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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-02 23:07:36 +02:00

Lighthouse / flaggable objects now has dedicated bonus system node

this alows to remove multiple hacks from lighthouse logic
This commit is contained in:
Ivan Savenko 2025-05-13 17:07:58 +03:00
parent 716da918f8
commit b37a3dc63c
7 changed files with 58 additions and 63 deletions

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@ -20,10 +20,11 @@
"seaMovement" : {
"type" : "MOVEMENT",
"subtype" : "heroMovementSea",
"val" : 500
"val" : 500,
"propagator": "PLAYER_PROPAGATOR"
}
}
}
}
}
}
}

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@ -21,7 +21,8 @@ Currently, it is possible to make flaggable objects that provide player with:
// Alternatively, it is possible to reuse existing string from H3 using form '@core.advevent.69'
"onVisit" : "{Object Name}\r\n\r\nText of messages that player will see on visit.",
// List of bonuses that will be granted to player that owns this object
// List of bonuses that player that owns this object may receive
// Make sure to use required propagator, such as PLAYER_PROPAGATOR
"bonuses" : {
"firstBonus" : { BONUS FORMAT },
"secondBonus" : { BONUS FORMAT },

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@ -1571,7 +1571,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
void CGameState::buildBonusSystemTree()
{
buildGlobalTeamPlayerTree();
for(auto & armed : map->getObjects<CArmedInstance>())
for(auto & armed : map->getObjects<CGObjectInstance>())
armed->attachToBonusSystem(*this);
}
@ -1580,7 +1580,7 @@ void CGameState::restoreBonusSystemTree()
heroesPool->setGameState(this);
buildGlobalTeamPlayerTree();
for(auto & armed : map->getObjects<CArmedInstance>())
for(auto & armed : map->getObjects<CGObjectInstance>())
armed->restoreBonusSystem(*this);
for(auto & art : map->getArtifacts())

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@ -1093,7 +1093,7 @@ void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
gs.getPlayerState(newOwner)->addOwnedObject(obj);
}
if(pack.what == ObjProperty::OWNER && cai)
if(pack.what == ObjProperty::OWNER)
{
if(obj->ID == Obj::TOWN)
{
@ -1116,9 +1116,9 @@ void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
}
}
cai->detachFromBonusSystem(gs);
obj->detachFromBonusSystem(gs);
obj->setProperty(pack.what, pack.identifier);
cai->attachToBonusSystem(gs);
obj->attachToBonusSystem(gs);
}
else //not an armed instance
{

