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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
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int3 guardingCreaturePosition (int3 pos) const;
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std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
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void updateRumor();
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// ----- victory, loss condition checks -----
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@ -219,6 +249,13 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects & rand;
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if(version >= 755)
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{
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h & rumor;
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}
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else if(!h.saving)
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rumor = RumorState();
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BONUS_TREE_DESERIALIZATION_FIX
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}
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@ -327,6 +327,7 @@ CGeneralTextHandler::CGeneralTextHandler()
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readToVector("DATA/PRISKILL.TXT", primarySkillNames);
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readToVector("DATA/JKTEXT.TXT", jktexts);
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readToVector("DATA/TVRNINFO.TXT", tavernInfo);
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readToVector("DATA/RANDTVRN.TXT", tavernRumors);
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readToVector("DATA/TURNDUR.TXT", turnDurations);
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readToVector("DATA/HEROSCRN.TXT", heroscrn);
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readToVector("DATA/TENTCOLR.TXT", tentColors);
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@ -109,6 +109,7 @@ public:
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//towns
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std::vector<std::string> tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen
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std::vector<std::string> tavernInfo;
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std::vector<std::string> tavernRumors;
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std::vector<std::pair<std::string,std::string> > zelp;
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std::vector<std::string> lossCondtions;
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@ -1033,6 +1033,9 @@ DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
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for(CGTownInstance* t : gs->map->towns)
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t->builded = 0;
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if(gs->getDate(Date::DAY_OF_WEEK) == 1)
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gs->updateRumor();
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}
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DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
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