/* * 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 "../gameState/CGameState.h" #include "../texts/CGeneralTextHandler.h" #include "../CPlayerState.h" #include "../IGameCallback.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../mapObjectConstructors/CRewardableConstructor.h" #include "../mapObjects/CGHeroInstance.h" #include "../networkPacks/PacksForClient.h" #include "../serializer/JsonSerializeFormat.h" #include VCMI_LIB_NAMESPACE_BEGIN void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const { auto vi = configuration.info.at(index); logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString()); // show message only if it is not empty or in infobox if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty()) { InfoWindow iw; iw.player = contextHero->tempOwner; iw.text = vi.message; vi.reward.loadComponents(iw.components, contextHero); iw.type = configuration.infoWindowType; if(!iw.components.empty() || !iw.text.toString().empty()) cb->showInfoDialog(&iw); } // grant reward afterwards. Note that it may remove object if(markAsVisit) markAsVisited(contextHero); grantReward(index, contextHero); } void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, const MetaString & dialog) const { BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1); sd.player = contextHero->tempOwner; sd.text = dialog; sd.components = loadComponents(contextHero, rewardIndices); cb->showBlockingDialog(&sd); } void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, bool markAsVisit) const { if (rewardIndices.empty()) return; for (auto index : rewardIndices) { // TODO: Merge all rewards of same type, with single message? grantRewardWithMessage(contextHero, index, false); } // Mark visited only after all rewards were processed if(markAsVisit) markAsVisited(contextHero); } std::vector CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector & rewardIndices) const { std::vector result; if (rewardIndices.empty()) return result; if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1) { for (auto index : rewardIndices) result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero)); } else { configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero); } return result; } void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const { if(!wasVisitedBefore(h)) { auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT); bool objectRemovalPossible = false; for(auto index : rewards) { if(configuration.info.at(index).reward.removeObject) objectRemovalPossible = true; } 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(h, emptyRewards[0], false); else logMod->warn("No applicable message for visiting empty object!"); break; } case 1: // one reward. Just give it with message { if (configuration.canRefuse) selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message); else grantRewardWithMessage(h, rewards.front(), true); break; } default: // multiple rewards. Act according to select mode { switch (configuration.selectMode) { case Rewardable::SELECT_PLAYER: // player must select selectRewardWithMessage(h, rewards, configuration.onSelect); break; case Rewardable::SELECT_FIRST: // give first available if (configuration.canRefuse) selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message); else grantRewardWithMessage(h, rewards.front(), true); break; case Rewardable::SELECT_RANDOM: // give random { ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()); if (configuration.canRefuse) selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message); else grantRewardWithMessage(h, rewardIndex, true); break; } case Rewardable::SELECT_ALL: // grant all possible grantAllRewardsWithMessage(h, rewards, true); break; } break; } } if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty()) { ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id); cb->sendAndApply(&cov); } } else { logGlobal->debug("Revisiting already visited object"); if (!wasVisited(h->getOwner())) { ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id); cb->sendAndApply(&cov); } auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED); if (!visitedRewards.empty()) grantRewardWithMessage(h, visitedRewards[0], false); else logMod->warn("No applicable message for visiting already visited object!"); } } void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const { grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero); } void CRewardableObject::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if(answer == 0) return; // player refused if(answer > 0 && answer-1 < configuration.info.size()) { auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT); markAsVisited(hero); grantReward(list[answer - 1], hero); } else { throw std::runtime_error("Unhandled choice"); } } void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const { cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true); ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD, id, hero->id); cb->sendAndApply(&cov); } void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const { cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID); grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero); // hero is not blocked by levelup dialog - grant remainder immediately if(!cb->isVisitCoveredByAnotherQuery(this, hero)) { grantRewardAfterLevelup(cb, 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->getPlayerState(player)->visitedObjects, 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 (!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); 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)); } VCMI_LIB_NAMESPACE_END