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Unify rewardable map object and town building code
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commit
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@ -12,87 +12,30 @@
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#include "CRewardableObject.h"
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#include "../CPlayerState.h"
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#include "../GameSettings.h"
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#include "../IGameCallback.h"
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#include "../IGameSettings.h"
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#include "../battle/BattleLayout.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjectConstructors/CRewardableConstructor.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../networkPacks/PacksForClientBattle.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../texts/CGeneralTextHandler.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
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const IObjectInterface * CRewardableObject::getObject() const
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{
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auto vi = configuration.info.at(index);
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logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
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// show message only if it is not empty or in infobox
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if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
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{
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InfoWindow iw;
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iw.player = contextHero->tempOwner;
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iw.text = vi.message;
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vi.reward.loadComponents(iw.components, contextHero);
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iw.type = configuration.infoWindowType;
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if(!iw.components.empty() || !iw.text.toString().empty())
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cb->showInfoDialog(&iw);
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}
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// grant reward afterwards. Note that it may remove object
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if(markAsVisit)
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markAsVisited(contextHero);
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grantReward(index, contextHero);
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return this;
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}
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void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
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void CRewardableObject::markAsScouted(const CGHeroInstance * hero) const
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{
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BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
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sd.player = contextHero->tempOwner;
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sd.text = dialog;
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sd.components = loadComponents(contextHero, rewardIndices);
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cb->showBlockingDialog(this, &sd);
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}
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void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
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{
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if (rewardIndices.empty())
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return;
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for (auto index : rewardIndices)
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{
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// TODO: Merge all rewards of same type, with single message?
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grantRewardWithMessage(contextHero, index, false);
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}
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// Mark visited only after all rewards were processed
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if(markAsVisit)
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markAsVisited(contextHero);
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}
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std::vector<Component> CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
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{
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std::vector<Component> result;
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if (rewardIndices.empty())
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return result;
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if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
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{
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for (auto index : rewardIndices)
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result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
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}
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else
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{
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configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
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}
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return result;
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, hero->id);
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cb->sendAndApply(&cov);
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}
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bool CRewardableObject::isGuarded() const
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@ -127,94 +70,9 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
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}
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}
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void CRewardableObject::doHeroVisit(const CGHeroInstance *h) const
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{
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if(!wasVisitedBefore(h))
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{
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auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
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bool objectRemovalPossible = false;
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for(auto index : rewards)
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{
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if(configuration.info.at(index).reward.removeObject)
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objectRemovalPossible = true;
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}
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logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
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switch (rewards.size())
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{
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case 0: // no available rewards, e.g. visiting School of War without gold
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{
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auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
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if (!emptyRewards.empty())
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grantRewardWithMessage(h, emptyRewards[0], false);
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else
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logMod->warn("No applicable message for visiting empty object!");
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break;
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}
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case 1: // one reward. Just give it with message
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{
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if (configuration.canRefuse)
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selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(h, rewards.front(), true);
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break;
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}
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default: // multiple rewards. Act according to select mode
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{
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switch (configuration.selectMode) {
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case Rewardable::SELECT_PLAYER: // player must select
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selectRewardWithMessage(h, rewards, configuration.onSelect);
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break;
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case Rewardable::SELECT_FIRST: // give first available
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if (configuration.canRefuse)
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selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(h, rewards.front(), true);
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break;
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case Rewardable::SELECT_RANDOM: // give random
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{
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ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator());
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if (configuration.canRefuse)
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selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
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else
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grantRewardWithMessage(h, rewardIndex, true);
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break;
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}
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case Rewardable::SELECT_ALL: // grant all possible
