/* * CRewardableObject.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 "CRewardableObject.h" #include "../CPlayerState.h" #include "../IGameCallback.h" #include "../IGameSettings.h" #include "../battle/BattleLayout.h" #include "../gameState/CGameState.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CRewardableConstructor.h" #include "../mapObjects/CGHeroInstance.h" #include "../networkPacks/PacksForClient.h" #include "../networkPacks/PacksForClientBattle.h" #include "../serializer/JsonSerializeFormat.h" #include VCMI_LIB_NAMESPACE_BEGIN const IObjectInterface * CRewardableObject::getObject() const { return this; } void CRewardableObject::markAsScouted(const CGHeroInstance * hero) const { ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, hero->id); cb->sendAndApply(cov); } bool CRewardableObject::isGuarded() const { return stacksCount() > 0; } void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const { if(!wasScouted(hero->getOwner())) { ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_SCOUTED, id, hero->id); cb->sendAndApply(cov); } if (isGuarded()) { auto guardedIndexes = getAvailableRewards(hero, Rewardable::EEventType::EVENT_GUARDED); auto guardedReward = configuration.info.at(guardedIndexes.at(0)); // ask player to confirm attack BlockingDialog bd(true, false); bd.player = hero->getOwner(); bd.text = guardedReward.message; bd.components = getPopupComponents(hero->getOwner()); cb->showBlockingDialog(this, &bd); } else { doHeroVisit(hero); } } void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const { grantRewardAfterLevelup(configuration.info.at(selectedReward), this, hero); } void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if (result.winner == BattleSide::ATTACKER) { doHeroVisit(hero); } } void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const { if(isGuarded()) { if (answer) { auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this); cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr); } } else { onBlockingDialogAnswered(hero, answer); } } void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const { cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true); ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_HERO, id, hero->id); cb->sendAndApply(cov); } void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const { cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID); grantRewardBeforeLevelup(configuration.info.at(rewardID), hero); // hero is not blocked by levelup dialog - grant remainder immediately if(!cb->isVisitCoveredByAnotherQuery(this, hero)) { grantRewardAfterLevelup(configuration.info.at(rewardID), this, hero); } } bool CRewardableObject::wasVisitedBefore(const CGHeroInstance * contextHero) const { switch (configuration.visitMode) { case Rewardable::VISIT_UNLIMITED: return false; case Rewardable::VISIT_ONCE: return onceVisitableObjectCleared; case Rewardable::VISIT_PLAYER: return vstd::contains(cb->getPlayerState(contextHero->getOwner())->visitedObjects, ObjectInstanceID(id)); case Rewardable::VISIT_BONUS: return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID)); case Rewardable::VISIT_HERO: return contextHero->visitedObjects.count(ObjectInstanceID(id)); case Rewardable::VISIT_LIMITER: return configuration.visitLimiter.heroAllowed(contextHero); default: return false; } } bool CRewardableObject::wasVisited(PlayerColor player) const { switch (configuration.visitMode) { case Rewardable::VISIT_UNLIMITED: case Rewardable::VISIT_BONUS: case Rewardable::VISIT_HERO: case Rewardable::VISIT_LIMITER: return false; case Rewardable::VISIT_ONCE: case Rewardable::VISIT_PLAYER: return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id)); default: return false; } } bool CRewardableObject::wasScouted(PlayerColor player) const { return vstd::contains(cb->getPlayerTeam(player)->scoutedObjects, ObjectInstanceID(id)); } bool CRewardableObject::wasVisited(const CGHeroInstance * h) const { switch (configuration.visitMode) { case Rewardable::VISIT_BONUS: return h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID)); case Rewardable::VISIT_HERO: return h->visitedObjects.count(ObjectInstanceID(id)); case Rewardable::VISIT_LIMITER: return wasScouted(h->getOwner()) && configuration.visitLimiter.heroAllowed(h); default: return wasVisited(h->getOwner()); } } std::string CRewardableObject::getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const { std::string result = getObjectName(); if (includeDescription && !getDescriptionMessage(player, hero).empty()) result += "\n" + getDescriptionMessage(player, hero); if (hero) { if(configuration.visitMode != Rewardable::VISIT_UNLIMITED) { if (wasVisited(hero)) result += "\n" + configuration.visitedTooltip.toString(); else