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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-24 03:47:18 +02:00

Moved CGCreature to a new file

This commit is contained in:
Ivan Savenko 2023-06-17 15:21:42 +03:00
parent 7c88bb7e4f
commit 6f743916db
15 changed files with 677 additions and 631 deletions

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@ -17,6 +17,7 @@
#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
#include "../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
#include "../../lib/mapObjects/CBank.h"
#include "../../lib/mapObjects/CGCreature.h"
#include "../../lib/mapObjects/CGDwelling.h"
FuzzyHelper * fh;

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@ -77,6 +77,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapObjects/CArmedInstance.cpp
${MAIN_LIB_DIR}/mapObjects/CBank.cpp
${MAIN_LIB_DIR}/mapObjects/CGCreature.cpp
${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.cpp
${MAIN_LIB_DIR}/mapObjects/CGMarket.cpp
@ -389,6 +390,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapObjects/CArmedInstance.h
${MAIN_LIB_DIR}/mapObjects/CBank.h
${MAIN_LIB_DIR}/mapObjects/CGCreature.h
${MAIN_LIB_DIR}/mapObjects/CGDwelling.h
${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.h
${MAIN_LIB_DIR}/mapObjects/CGMarket.h

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@ -27,6 +27,7 @@
#include "StartInfo.h"
#include "CPlayerState.h"
#include "TerrainHandler.h"
#include "mapObjects/CGCreature.h"
#include "mapObjects/CGMarket.h"
#include "mapObjectConstructors/AObjectTypeHandler.h"
#include "mapObjectConstructors/CObjectClassesHandler.h"

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@ -28,6 +28,7 @@
#include "../mapObjectConstructors/HillFortInstanceConstructor.h"
#include "../mapObjectConstructors/ShipyardInstanceConstructor.h"
#include "../mapObjectConstructors/ShrineInstanceConstructor.h"
#include "../mapObjects/CGCreature.h"
#include "../mapObjects/CGPandoraBox.h"
#include "../mapObjects/CQuest.h"
#include "../mapObjects/ObjectTemplate.h"

