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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Unify rewardable map object and town building code

This commit is contained in:
Ivan Savenko
2024-09-27 15:40:09 +00:00
parent 072aa8aadd
commit f2c20b54d0
7 changed files with 226 additions and 264 deletions

View File

@@ -25,6 +25,8 @@
#include "../networkPacks/PacksForClient.h"
#include "../IGameCallback.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstance * hero, Rewardable::EEventType event) const
@@ -44,8 +46,10 @@ std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstanc
return ret;
}
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

View File

@@ -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