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Mod system improvement: Special buildings should work in the modders towns. Part II

This commit is contained in:
Dmitry Orlov 2020-10-19 22:38:06 +03:00
parent ff7fd2077a
commit 643cc00db6
11 changed files with 156 additions and 105 deletions

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@ -170,7 +170,7 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "ore": 1, "wood": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "requires" : [ "shipyard" ] },
"special1": { "type" : "lighthouse", "requires" : [ "shipyard" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl3" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl3", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },

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@ -174,7 +174,7 @@
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "manaVortex", "requires" : [ "mageGuild1" ] },
"special3": { "type" : "portalOfSummoning" },
"special4": { },
"special4": { "type" : "experienceVisitingBonus" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },

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@ -169,7 +169,7 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "wood": 1, "ore": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "requires" : [ "allOf", [ "townHall" ], [ "special2" ] ] },
"special1": { "type" : "defenceVisitingBonus", "requires" : [ "allOf", [ "townHall" ], [ "special2" ] ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },

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@ -174,7 +174,7 @@
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "spellPowerGarrisonBonus", "requires" : [ "fort" ] },
"special3": { "type" : "castleGate", "requires" : [ "citadel" ] },
"special4": { "requires" : [ "mageGuild1" ] },
"special4": { "type" : "spellPowerVisitingBonus", "requires" : [ "mageGuild1" ] },
"horde2": { "id" : 24, "upgrades" : "dwellingLvl3" },
"horde2Upgr": { "id" : 25, "upgrades" : "dwellingUpLvl3", "requires" : [ "horde2" ], "mode" : "auto" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},

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@ -178,7 +178,7 @@
"horde1": { "id" : 18, "upgrades" : "dwellingLvl2" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl2", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "fountainOfFortune", "upgrades" : "special1" },
"special3": { "requires" : [ "horde1" ] },
"special3": { "type" : "treasury", "requires" : [ "horde1" ] },
"horde2": { "id" : 24, "upgrades" : "dwellingLvl5" },
"horde2Upgr": { "id" : 25, "upgrades" : "dwellingUpLvl5", "requires" : [ "horde2" ], "mode" : "auto" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},

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@ -171,7 +171,7 @@
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "freelancersGuild", "requires" : [ "marketplace" ] },
"special3": { "type" : "ballistaYard", "requires" : [ "blacksmith" ] },
"special4": { "requires" : [ "fort" ] },
"special4": { "type" : "attackVisitingBonus", "requires" : [ "fort" ] },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },

View File

@ -174,7 +174,7 @@
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl2", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "lookoutTower", "height" : "high", "requires" : [ "fort" ] },
"special3": { "type" : "library", "requires" : [ "mageGuild1" ] },
"special4": { "requires" : [ "mageGuild1" ] },
"special4": { "type" : "knowledgeVisitingBonus", "requires" : [ "mageGuild1" ] },
"grail": { "height" : "skyship", "produce" : { "gold": 5000 } },
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },

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@ -85,6 +85,22 @@ public:
return bid == BuildingID::MARKETPLACE || subId == BuildingSubID::ARTIFACT_MERCHANT || subId == BuildingSubID::FREELANCERS_GUILD;
}
STRONG_INLINE
bool IsWeekBonus() const
{
return subId == BuildingSubID::STABLES || subId == BuildingSubID::MANA_VORTEX;
}
STRONG_INLINE
bool IsVisitingBonus() const
{
return subId == BuildingSubID::ATTACK_VISITING_BONUS ||
subId == BuildingSubID::DEFENSE_VISITING_BONUS ||
subId == BuildingSubID::SPELL_POWER_VISITING_BONUS ||
subId == BuildingSubID::KNOWLEDGE_VISITING_BONUS ||
subId == BuildingSubID::EXPERIENCE_VISITING_BONUS;
}
/// input: faction, bid; output: subId, height;
void update792(const BuildingID & bid, BuildingSubID::EBuildingSubID & subId, ETowerHeight & height);