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@ -0,0 +1,574 @@
/*
* CGCreature.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGCreature.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CConfigHandler.h"
#include "../GameSettings.h"
#include "../IGameCallback.h"
#include "../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN
std::string CGCreature::getHoverText(PlayerColor player) const
{
if(stacks.empty())
{
//should not happen...
logGlobal->error("Invalid stack at tile %s: subID=%d; id=%d", pos.toString(), subID, id.getNum());
return "INVALID_STACK";
}
std::string hoverName;
MetaString ms;
CCreature::CreatureQuantityId monsterQuantityId = stacks.begin()->second->getQuantityID();
int quantityTextIndex = 172 + 3 * (int)monsterQuantityId;
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
ms << CCreature::getQuantityRangeStringForId(monsterQuantityId);
else
ms.addTxt(MetaString::ARRAY_TXT, quantityTextIndex);
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms.toString(hoverName);
return hoverName;
}
std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName;
if(hero->hasVisions(this, 0))
{
MetaString ms;
ms << stacks.begin()->second->count;
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms << "\n";
int decision = takenAction(hero, true);
switch (decision)
{
case FIGHT:
ms.addTxt(MetaString::GENERAL_TXT,246);
break;
case FLEE:
ms.addTxt(MetaString::GENERAL_TXT,245);
break;
case JOIN_FOR_FREE:
ms.addTxt(MetaString::GENERAL_TXT,243);
break;
default: //decision = cost in gold
ms << boost::to_string(boost::format(VLC->generaltexth->allTexts[244]) % decision);
break;
}
ms.toString(hoverName);
}
else
{
hoverName = getHoverText(hero->tempOwner);
}
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.title");
int choice;
double ratio = (static_cast<double>(getArmyStrength()) / hero->getTotalStrength());
if (ratio < 0.1) choice = 0;
else if (ratio < 0.25) choice = 1;
else if (ratio < 0.6) choice = 2;
else if (ratio < 0.9) choice = 3;
else if (ratio < 1.1) choice = 4;
else if (ratio < 1.3) choice = 5;
else if (ratio < 1.8) choice = 6;
else if (ratio < 2.5) choice = 7;
else if (ratio < 4) choice = 8;
else if (ratio < 8) choice = 9;
else if (ratio < 20) choice = 10;
else choice = 11;
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.levels." + std::to_string(choice));
return hoverName;
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
int action = takenAction(h);
switch( action ) //decide what we do...
{
case FIGHT:
fight(h);
break;
case FLEE:
{
flee(h);
break;
}
case JOIN_FOR_FREE: //join for free
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, 86);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
break;
}
default: //join for gold
{
assert(action > 0);
//ask if player agrees to pay gold
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
std::string tmp = VLC->generaltexth->advobtxt[90];
boost::algorithm::replace_first(tmp, "%d", std::to_string(getStackCount(SlotID(0))));
boost::algorithm::replace_first(tmp, "%d", std::to_string(action));
boost::algorithm::replace_first(tmp,"%s",VLC->creh->objects[subID]->getNamePluralTranslated());
ynd.text << tmp;
cb->showBlockingDialog(&ynd);
break;
}
}
}
void CGCreature::initObj(CRandomGenerator & rand)
{
blockVisit = true;
switch(character)
{
case 0:
character = -4;
break;
case 1:
character = rand.nextInt(1, 7);
break;
case 2:
character = rand.nextInt(1, 10);
break;
case 3:
character = rand.nextInt(4, 10);
break;
case 4:
character = 10;
break;
}
stacks[SlotID(0)]->setType(CreatureID(subID));
TQuantity &amount = stacks[SlotID(0)]->count;
CCreature &c = *VLC->creh->objects[subID];
if(amount == 0)
{
amount = rand.nextInt(c.ammMin, c.ammMax);
if(amount == 0) //armies with 0 creatures are illegal
{
logGlobal->warn("Stack %s cannot have 0 creatures. Check properties of %s", nodeName(), c.nodeName());
amount = 1;
}
}
temppower = stacks[SlotID(0)]->count * static_cast<ui64>(1000);
refusedJoining = false;
}
void CGCreature::newTurn(CRandomGenerator & rand) const
{//Works only for stacks of single type of size up to 2 millions
if (!notGrowingTeam)
{
if (stacks.begin()->second->count < VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP) && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)
{
ui32 power = static_cast<ui32>(temppower * (100 + VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_PERCENT)) / 100);
cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min<uint32_t>(power / 1000, VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP))); //set new amount
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower
}
}
if (VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->settings()->getInteger(EGameSettings::CREATURES_DAILY_STACK_EXPERIENCE)); //for testing purpose
}
void CGCreature::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::MONSTER_COUNT:
stacks[SlotID(0)]->count = val;
break;
case ObjProperty::MONSTER_POWER:
temppower = val;
break;
case ObjProperty::MONSTER_EXP:
giveStackExp(val);
break;
case ObjProperty::MONSTER_RESTORE_TYPE:
formation.basicType = val;
break;
case ObjProperty::MONSTER_REFUSED_JOIN:
refusedJoining = val;
break;
}
}
int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
{
//calculate relative strength of hero and creatures armies
double relStrength = static_cast<double>(h->getTotalStrength()) / getArmyStrength();
int powerFactor;
if(relStrength >= 7)
powerFactor = 11;
else if(relStrength >= 1)
powerFactor = static_cast<int>(2 * (relStrength - 1));
else if(relStrength >= 0.5)
powerFactor = -1;
else if(relStrength >= 0.333)
powerFactor = -2;
else
powerFactor = -3;
std::set<CreatureID> myKindCres; //what creatures are the same kind as we
const CCreature * myCreature = VLC->creh->objects[subID];
myKindCres.insert(myCreature->getId()); //we
myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades
for(ConstTransitivePtr<CCreature> &crea : VLC->creh->objects)
{
if(vstd::contains(crea->upgrades, myCreature->getId())) //it's our base creatures
myKindCres.insert(crea->getId());
}
int count = 0; //how many creatures of similar kind has hero
int totalCount = 0;
for(const auto & elem : h->Slots())
{
if(vstd::contains(myKindCres,elem.second->type->getId()))
count += elem.second->count;
totalCount += elem.second->count;
}
int sympathy = 0; // 0 if hero have no similar creatures
if(count)
sympathy++; // 1 - if hero have at least 1 similar creature
if(count*2 > totalCount)
sympathy++; // 2 - hero have similar creatures more that 50%
int diplomacy = h->valOfBonuses(BonusType::WANDERING_CREATURES_JOIN_BONUS);
int charisma = powerFactor + diplomacy + sympathy;
if(charisma < character)
return FIGHT;
if (allowJoin)
{
if(diplomacy + sympathy + 1 >= character)
return JOIN_FOR_FREE;