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grantAllRewardsWithMessage(h, rewards, true);
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break;
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}
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break;
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}
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}
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if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
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{
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
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cb->sendAndApply(&cov);
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}
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}
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else
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{
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logGlobal->debug("Revisiting already visited object");
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if (!wasVisited(h->getOwner()))
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{
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
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cb->sendAndApply(&cov);
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}
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auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
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if (!visitedRewards.empty())
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grantRewardWithMessage(h, visitedRewards[0], false);
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else
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logMod->warn("No applicable message for visiting already visited object!");
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}
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}
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void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero);
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grantRewardAfterLevelup(configuration.info.at(selectedReward), this, hero);
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}
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void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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@ -264,12 +122,12 @@ void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const
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void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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{
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cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
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grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainder immediately
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if(!cb->isVisitCoveredByAnotherQuery(this, hero))
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{
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grantRewardAfterLevelup(cb, configuration.info.at(rewardID), this, hero);
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grantRewardAfterLevelup(configuration.info.at(rewardID), this, hero);
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}
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}
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@ -25,28 +25,22 @@ protected:
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/// reward selected by player, no serialize
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ui16 selectedReward = 0;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
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void markAsVisited(const CGHeroInstance * hero) const;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
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void markAsVisited(const CGHeroInstance * hero) const override;
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const IObjectInterface * getObject() const override;
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void markAsScouted(const CGHeroInstance * hero) const override;
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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 wasVisitedBefore(const CGHeroInstance * contextHero) const override;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
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virtual void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
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virtual void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
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std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
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std::string getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const;
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std::string getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const;
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std::vector<Component> getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const;
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void doHeroVisit(const CGHeroInstance *h) const;
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/// Returns true if this object is currently guarded
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bool isGuarded() const;
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public:
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@ -12,14 +12,10 @@
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#include "TownBuildingInstance.h"
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#include "CGTownInstance.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../entities/building/CBuilding.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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@ -130,7 +126,7 @@ void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID
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void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
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grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
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}
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void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
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@ -154,14 +150,12 @@ void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance
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void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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{
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town->addHeroToStructureVisitors(hero, getBuildingType());
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grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainder immediately
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if(!cb->isVisitCoveredByAnotherQuery(town, hero))
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{
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grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
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grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
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}
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}
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@ -196,93 +190,42 @@ bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * con
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void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
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{
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auto grantRewardWithMessage = [&](int index) -> void
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assert(town->hasBuilt(getBuildingType()));
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if(town->hasBuilt(getBuildingType()))
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doHeroVisit(h);
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}
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const IObjectInterface * TownRewardableBuildingInstance::getObject() const
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{
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return this;
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}
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bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
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{
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switch (configuration.visitMode)
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{
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auto vi = configuration.info.at(index);
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logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
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town->addHeroToStructureVisitors(h, getBuildingType()); //adding to visitors
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text = vi.message;
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vi.reward.loadComponents(iw.components, h);
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iw.type = EInfoWindowMode::MODAL;
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if(!iw.components.empty() || !iw.text.toString().empty())
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cb->showInfoDialog(&iw);
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grantReward(index, h);
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};
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auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
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{
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BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
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sd.player = h->tempOwner;
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sd.text = dialog;
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if (rewards.size() > 1)
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for (auto index : rewards)
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sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
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if (rewards.size() == 1)
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configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
