/* * MiscObjects.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 "MiscObjects.h" #include "../ArtifactUtils.h" #include "../bonuses/Propagators.h" #include "../constants/StringConstants.h" #include "../CConfigHandler.h" #include "../texts/CGeneralTextHandler.h" #include "../CSoundBase.h" #include "../CSkillHandler.h" #include "../spells/CSpellHandler.h" #include "../IGameCallback.h" #include "../gameState/CGameState.h" #include "../mapping/CMap.h" #include "../CPlayerState.h" #include "../serializer/JsonSerializeFormat.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../mapObjects/CGHeroInstance.h" #include "../modding/ModScope.h" #include "../networkPacks/PacksForClient.h" #include "../networkPacks/PacksForClientBattle.h" #include "../networkPacks/StackLocation.h" #include VCMI_LIB_NAMESPACE_BEGIN ///helpers static std::string visitedTxt(const bool visited) { int id = visited ? 352 : 353; return VLC->generaltexth->allTexts[id]; } void CTeamVisited::setPropertyDer(ObjProperty what, ObjPropertyID identifier) { if(what == ObjProperty::VISITED) players.insert(identifier.as()); } bool CTeamVisited::wasVisited(PlayerColor player) const { return wasVisited(cb->getPlayerState(player)->team); } bool CTeamVisited::wasVisited(const CGHeroInstance * h) const { return wasVisited(h->tempOwner); } bool CTeamVisited::wasVisited(const TeamID & team) const { for(const auto & i : players) { if(cb->getPlayerState(i)->team == team) return true; } return false; } //CGMine void CGMine::onHeroVisit( const CGHeroInstance * h ) const { auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner); if(relations == PlayerRelations::SAME_PLAYER) //we're visiting our mine { cb->showGarrisonDialog(id,h->id,true); return; } else if (relations == PlayerRelations::ALLIES)//ally return; if(stacksCount()) //Mine is guarded { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.appendLocalString(EMetaText::ADVOB_TXT, isAbandoned() ? 84 : 187); cb->showBlockingDialog(&ynd); return; } flagMine(h->tempOwner); } void CGMine::newTurn(vstd::RNG & rand) const { if(cb->getDate() == 1) return; if (tempOwner == PlayerColor::NEUTRAL) return; cb->giveResource(tempOwner, producedResource, producedQuantity); } void CGMine::initObj(vstd::RNG & rand) { if(isAbandoned()) { //set guardians int howManyTroglodytes = rand.nextInt(100, 199); auto * troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes); putStack(SlotID(0), troglodytes); assert(!abandonedMineResources.empty()); if (!abandonedMineResources.empty()) { producedResource = *RandomGeneratorUtil::nextItem(abandonedMineResources, rand); } else { logGlobal->error("Abandoned mine at (%s) has no valid resource candidates!", pos.toString()); producedResource = GameResID::GOLD; } } else { producedResource = GameResID(getObjTypeIndex().getNum()); } producedQuantity = defaultResProduction(); } bool CGMine::isAbandoned() const { return subID.getNum() >= 7; } ResourceSet CGMine::dailyIncome() const { ResourceSet result; result[producedResource] += defaultResProduction(); return result; } std::string CGMine::getObjectName() const { return VLC->generaltexth->translate("core.minename", getObjTypeIndex()); } std::string CGMine::getHoverText(PlayerColor player) const { std::string hoverName = CArmedInstance::getHoverText(player); if (tempOwner != PlayerColor::NEUTRAL) hoverName += "\n(" + VLC->generaltexth->restypes[producedResource.getNum()] + ")"; if(stacksCount()) { hoverName += "\n"; hoverName += VLC->generaltexth->allTexts[202]; //Guarded by hoverName += " "; hoverName += getArmyDescription(); } return hoverName; } void CGMine::flagMine(const PlayerColor & player) const { assert(tempOwner != player); cb->setOwner(this, player); //not ours? flag it! InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.text.appendTextID(TextIdentifier("core.mineevnt", producedResource.getNum()).get()); //not use subID, abandoned