else if(diplomacy * 2 + sympathy + 1 >= character)
return VLC->creatures()->getByIndex(subID)->getRecruitCost(EGameResID::GOLD) * getStackCount(SlotID(0)); //join for gold
}
//we are still here - creatures have not joined hero, flee or fight
if (charisma > character && !neverFlees)
return FLEE;
else
return FIGHT;
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
{
if(refusedJoining)
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, false);
if(pursue)
{
fight(h);
}
else
{
cb->removeObject(this);
}
}
void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const
{
if(!accept)
{
if(takenAction(h,false) == FLEE)
{
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(h);
}
else //they fight
{
h->showInfoDialog(87, 0, EInfoWindowMode::MODAL);//Insulted by your refusal of their offer, the monsters attack!
fight(h);
}
}
else //accepted
{
if (cb->getResource(h->tempOwner, EGameResID::GOLD) < cost) //player don't have enough gold!
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(1,29); //You don't have enough gold
cb->showInfoDialog(&iw);
//act as if player refused
joinDecision(h,cost,false);
return;
}
//take gold
if(cost)
cb->giveResource(h->tempOwner,EGameResID::GOLD,-cost);
giveReward(h);
cb->tryJoiningArmy(this, h, true, true);
}
}
void CGCreature::fight( const CGHeroInstance *h ) const
{
//split stacks
//TODO: multiple creature types in a stack?
int basicType = stacks.begin()->second->type->getId();
cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack
int stacksCount = getNumberOfStacks(h);
//source: http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266335#focus
int amount = getStackCount(SlotID(0));
int m = amount / stacksCount;
int b = stacksCount * (m + 1) - amount;
int a = stacksCount - b;
SlotID sourceSlot = stacks.begin()->first;
for (int slotID = 1; slotID < a; ++slotID)
{
int stackSize = m + 1;
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
for (int slotID = a; slotID < stacksCount; ++slotID)
{
int stackSize = m;
if (slotID) //don't do this when a = 0 -> stack is single
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
if (stacksCount > 1)
{
if (containsUpgradedStack()) //upgrade
{
SlotID slotID = SlotID(static_cast<si32>(std::floor(static_cast<float>(stacks.size()) / 2.0f)));
const auto & upgrades = getStack(slotID).type->upgrades;
if(!upgrades.empty())
{
auto it = RandomGeneratorUtil::nextItem(upgrades, CRandomGenerator::getDefault());
cb->changeStackType(StackLocation(this, slotID), VLC->creh->objects[*it]);
}
}
}
cb->startBattleI(h, this);
}
void CGCreature::flee( const CGHeroInstance * h ) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT,91);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
{
giveReward(hero);
cb->removeObject(this);
}
else if(result.winner > 1) // draw
{
// guarded reward is lost forever on draw
cb->removeObject(this);
}
else
{
//merge stacks into one
TSlots::const_iterator i;
CCreature * cre = VLC->creh->objects[formation.basicType];
for(i = stacks.begin(); i != stacks.end(); i++)
{
if(cre->isMyUpgrade(i->second->type))
{
cb->changeStackType(StackLocation(this, i->first), cre); //un-upgrade creatures
}
}
//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack
if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);
while(stacks.size() > 1) //hopefully that's enough
{
// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)
i = stacks.end();
i--;
SlotID slot = getSlotFor(i->second->type);
if(slot == i->first) //no reason to move stack to its own slot
break;
else
cb->moveStack(StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
}
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties
}
}
void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto action = takenAction(hero);
if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price
joinDecision(hero, action, answer);
else if(action != FIGHT)
fleeDecision(hero, answer);
else
assert(0);
}
bool CGCreature::containsUpgradedStack() const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=830557#focus
float a = 2992.911117f;
float b = 14174.264968f;
float c = 5325.181015f;
float d = 32788.727920f;
int val = static_cast<int>(std::floor(a * pos.x + b * pos.y + c * pos.z + d));
return ((val % 32768) % 100) < 50;
}
int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266094#focus
double strengthRatio = static_cast<double>(hero->getArmyStrength()) / getArmyStrength();
int split = 1;
if (strengthRatio < 0.5f)
split = 7;
else if (strengthRatio < 0.67f)
split = 6;
else if (strengthRatio < 1)
split = 5;
else if (strengthRatio < 1.5f)
split = 4;
else if (strengthRatio < 2)
split = 3;
else
split = 2;
ui32 a = 1550811371u;
ui32 b = 3359066809u;
ui32 c = 1943276003u;
ui32 d = 3174620878u;
ui32 R1 = a * static_cast<ui32>(pos.x) + b * static_cast<ui32>(pos.y) + c * static_cast<ui32>(pos.z) + d;
ui32 R2 = (R1 >> 16) & 0x7fff;
int R4 = R2 % 100 + 1;
if (R4 <= 20)
split -= 1;
else if (R4 >= 80)
split += 1;
vstd::amin(split, getStack(SlotID(0)).count); //can't divide into more stacks than creatures total
vstd::amin(split, 7); //can't have more than 7 stacks
return split;
}
void CGCreature::giveReward(const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(!resources.empty())
{
cb->giveResources(h->tempOwner, resources);
for(int i = 0; i < resources.size(); i++)
{
if(resources[i] > 0)
iw.components.emplace_back(Component::EComponentType::RESOURCE, i, resources[i], 0);
}
}
if(gainedArtifact != ArtifactID::NONE)
{
cb->giveHeroNewArtifact(h, VLC->arth->objects[gainedArtifact], ArtifactPosition::FIRST_AVAILABLE);
iw.components.emplace_back(Component::EComponentType::ARTIFACT, gainedArtifact, 0, 0);
}
if(!iw.components.empty())
{
iw.type = EInfoWindowMode::AUTO;
iw.text.addTxt(MetaString::ADVOB_TXT, 183); // % has found treasure
iw.text.addReplacement(h->getNameTranslated());
cb->showInfoDialog(&iw);
}
}
static const std::vector<std::string> CHARACTER_JSON =
{
"compliant", "friendly", "aggressive", "hostile", "savage"
};
void CGCreature::serializeJsonOptions(JsonSerializeFormat & handler)
{
handler.serializeEnum("character", character, CHARACTER_JSON);
if(handler.saving)
{
if(hasStackAtSlot(SlotID(0)))
{
si32 amount = getStack(SlotID(0)).count;
handler.serializeInt("amount", amount, 0);
}
}
else
{
si32 amount = 0;
handler.serializeInt("amount", amount);
auto * hlp = new CStackInstance();
hlp->count = amount;
//type will be set during initialization
putStack(SlotID(0), hlp);
}
resources.serializeJson(handler, "rewardResources");
handler.serializeId("rewardArtifact", gainedArtifact, ArtifactID(ArtifactID::NONE));
handler.serializeBool("noGrowing", notGrowingTeam);
handler.serializeBool("neverFlees", neverFlees);
handler.serializeString("rewardMessage", message);
}
VCMI_LIB_NAMESPACE_END

