1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Implemented support for showing amount of guards in banks

This commit is contained in:
Ivan Savenko
2023-07-19 13:17:50 +03:00
parent 7b06c41929
commit 7f1b982264
4 changed files with 28 additions and 0 deletions

View File

@@ -321,6 +321,12 @@
"blackMarketRestockPeriod" : 0
},
"banks" :
{
// show guards composition when visiting creature banks
"showGuardsComposition" : true
},
"modules":
{
// if enabled, creatures may collect experience (WoG feature)

View File

@@ -81,6 +81,7 @@ void GameSettings::load(const JsonNode & input)
{EGameSettings::MAP_FORMAT_IN_THE_WAKE_OF_GODS, "mapFormat", "inTheWakeOfGods" },
{EGameSettings::MAP_FORMAT_JSON_VCMI, "mapFormat", "jsonVCMI" },
{EGameSettings::MARKETS_BLACK_MARKET_RESTOCK_PERIOD, "markets", "blackMarketRestockPeriod" },
{EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION, "banks", "showGuardsComposition" },
{EGameSettings::MODULE_COMMANDERS, "modules", "commanders" },
{EGameSettings::MODULE_STACK_ARTIFACT, "modules", "stackArtifact" },
{EGameSettings::MODULE_STACK_EXPERIENCE, "modules", "stackExperience" },

View File

@@ -39,6 +39,7 @@ enum class EGameSettings
HEROES_STARTING_STACKS_CHANCES,
HEROES_BACKPACK_CAP,
MARKETS_BLACK_MARKET_RESTOCK_PERIOD,
BANKS_SHOW_GUARDS_COMPOSITION,
MODULE_COMMANDERS,
MODULE_STACK_ARTIFACT,
MODULE_STACK_EXPERIENCE,

View File

@@ -17,6 +17,7 @@
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "../GameSettings.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/CBankInstanceConstructor.h"
#include "../IGameCallback.h"
@@ -131,6 +132,25 @@ void CBank::onHeroVisit(const CGHeroInstance * h) const
bd.text.appendLocalString(EMetaText::ADVOB_TXT, banktext);
if (banktext == 32)
bd.text.replaceRawString(getObjectName());
if (VLC->settings()->getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
{
std::map<CreatureID, int> guardsAmounts;
for (auto const & guard : bc->guards)
guardsAmounts[guard.getType()->getId()] += guard.getCount();
for (auto const & guard : guardsAmounts)
{
Component comp;
comp.id = Component::EComponentType::CREATURE;
comp.subtype = guard.first.getNum();
comp.val = guard.second;
bd.components.push_back(comp);
}
}
cb->showBlockingDialog(&bd);
}