mines uses default mine texts iw.player = player; iw.components.emplace_back(ComponentType::RESOURCE_PER_DAY, producedResource, producedQuantity); cb->showInfoDialog(&iw); } ui32 CGMine::defaultResProduction() const { switch(producedResource.toEnum()) { case EGameResID::WOOD: case EGameResID::ORE: return 2; case EGameResID::GOLD: return 1000; default: return 1; } } void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if(result.winner == 0) //attacker won { if(isAbandoned()) { hero->showInfoDialog(85); } flagMine(hero->tempOwner); } } void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if(answer) cb->startBattleI(hero, this); } void CGMine::serializeJsonOptions(JsonSerializeFormat & handler) { CArmedInstance::serializeJsonOptions(handler); serializeJsonOwner(handler); if(isAbandoned()) { if(handler.saving) { JsonNode node; for(const auto & resID : abandonedMineResources) node.Vector().emplace_back(GameConstants::RESOURCE_NAMES[resID.getNum()]); handler.serializeRaw("possibleResources", node, std::nullopt); } else { auto guard = handler.enterArray("possibleResources"); const JsonNode & node = handler.getCurrent(); auto names = node.convertTo>(); for(const std::string & s : names) { int raw_res = vstd::find_pos(GameConstants::RESOURCE_NAMES, s); if(raw_res < 0) logGlobal->error("Invalid resource name: %s", s); else abandonedMineResources.emplace(raw_res); } } } } GameResID CGResource::resourceID() const { return getObjTypeIndex().getNum(); } std::string CGResource::getHoverText(PlayerColor player) const { return VLC->generaltexth->restypes[resourceID().getNum()]; } void CGResource::pickRandomObject(vstd::RNG & rand) { assert(ID == Obj::RESOURCE || ID == Obj::RANDOM_RESOURCE); if (ID == Obj::RANDOM_RESOURCE) { ID = Obj::RESOURCE; subID = rand.nextInt(EGameResID::WOOD, EGameResID::GOLD); setType(ID, subID); if (subID == EGameResID::GOLD && amount != CGResource::RANDOM_AMOUNT) amount *= CGResource::GOLD_AMOUNT_MULTIPLIER; } } void CGResource::initObj(vstd::RNG & rand) { blockVisit = true; if(amount == CGResource::RANDOM_AMOUNT) { switch(resourceID().toEnum()) { case EGameResID::GOLD: amount = rand.nextInt(5, 10) * CGResource::GOLD_AMOUNT_MULTIPLIER; break; case EGameResID::WOOD: case EGameResID::ORE: amount = rand.nextInt(6, 10); break; default: amount = rand.nextInt(3, 5); break; } } } void CGResource::onHeroVisit( const CGHeroInstance * h ) const { if(stacksCount()) { if(!message.empty()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text = message; cb->showBlockingDialog(&ynd); } else { blockingDialogAnswered(h, true); //behave as if player accepted battle } } else collectRes(h->getOwner()); } void CGResource::collectRes(const PlayerColor & player) const { cb->giveResource(player, resourceID(), amount); InfoWindow sii; sii.player = player; if(!message.empty()) { sii.type = EInfoWindowMode::AUTO; sii.text = message; } else { sii.type = EInfoWindowMode::INFO; sii.text.appendLocalString(EMetaText::ADVOB_TXT,113); sii.text.replaceName(resourceID()); } sii.components.emplace_back(ComponentType::RESOURCE, resourceID(), amount); sii.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6); cb->showInfoDialog(&sii); cb->removeObject(this, player); } void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if(result.winner == 0) //attacker won collectRes(hero->getOwner()); } void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if(answer) cb->startBattleI(hero, this); } void CGResource::serializeJsonOptions(JsonSerializeFormat & handler) { CArmedInstance::serializeJsonOptions(handler); if(!handler.saving && !handler.getCurrent()["guards"].Vector().empty()) CCreatureSet::serializeJson(handler, "guards", 7); handler.serializeInt("amount", amount, 0); handler.serializeStruct("guardMessage", message); } bool CGTeleport::isEntrance() const { return type == BOTH || type == ENTRANCE; } bool CGTeleport::isExit() const { return