1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Initial implementation for rewardable town building

This commit is contained in:
nordsoft 2023-04-30 05:29:34 +04:00
parent 2adcc89a0d
commit f9767a3179
5 changed files with 156 additions and 6 deletions

View File

@ -284,5 +284,146 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
town->addHeroToStructureVisitors(h, indexOnTV);
}
CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
{
bID = index;
bType = subId;
town = cgTown;
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
}
void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::VISITORS:
visitors.insert(ObjectInstanceID(val));
break;
case ObjProperty::REWARD_RANDOMIZE:
//initObj(cb->gameState()->getRandomGenerator());
break;
case ObjProperty::REWARD_SELECT:
selectedReward = val;
break;
}
}
bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
{
switch (getConfiguration().visitMode)
{
case Rewardable::VISIT_UNLIMITED:
return false;
case Rewardable::VISIT_ONCE:
return false; //not supported
case Rewardable::VISIT_PLAYER:
return false; //not supported
case Rewardable::VISIT_BONUS:
return contextHero->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(town->town->faction->getIndex(), bID));
case Rewardable::VISIT_HERO:
return visitors.find(contextHero->id) != visitors.end();
default:
return false;
}
}
void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
{
auto grantRewardWithMessage = [&](int index) -> void
{
auto vi = getConfiguration().info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
InfoWindow iw;
iw.player = h->tempOwner;
iw.text = vi.message;
vi.reward.loadComponents(iw.components, h);
iw.type = getConfiguration().infoWindowType;
if(!iw.components.empty() || !iw.text.toString().empty())
cb->showInfoDialog(&iw);
//grantReward(index, h);
};
auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
{
BlockingDialog sd(getConfiguration().canRefuse, rewards.size() > 1);
sd.player = h->tempOwner;
sd.text = dialog;
if (rewards.size() > 1)
for (auto index : rewards)
sd.components.push_back(getConfiguration().info.at(index).reward.getDisplayedComponent(h));
if (rewards.size() == 1)
getConfiguration().info.at(rewards.front()).reward.loadComponents(sd.components, h);
cb->showBlockingDialog(&sd);
};
if(!town->hasBuilt(bID))
return;
if(!wasVisitedBefore(h))
{
town->addHeroToStructureVisitors(h, indexOnTV);
auto rewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT);
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, CRewardVisitInfo::EVENT_NOT_AVAILABLE);
if (!emptyRewards.empty())
grantRewardWithMessage(emptyRewards[0]);
else
logMod->warn("No applicable message for visiting empty object!");
break;
}
case 1: // one reward. Just give it with message
{
if (getConfiguration().canRefuse)
selectRewardsMessage(rewards, getConfiguration().info.at(rewards.front()).message);
else
grantRewardWithMessage(rewards.front());
break;
}
default: // multiple rewards. Act according to select mode
{
switch (getConfiguration().selectMode) {
case Rewardable::SELECT_PLAYER: // player must select
selectRewardsMessage(rewards, getConfiguration().onSelect);
break;
case Rewardable::SELECT_FIRST: // give first available
grantRewardWithMessage(rewards.front());
break;
case Rewardable::SELECT_RANDOM: // give random
//TODO: support
//grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
break;
}
break;
}
}
if(getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT).empty())
{
//ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
//cb->sendAndApply(&cov);
}
}
else
{
logGlobal->debug("Revisiting already visited object");
auto visitedRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_ALREADY_VISITED);
if (!visitedRewards.empty())
grantRewardWithMessage(visitedRewards[0]);
else
logMod->warn("No applicable message for visiting already visited object!");
}
}
VCMI_LIB_NAMESPACE_END

View File

@ -11,7 +11,7 @@
#pragma once
#include "CObjectHandler.h"
#include "CRewardableObject.h"
#include "Rewardable.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -107,11 +107,18 @@ private:
class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Rewardable::Interface
{
/// reward selected by player, no serialize
ui16 selectedReward = 0;
std::set<ObjectInstanceID> visitors;
bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit (const CGHeroInstance * h) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
CTownRewardableBuilding(CGTownInstance * TOWN);
CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
CTownRewardableBuilding() = default;
template <typename Handler> void serialize(Handler &h, const int version)

View File

@ -10,6 +10,7 @@
#include "StdInc.h"
#include "CGTownInstance.h"
#include "CGTownBuilding.h"
#include "CObjectClassesHandler.h"
#include "../spells/CSpellHandler.h"
#include "../battle/IBattleInfoCallback.h"
@ -380,7 +381,7 @@ void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
if(kvp.second->subId == BuildingSubID::CONFIGURABLE_REWARD)
{
auto * newBuilding = new CTownRewardableBuilding(this);
auto * newBuilding = new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this);
kvp.second->rewardableObjectInfo.configureObject(newBuilding->configuration(), rand);
bonusingBuildings.push_back(newBuilding);
}

View File

@ -18,7 +18,6 @@
#include "CGDwelling.h"
#include "CGHeroInstance.h"
#include "CGMarket.h"
#include "CGTownBuilding.h"
#include "CGTownInstance.h"
#include "CGPandoraBox.h"
#include "CRewardableObject.h"

View File

@ -21,6 +21,7 @@
#include "../mapObjects/CRewardableConstructor.h"
#include "../mapObjects/CommonConstructors.h"
#include "../mapObjects/MapObjects.h"
#include "../mapObjects/CGTownBuilding.h"
#include "../battle/CObstacleInstance.h"
#include "../CStack.h"
@ -153,7 +154,8 @@ void registerTypesMapObjects2(Serializer &s)
//Other object-related
s.template registerType<IObjectInterface, CGTownBuilding>();
s.template registerType<CGTownBuilding, CTownBonus>();
s.template registerType<CGTownBuilding, COPWBonus>();
s.template registerType<CGTownBuilding, COPWBonus>();
s.template registerType<CGTownBuilding, CTownRewardableBuilding>();
s.template registerType<CGObjectInstance, CRewardableObject>();