/* * Reward.h, 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 * */ #pragma once #include "../ResourceSet.h" #include "../bonuses/Bonus.h" #include "../CCreatureSet.h" #include "../networkPacks/Component.h" VCMI_LIB_NAMESPACE_BEGIN struct Bonus; struct Component; class CStackBasicDescriptor; class CGHeroInstance; namespace Rewardable { struct Reward; using RewardsList = std::vector>; struct RewardRevealTiles { /// Reveal distance, if not positive - reveal entire map int radius; /// Reveal score of terrains with "surface" flag set int scoreSurface; /// Reveal score of terrains with "subterra" flag set int scoreSubterra; /// Reveal score of terrains with "water" flag set int scoreWater; /// Reveal score of terrains with "rock" flag set int scoreRock; /// If set, then terrain will be instead hidden for all enemies (Cover of Darkness) bool hide; void serializeJson(JsonSerializeFormat & handler); template void serialize(Handler &h) { h & radius; h & scoreSurface; h & scoreSubterra; h & scoreWater; h & scoreRock; h & hide; } }; /// Reward that can be granted to a hero /// NOTE: eventually should replace seer hut rewards and events/pandoras struct DLL_LINKAGE Reward final { /// resources that will be given to player TResources resources; /// received experience si32 heroExperience; /// received levels (converted into XP during grant) si32 heroLevel; /// mana given to/taken from hero, fixed value si32 manaDiff; /// if giving mana points puts hero above mana pool, any overflow will be multiplied by specified percentage si32 manaOverflowFactor; /// fixed value, in form of percentage from max si32 manaPercentage; /// movement points, only for current day. Bonuses should be used to grant MP on any other day si32 movePoints; /// fixed value, in form of percentage from max si32 movePercentage; /// Guards that must be defeated in order to access this reward, empty if not guarded std::vector guards; /// list of bonuses, e.g. morale/luck std::vector bonuses; /// skills that hero may receive or lose std::vector primary; std::map secondary; /// creatures that will be changed in hero's army std::map creaturesChange; /// objects that hero may receive std::vector artifacts; std::vector spells; std::vector creatures; /// actions that hero may execute and object caster. Pair of spellID and school level std::pair spellCast; /// list of components that will be added to reward description. First entry in list will override displayed component std::vector extraComponents; std::optional revealTiles; /// if set to true, object will be removed after granting reward bool removeObject; /// Generates list of components that describes reward for a specific hero /// If hero is nullptr, then rewards will be generated without accounting for hero void loadComponents(std::vector & comps, const CGHeroInstance * h) const; Component getDisplayedComponent(const CGHeroInstance * h) const; si32 calculateManaPoints(const CGHeroInstance * h) const; Reward(); ~Reward(); template void serialize(Handler &h) { h & resources; h & extraComponents; h & removeObject; h & manaPercentage; h & movePercentage; h & heroExperience; h & heroLevel; h & manaDiff; h & manaOverflowFactor; h & movePoints; h & primary; h & secondary; h & bonuses; h & artifacts; h & spells; h & creatures; h & creaturesChange; h & revealTiles; h & spellCast; } void serializeJson(JsonSerializeFormat & handler); }; } VCMI_LIB_NAMESPACE_END