/* * CGDwelling.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CGDwelling.h" #include "../serializer/JsonSerializeFormat.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../CTownHandler.h" #include "../IGameCallback.h" #include "../gameState/CGameState.h" #include "../CPlayerState.h" #include "../NetPacks.h" #include "../GameSettings.h" #include "../CConfigHandler.h" VCMI_LIB_NAMESPACE_BEGIN CSpecObjInfo::CSpecObjInfo(): owner(nullptr) { } void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler) { handler.serializeString("sameAsTown", instanceId); if(!handler.saving) { asCastle = !instanceId.empty(); allowedFactions.clear(); } if(!asCastle) { std::vector standard; standard.resize(VLC->townh->size(), true); JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode); allowedLIC.any = allowedFactions; handler.serializeLIC("allowedFactions", allowedLIC); if(!handler.saving) { allowedFactions = allowedLIC.any; } } } void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler) { handler.serializeInt("minLevel", minLevel, static_cast(1)); handler.serializeInt("maxLevel", maxLevel, static_cast(7)); if(!handler.saving) { //todo: safely allow any level > 7 vstd::abetween(minLevel, 1, 7); vstd::abetween(maxLevel, minLevel, 7); } } void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler) { CCreGenAsCastleInfo::serializeJson(handler); CCreGenLeveledInfo::serializeJson(handler); } CGDwelling::CGDwelling() : info(nullptr) { } CGDwelling::~CGDwelling() { vstd::clear_pointer(info); } void CGDwelling::initObj(CRandomGenerator & rand) { switch(ID) { case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR4: { VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand); if (getOwner() != PlayerColor::NEUTRAL) cb->gameState()->players[getOwner()].dwellings.emplace_back(this); assert(!creatures.empty()); assert(!creatures[0].second.empty()); break; } case Obj::REFUGEE_CAMP: //is handled within newturn func break; case Obj::WAR_MACHINE_FACTORY: creatures.resize(3); creatures[0].second.emplace_back(CreatureID::BALLISTA); creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT); creatures[2].second.emplace_back(CreatureID::AMMO_CART); break; default: assert(0); break; } } void CGDwelling::initRandomObjectInfo() { vstd::clear_pointer(info); switch(ID) { case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo(); break; case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo(); break; case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo(); break; } if(info) info->owner = this; } void CGDwelling::setPropertyDer(ui8 what, ui32 val) { switch (what) { case ObjProperty::OWNER: //change owner if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2 || ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4) { if (tempOwner != PlayerColor::NEUTRAL) { std::vector >* dwellings = &cb->gameState()->players[tempOwner].dwellings; dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this)); } if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral? cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this); } break; case ObjProperty::AVAILABLE_CREATURE: creatures.resize(1); creatures[0].second.resize(1); creatures[0].second[0] = CreatureID(val); break; } } void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const { if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week. iw.text.replaceLocalString(EMetaText::OBJ_NAMES, ID); cb->sendAndApply(&iw); return; } PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner ); if ( relations == PlayerRelations::ALLIES ) return;//do not allow recruiting or capturing if(relations == PlayerRelations::ENEMIES && stacksCount() > 0) //object is guarded, owned by enemy { BlockingDialog bd(true,false); bd.player = h->tempOwner; bd.text.appendLocalString(EMetaText::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards? bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID); if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool()) bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID())); else bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3); bd.text.replaceCreatureName(*Slots().begin()->second); cb->showBlockingDialog(&bd); return; } // TODO this shouldn't be hardcoded if(relations == PlayerRelations::ENEMIES && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP) { cb->setOwner(this, h->tempOwner); } BlockingDialog bd (true,false); bd.player = h->tempOwner; if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4) { bd.text.appendLocalString(EMetaText::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s? bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID); for(const auto & elem : creatures) bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]); } else if(ID == Obj::REFUGEE_CAMP) { bd.text.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s? bd.text.replaceLocalString(EMetaText::OBJ_NAMES, ID); for(const auto & elem : creatures) bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]); } else if(ID == Obj::WAR_MACHINE_FACTORY) bd.text.appendLocalString(EMetaText::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines? else throw std::runtime_error("Illegal dwelling!"); cb->showBlockingDialog(&bd); } void CGDwelling::newTurn(CRandomGenerator & rand) const { if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week return; //town growths and War Machines Factories are handled separately if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY) return; if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature { cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand)); } bool change = false; SetAvailableCreatures sac; sac.creatures = creatures; sac.tid = id; for (size_t i = 0; i < creatures.size(); i++) { if(!creatures[i].second.empty()) { bool creaturesAccumulate = false; if (tempOwner.isValidPlayer()) creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED); else creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL); CCreature *cre = VLC->creh->objects[creatures[i].second[0]]; TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH); if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures sac.creatures[i].first += amount; else sac.creatures[i].first = amount; change = true; } } if(change) cb->sendAndApply(&sac); updateGuards(); } void CGDwelling::updateGuards() const { //TODO: store custom guard config and use it //TODO: store boolean flag for guards bool guarded = false; //default condition - creatures are of level 5 or higher for (auto creatureEntry : creatures) { if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP) { guarded = true; break; } } if (guarded) { for (auto creatureEntry : creatures) { const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)]; SlotID slot = getSlotFor(crea->getId()); if (hasStackAtSlot(slot)) //stack already exists, overwrite it { ChangeStackCount csc; csc.army = this->id; csc.slot = slot; csc.count = crea->getGrowth() * 3; csc.absoluteValue = true; cb->sendAndApply(&csc); } else //slot is empty, create whole new stack { InsertNewStack ns; ns.army = this->id; ns.slot = slot; ns.type = crea->getId(); ns.count = crea->getGrowth() * 3; cb->sendAndApply(&ns); } } } } void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const { CreatureID crid = creatures[0].second[0]; auto *crs = crid.toCreature(); TQuantity count = creatures[0].first; if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free { if(count) //there are available creatures { if (VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED)) { SlotID testSlot = h->getSlotFor(crid); if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero { std::pair toMerge; if (h->mergableStacks(toMerge)) { cb->moveStack(StackLocation(h, toMerge.first), StackLocation(h, toMerge.second), -1); //merge toMerge.first into toMerge.second assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot } } } SlotID slot = h->getSlotFor(crid); if(!slot.validSlot()) //no available slot { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them. iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); } else //give creatures { SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = 0; InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army. iw.text.replaceNumber(count); iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); cb->sendAndApply(&sac); cb->addToSlot(StackLocation(h, slot), crs, count); } } else //there no creatures { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit. iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid); iw.player = h->tempOwner; cb->sendAndApply(&iw); } } else { if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines { //there is 1 war machine available to recruit if hero doesn't have one SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart cb->sendAndApply(&sac); } OpenWindow ow; ow.id1 = id.getNum(); ow.id2 = h->id.getNum(); ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL; cb->sendAndApply(&ow); } } void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if (result.winner == 0) { onHeroVisit(hero); } } void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner()); if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present { if(answer) cb->startBattleI(hero, this); } else if(answer) { heroAcceptsCreatures(hero); } } void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler) { if(!handler.saving) initRandomObjectInfo(); switch (ID) { case Obj::WAR_MACHINE_FACTORY: case Obj::REFUGEE_CAMP: //do nothing break; case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION: info->serializeJson(handler); //fall through default: serializeJsonOwner(handler); break; } } VCMI_LIB_NAMESPACE_END