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Implement select all option for rewardable objects

This commit is contained in:
nordsoft 2023-09-15 21:08:14 +02:00
parent c1c13cfafb
commit 68c61797f8
3 changed files with 41 additions and 5 deletions

View File

@ -28,6 +28,7 @@ VCMI_LIB_NAMESPACE_BEGIN
void CGPandoraBox::init()
{
blockVisit = true;
configuration.selectMode = Rewardable::SELECT_ALL;
for(auto & i : configuration.info)
i.reward.removeObject = true;
@ -169,33 +170,62 @@ void CGPandoraBox::serializeJsonOptions(JsonSerializeFormat & handler)
{
//backward compatibility
CCreatureSet::serializeJson(handler, "guards", 7);
Rewardable::Reward reward;
auto addReward = [this, &reward](bool condition)
{
if(condition)
{
configuration.info.emplace_back();
configuration.info.back().visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
configuration.info.back().reward = reward;
}
};
addReward(true);
Rewardable::VisitInfo vinfo;
vinfo.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
auto & reward = vinfo.reward;
int val;
handler.serializeInt("experience", reward.heroExperience, 0);
addReward(reward.heroExperience);
handler.serializeInt("mana", reward.manaDiff, 0);
addReward(reward.manaDiff);
handler.serializeInt("morale", val, 0);
if(val)
reward.bonuses.emplace_back(BonusDuration::ONE_BATTLE, BonusType::MORALE, BonusSource::OBJECT, val, id);
addReward(val);
handler.serializeInt("luck", val, 0);
if(val)
reward.bonuses.emplace_back(BonusDuration::ONE_BATTLE, BonusType::LUCK, BonusSource::OBJECT, val, id);
addReward(val);
reward.resources.serializeJson(handler, "resources");
addReward(reward.resources.nonZero());
{
bool updateReward = false;
auto s = handler.enterStruct("primarySkills");
for(int idx = 0; idx < reward.primary.size(); idx ++)
{
handler.serializeInt(NPrimarySkill::names[idx], reward.primary[idx], 0);
updateReward |= reward.primary[idx];
}
addReward(updateReward);
}
handler.serializeIdArray("artifacts", reward.artifacts);
addReward(!reward.artifacts.empty());
handler.serializeIdArray("spells", reward.spells);
addReward(!reward.spells.empty());
handler.enterArray("creatures").serializeStruct(reward.creatures);
addReward(!reward.creatures.empty());
{
bool updateReward = false;
auto s = handler.enterStruct("secondarySkills");
for(const auto & p : handler.getCurrent().Struct())
{
@ -217,15 +247,17 @@ void CGPandoraBox::serializeJsonOptions(JsonSerializeFormat & handler)
}
reward.secondary[rawId] = level;
updateReward = true;
}
addReward(updateReward);
}
configuration.info.push_back(vinfo);
}
}
void CGEvent::init()
{
blockVisit = false;
configuration.selectMode = Rewardable::SELECT_ALL;
for(auto & i : configuration.info)
i.reward.removeObject = removeAfterVisit;

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@ -108,6 +108,9 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const
case Rewardable::SELECT_RANDOM: // give random
grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()), true);
break;
case Rewardable::SELECT_ALL: // give all rewards
for(auto i : rewards)
grantRewardWithMessage(i, i == rewards.size() - 1);
}
break;
}

View File

@ -35,6 +35,7 @@ enum ESelectMode
SELECT_FIRST, // first reward that matches limiters
SELECT_PLAYER, // player can select from all allowed rewards
SELECT_RANDOM, // one random reward from all mathing limiters
SELECT_ALL, // provides all allowed rewards matching limiters
};
enum class EEventType
@ -45,7 +46,7 @@ enum class EEventType
EVENT_NOT_AVAILABLE
};
const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer", "selectRandom"};
const std::array<std::string, 4> SelectModeString{"selectFirst", "selectPlayer", "selectRandom", "selectAll"};
const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};
struct DLL_LINKAGE ResetInfo