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@ -0,0 +1,91 @@
/*
* CGCreature.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "CArmedInstance.h"
#include "../ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
{
public:
enum Action {
FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
};
enum Character {
COMPLIANT = 0, FRIENDLY = 1, AGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4
};
ui32 identifier; //unique code for this monster (used in missions)
si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
std::string message; //message printed for attacking hero
TResources resources; // resources given to hero that has won with monsters
ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
bool neverFlees; //if true, the troops will never flee
bool notGrowingTeam; //if true, number of units won't grow
ui64 temppower; //used to handle fractional stack growth for tiny stacks
bool refusedJoining;
void onHeroVisit(const CGHeroInstance * h) const override;
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
void initObj(CRandomGenerator & rand) override;
void newTurn(CRandomGenerator & rand) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
//stack formation depends on position,
bool containsUpgradedStack() const;
int getNumberOfStacks(const CGHeroInstance *hero) const;
struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
{
si32 basicType;
ui8 upgrade; //random seed used to determine number of stacks and is there's upgraded stack
template <typename Handler> void serialize(Handler &h, const int version)
{
h & basicType;
h & upgrade;
}
} formation;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & identifier;
h & character;
h & message;
h & resources;
h & gainedArtifact;
h & neverFlees;
h & notGrowingTeam;
h & temppower;
h & refusedJoining;
h & formation;
}
protected:
void setPropertyDer(ui8 what, ui32 val) override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
void fight(const CGHeroInstance *h) const;
void flee( const CGHeroInstance * h ) const;
void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
void giveReward(const CGHeroInstance * h) const;
};
VCMI_LIB_NAMESPACE_END

