/* * CGTownBuilding.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 "CGTownBuilding.h" #include "CGTownInstance.h" #include "../texts/CGeneralTextHandler.h" #include "../IGameCallback.h" #include "../gameState/CGameState.h" #include "../mapObjects/CGHeroInstance.h" #include "../networkPacks/PacksForClient.h" #include VCMI_LIB_NAMESPACE_BEGIN CGTownBuilding::CGTownBuilding(IGameCallback * cb) : IObjectInterface(cb) , town(nullptr) {} CGTownBuilding::CGTownBuilding(CGTownInstance * town) : IObjectInterface(town->cb) , town(town) {} PlayerColor CGTownBuilding::getOwner() const { return town->getOwner(); } MapObjectID CGTownBuilding::getObjGroupIndex() const { return -1; } MapObjectSubID CGTownBuilding::getObjTypeIndex() const { return 0; } int3 CGTownBuilding::visitablePos() const { return town->visitablePos(); } int3 CGTownBuilding::getPosition() const { return town->getPosition(); } std::string CGTownBuilding::getVisitingBonusGreeting() const { auto bonusGreeting = town->getTown()->getGreeting(bType); if(!bonusGreeting.empty()) return bonusGreeting; switch(bType) { case BuildingSubID::MANA_VORTEX: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex")); break; case BuildingSubID::KNOWLEDGE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge")); break; case BuildingSubID::SPELL_POWER_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower")); break; case BuildingSubID::ATTACK_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack")); break; case BuildingSubID::EXPERIENCE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience")); break; case BuildingSubID::DEFENSE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence")); break; } auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated(); if(bonusGreeting.empty()) { bonusGreeting = "Error: Bonus greeting for '%s' is not localized."; logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated()); } boost::algorithm::replace_first(bonusGreeting, "%s", buildingName); town->getTown()->setGreeting(bType, bonusGreeting); return bonusGreeting; } std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const { if(bonus.type == BonusType::TOWN_MAGIC_WELL) { MetaString wellGreeting = MetaString::createFromTextID("vcmi.townHall.greetingInTownMagicWell"); wellGreeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID()); return wellGreeting.toString(); } MetaString greeting = MetaString::createFromTextID("vcmi.townHall.greetingCustomBonus"); std::string paramTextID; std::string until; if(bonus.type == BonusType::MORALE) paramTextID = "core.genrltxt.384"; // Morale if(bonus.type == BonusType::LUCK) paramTextID = "core.genrltxt.385"; // Luck greeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID()); greeting.replaceNumber(bonus.val); greeting.replaceTextID(paramTextID); if (bonus.duration == BonusDuration::ONE_BATTLE) greeting.replaceTextID("vcmi.townHall.greetingCustomUntil"); else greeting.replaceRawString("."); return greeting.toString(); } COPWBonus::COPWBonus(IGameCallback *cb) : CGTownBuilding(cb) {} COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown) : CGTownBuilding(cgTown) { bID = bid; bType = subId; indexOnTV = static_cast(town->bonusingBuildings.size()); } void COPWBonus::setProperty(ObjProperty what, ObjPropertyID identifier) { switch (what) { case ObjProperty::VISITORS: visitors.insert(identifier.as()); break; case ObjProperty::STRUCTURE_CLEAR_VISITORS: visitors.clear(); break; } } void COPWBonus::onHeroVisit (const CGHeroInstance * h) const { ObjectInstanceID heroID = h->id; if(town->hasBuilt(bID)) { InfoWindow iw; iw.player = h->tempOwner; switch (this->bType) { case BuildingSubID::STABLES: if(!h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables { GiveBonus gb; gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand); gb.id = heroID; cb->giveHeroBonus(&gb); cb->setMovePoints(heroID, 600, false); iw.text.appendRawString(VLC->generaltexth->allTexts[580]); cb->showInfoDialog(&iw); } break; case BuildingSubID::MANA_VORTEX: if(visitors.empty()) { if(h->mana < h->manaLimit() * 2) { cb->setManaPoints (heroID, 2 * h->manaLimit()); //TODO: investigate line below //cb->setObjProperty (town->id, ObjProperty::VISITED, true); iw.text.appendRawString(getVisitingBonusGreeting()); cb->showInfoDialog(&iw); town->addHeroToStructureVisitors(h, indexOnTV); } } break; } } } CTownBonus::CTownBonus(IGameCallback *cb) : CGTownBuilding(cb) {} CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown) : CGTownBuilding(cgTown) { bID = index; bType = subId; indexOnTV = static_cast(town->bonusingBuildings.size()); } void CTownBonus::setProperty(ObjProperty what, ObjPropertyID identifier) { if(what == ObjProperty::VISITORS) visitors.insert(identifier.as()); } void CTownBonus::onHeroVisit (const CGHeroInstance * h) const { ObjectInstanceID heroID = h->id; if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end()) { si64 val = 0; InfoWindow iw; PrimarySkill what = PrimarySkill::NONE; switch(bType) { case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge what = PrimarySkill::KNOWLEDGE; val = 1; iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1); break; case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire what = PrimarySkill::SPELL_POWER; val = 1; iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1); break; case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla what = PrimarySkill::ATTACK; val = 1; iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1); break; case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars what = PrimarySkill::EXPERIENCE; val = static_cast(h->calculateXp(1000)); iw.components.emplace_back(ComponentType::EXPERIENCE, val); break; case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords what = PrimarySkill::DEFENSE; val = 1; iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1); break; case BuildingSubID::CUSTOM_VISITING_BONUS: const auto building = town->getTown()->buildings.at(bID); if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()))) { const auto & bonuses = building->onVisitBonuses; applyBonuses(const_cast(h), bonuses); } break; } if(what != PrimarySkill::NONE) { iw.player = cb->getOwner(heroID); iw.text.appendRawString(getVisitingBonusGreeting()); cb->showInfoDialog(&iw); if (what == PrimarySkill::EXPERIENCE) cb->giveExperience(cb->getHero(heroID), val); else cb->changePrimSkill(cb->getHero(heroID), what, val); town->addHeroToStructureVisitors(h, indexOnTV); } } } void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const { auto addToVisitors = false; for(const auto & bonus : bonuses) { GiveBonus gb; InfoWindow iw; if(bonus->type == BonusType::TOWN_MAGIC_WELL) { if(h->mana >= h->manaLimit()) return; cb->setManaPoints(h->id, h->manaLimit()); bonus->duration = BonusDuration::ONE_DAY; } gb.bonus = * bonus; gb.id = h->id; cb->giveHeroBonus(&gb); if(bonus->duration == BonusDuration::PERMANENT) addToVisitors = true; iw.player = cb->getOwner(h->id); iw.text.appendRawString(getCustomBonusGreeting(gb.bonus)); cb->showInfoDialog(&iw); } if(addToVisitors) town->addHeroToStructureVisitors(h, indexOnTV); } CTownRewardableBuilding::CTownRewardableBuilding(IGameCallback *cb) : CGTownBuilding(cb) {} CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, vstd::RNG & rand) : CGTownBuilding(cgTown) { bID = index; bType = subId; indexOnTV = static_cast(town->bonusingBuildings.size()); initObj(rand); } void CTownRewardableBuilding::initObj(vstd::RNG & rand) { assert(town && town->town); configuration = generateConfiguration(rand); } Rewardable::Configuration CTownRewardableBuilding::generateConfiguration(vstd::RNG & rand) const { Rewardable::Configuration result; auto building = town->town->buildings.at(bID); 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 CTownRewardableBuilding::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, bID, newConfiguration); if(configuration.resetParameters.visitors) { cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV); } } } void CTownRewardableBuilding::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 CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const { grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero); } void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 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 CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const { town->addHeroToStructureVisitors(hero, indexOnTV); 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 CTownRewardableBuilding::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(bID); 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 CTownRewardableBuilding::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, indexOnTV); //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(bID) || cb->isVisitCoveredByAnotherQuery(town, h)) 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