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@ -12,11 +12,13 @@
#include "FlaggableMapObject.h"
#include "CGHeroInstance.h"
#include "../CPlayerState.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../networkPacks/PacksForClient.h"
#include "../gameState/CGameState.h"
#include "../mapObjectConstructors/FlaggableInstanceConstructor.h"
#include "../gameState/GameStatePackVisitor.h"
#include "../networkPacks/PacksForClient.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -40,32 +42,17 @@ void FlaggableMapObject::onHeroVisit(IGameEventCallback & gameEvents, const CGHe
if (cb->getPlayerRelations(h->getOwner(), getOwner()) != PlayerRelations::ENEMIES)
return; // H3 behavior - revisiting owned Lighthouse is a no-op
if (getOwner().isValidPlayer())
takeBonusFrom(gameEvents, getOwner());
gameEvents.setOwner(this, h->getOwner()); //not ours? flag it!
InfoWindow iw;
iw.player = h->getOwner();
iw.text.appendTextID(getFlaggableHandler()->getVisitMessageTextID());
gameEvents.showInfoDialog(&iw);
giveBonusTo(gameEvents, h->getOwner());
}
void FlaggableMapObject::markAsDeleted() const
{
// if(getOwner().isValidPlayer())
// takeBonusFrom(gameEvents, getOwner());
}
void FlaggableMapObject::initObj(vstd::RNG & rand)
{
// if(getOwner().isValidPlayer())
// {
// // FIXME: This is dirty hack
// giveBonusTo(gameEvents, getOwner(), true);
// }
initBonuses();
}
std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHandler() const
@ -73,39 +60,10 @@ std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHa
return std::dynamic_pointer_cast<FlaggableInstanceConstructor>(getObjectHandler());
}
void FlaggableMapObject::giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit) const
void FlaggableMapObject::initBonuses()
{
for (auto const & bonus : getFlaggableHandler()->getProvidedBonuses())
{
GiveBonus gb(GiveBonus::ETarget::PLAYER);
gb.id = player;
gb.bonus = *bonus;
// FIXME: better place for this code?
gb.bonus.duration = BonusDuration::PERMANENT;
gb.bonus.source = BonusSource::OBJECT_INSTANCE;
gb.bonus.sid = BonusSourceID(id);
// FIXME: This is really dirty hack
// Proper fix would be to make FlaggableMapObject into bonus system node
// Unfortunately this will cause saves breakage
if(onInit)
{
GameStatePackVisitor visitor(cb->gameState());
gb.visit(visitor);
}
else
gameEvents.sendAndApply(gb);
}
}
void FlaggableMapObject::takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const
{
RemoveBonus rb(GiveBonus::ETarget::PLAYER);
rb.whoID = player;
rb.source = BonusSource::OBJECT_INSTANCE;
rb.id = BonusSourceID(id);
gameEvents.sendAndApply(rb);
addNewBonus(bonus);
}
void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
@ -113,4 +71,21 @@ void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
serializeJsonOwner(handler);
}
void FlaggableMapObject::attachToBonusSystem(CGameState & gs)
{
if (getOwner().isValidPlayer())
attachTo(*gs.getPlayerState(getOwner()));
}
void FlaggableMapObject::detachFromBonusSystem(CGameState & gs)
{
if (getOwner().isValidPlayer())
detachFrom(*gs.getPlayerState(getOwner()));
}
void FlaggableMapObject::restoreBonusSystem(CGameState & gs)
{
attachToBonusSystem(gs);
}
VCMI_LIB_NAMESPACE_END

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@ -11,32 +11,49 @@
#include "CGObjectInstance.h"
#include "IOwnableObject.h"
#include "../bonuses/CBonusSystemNode.h"
VCMI_LIB_NAMESPACE_BEGIN
struct Bonus;
class FlaggableInstanceConstructor;
class DLL_LINKAGE FlaggableMapObject : public CGObjectInstance, public IOwnableObject
class DLL_LINKAGE FlaggableMapObject final : public CGObjectInstance, public IOwnableObject, public CBonusSystemNode
{
std::shared_ptr<FlaggableInstanceConstructor> getFlaggableHandler() const;
void giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit = false) const;
void takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const;
void initBonuses();
public:
using CGObjectInstance::CGObjectInstance;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void markAsDeleted() const;
void initObj(vstd::RNG & rand) override;
const IOwnableObject * asOwnable() const final;
ResourceSet dailyIncome() const override;
std::vector<CreatureID> providedCreatures() const override;
protected:
void attachToBonusSystem(CGameState & gs) override;
void detachFromBonusSystem(CGameState & gs) override;
void restoreBonusSystem(CGameState & gs) override;
PlayerColor getOwner() const override
{
return CGObjectInstance::getOwner();
}
void serializeJsonOptions(JsonSerializeFormat & handler) override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
if (h.version >= Handler::Version::FLAGGABLE_BONUS_SYSTEM_NODE)
h & static_cast<CBonusSystemNode&>(*this);
else
initBonuses();
}
};
VCMI_LIB_NAMESPACE_END

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@ -40,8 +40,9 @@ enum class ESerializationVersion : int32_t
STACK_INSTANCE_ARMY_FIX, // remove serialization of army that owns stack instance
STORE_UID_COUNTER_IN_CMAP, // fix crash caused by conflicting instanceName after loading game
REWARDABLE_EXTENSIONS, // new functionality for rewardable objects
FLAGGABLE_BONUS_SYSTEM_NODE, // flaggable objects now contain bonus system node
CURRENT = REWARDABLE_EXTENSIONS,
CURRENT = FLAGGABLE_BONUS_SYSTEM_NODE,
};
static_assert(ESerializationVersion::MINIMAL <= ESerializationVersion::CURRENT, "Invalid serialization version definition!");