result += "\n " + configuration.notVisitedTooltip.toString(); } } else { if(configuration.visitMode == Rewardable::VISIT_PLAYER || configuration.visitMode == Rewardable::VISIT_ONCE) { if (wasVisited(player)) result += "\n" + configuration.visitedTooltip.toString(); else result += "\n" + configuration.notVisitedTooltip.toString(); } } return result; } std::string CRewardableObject::getHoverText(PlayerColor player) const { return getDisplayTextImpl(player, nullptr, false); } std::string CRewardableObject::getHoverText(const CGHeroInstance * hero) const { return getDisplayTextImpl(hero->getOwner(), hero, false); } std::string CRewardableObject::getPopupText(PlayerColor player) const { return getDisplayTextImpl(player, nullptr, true); } std::string CRewardableObject::getPopupText(const CGHeroInstance * hero) const { return getDisplayTextImpl(hero->getOwner(), hero, true); } std::string CRewardableObject::getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const { if (!wasScouted(player) || configuration.info.empty()) return configuration.description.toString(); auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT); if (rewardIndices.empty() || !configuration.info[0].description.empty()) return configuration.info[0].description.toString(); if (!configuration.info[rewardIndices.front()].description.empty()) return configuration.info[rewardIndices.front()].description.toString(); return configuration.description.toString(); } std::vector CRewardableObject::getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const { if (!wasScouted(player)) return {}; if (isGuarded()) { if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION)) return {}; std::map guardsAmounts; std::vector result; for (auto const & slot : Slots()) if (slot.second) guardsAmounts[slot.second->getCreatureID()] += slot.second->getCount(); for (auto const & guard : guardsAmounts) { Component comp(ComponentType::CREATURE, guard.first, guard.second); result.push_back(comp); } return result; } else { if (!configuration.showScoutedPreview) return {}; auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT); if (rewardIndices.empty() && !configuration.info.empty()) { // Object has valid config, but current hero has no rewards that he can receive. // Usually this happens if hero has already visited this object -> show reward using context without any hero // since reward may be context-sensitive - e.g. Witch Hut that gives 1 skill, but always at basic level return loadComponents(nullptr, {0}); } if (rewardIndices.empty()) return {}; return loadComponents(hero, rewardIndices); } } std::vector CRewardableObject::getPopupComponents(PlayerColor player) const { return getPopupComponentsImpl(player, nullptr); } std::vector CRewardableObject::getPopupComponents(const CGHeroInstance * hero) const { return getPopupComponentsImpl(hero->getOwner(), hero); } void CRewardableObject::setPropertyDer(ObjProperty what, ObjPropertyID identifier) { switch (what) { case ObjProperty::REWARD_SELECT: selectedReward = identifier.getNum(); break; case ObjProperty::REWARD_CLEARED: onceVisitableObjectCleared = identifier.getNum(); break; } } void CRewardableObject::newTurn(vstd::RNG & rand) const { if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0) { if (configuration.resetParameters.rewards) { auto handler = std::dynamic_pointer_cast(getObjectHandler()); auto newConfiguration = handler->generateConfiguration(cb, rand, ID, configuration.variables.preset); cb->setRewardableObjectConfiguration(id, newConfiguration); } if (configuration.resetParameters.visitors) { cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, false); ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id); cb->sendAndApply(cov); } } } void CRewardableObject::initObj(vstd::RNG & rand) { getObjectHandler()->configureObject(this, rand); } CRewardableObject::CRewardableObject(IGameCallback *cb) :CArmedInstance(cb) {} void CRewardableObject::serializeJsonOptions(JsonSerializeFormat & handler) { CArmedInstance::serializeJsonOptions(handler); handler.serializeStruct("rewardable", static_cast(*this)); } void CRewardableObject::initializeGuards() { clearSlots(); // Workaround for default creature banks strings that has placeholder for object name // TODO: find better location for this code for (auto & visitInfo : configuration.info) visitInfo.message.replaceRawString(getObjectName()); for (auto const & visitInfo : configuration.info) { for (auto const & guard : visitInfo.reward.guards) { auto slotID = getFreeSlot(); if (!slotID.validSlot()) return; putStack(slotID, new CStackInstance(guard.getId(), guard.getCount())); } } } bool CRewardableObject::isCoastVisitable() const { return configuration.coastVisitable; } VCMI_LIB_NAMESPACE_END