type == BOTH || type == EXIT; } bool CGTeleport::isChannelEntrance(const ObjectInstanceID & id) const { return vstd::contains(getAllEntrances(), id); } bool CGTeleport::isChannelExit(const ObjectInstanceID & id) const { return vstd::contains(getAllExits(), id); } std::vector CGTeleport::getAllEntrances(bool excludeCurrent) const { auto ret = cb->getTeleportChannelEntrances(channel); if(excludeCurrent) vstd::erase_if_present(ret, id); return ret; } std::vector CGTeleport::getAllExits(bool excludeCurrent) const { auto ret = cb->getTeleportChannelExits(channel); if(excludeCurrent) vstd::erase_if_present(ret, id); return ret; } ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const { auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true)); if(!passableExits.empty()) return *RandomGeneratorUtil::nextItem(passableExits, cb->gameState()->getRandomGenerator()); return ObjectInstanceID(); } bool CGTeleport::isTeleport(const CGObjectInstance * obj) { return dynamic_cast(obj) != nullptr; } bool CGTeleport::isConnected(const CGTeleport * src, const CGTeleport * dst) { return src && dst && src->isChannelExit(dst->id); } bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstance * dst) { const auto * srcObj = dynamic_cast(src); const auto * dstObj = dynamic_cast(dst); return isConnected(srcObj, dstObj); } bool CGTeleport::isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj) { auto * objTopVisObj = gs->map->getTile(obj->visitablePos()).topVisitableObj(); if(objTopVisObj->ID == Obj::HERO) { if(h->id == objTopVisObj->id) // Just to be sure it's won't happen. return false; // Check if it's friendly hero or not if(gs->getPlayerRelations(h->tempOwner, objTopVisObj->tempOwner) != PlayerRelations::ENEMIES) { // Exchange between heroes only possible via subterranean gates if(!dynamic_cast(obj)) return false; } } return true; } std::vector CGTeleport::getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector exits) { vstd::erase_if(exits, [&](const ObjectInstanceID & exit) -> bool { return !isExitPassable(gs, h, gs->getObj(exit)); }); return exits; } void CGTeleport::addToChannel(std::map > &channelsList, const CGTeleport * obj) { std::shared_ptr tc; if(channelsList.find(obj->channel) == channelsList.end()) { tc = std::make_shared(); channelsList.insert(std::make_pair(obj->channel, tc)); } else tc = channelsList[obj->channel]; if(obj->isEntrance() && !vstd::contains(tc->entrances, obj->id)) tc->entrances.push_back(obj->id); if(obj->isExit() && !vstd::contains(tc->exits, obj->id)) tc->exits.push_back(obj->id); if(!tc->entrances.empty() && !tc->exits.empty() && (tc->entrances.size() != 1 || tc->entrances != tc->exits)) { tc->passability = TeleportChannel::PASSABLE; } } TeleportChannelID CGMonolith::findMeChannel(const std::vector & IDs, MapObjectSubID SubID) const { for(auto obj : cb->gameState()->map->objects) { if(!obj) continue; const auto * teleportObj = dynamic_cast(cb->getObj(obj->id)); if(teleportObj && vstd::contains(IDs, teleportObj->ID) && teleportObj->subID == SubID) return teleportObj->channel; } return TeleportChannelID(); } void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const { TeleportDialog td(h->id, channel); if(isEntrance()) { if(cb->isTeleportChannelBidirectional(channel) && 1 < cb->getTeleportChannelExits(channel).size()) { auto exits = cb->getTeleportChannelExits(channel); for(const auto & exit : exits) { td.exits.push_back(std::make_pair(exit, cb->getObj(exit)->visitablePos())); } } if(cb->isTeleportChannelImpassable(channel)) { logGlobal->debug("Cannot find corresponding exit monolith for %d at %s", id.getNum(), pos.toString()); td.impassable = true; } else if(getRandomExit(h) == ObjectInstanceID()) logGlobal->debug("All exits blocked for monolith %d at %s", id.getNum(), pos.toString()); } else h->showInfoDialog(70); cb->showTeleportDialog(&td); } void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const { int3 dPos; auto randomExit = getRandomExit(hero); auto realExits = getAllExits(true); if(!isEntrance() // Do nothing if hero visited exit only object || (exits.empty() && realExits.empty()) // Do nothing if there no exits on this channel || ObjectInstanceID() == randomExit) // Do nothing if all exits are blocked by friendly hero and it's not subterranean gate { return; } else if(vstd::isValidIndex(exits, answer)) dPos = exits[answer].second; else dPos = cb->getObj(randomExit)->visitablePos(); cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH); } void CGMonolith::initObj(vstd::RNG & rand) { std::vector IDs; IDs.push_back(ID); switch(ID.toEnum()) { case Obj::MONOLITH_ONE_WAY_ENTRANCE: type = ENTRANCE; IDs.emplace_back(Obj::MONOLITH_ONE_WAY_EXIT); break; case Obj::MONOLITH_ONE_WAY_EXIT: type = EXIT; IDs.emplace_back(Obj::MONOLITH_ONE_WAY_ENTRANCE); break; case Obj::MONOLITH_TWO_WAY: default: type = BOTH; break; } channel = findMeChannel(IDs, subID); if(channel == TeleportChannelID()) channel = TeleportChannelID(static_cast(cb->gameState()->map->teleportChannels.size())); addToChannel(cb->gameState()->map->teleportChannels, this); } void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const { TeleportDialog td(h->id, channel); if(cb->isTeleportChannelImpassable(channel)) { h->showInfoDialog(153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged. logGlobal->debug("Cannot find exit subterranean gate for %d at %s", id.getNum(), pos.toString()); td.impassable = true; } else { auto exit = getRandomExit(h); td.exits.push_back(std::make_pair(exit, cb->getObj(exit)->visitablePos())); } cb->showTeleportDialog(&td); } void CGSubterraneanGate::initObj(vstd::RNG & rand) { type = BOTH; } void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gates into pairs { //split on underground and surface gates std::vector gatesSplit[2]; //surface and underground gates for(auto & obj : cb->gameState()->map->objects) { if(!obj) continue; auto * hlp = dynamic_cast(cb->gameState()->getObjInstance(obj->id)); if(hlp) gatesSplit[hlp->pos.z].push_back(hlp); } //sort by position std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), [](const CGObjectInstance * a, const CGObjectInstance * b) { return a->pos < b->pos; }); auto assignToChannel = [&](CGSubterraneanGate * obj) { if(obj->channel == TeleportChannelID()) { // if object not linked to channel then create new channel obj->channel = TeleportChannelID(static_cast(cb->gameState()->map->teleportChannels.size())); addToChannel(cb->gameState()->map->teleportChannels, obj); } }; for(size_t i = 0; i < gatesSplit[0].size(); i++) { CGSubterraneanGate * objCurrent = gatesSplit[0][i]; //find nearest underground exit std::pair best(-1, std::numeric_limits::max()); //pair for(int j = 0; j < gatesSplit[1].size(); j++) { CGSubterraneanGate *checked = gatesSplit[1][j]; if(checked->channel != TeleportChannelID()) continue; si32 hlp = checked->pos.dist2dSQ(objCurrent->pos); if(hlp < best.second) { best.first = j; best.second = hlp; } } assignToChannel(objCurrent); if(best.first >= 0) //found pair { gatesSplit[1][best.first]->channel = objCurrent->channel; addToChannel(cb->gameState()->map->teleportChannels, gatesSplit[1][best.first]); } } // we should assign empty channels to underground gates if they don't have matching overground gates for(auto & i : gatesSplit[1]) assignToChannel(i); } void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const { TeleportDialog td(h->id, channel); if(cb->isTeleportChannelImpassable(channel)) { logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), pos.toString()); td.impassable = true; } else if(getRandomExit(h) == ObjectInstanceID()) logGlobal->debug("All exits are blocked for whirlpool %d at %s", id.getNum(), pos.toString()); if(!isProtected(h)) { SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++) { if(h->getPower(targetstack) > h->getPower(i->first)) targetstack = (i->first); } auto countToTake = static_cast(h->getStackCount(targetstack) * 0.5); vstd::amax(countToTake, 1); InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.appendLocalString(EMetaText::ADVOB_TXT, 168); iw.components.emplace_back(ComponentType::CREATURE, h->getCreature(targetstack)->getId(), -countToTake); cb->showInfoDialog(&iw); cb->changeStackCount(StackLocation(h, targetstack), -countToTake); } else { auto exits = getAllExits(); for(const auto & exit : exits) { auto blockedPosList = cb->getObj(exit)->getBlockedPos(); for(const auto & bPos : blockedPosList) td.exits.push_back(std::make_pair(exit, bPos)); } } cb->showTeleportDialog(&td); } void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const { int3 dPos; auto realExits = getAllExits(); if(exits.empty() && realExits.empty()) return; else if(vstd::isValidIndex(exits, answer)) dPos = exits[answer].second; else { auto exit = getRandomExit(hero); if(exit == ObjectInstanceID()) return; const auto * obj = cb->getObj(exit); std::set tiles = obj->getBlockedPos(); dPos = *RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator()); } cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH); } bool CGWhirlpool::isProtected(const CGHeroInstance * h) { return h->hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION) || (h->stacksCount() == 1 && h->Slots().begin()->second->count == 1) || (h->stacksCount() == 0 && h->commander && h->commander->alive); } ArtifactID CGArtifact::getArtifact() const { if(ID == Obj::SPELL_SCROLL) return ArtifactID::SPELL_SCROLL; else return getObjTypeIndex().getNum(); } void CGArtifact::pickRandomObject(vstd::RNG & rand) { switch(ID.toEnum()) { case MapObjectID::RANDOM_ART: subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC); break; case MapObjectID::RANDOM_TREASURE_ART: subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE); break; case MapObjectID::RANDOM_MINOR_ART: subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR); break; case MapObjectID::RANDOM_MAJOR_ART: subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR); break; case MapObjectID::RANDOM_RELIC_ART: subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_RELIC); break; } if (ID != MapObjectID::SPELL_SCROLL && ID != MapObjectID::ARTIFACT) { ID = MapObjectID::ARTIFACT; setType(ID, subID); } else if (ID != MapObjectID::SPELL_SCROLL) ID = MapObjectID::ARTIFACT; } void CGArtifact::initObj(vstd::RNG & rand) { blockVisit = true; if(ID == Obj::ARTIFACT) { if (!storedArtifact) { auto * a = new CArtifactInstance(); cb->gameState()->map->addNewArtifactInstance(a); storedArtifact = a; } if(!storedArtifact->artType) storedArtifact->setType(getArtifact().toArtifact()); } if(ID == Obj::SPELL_SCROLL) subID = 1; assert(storedArtifact->artType); assert(!storedArtifact->getParentNodes().empty()); //assert(storedArtifact->artType->id == subID); //this does not stop desync } std::string CGArtifact::getObjectName() const { return VLC->artifacts()->getById(getArtifact())->getNameTranslated(); } std::string CGArtifact::getPopupText(PlayerColor player) const { if (settings["general"]["enableUiEnhancements"].Bool()) { std::string description = VLC->artifacts()->getById(getArtifact())->getDescriptionTranslated(); if (getArtifact() == ArtifactID::SPELL_SCROLL) ArtifactUtils::insertScrrollSpellName(description, SpellID::NONE); // erase text placeholder return description; } else return getObjectName(); } std::string CGArtifact::getPopupText(const CGHeroInstance * hero) const { return getPopupText(hero->getOwner()); } std::vector CGArtifact::getPopupComponents(PlayerColor player) const { return { Component(ComponentType::ARTIFACT, getArtifact()) }; } void CGArtifact::onHeroVisit(const CGHeroInstance * h) const { if(!stacksCount()) { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; if(storedArtifact->artType->canBePutAt(h)) { switch (ID.toEnum()) { case Obj::ARTIFACT: { iw.components.emplace_back(ComponentType::ARTIFACT, getArtifact()); if(!message.empty()) iw.text = message; else iw.text.appendTextID(getArtifact().toArtifact()->getEventTextID()); } break; case Obj::SPELL_SCROLL: { SpellID spell = storedArtifact->getScrollSpellID(); iw.components.emplace_back(ComponentType::SPELL, spell); if(!message.empty()) iw.text = message; else { iw.text.appendLocalString(EMetaText::ADVOB_TXT,135); iw.text.replaceName(spell); } } break; } } else { iw.text.appendLocalString(EMetaText::ADVOB_TXT, 2); } cb->showInfoDialog(&iw); pick(h); } else { switch(ID.toEnum()) { case Obj::ARTIFACT: { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); if(!message.empty()) ynd.text = message; else { // TODO: Guard text is more complex in H3, see mantis issue 2325 for details ynd.text.appendLocalString(EMetaText::GENERAL_TXT, 420); ynd.text.replaceRawString(""); ynd.text.replaceRawString(getArmyDescription()); ynd.text.replaceLocalString(EMetaText::GENERAL_TXT, 43); // creatures } cb->showBlockingDialog(&ynd); } break; case Obj::SPELL_SCROLL: { if(!message.empty()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text = message; cb->showBlockingDialog(&ynd); } else blockingDialogAnswered(h, true); } break; } } } void CGArtifact::pick(const CGHeroInstance * h) const { if(cb->putArtifact(ArtifactLocation(h->id, ArtifactPosition::FIRST_AVAILABLE), storedArtifact)) cb->removeObject(this, h->getOwner()); } BattleField CGArtifact::getBattlefield() const { return BattleField::NONE; } void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if(result.winner == 0) //attacker won pick(hero); } void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if(answer) cb->startBattleI(hero, this); } void CGArtifact::afterAddToMap(CMap * map) { //Artifacts from map objects are never removed //FIXME: This should be revertible in map editor if(ID == Obj::SPELL_SCROLL && storedArtifact && storedArtifact->getId().getNum() < 0) map->addNewArtifactInstance(storedArtifact); } void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler) { handler.serializeStruct("guardMessage", message); CArmedInstance::serializeJsonOptions(handler); if(!handler.saving && !handler.getCurrent()["guards"].Vector().empty()) CCreatureSet::serializeJson(handler, "guards", 7); if(handler.saving && ID == Obj::SPELL_SCROLL) { const auto & b = storedArtifact->getFirstBonus(Selector::type()(BonusType::SPELL)); SpellID spellId(b->subtype.as()); handler.serializeId("spell", spellId, SpellID::NONE); } } void CGSignBottle::initObj(vstd::RNG & rand) { //if no text is set than we pick random from the predefined ones if(message.empty()) { auto vector = VLC->generaltexth->findStringsWithPrefix("core.randsign"); std::string messageIdentifier = *RandomGeneratorUtil::nextItem(vector, rand); message.appendTextID(messageIdentifier); } if(ID == Obj::OCEAN_BOTTLE) { blockVisit = true; } } void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.player = h->getOwner(); iw.text = message; cb->showInfoDialog(&iw); if(ID == Obj::OCEAN_BOTTLE) cb->removeObject(this, h->getOwner()); } void CGSignBottle::serializeJsonOptions(JsonSerializeFormat& handler) { handler.serializeStruct("text", message); } void CGGarrison::onHeroVisit (const CGHeroInstance *h) const { auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner); if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) { //TODO: Find a way to apply magic garrison effects in battle. cb->startBattleI(h, this); return; } //New owner. if (relations == PlayerRelations::ENEMIES) cb->setOwner(this, h->tempOwner); cb->showGarrisonDialog(id, h->id, removableUnits); } bool CGGarrison::passableFor(PlayerColor player) const { //FIXME: identical to same method in CGTownInstance if ( !stacksCount() )//empty - anyone can visit return true; if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit return false; if (cb->getPlayerRelations(tempOwner, player) != PlayerRelations::ENEMIES) return true; return false; } void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if (result.winner == 0) onHeroVisit(hero); } void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler) { handler.serializeBool("removableUnits", removableUnits); serializeJsonOwner(handler); CArmedInstance::serializeJsonOptions(handler); } void CGGarrison::initObj(vstd::RNG &rand) { if(this->subID == MapObjectSubID::decode(this->ID, "antiMagic")) addAntimagicGarrisonBonus(); } void CGGarrison::addAntimagicGarrisonBonus() { auto bonus = std::make_shared(); bonus->type = BonusType::BLOCK_ALL_MAGIC; bonus->source = BonusSource::OBJECT_TYPE; bonus->sid = BonusSourceID(this->ID); bonus->propagator = std::make_shared(CBonusSystemNode::BATTLE); bonus->duration = BonusDuration::PERMANENT; this->addNewBonus(bonus); } void CGMagi::initObj(vstd::RNG & rand) { if (ID == Obj::EYE_OF_MAGI) blockVisit = true; } void CGMagi::onHeroVisit(const CGHeroInstance * h) const { if (ID == Obj::HUT_OF_MAGI) { h->showInfoDialog(61); std::vector eyes; for (auto object : cb->gameState()->map->objects) { if (object && object->ID == Obj::EYE_OF_MAGI && object->subID == this->subID) eyes.push_back(object); } if (!eyes.empty()) { CenterView cv; cv.player = h->tempOwner; cv.focusTime = 2000; FoWChange fw; fw.player = h->tempOwner; fw.mode = ETileVisibility::REVEALED; fw.waitForDialogs = true; for(const auto & eye : eyes) { cb->getTilesInRange (fw.tiles, eye->pos, 10, ETileVisibility::HIDDEN, h->tempOwner); cb->sendAndApply(&fw); cv.pos = eye->pos; cb->sendAndApply(&cv); } cv.pos = h->visitablePos(); cv.focusTime = 0; cb->sendAndApply(&cv); } } else if (ID == Obj::EYE_OF_MAGI) { h->showInfoDialog(48); } } CGBoat::CGBoat(IGameCallback * cb) : CGObjectInstance(cb) { hero = nullptr; direction = 4; layer = EPathfindingLayer::SAIL; } bool CGBoat::isCoastVisitable() const { return true; } void CGSirens::initObj(vstd::RNG & rand) { blockVisit = true; } std::string CGSirens::getHoverText(const CGHeroInstance * hero) const { return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID))); } void CGSirens::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.player = h->tempOwner; if(h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID))) //has already visited Sirens { iw.type = EInfoWindowMode::AUTO; iw.text.appendLocalString(EMetaText::ADVOB_TXT,133); } else { giveDummyBonus(h->id, BonusDuration::ONE_BATTLE); TExpType xp = 0; for (auto i = h->Slots().begin(); i != h->Slots().end(); i++) { // 1-sized stacks are not affected by sirens if (i->second->count == 1) continue; // tested H3 behavior: 30% (rounded up) of stack drowns TQuantity drown = std::ceil(i->second->count * 0.3); if(drown) { cb->changeStackCount(StackLocation(h, i->first), -drown); xp += drown * i->second->type->getMaxHealth(); } } if(xp) { xp = h->calculateXp(static_cast(xp)); iw.text.appendLocalString(EMetaText::ADVOB_TXT,132); iw.text.replaceNumber(static_cast(xp)); cb->giveExperience(h, xp); } else { iw.text.appendLocalString(EMetaText::ADVOB_TXT,134); } } cb->showInfoDialog(&iw); } void CGShipyard::getOutOffsets( std::vector &offsets ) const { // H J L K I // A x S x B // C E G F D offsets = { {-2, 0, 0}, // A {+2, 0, 0}, // B {-2, 1, 0}, // C {+2, 1, 0}, // D {-1, 1, 0}, // E {+1, 1, 0}, // F {0, 1, 0}, // G {-2, -1, 0}, // H {+2, -1, 0}, // I {-1, -1, 0}, // G {+1, -1, 0}, // K {0, -1, 0}, // L }; } const IObjectInterface * CGShipyard::getObject() const { return this; } void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const { if(cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES) cb->setOwner(this, h->tempOwner); if(shipyardStatus() != IBoatGenerator::GOOD) { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = tempOwner; getProblemText(iw.text, h); cb->showInfoDialog(&iw); } else { cb->showObjectWindow(this, EOpenWindowMode::SHIPYARD_WINDOW, h, false); } } void CGShipyard::serializeJsonOptions(JsonSerializeFormat& handler) { serializeJsonOwner(handler); } BoatId CGShipyard::getBoatType() const { return createdBoat; } void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const { cb->showObjectWindow(this, EOpenWindowMode::THIEVES_GUILD, h, false); } void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner); assert(ts); TeamID team = ts->id; if(!wasVisited(team)) { iw.text.appendLocalString(EMetaText::ADVOB_TXT, 96); cb->sendAndApply(&iw); // increment general visited obelisks counter cb->setObjPropertyID(id, ObjProperty::OBELISK_VISITED, team); cb->showObjectWindow(this, EOpenWindowMode::PUZZLE_MAP, h, false); // mark that particular obelisk as visited for all players in the team for(const auto & color : ts->players) { cb->setObjPropertyID(id, ObjProperty::VISITED, color); } } else { iw.text.appendLocalString(EMetaText::ADVOB_TXT, 97); cb->sendAndApply(&iw); } } void CGObelisk::initObj(vstd::RNG & rand) { cb->gameState()->map->obeliskCount++; } std::string CGObelisk::getHoverText(PlayerColor player) const { return getObjectName() + " " + visitedTxt(wasVisited(player)); } void CGObelisk::setPropertyDer(ObjProperty what, ObjPropertyID identifier) { switch(what) { case ObjProperty::OBELISK_VISITED: { auto progress = ++cb->gameState()->map->obelisksVisited[identifier.as()]; logGlobal->debug("Player %d: obelisk progress %d / %d", identifier.getNum(), static_cast(progress) , static_cast(cb->gameState()->map->obeliskCount)); if(progress > cb->gameState()->map->obeliskCount) { logGlobal->error("Visited %d of %d", static_cast(progress), cb->gameState()->map->obeliskCount); throw std::runtime_error("Player visited " + std::to_string(progress) + " obelisks out of " + std::to_string(cb->gameState()->map->obeliskCount) + " present on map!"); } break; } default: CTeamVisited::setPropertyDer(what, identifier); break; } } void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const { if(h->tempOwner != tempOwner) { PlayerColor oldOwner = tempOwner; cb->setOwner(this,h->tempOwner); //not ours? flag it! h->showInfoDialog(69); giveBonusTo(h->tempOwner); if(oldOwner.isValidPlayer()) //remove bonus from old owner { RemoveBonus rb(GiveBonus::ETarget::PLAYER); rb.whoID = oldOwner; rb.source = BonusSource::OBJECT_INSTANCE; rb.id = BonusSourceID(id); cb->sendAndApply(&rb); } } } void CGLighthouse::initObj(vstd::RNG & rand) { if(tempOwner.isValidPlayer()) { // FIXME: This is dirty hack giveBonusTo(tempOwner, true); } } void CGLighthouse::giveBonusTo(const PlayerColor & player, bool onInit) const { GiveBonus gb(GiveBonus::ETarget::PLAYER); gb.bonus.type = BonusType::MOVEMENT; gb.bonus.val = 500; gb.id = player; gb.bonus.duration = BonusDuration::PERMANENT; gb.bonus.source = BonusSource::OBJECT_INSTANCE; gb.bonus.sid = BonusSourceID(id); gb.bonus.subtype = BonusCustomSubtype::heroMovementSea; // FIXME: This is really dirty hack // Proper fix would be to make CGLighthouse into bonus system node // Unfortunately this will cause saves breakage if(onInit) gb.applyGs(cb->gameState()); else cb->sendAndApply(&gb); } void CGLighthouse::serializeJsonOptions(JsonSerializeFormat& handler) { serializeJsonOwner(handler); } void HillFort::onHeroVisit(const CGHeroInstance * h) const { cb->showObjectWindow(this, EOpenWindowMode::HILL_FORT_WINDOW, h, false); } void HillFort::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const { int32_t level = stack.type->getLevel(); int32_t index = std::clamp(level - 1, 0, upgradeCostPercentage.size() - 1); int costModifier = upgradeCostPercentage[index]; if (costModifier < 0) return; // upgrade not allowed for(const auto & nid : stack.type->upgrades) { info.newID.push_back(nid); info.cost.push_back((nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost()) * costModifier / 100); } } VCMI_LIB_NAMESPACE_END