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@ -18,7 +18,7 @@
#include "../CSoundBase.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "MiscObjects.h"
#include "CGCreature.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"

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@ -15,16 +15,13 @@
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "../CConfigHandler.h"
#include "../CModHandler.h"
#include "../CHeroHandler.h"
#include "../CSkillHandler.h"
#include "../spells/CSpellHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#include "../GameSettings.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
@ -68,557 +65,6 @@ bool CTeamVisited::wasVisited(const TeamID & team) const
return false;
}
std::string CGCreature::getHoverText(PlayerColor player) const
{
if(stacks.empty())
{
//should not happen...
logGlobal->error("Invalid stack at tile %s: subID=%d; id=%d", pos.toString(), subID, id.getNum());
return "INVALID_STACK";
}
std::string hoverName;
MetaString ms;
CCreature::CreatureQuantityId monsterQuantityId = stacks.begin()->second->getQuantityID();
int quantityTextIndex = 172 + 3 * (int)monsterQuantityId;
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
ms << CCreature::getQuantityRangeStringForId(monsterQuantityId);
else
ms.addTxt(MetaString::ARRAY_TXT, quantityTextIndex);
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms.toString(hoverName);
return hoverName;
}
std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName;
if(hero->hasVisions(this, 0))
{
MetaString ms;
ms << stacks.begin()->second->count;
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms << "\n";
int decision = takenAction(hero, true);
switch (decision)
{
case FIGHT:
ms.addTxt(MetaString::GENERAL_TXT,246);
break;
case FLEE:
ms.addTxt(MetaString::GENERAL_TXT,245);
break;
case JOIN_FOR_FREE:
ms.addTxt(MetaString::GENERAL_TXT,243);
break;
default: //decision = cost in gold
ms << boost::to_string(boost::format(VLC->generaltexth->allTexts[244]) % decision);
break;
}
ms.toString(hoverName);
}
else
{
hoverName = getHoverText(hero->tempOwner);
}
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.title");
int choice;
double ratio = (static_cast<double>(getArmyStrength()) / hero->getTotalStrength());
if (ratio < 0.1) choice = 0;
else if (ratio < 0.25) choice = 1;
else if (ratio < 0.6) choice = 2;
else if (ratio < 0.9) choice = 3;
else if (ratio < 1.1) choice = 4;
else if (ratio < 1.3) choice = 5;
else if (ratio < 1.8) choice = 6;
else if (ratio < 2.5) choice = 7;
else if (ratio < 4) choice = 8;
else if (ratio < 8) choice = 9;
else if (ratio < 20) choice = 10;
else choice = 11;
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.levels." + std::to_string(choice));
return hoverName;
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
int action = takenAction(h);
switch( action ) //decide what we do...
{
case FIGHT:
fight(h);
break;
case FLEE:
{
flee(h);
break;
}
case JOIN_FOR_FREE: //join for free
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, 86);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
break;
}
default: //join for gold
{
assert(action > 0);
//ask if player agrees to pay gold
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
std::string tmp = VLC->generaltexth->advobtxt[90];
boost::algorithm::replace_first(tmp, "%d", std::to_string(getStackCount(SlotID(0))));
boost::algorithm::replace_first(tmp, "%d", std::to_string(action));
boost::algorithm::replace_first(tmp,"%s",VLC->creh->objects[subID]->getNamePluralTranslated());
ynd.text << tmp;
cb->showBlockingDialog(&ynd);
break;
}
}
}
void CGCreature::initObj(CRandomGenerator & rand)
{
blockVisit = true;
switch(character)
{
case 0:
character = -4;
break;
case 1:
character = rand.nextInt(1, 7);
break;
case 2:
character = rand.nextInt(1, 10);
break;
case 3:
character = rand.nextInt(4, 10);
break;
case 4:
character = 10;
break;
}
stacks[SlotID(0)]->setType(CreatureID(subID));
TQuantity &amount = stacks[SlotID(0)]->count;
CCreature &c = *VLC->creh->objects[subID];
if(amount == 0)
{
amount = rand.nextInt(c.ammMin, c.ammMax);
if(amount == 0) //armies with 0 creatures are illegal
{
logGlobal->warn("Stack %s cannot have 0 creatures. Check properties of %s", nodeName(), c.nodeName());
amount = 1;
}
}
temppower = stacks[SlotID(0)]->count * static_cast<ui64>(1000);
refusedJoining = false;
}
void CGCreature::newTurn(CRandomGenerator & rand) const
{//Works only for stacks of single type of size up to 2 millions
if (!notGrowingTeam)
{
if (stacks.begin()->second->count < VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP) && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)
{
ui32 power = static_cast<ui32>(temppower * (100 + VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_PERCENT)) / 100);
cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min<uint32_t>(power / 1000, VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP))); //set new amount
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower
}
}
if (VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->settings()->getInteger(EGameSettings::CREATURES_DAILY_STACK_EXPERIENCE)); //for testing purpose
}
void CGCreature::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::MONSTER_COUNT:
stacks[SlotID(0)]->count = val;
break;
case ObjProperty::MONSTER_POWER:
temppower = val;
break;
case ObjProperty::MONSTER_EXP:
giveStackExp(val);
break;
case ObjProperty::MONSTER_RESTORE_TYPE:
formation.basicType = val;
break;
case ObjProperty::MONSTER_REFUSED_JOIN:
refusedJoining = val;
break;
}
}
int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
{
//calculate relative strength of hero and creatures armies
double relStrength = static_cast<double>(h->getTotalStrength()) / getArmyStrength();
int powerFactor;
if(relStrength >= 7)
powerFactor = 11;
else if(relStrength >= 1)
powerFactor = static_cast<int>(2 * (relStrength - 1));
else if(relStrength >= 0.5)
powerFactor = -1;
else if(relStrength >= 0.333)
powerFactor = -2;
else
powerFactor = -3;
std::set<CreatureID> myKindCres; //what creatures are the same kind as we
const CCreature * myCreature = VLC->creh->objects[subID];
myKindCres.insert(myCreature->getId()); //we
myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades
for(ConstTransitivePtr<CCreature> &crea : VLC->creh->objects)
{
if(vstd::contains(crea->upgrades, myCreature->getId())) //it's our base creatures
myKindCres.insert(crea->getId());
}
int count = 0; //how many creatures of similar kind has hero
int totalCount = 0;
for(const auto & elem : h->Slots())
{
if(vstd::contains(myKindCres,elem.second->type->getId()))
count += elem.second->count;
totalCount += elem.second->count;
}
int sympathy = 0; // 0 if hero have no similar creatures
if(count)
sympathy++; // 1 - if hero have at least 1 similar creature
if(count*2 > totalCount)
sympathy++; // 2 - hero have similar creatures more that 50%
int diplomacy = h->valOfBonuses(BonusType::WANDERING_CREATURES_JOIN_BONUS);