View File

@ -442,11 +442,17 @@ namespace BuildingSubID
ESCAPE_TUNNEL,
FREELANCERS_GUILD,
BALLISTA_YARD,
HALL_OF_VALHALLA,
ATTACK_VISITING_BONUS,
MAGIC_UNIVERSITY,
SPELL_POWER_GARRISON_BONUS,
ATTACK_GARRISON_BONUS,
DEFENSE_GARRISON_BONUS
DEFENSE_GARRISON_BONUS,
DEFENSE_VISITING_BONUS,
SPELL_POWER_VISITING_BONUS,
KNOWLEDGE_VISITING_BONUS,
EXPERIENCE_VISITING_BONUS,
LIGHTHOUSE,
TREASURY
};
}
@ -490,7 +496,14 @@ namespace MappedKeys
{ "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
{ "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
{ "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
{ "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL }
{ "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
{ "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
{ "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
{ "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
{ "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
{ "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
{ "lighthouse", BuildingSubID::LIGHTHOUSE },
{ "treasury", BuildingSubID::TREASURY }
};
}

View File

@ -744,18 +744,36 @@ bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId)
return town->getBuildingType(subId) != BuildingID::NONE;
}
//it does not check hasBuilt(...) because this check is in the OnHeroVisit handler
bool CGTownInstance::tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID)
//it does not check hasBuilt because this check is in the OnHeroVisit handler
void CGTownInstance::tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID)
{
auto bid = town->getBuildingType(subID);
if(bid == BuildingID::NONE)
return false;
bonusingBuildings.push_back(new COPWBonus(bid, subID, this));
return true;
if(bid != BuildingID::NONE)
bonusingBuildings.push_back(new COPWBonus(bid, subID, this));
}
void CGTownInstance::tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID)
{
auto bid = town->getBuildingType(subID);
if(bid != BuildingID::NONE)
bonusingBuildings.push_back(new CTownBonus(bid, subID, this));
}
void CGTownInstance::addTownBonuses()
{
for(const auto & kvp : town->buildings)
{
if(kvp.second->IsVisitingBonus())
bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));
if(kvp.second->IsWeekBonus())
bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
}
}
void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures
{
blockVisit = true;
@ -776,24 +794,7 @@ void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structu
creatures[level].second.push_back(town->creatures[level][upgradeNum]);
}
}
tryAddOnePerWeekBonus(BuildingSubID::STABLES);
tryAddOnePerWeekBonus(BuildingSubID::MANA_VORTEX);
switch (subID)
{
//add new visitable objects
case ETownType::DUNGEON:
case ETownType::TOWER:
case ETownType::INFERNO:
case ETownType::STRONGHOLD:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
break;
case ETownType::FORTRESS:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
break;
}
//add special bonuses from buildings
addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector.
recreateBuildingsBonuses();
updateAppearance();
}
@ -803,18 +804,35 @@ void CGTownInstance::updateBonusingBuildings()
if (this->town->faction != nullptr)
{
//firstly, update subtype for the Bonusing objects, which are already stored in the bonusing list
for (auto building : bonusingBuildings)
for (auto building : bonusingBuildings) //no garrison bonuses here, only week and visiting bonuses
{
switch (this->town->faction->index)
{
case ETownType::CASTLE:
if (building->getBuildingType() == BuildingID::SPECIAL_2)
building->setBuildingSubtype(BuildingSubID::STABLES);
building->setBuildingSubtype(BuildingSubID::STABLES);
break;
case ETownType::DUNGEON:
if(building->getBuildingType() == BuildingID::SPECIAL_2)
building->setBuildingSubtype(BuildingSubID::MANA_VORTEX);
else if(building->getBuildingType() == BuildingID::SPECIAL_4)
building->setBuildingSubtype(BuildingSubID::EXPERIENCE_VISITING_BONUS);
break;
case ETownType::TOWER:
building->setBuildingSubtype(BuildingSubID::KNOWLEDGE_VISITING_BONUS);