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cb->showBlockingDialog(this, &sd);
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};
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if(!town->hasBuilt(getBuildingType()))
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return;
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if(!wasVisitedBefore(h))
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{
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auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
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logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
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switch (rewards.size())
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{
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case 0: // no available rewards, e.g. visiting School of War without gold
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{
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auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
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if (!emptyRewards.empty())
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grantRewardWithMessage(emptyRewards[0]);
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else
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logMod->warn("No applicable message for visiting empty object!");
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break;
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}
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case 1: // one reward. Just give it with message
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{
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if (configuration.canRefuse)
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selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(rewards.front());
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break;
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}
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default: // multiple rewards. Act according to select mode
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{
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switch (configuration.selectMode) {
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case Rewardable::SELECT_PLAYER: // player must select
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selectRewardsMessage(rewards, configuration.onSelect);
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break;
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case Rewardable::SELECT_FIRST: // give first available
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grantRewardWithMessage(rewards.front());
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break;
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case Rewardable::SELECT_RANDOM: // give random
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grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
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break;
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}
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break;
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}
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}
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case Rewardable::VISIT_UNLIMITED:
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case Rewardable::VISIT_BONUS:
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case Rewardable::VISIT_HERO:
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case Rewardable::VISIT_LIMITER:
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return false;
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case Rewardable::VISIT_ONCE:
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case Rewardable::VISIT_PLAYER:
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return !visitors.empty();
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default:
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return false;
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}
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else
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{
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logGlobal->debug("Revisiting already visited object");
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}
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auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
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if (!visitedRewards.empty())
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grantRewardWithMessage(visitedRewards[0]);
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else
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logMod->debug("No applicable message for visiting already visited object!");
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}
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void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
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{
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town->addHeroToStructureVisitors(hero, getBuildingType());
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}
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void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
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{
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// no-op - town building is always 'scouted' by owner
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}
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@ -63,10 +63,14 @@ class DLL_LINKAGE TownRewardableBuildingInstance : public TownBuildingInstance,
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ui16 selectedReward = 0;
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std::set<ObjectInstanceID> visitors;
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const override;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
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Rewardable::Configuration generateConfiguration(vstd::RNG & rand) const;
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const IObjectInterface * getObject() const override;
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bool wasVisited(PlayerColor player) const override;
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void markAsVisited(const CGHeroInstance * hero) const override;
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void markAsScouted(const CGHeroInstance * hero) const override;
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public:
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void setProperty(ObjProperty what, ObjPropertyID identifier) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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|
@ -25,6 +25,8 @@
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#include "../networkPacks/PacksForClient.h"
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#include "../IGameCallback.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstance * hero, Rewardable::EEventType event) const
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@ -44,8 +46,10 @@ std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstanc
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return ret;
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}
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void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const
|
||||
void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const
|
||||
{
|
||||
auto cb = getObject()->cb;
|
||||
|
||||
assert(hero);
|
||||
assert(hero->tempOwner.isValidPlayer());
|
||||
assert(info.reward.creatures.size() <= GameConstants::ARMY_SIZE);
|
||||
@ -129,8 +133,10 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
|
||||
cb->giveExperience(hero, expToGive);
|
||||
}
|
||||
|
||||
void Rewardable::Interface::grantRewardAfterLevelup(IGameCallback * cb, const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const
|
||||
void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const
|
||||
{
|
||||
auto cb = getObject()->cb;
|
||||
|
||||
if(info.reward.manaDiff || info.reward.manaPercentage >= 0)
|
||||
cb->setManaPoints(hero->id, info.reward.calculateManaPoints(hero));
|
||||
|
||||
@ -216,4 +222,148 @@ void Rewardable::Interface::serializeJson(JsonSerializeFormat & handler)
|
||||
configuration.serializeJson(handler);
|
||||
}
|
||||
|
||||
void Rewardable::Interface::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
|
||||
{
|
||||
auto vi = configuration.info.at(index);
|
||||
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
|
||||
// show message only if it is not empty or in infobox
|
||||
if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.player = contextHero->tempOwner;
|
||||
iw.text = vi.message;
|
||||
vi.reward.loadComponents(iw.components, contextHero);
|
||||
iw.type = configuration.infoWindowType;
|
||||
if(!iw.components.empty() || !iw.text.toString().empty())
|
||||
getObject()->cb->showInfoDialog(&iw);
|
||||
}
|
||||
// grant reward afterwards. Note that it may remove object
|
||||
if(markAsVisit)
|
||||
markAsVisited(contextHero);
|
||||
grantReward(index, contextHero);
|
||||
}
|
||||
|
||||
void Rewardable::Interface::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
|
||||
{
|
||||
BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
|
||||
sd.player = contextHero->tempOwner;
|
||||
sd.text = dialog;
|
||||
sd.components = loadComponents(contextHero, rewardIndices);
|
||||
getObject()->cb->showBlockingDialog(getObject(), &sd);
|
||||
}
|
||||
|
||||
std::vector<Component> Rewardable::Interface::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
|
||||
{
|
||||
std::vector<Component> result;
|
||||
|
||||
if (rewardIndices.empty())
|
||||
return result;
|
||||
|
||||
if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
|
||||
{
|
||||
for (auto index : rewardIndices)
|
||||
result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
|
||||
}
|
||||
else
|
||||
{
|
||||
configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void Rewardable::Interface::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
|
||||
{
|
||||
if (rewardIndices.empty())
|
||||
return;
|
||||
|
||||
for (auto index : rewardIndices)
|
||||
{
|
||||
// TODO: Merge all rewards of same type, with single message?
