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Separate configuration and object
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@@ -183,6 +183,7 @@ public:
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/// Generates list of components that describes reward for a specific hero
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virtual void loadComponents(std::vector<Component> & comps,
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const CGHeroInstance * h) const;
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Component getDisplayedComponent(const CGHeroInstance * h) const;
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si32 calculateManaPoints(const CGHeroInstance * h) const;
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@@ -256,21 +257,6 @@ public:
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namespace Rewardable
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{
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const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer"};
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const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};
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}
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/// Base class that can handle granting rewards to visiting heroes.
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/// Inherits from CArmedInstance for proper trasfer of armies
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class DLL_LINKAGE CRewardableObject : public CArmedInstance
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{
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/// function that must be called if hero got level-up during grantReward call
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void grantRewardAfterLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
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/// grants reward to hero
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void grantRewardBeforeLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
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public:
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enum EVisitMode
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{
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VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text
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@@ -280,7 +266,6 @@ public:
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VISIT_PLAYER // every player can visit object once
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};
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protected:
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/// controls selection of reward granted to player
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enum ESelectMode
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{
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@@ -288,58 +273,92 @@ protected:
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SELECT_PLAYER, // player can select from all allowed rewards
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};
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/// filters list of visit info and returns rewards that can be granted to current hero
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virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero, CRewardVisitInfo::ERewardEventType event ) const;
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const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer"};
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const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};
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virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero, bool markVisited) const;
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/// Base class that can handle granting rewards to visiting heroes.
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class DLL_LINKAGE Configuration
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{
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public:
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/// Message that will be shown if player needs to select one of multiple rewards
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MetaString onSelect;
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virtual void triggerReset() const;
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/// Rewards that can be applied by an object
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std::vector<CRewardVisitInfo> info;
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/// Message that will be shown if player needs to select one of multiple rewards
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MetaString onSelect;
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/// how reward will be selected, uses ESelectMode enum
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ui8 selectMode = Rewardable::SELECT_FIRST;
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/// Rewards that can be applied by an object
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std::vector<CRewardVisitInfo> info;
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/// contols who can visit an object, uses EVisitMode enum
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ui8 visitMode = Rewardable::VISIT_UNLIMITED;
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/// how reward will be selected, uses ESelectMode enum
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ui8 selectMode;
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/// reward selected by player
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ui16 selectedReward = 0;
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/// contols who can visit an object, uses EVisitMode enum
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ui8 visitMode;
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/// how and when should the object be reset
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CRewardResetInfo resetParameters;
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/// reward selected by player
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ui16 selectedReward;
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/// if true - player can refuse visiting an object (e.g. Tomb)
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bool canRefuse = false;
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/// how and when should the object be reset
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CRewardResetInfo resetParameters;
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/// if true - object info will shown in infobox (like resource pickup)
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EInfoWindowMode infoWindowType = EInfoWindowMode::AUTO;
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bool onceVisitableObjectCleared = false;
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EVisitMode getVisitMode() const;
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ui16 getResetDuration() const;
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/// filters list of visit info and returns rewards that can be granted to current hero
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virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero, CRewardVisitInfo::ERewardEventType event ) const;
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void initObj(CRandomGenerator & rand);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & info;
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h & canRefuse;
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h & resetParameters;
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h & onSelect;
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h & visitMode;
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h & selectMode;
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h & selectedReward;
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h & onceVisitableObjectCleared;
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h & infoWindowType;
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}
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};
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}
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/// if true - player can refuse visiting an object (e.g. Tomb)
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bool canRefuse;
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/// Base class that can handle granting rewards to visiting heroes.
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/// Inherits from CArmedInstance for proper trasfer of armies
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class DLL_LINKAGE CRewardableObject : public CArmedInstance
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{
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protected:
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Rewardable::Configuration configuration;
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/// function that must be called if hero got level-up during grantReward call
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void grantRewardAfterLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
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/// if true - object info will shown in infobox (like resource pickup)
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EInfoWindowMode infoWindowType = EInfoWindowMode::AUTO;
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/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
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/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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bool onceVisitableObjectCleared;
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/// grants reward to hero
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void grantRewardBeforeLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
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/// caster to cast adveture spells
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mutable spells::ExternalCaster caster;
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public:
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EVisitMode getVisitMode() const;
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ui16 getResetDuration() const;
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void setPropertyDer(ui8 what, ui32 val) override;
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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const Rewardable::Configuration getConfiguration() const;
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/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
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/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero, bool markVisited) const;
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/// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)
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bool wasVisited(PlayerColor player) const override;
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bool wasVisited(const CGHeroInstance * h) const override;
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/// gives reward to player or ask for choice in case of multiple rewards
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void onHeroVisit(const CGHeroInstance *h) const override;
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@@ -355,24 +374,17 @@ public:
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void initObj(CRandomGenerator & rand) override;
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CRewardableObject();
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void setPropertyDer(ui8 what, ui32 val) override;
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & info;
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h & canRefuse;
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h & resetParameters;
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h & onSelect;
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h & visitMode;
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h & selectMode;
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h & selectedReward;
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h & onceVisitableObjectCleared;
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if (version >= 817)
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h & infoWindowType;
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}
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// for configuration/object setup
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friend class CRandomRewardObjectInfo;
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friend class CRewardableConstructor;
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};
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//TODO:
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