break;
case ETownType::STRONGHOLD:
building->setBuildingSubtype(BuildingSubID::ATTACK_VISITING_BONUS);
break;
case ETownType::INFERNO:
building->setBuildingSubtype(BuildingSubID::SPELL_POWER_VISITING_BONUS);
break;
case ETownType::FORTRESS:
building->setBuildingSubtype(BuildingSubID::DEFENSE_VISITING_BONUS);
break;
}
}
@ -824,23 +842,24 @@ void CGTownInstance::updateBonusingBuildings()
{
auto & building = kvp.second;
switch (building->subId)
if(building->subId == BuildingSubID::PORTAL_OF_SUMMONING)
{
case BuildingSubID::PORTAL_OF_SUMMONING:
if(!hasBuiltInOldWay(ETownType::DUNGEON, BuildingID::PORTAL_OF_SUMMON))
creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
break;
///'hasBuilt' checking for COPW bonuses is in the COPWBonus::onHeroVisit
case BuildingSubID::STABLES:
if(getBonusingBuilding(building->subId) == nullptr)
tryAddOnePerWeekBonus(BuildingSubID::STABLES);
break;
case BuildingSubID::MANA_VORTEX:
if(getBonusingBuilding(building->subId) == nullptr)
tryAddOnePerWeekBonus(BuildingSubID::MANA_VORTEX);
break;
continue;
}
if(!building->IsVisitingBonus() && !building->IsWeekBonus()) //it's not bonusing => nothing to handle
continue;
if(getBonusingBuilding(building->subId) != nullptr) //it's already added => already handled
continue;
///'hasBuilt' checking for bonuses is in the onHeroVisit handler
if(building->IsWeekBonus())
tryAddOnePerWeekBonus(building->subId);
if(building->IsVisitingBonus())
tryAddVisitingBonus(building->subId);
}
recreateBuildingsBonuses(); ///Clear all bonuses and recreate
}
@ -1180,11 +1199,11 @@ void CGTownInstance::recreateBuildingsBonuses()
addBonusIfBuilt(BuildingSubID::SPELL_POWER_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);//works as Brimstone Clouds
addBonusIfBuilt(BuildingSubID::ATTACK_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);//works as Blood Obelisk
addBonusIfBuilt(BuildingSubID::DEFENSE_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);//works as Glyphs of Fear
addBonusIfBuilt(BuildingSubID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
if(subID == ETownType::CASTLE) //castle
{
addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
}
else if(subID == ETownType::RAMPART) //rampart
{
@ -1215,14 +1234,14 @@ void CGTownInstance::recreateBuildingsBonuses()
}
}
bool CGTownInstance::addBonusIfBuilt(BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, int subtype)
bool CGTownInstance::addBonusIfBuilt(BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype)
{
BuildingID currentBid = BuildingID::NONE;
std::ostringstream descr;
for(const auto & bid : builtBuildings)
{
if (town->buildings.at(bid)->subId == subId)
if(town->buildings.at(bid)->subId == subId)
{
descr << town->buildings.at(bid)->Name();
currentBid = bid;
@ -1230,12 +1249,12 @@ bool CGTownInstance::addBonusIfBuilt(BuildingSubID::EBuildingSubID subId, Bonus:
}
}
return currentBid == BuildingID::NONE ? false
: addBonusImpl(currentBid, type, val, emptyPropagator, descr.str(), subtype);
: addBonusImpl(currentBid, type, val, prop, descr.str(), subtype);
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype)
bool CGTownInstance::addBonusIfBuilt(BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, int subtype)
{
return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
return addBonusIfBuilt(subId, type, val, emptyPropagator, subtype);
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype)
@ -1248,6 +1267,11 @@ bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type,
return addBonusImpl(building, type, val, prop, descr.str(), subtype);
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype)
{
return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
}
bool CGTownInstance::addBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype)
{
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, description, subtype);
@ -1686,9 +1710,10 @@ void COPWBonus::onHeroVisit(const CGHeroInstance * h) const
}
}
}
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