int charisma = powerFactor + diplomacy + sympathy;
if(charisma < character)
return FIGHT;
if (allowJoin)
{
if(diplomacy + sympathy + 1 >= character)
return JOIN_FOR_FREE;
else if(diplomacy * 2 + sympathy + 1 >= character)
return VLC->creatures()->getByIndex(subID)->getRecruitCost(EGameResID::GOLD) * getStackCount(SlotID(0)); //join for gold
}
//we are still here - creatures have not joined hero, flee or fight
if (charisma > character && !neverFlees)
return FLEE;
else
return FIGHT;
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
{
if(refusedJoining)
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, false);
if(pursue)
{
fight(h);
}
else
{
cb->removeObject(this);
}
}
void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const
{
if(!accept)
{
if(takenAction(h,false) == FLEE)
{
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(h);
}
else //they fight
{
h->showInfoDialog(87, 0, EInfoWindowMode::MODAL);//Insulted by your refusal of their offer, the monsters attack!
fight(h);
}
}
else //accepted
{
if (cb->getResource(h->tempOwner, EGameResID::GOLD) < cost) //player don't have enough gold!
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(1,29); //You don't have enough gold
cb->showInfoDialog(&iw);
//act as if player refused
joinDecision(h,cost,false);
return;
}
//take gold
if(cost)
cb->giveResource(h->tempOwner,EGameResID::GOLD,-cost);
giveReward(h);
cb->tryJoiningArmy(this, h, true, true);
}
}
void CGCreature::fight( const CGHeroInstance *h ) const
{
//split stacks
//TODO: multiple creature types in a stack?
int basicType = stacks.begin()->second->type->getId();
cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack
int stacksCount = getNumberOfStacks(h);
//source: http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266335#focus
int amount = getStackCount(SlotID(0));
int m = amount / stacksCount;
int b = stacksCount * (m + 1) - amount;
int a = stacksCount - b;
SlotID sourceSlot = stacks.begin()->first;
for (int slotID = 1; slotID < a; ++slotID)
{
int stackSize = m + 1;
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
for (int slotID = a; slotID < stacksCount; ++slotID)
{
int stackSize = m;
if (slotID) //don't do this when a = 0 -> stack is single
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
if (stacksCount > 1)
{
if (containsUpgradedStack()) //upgrade
{
SlotID slotID = SlotID(static_cast<si32>(std::floor(static_cast<float>(stacks.size()) / 2.0f)));
const auto & upgrades = getStack(slotID).type->upgrades;
if(!upgrades.empty())
{
auto it = RandomGeneratorUtil::nextItem(upgrades, CRandomGenerator::getDefault());
cb->changeStackType(StackLocation(this, slotID), VLC->creh->objects[*it]);
}
}
}
cb->startBattleI(h, this);
}
void CGCreature::flee( const CGHeroInstance * h ) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT,91);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
{
giveReward(hero);
cb->removeObject(this);
}
else if(result.winner > 1) // draw
{
// guarded reward is lost forever on draw
cb->removeObject(this);
}
else
{
//merge stacks into one
TSlots::const_iterator i;
CCreature * cre = VLC->creh->objects[formation.basicType];
for(i = stacks.begin(); i != stacks.end(); i++)
{
if(cre->isMyUpgrade(i->second->type))
{
cb->changeStackType(StackLocation(this, i->first), cre); //un-upgrade creatures
}
}
//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack
if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);
while(stacks.size() > 1) //hopefully that's enough
{
// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)
i = stacks.end();
i--;
SlotID slot = getSlotFor(i->second->type);
if(slot == i->first) //no reason to move stack to its own slot
break;
else
cb->moveStack(StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
}
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties
}
}
void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto action = takenAction(hero);
if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price
joinDecision(hero, action, answer);
else if(action != FIGHT)
fleeDecision(hero, answer);
else
assert(0);
}
bool CGCreature::containsUpgradedStack() const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=830557#focus
float a = 2992.911117f;
float b = 14174.264968f;
float c = 5325.181015f;
float d = 32788.727920f;
int val = static_cast<int>(std::floor(a * pos.x + b * pos.y + c * pos.z + d));
return ((val % 32768) % 100) < 50;
}
int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266094#focus
double strengthRatio = static_cast<double>(hero->getArmyStrength()) / getArmyStrength();
int split = 1;
if (strengthRatio < 0.5f)
split = 7;
else if (strengthRatio < 0.67f)
split = 6;
else if (strengthRatio < 1)
split = 5;
else if (strengthRatio < 1.5f)
split = 4;
else if (strengthRatio < 2)
split = 3;
else
split = 2;
ui32 a = 1550811371u;
ui32 b = 3359066809u;
ui32 c = 1943276003u;
ui32 d = 3174620878u;
ui32 R1 = a * static_cast<ui32>(pos.x) + b * static_cast<ui32>(pos.y) + c * static_cast<ui32>(pos.z) + d;
ui32 R2 = (R1 >> 16) & 0x7fff;
int R4 = R2 % 100 + 1;
if (R4 <= 20)
split -= 1;
else if (R4 >= 80)
split += 1;
vstd::amin(split, getStack(SlotID(0)).count); //can't divide into more stacks than creatures total
vstd::amin(split, 7); //can't have more than 7 stacks
return split;
}
void CGCreature::giveReward(const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(!resources.empty())
{
cb->giveResources(h->tempOwner, resources);
for(int i = 0; i < resources.size(); i++)
{
if(resources[i] > 0)
iw.components.emplace_back(Component::EComponentType::RESOURCE, i, resources[i], 0);
}
}
if(gainedArtifact != ArtifactID::NONE)
{
cb->giveHeroNewArtifact(h, VLC->arth->objects[gainedArtifact], ArtifactPosition::FIRST_AVAILABLE);
iw.components.emplace_back(Component::EComponentType::ARTIFACT, gainedArtifact, 0, 0);
}
if(!iw.components.empty())
{
iw.type = EInfoWindowMode::AUTO;
iw.text.addTxt(MetaString::ADVOB_TXT, 183); // % has found treasure
iw.text.addReplacement(h->getNameTranslated());
cb->showInfoDialog(&iw);
}
}
static const std::vector<std::string> CHARACTER_JSON =
{
"compliant", "friendly", "aggressive", "hostile", "savage"
};
void CGCreature::serializeJsonOptions(JsonSerializeFormat & handler)
{
handler.serializeEnum("character", character, CHARACTER_JSON);
if(handler.saving)
{
if(hasStackAtSlot(SlotID(0)))
{
si32 amount = getStack(SlotID(0)).count;
handler.serializeInt("amount", amount, 0);
}
}
else
{
si32 amount = 0;
handler.serializeInt("amount", amount);
auto * hlp = new CStackInstance();
hlp->count = amount;
//type will be set during initialization
putStack(SlotID(0), hlp);
}
resources.serializeJson(handler, "rewardResources");
handler.serializeId("rewardArtifact", gainedArtifact, ArtifactID(ArtifactID::NONE));
handler.serializeBool("noGrowing", notGrowingTeam);
handler.serializeBool("neverFlees", neverFlees);
handler.serializeString("rewardMessage", message);
}
//CGMine
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{

