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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-19 00:17:56 +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

View File

@ -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