/* * Reward.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 "Reward.h" #include "../mapObjects/CGHeroInstance.h" #include "../serializer/JsonSerializeFormat.h" #include "../constants/StringConstants.h" #include "../CSkillHandler.h" VCMI_LIB_NAMESPACE_BEGIN void Rewardable::RewardRevealTiles::serializeJson(JsonSerializeFormat & handler) { handler.serializeBool("hide", hide); handler.serializeInt("scoreSurface", scoreSurface); handler.serializeInt("scoreSubterra", scoreSubterra); handler.serializeInt("scoreWater", scoreWater); handler.serializeInt("scoreRock", scoreRock); handler.serializeInt("radius", radius); } Rewardable::Reward::Reward() : heroExperience(0) , heroLevel(0) , manaDiff(0) , manaPercentage(-1) , manaOverflowFactor(0) , movePoints(0) , movePercentage(-1) , primary(4, 0) , removeObject(false) , spellCast(SpellID::NONE, MasteryLevel::NONE) { } Rewardable::Reward::~Reward() = default; si32 Rewardable::Reward::calculateManaPoints(const CGHeroInstance * hero) const { si32 manaScaled = hero->mana; if (manaPercentage >= 0) manaScaled = hero->manaLimit() * manaPercentage / 100; si32 manaMissing = std::max(0, hero->manaLimit() - manaScaled); si32 manaGranted = std::min(manaMissing, manaDiff); si32 manaOverflow = manaDiff - manaGranted; si32 manaOverLimit = manaOverflow * manaOverflowFactor / 100; si32 manaOutput = manaScaled + manaGranted + manaOverLimit; return manaOutput; } Component Rewardable::Reward::getDisplayedComponent(const CGHeroInstance * h) const { std::vector comps; loadComponents(comps, h); if (!comps.empty()) return comps.front(); // Rewardable requested component that represent such rewards, to be used as button in UI selection dialog, e.g. Chest with its experience / money pick // However reward is either completely empty OR has no rewards that target hero can receive OR these rewards have no visible component (e.g. movement) // Such cases are unreachable in H3, however can be reached by mods logMod->warn("Failed to find displayed component for reward!"); return Component(ComponentType::NONE, 0); } void Rewardable::Reward::loadComponents(std::vector & comps, const CGHeroInstance * h) const { for (auto comp : extraComponents) comps.push_back(comp); for (auto & bonus : bonuses) { if (bonus.type == BonusType::MORALE) comps.emplace_back(ComponentType::MORALE, bonus.val); if (bonus.type == BonusType::LUCK) comps.emplace_back(ComponentType::LUCK, bonus.val); } if (heroExperience) comps.emplace_back(ComponentType::EXPERIENCE, static_cast(h ? h->calculateXp(heroExperience) : heroExperience)); if (heroLevel) comps.emplace_back(ComponentType::LEVEL, heroLevel); if (manaDiff || manaPercentage >= 0) comps.emplace_back(ComponentType::MANA, h ? (calculateManaPoints(h) - h->mana) : manaDiff); for (size_t i=0; igetSecSkillLevel(skillID) : 0; int finalLevel = std::min(static_cast(MasteryLevel::EXPERT), currentLevel + levelsGained); comps.emplace_back(ComponentType::SEC_SKILL, entry.first, finalLevel); } for(const auto & entry : artifacts) comps.emplace_back(ComponentType::ARTIFACT, entry); for(const auto & entry : spells) { bool learnable = !h || h->canLearnSpell(entry.toEntity(VLC), true); comps.emplace_back(ComponentType::SPELL, entry, learnable ? 0 : -1); } for(const auto & entry : creatures) comps.emplace_back(ComponentType::CREATURE, entry.type->getId(), entry.count); for (size_t i=0; i> fieldValue(secondary.begin(), secondary.end()); a.serializeStruct>(fieldValue, [](JsonSerializeFormat & h, std::pair & e) { h.serializeId("skill", e.first); h.serializeId("level", e.second, 0, [](const std::string & i){return vstd::find_pos(NSecondarySkill::levels, i);}, [](si32 i){return NSecondarySkill::levels.at(i);}); }); a.syncSize(fieldValue); secondary = std::map(fieldValue.begin(), fieldValue.end()); } { auto a = handler.enterArray("creaturesChange"); std::vector> fieldValue(creaturesChange.begin(), creaturesChange.end()); a.serializeStruct>(fieldValue, [](JsonSerializeFormat & h, std::pair & e) { h.serializeId("creature", e.first, CreatureID{}); h.serializeId("amount", e.second, CreatureID{}); }); creaturesChange = std::map(fieldValue.begin(), fieldValue.end()); } { auto a = handler.enterStruct("spellCast"); a->serializeId("spell", spellCast.first, SpellID{}); a->serializeInt("level", spellCast.second); } } VCMI_LIB_NAMESPACE_END