|
||||
grantRewardWithMessage(contextHero, index, false);
|
||||
}
|
||||
// Mark visited only after all rewards were processed
|
||||
if(markAsVisit)
|
||||
markAsVisited(contextHero);
|
||||
}
|
||||
|
||||
void Rewardable::Interface::doHeroVisit(const CGHeroInstance *h) const
|
||||
{
|
||||
if(!wasVisitedBefore(h))
|
||||
{
|
||||
auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
|
||||
bool objectRemovalPossible = false;
|
||||
for(auto index : rewards)
|
||||
{
|
||||
if(configuration.info.at(index).reward.removeObject)
|
||||
objectRemovalPossible = true;
|
||||
}
|
||||
|
||||
logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
|
||||
switch (rewards.size())
|
||||
{
|
||||
case 0: // no available rewards, e.g. visiting School of War without gold
|
||||
{
|
||||
auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
|
||||
if (!emptyRewards.empty())
|
||||
grantRewardWithMessage(h, emptyRewards[0], false);
|
||||
else
|
||||
logMod->warn("No applicable message for visiting empty object!");
|
||||
break;
|
||||
}
|
||||
case 1: // one reward. Just give it with message
|
||||
{
|
||||
if (configuration.canRefuse)
|
||||
selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
|
||||
else
|
||||
grantRewardWithMessage(h, rewards.front(), true);
|
||||
break;
|
||||
}
|
||||
default: // multiple rewards. Act according to select mode
|
||||
{
|
||||
switch (configuration.selectMode) {
|
||||
case Rewardable::SELECT_PLAYER: // player must select
|
||||
selectRewardWithMessage(h, rewards, configuration.onSelect);
|
||||
break;
|
||||
case Rewardable::SELECT_FIRST: // give first available
|
||||
if (configuration.canRefuse)
|
||||
selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
|
||||
else
|
||||
grantRewardWithMessage(h, rewards.front(), true);
|
||||
break;
|
||||
case Rewardable::SELECT_RANDOM: // give random
|
||||
{
|
||||
ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, getObject()->cb->getRandomGenerator());
|
||||
if (configuration.canRefuse)
|
||||
selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
|
||||
else
|
||||
grantRewardWithMessage(h, rewardIndex, true);
|
||||
break;
|
||||
}
|
||||
case Rewardable::SELECT_ALL: // grant all possible
|
||||
grantAllRewardsWithMessage(h, rewards, true);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
|
||||
markAsScouted(h);
|
||||
}
|
||||
else
|
||||
{
|
||||
logGlobal->debug("Revisiting already visited object");
|
||||
|
||||
if (!wasVisited(h->getOwner()))
|
||||
markAsScouted(h);
|
||||
|
||||
auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
|
||||
if (!visitedRewards.empty())
|
||||
grantRewardWithMessage(h, visitedRewards[0], false);
|
||||
else
|
||||
logMod->warn("No applicable message for visiting already visited object!");
|
||||
}
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
@ -15,7 +15,7 @@
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class IGameCallback;
|
||||
class IObjectInterface;
|
||||
|
||||
namespace Rewardable
|
||||
{
|
||||
@ -30,11 +30,24 @@ private:
|
||||
protected:
|
||||
|
||||
/// function that must be called if hero got level-up during grantReward call
|
||||
virtual void grantRewardAfterLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
|
||||
void grantRewardAfterLevelup(const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
|
||||
|
||||
/// grants reward to hero
|
||||
virtual void grantRewardBeforeLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
|
||||
void grantRewardBeforeLevelup(const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
|
||||
|
||||
virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
|
||||
void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
|
||||
void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
|
||||
std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
|
||||
|
||||
void doHeroVisit(const CGHeroInstance *h) const;
|
||||
|
||||
virtual const IObjectInterface * getObject() const = 0;
|
||||
virtual bool wasVisitedBefore(const CGHeroInstance * hero) const = 0;
|
||||
virtual bool wasVisited(PlayerColor player) const = 0;
|
||||
virtual void markAsVisited(const CGHeroInstance * hero) const = 0;
|
||||
virtual void markAsScouted(const CGHeroInstance * hero) const = 0;
|
||||
virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const = 0;
|
||||
public:
|
||||
|
||||
/// filters list of visit info and returns rewards that can be granted to current hero
|
||||
|
@ -1194,7 +1194,7 @@ void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vector<cons
|
||||
|
||||
for (auto & building : t->rewardableBuildings)
|
||||
{
|
||||
if (!t->town->buildings.at(building.first)->manualHeroVisit)
|
||||
if (!t->town->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first))
|
||||
buildingsToVisit.push_back(building.first);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user