/* * TownBuildingInstance.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 "TownBuildingInstance.h" #include "CGTownInstance.h" #include "../texts/CGeneralTextHandler.h" #include "../IGameCallback.h" #include "../gameState/CGameState.h" #include "../mapObjects/CGHeroInstance.h" #include "../networkPacks/PacksForClient.h" #include "../entities/building/CBuilding.h" #include VCMI_LIB_NAMESPACE_BEGIN TownBuildingInstance::TownBuildingInstance(IGameCallback * cb) : IObjectInterface(cb) , town(nullptr) {} TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index) : IObjectInterface(town->cb) , town(town) , bID(index) {} PlayerColor TownBuildingInstance::getOwner() const { return town->getOwner(); } MapObjectID TownBuildingInstance::getObjGroupIndex() const { return -1; } MapObjectSubID TownBuildingInstance::getObjTypeIndex() const { return 0; } const IOwnableObject * TownBuildingInstance::asOwnable() const { return nullptr; } int3 TownBuildingInstance::visitablePos() const { return town->visitablePos(); } int3 TownBuildingInstance::getPosition() const { return town->getPosition(); } TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb) : TownBuildingInstance(cb) {} TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand) : TownBuildingInstance(town, index) { initObj(rand); } void TownRewardableBuildingInstance::initObj(vstd::RNG & rand) { assert(town && town->town); configuration = generateConfiguration(rand); } Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const { Rewardable::Configuration result; auto building = town->town->buildings.at(getBuildingType()); building->rewardableObjectInfo.configureObject(result, rand, cb); for(auto & rewardInfo : result.info) { for (auto & bonus : rewardInfo.reward.bonuses) { bonus.source = BonusSource::TOWN_STRUCTURE; bonus.sid = BonusSourceID(building->getUniqueTypeID()); } } return result; } void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const { if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0) { auto newConfiguration = generateConfiguration(rand); cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration); if(configuration.resetParameters.visitors) { cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType()); } } } void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier) { switch (what) { case ObjProperty::VISITORS: visitors.insert(identifier.as()); break; case ObjProperty::STRUCTURE_CLEAR_VISITORS: visitors.clear(); break; case ObjProperty::REWARD_SELECT: selectedReward = identifier.getNum(); break; } } void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const { grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero); } void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const { if(answer == 0) return; // player refused if(visitors.find(hero->id) != visitors.end()) return; // query not for this building if(answer > 0 && answer-1 < configuration.info.size()) { auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT); grantReward(list[answer - 1], hero); } else { throw std::runtime_error("Unhandled choice"); } } void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const { town->addHeroToStructureVisitors(hero, getBuildingType()); grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero); // hero is not blocked by levelup dialog - grant remainder immediately if(!cb->isVisitCoveredByAnotherQuery(town, hero)) { grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero); } } bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const { switch (configuration.visitMode) { case Rewardable::VISIT_UNLIMITED: return false; case Rewardable::VISIT_ONCE: return !visitors.empty(); case Rewardable::VISIT_PLAYER: return false; //not supported case Rewardable::VISIT_BONUS: { const auto building = town->getTown()->buildings.at(getBuildingType()); return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())); } case Rewardable::VISIT_HERO: return visitors.find(contextHero->id) != visitors.end(); case Rewardable::VISIT_LIMITER: return configuration.visitLimiter.heroAllowed(contextHero); default: return false; } } void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const { auto grantRewardWithMessage = [&](int index) -> void { auto vi = configuration.info.at(index); logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString()); town->addHeroToStructureVisitors(h, getBuildingType()); //adding to visitors InfoWindow iw; iw.player = h->tempOwner; iw.text = vi.message; vi.reward.loadComponents(iw.components, h); iw.type = EInfoWindowMode::MODAL; if(!iw.components.empty() || !iw.text.toString().empty()) cb->showInfoDialog(&iw); grantReward(index, h); }; auto selectRewardsMessage = [&](const std::vector & rewards, const MetaString & dialog) -> void { BlockingDialog sd(configuration.canRefuse, rewards.size() > 1); sd.player = h->tempOwner; sd.text = dialog; if (rewards.size() > 1) for (auto index : rewards) sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h)); if (rewards.size() == 1) configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h); cb->showBlockingDialog(&sd); }; if(!town->hasBuilt(getBuildingType())) return; if(!wasVisitedBefore(h)) { auto rewards = getAvailableRewards(h, Rewardable::EEventType::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, Rewardable::EEventType::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 (configuration.canRefuse) selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message); else grantRewardWithMessage(rewards.front()); break; } default: // multiple rewards. Act according to select mode { switch (configuration.selectMode) { case Rewardable::SELECT_PLAYER: // player must select selectRewardsMessage(rewards, configuration.onSelect); break; case Rewardable::SELECT_FIRST: // give first available grantRewardWithMessage(rewards.front()); break; case Rewardable::SELECT_RANDOM: // give random grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator())); break; } break; } } } else { logGlobal->debug("Revisiting already visited object"); auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED); if (!visitedRewards.empty()) grantRewardWithMessage(visitedRewards[0]); else logMod->debug("No applicable message for visiting already visited object!"); } } VCMI_LIB_NAMESPACE_END