CTownBonus::CTownBonus (BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN)
{
bID = index;
bType = subId;
town = TOWN;
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
}
@ -1699,64 +1724,58 @@ void CTownBonus::setProperty (ui8 what, ui32 val)
visitors.insert(ObjectInstanceID(val));
}
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
void CTownBonus::onHeroVisit(const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
{
si32 mid=0;
si32 mid = 0;
si64 val = 0;
InfoWindow iw;
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
switch (bID)
switch (bType)
{
case BuildingID::SPECIAL_4:
switch(town->subID)
{
case ETownType::TOWER: //wall
what = PrimarySkill::KNOWLEDGE;
val = 1;
mid = 581;
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
break;
case ETownType::INFERNO: //order of fire
what = PrimarySkill::SPELL_POWER;
val = 1;
mid = 582;
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
break;
case ETownType::STRONGHOLD://hall of Valhalla
what = PrimarySkill::ATTACK;
val = 1;
mid = 584;
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
break;
case ETownType::DUNGEON://academy of battle scholars
what = PrimarySkill::EXPERIENCE;
val = static_cast<int>(h->calculateXp(1000));
mid = 583;
iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
break;
}
break;
case BuildingID::SPECIAL_1:
switch(town->subID)
{
case ETownType::FORTRESS: //cage of warlords
what = PrimarySkill::DEFENSE;
val = 1;
mid = 585;
iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
break;
}
break;
case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
what = PrimarySkill::KNOWLEDGE;
val = 1;
mid = 581;
iw.components.push_back(Component(Component::PRIM_SKILL, 3, 1, 0));
break;
case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
what = PrimarySkill::SPELL_POWER;
val = 1;
mid = 582;
iw.components.push_back(Component(Component::PRIM_SKILL, 2, 1, 0));
break;
case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
what = PrimarySkill::ATTACK;
val = 1;
mid = 584;
iw.components.push_back(Component(Component::PRIM_SKILL, 0, 1, 0));
break;
case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
what = PrimarySkill::EXPERIENCE;
val = static_cast<int>(h->calculateXp(1000));
mid = 583;
iw.components.push_back(Component(Component::EXPERIENCE, 0, val, 0));
break;
case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
what = PrimarySkill::DEFENSE;
val = 1;
mid = 585;
iw.components.push_back(Component(Component::PRIM_SKILL, 1, 1, 0));
break;
}
assert(mid);
iw.player = cb->getOwner(heroID);
iw.text << VLC->generaltexth->allTexts[mid];
cb->showInfoDialog(&iw);
cb->changePrimSkill (cb->getHero(heroID), what, val);
cb->changePrimSkill(cb->getHero(heroID), what, val);
town->addHeroToStructureVisitors(h, indexOnTV);
}
}

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@ -158,7 +158,7 @@ public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit (const CGHeroInstance * h) const override;
CTownBonus (BuildingID index, CGTownInstance *TOWN);
CTownBonus (BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN);
CTownBonus () {};
template <typename Handler> void serialize(Handler &h, const int version)
@ -262,6 +262,7 @@ public:
void deserializationFix();
void recreateBuildingsBonuses();
///bid: param to bind a building with a bonus, subId: param to check if already built
bool addBonusIfBuilt(BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype = -1);
bool addBonusIfBuilt(BuildingSubID::EBuildingSubID subId, Bonus::BonusType type, int val, int subtype = -1);
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
@ -342,5 +343,7 @@ private:
bool hasBuiltInOldWay(ETownType::ETownType type, BuildingID bid) const;
bool addBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype = -1);
bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
bool tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID);
void tryAddOnePerWeekBonus(BuildingSubID::EBuildingSubID subID);
void tryAddVisitingBonus(BuildingSubID::EBuildingSubID subID);
void addTownBonuses();
};