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@ -10,7 +10,6 @@
#pragma once
#include "CArmedInstance.h"
#include "../ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -40,80 +39,6 @@ public:
static constexpr int OBJPROP_VISITED = 10;
};
class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
{
public:
enum Action {
FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
};
enum Character {
COMPLIANT = 0, FRIENDLY = 1, AGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4
};
ui32 identifier; //unique code for this monster (used in missions)
si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
std::string message; //message printed for attacking hero
TResources resources; // resources given to hero that has won with monsters
ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
bool neverFlees; //if true, the troops will never flee
bool notGrowingTeam; //if true, number of units won't grow
ui64 temppower; //used to handle fractional stack growth for tiny stacks
bool refusedJoining;
void onHeroVisit(const CGHeroInstance * h) const override;
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
void initObj(CRandomGenerator & rand) override;
void newTurn(CRandomGenerator & rand) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
//stack formation depends on position,
bool containsUpgradedStack() const;
int getNumberOfStacks(const CGHeroInstance *hero) const;
struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
{
si32 basicType;
ui8 upgrade; //random seed used to determine number of stacks and is there's upgraded stack
template <typename Handler> void serialize(Handler &h, const int version)
{
h & basicType;
h & upgrade;
}
} formation;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & identifier;
h & character;
h & message;
h & resources;
h & gainedArtifact;
h & neverFlees;
h & notGrowingTeam;
h & temppower;
h & refusedJoining;
h & formation;
}
protected:
void setPropertyDer(ui8 what, ui32 val) override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
void fight(const CGHeroInstance *h) const;
void flee( const CGHeroInstance * h ) const;
void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
void giveReward(const CGHeroInstance * h) const;
};
class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
public:

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@ -32,6 +32,7 @@
#include "../filesystem/Filesystem.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjects/CGCreature.h"
#include "../mapObjects/MapObjects.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../spells/CSpellHandler.h"

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@ -26,6 +26,7 @@
#include "../mapObjectConstructors/ShipyardInstanceConstructor.h"
#include "../mapObjectConstructors/ShrineInstanceConstructor.h"
#include "../mapObjects/MapObjects.h"
#include "../mapObjects/CGCreature.h"
#include "../mapObjects/CGTownBuilding.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../battle/CObstacleInstance.h"

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@ -15,6 +15,7 @@
#include "../../TerrainHandler.h"
#include "../../mapObjectConstructors/AObjectTypeHandler.h"
#include "../../mapObjectConstructors/CObjectClassesHandler.h"
#include "../../mapObjects/CGCreature.h"
#include "../../mapping/CMapEditManager.h"
#include "../RmgObject.h"
#include "ObjectManager.h"

View File

@ -23,6 +23,7 @@
#include "../../CCreatureHandler.h"
#include "../../mapObjectConstructors/AObjectTypeHandler.h"
#include "../../mapObjectConstructors/CObjectClassesHandler.h"
#include "../../mapObjects/CGCreature.h"
#include "../../mapping/CMap.h"
#include "../../mapping/CMapEditManager.h"
#include "../Functions.h"

View File

@ -15,6 +15,7 @@
#include <QStyledItemDelegate>
#include "../lib/int3.h"
#include "../lib/GameConstants.h"
#include "../lib/mapObjects/CGCreature.h"
#include "../lib/mapObjects/MapObjects.h"
#include "../lib/ResourceSet.h"

View File

@ -19,7 +19,7 @@
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CModHandler.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/mapObjects/CGCreature.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/StringConstants.h"
#include "inspector/townbulidingswidget.h" //to convert BuildingID to string