/* * CGDwelling.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 "CGDwelling.h" #include "../serializer/JsonSerializeFormat.h" #include "../mapping/CMap.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../mapObjectConstructors/DwellingInstanceConstructor.h" #include "../mapObjects/CGHeroInstance.h" #include "../networkPacks/StackLocation.h" #include "../networkPacks/PacksForClient.h" #include "../networkPacks/PacksForClientBattle.h" #include "../CTownHandler.h" #include "../IGameCallback.h" #include "../gameState/CGameState.h" #include "../CPlayerState.h" #include "../GameSettings.h" #include "../CConfigHandler.h" VCMI_LIB_NAMESPACE_BEGIN void CGDwellingRandomizationInfo::serializeJson(JsonSerializeFormat & handler) { handler.serializeString("sameAsTown", instanceId); handler.serializeIdArray("allowedFactions", allowedFactions); handler.serializeInt("minLevel", minLevel, static_cast(1)); handler.serializeInt("maxLevel", maxLevel, static_cast(7)); if(!handler.saving) { //todo: safely allow any level > 7 vstd::abetween(minLevel, 1, 7); vstd::abetween(maxLevel, minLevel, 7); } } CGDwelling::CGDwelling() = default; CGDwelling::~CGDwelling() = default; FactionID CGDwelling::randomizeFaction(CRandomGenerator & rand) { if (ID == Obj::RANDOM_DWELLING_FACTION) return FactionID(subID); assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL); assert(randomizationInfo.has_value()); if (!randomizationInfo) return FactionID::CASTLE; CGTownInstance * linkedTown = nullptr; if (!randomizationInfo->instanceId.empty()) { auto iter = cb->gameState()->map->instanceNames.find(randomizationInfo->instanceId); if(iter == cb->gameState()->map->instanceNames.end()) logGlobal->error("Map object not found: %s", randomizationInfo->instanceId); linkedTown = dynamic_cast(iter->second.get()); } if (randomizationInfo->identifier != 0) { for(auto & elem : cb->gameState()->map->objects) { auto town = dynamic_cast(elem.get()); if(town && town->identifier == randomizationInfo->identifier) { linkedTown = town; break; } } } if (linkedTown) { if(linkedTown->ID==Obj::RANDOM_TOWN) linkedTown->pickRandomObject(rand); //we have to randomize the castle first assert(linkedTown->ID == Obj::TOWN); if(linkedTown->ID==Obj::TOWN) return linkedTown->getFaction(); } if(!randomizationInfo->allowedFactions.empty()) return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, rand); std::vector potentialPicks; for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction) if (VLC->factions()->getById(faction)->hasTown()) potentialPicks.push_back(faction); assert(!potentialPicks.empty()); return *RandomGeneratorUtil::nextItem(potentialPicks, rand); } int CGDwelling::randomizeLevel(CRandomGenerator & rand) { if (ID == Obj::RANDOM_DWELLING_LVL) return subID.getNum(); assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_FACTION); assert(randomizationInfo.has_value()); if (!randomizationInfo) return rand.nextInt(1, 7) - 1; if(randomizationInfo->minLevel == randomizationInfo->maxLevel) return randomizationInfo->minLevel - 1; return rand.nextInt(randomizationInfo->minLevel, randomizationInfo->maxLevel) - 1; } void CGDwelling::pickRandomObject(CRandomGenerator & rand) { if (ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL || ID == Obj::RANDOM_DWELLING_FACTION) { FactionID faction = randomizeFaction(rand); int level = randomizeLevel(rand); assert(faction != FactionID::NONE && faction != FactionID::NEUTRAL); assert(level >= 0 && level <= 6); randomizationInfo.reset(); CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0]; //NOTE: this will pick last dwelling with this creature (Mantis #900) //check for block map equality is better but more complex solution auto testID = [&](const Obj & primaryID) -> MapObjectSubID { auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID); for (si32 entry : dwellingIDs) { const auto * handler = dynamic_cast(VLC->objtypeh->getHandlerFor(primaryID, entry).get()); if (handler->producesCreature(cid.toCreature())) return MapObjectSubID(entry); } return MapObjectSubID(); }; ID = Obj::CREATURE_GENERATOR1; subID = testID(Obj::CREATURE_GENERATOR1); if (subID == MapObjectSubID()) { ID = Obj::CREATURE_GENERATOR4; subID = testID(Obj::CREATURE_GENERATOR4); } if (subID == MapObjectSubID()) { logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level)); ID = Obj::CREATURE_GENERATOR4; subID = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand); } setType(ID, subID); } } void CGDwelling::initObj(CRandomGenerator & rand) { switch(ID.toEnum()) { case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR4: { getObjectHandler()->configureObject(this, rand); if (getOwner() != PlayerColor::NEUTRAL) cb->gameState()->players[getOwner()].dwellings.emplace_back(this); assert(!creatures.empty()); assert(!creatures[0].second.empty()); break; } case Obj::REFUGEE_CAMP: //is handled within newturn func break; case Obj::WAR_MACHINE_FACTORY: creatures.resize(3); creatures[0].second.emplace_back(CreatureID::BALLISTA); creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT); creatures[2].second.emplace_back(CreatureID::AMMO_CART); break; default: assert(0); break; } } void CGDwelling::setPropertyDer(ui8 what, ui32 val) { switch (what) { case ObjProperty::OWNER: //change owner if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2 || ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4) { if (tempOwner != PlayerColor::NEUTRAL) { std::vector >* dwellings = &cb->gameState()->players[tempOwner].dwellings; dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this)); } if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral? cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this); } break; case ObjProperty::AVAILABLE_CREATURE: creatures.resize(1); creatures[0].second.resize(1); creatures[0].second[0] = CreatureID(val); break; } } void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const { if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week. iw.text.replaceLocalString(EMetaText::OBJ_NAMES, ID); cb->sendAndApply(&iw); return; } PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner ); if ( relations == PlayerRelations::ALLIES ) return;//do not allow recruiting or capturing if(relations == PlayerRelations::ENEMIES && stacksCount() > 0) //object is guarded, owned by enemy { BlockingDialog bd(true,false); bd.player = h->tempOwner; bd.text.appendLocalString(EMetaText::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards? bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID); if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool()) bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID())); else bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3); bd.text.replaceCreatureName(*Slots().begin()->second); cb->showBlockingDialog(&bd); return; } // TODO this shouldn't be hardcoded if(relations == PlayerRelations::ENEMIES && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP) { cb->setOwner(this, h->tempOwner); } BlockingDialog bd (true,false); bd.player = h->tempOwner; if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4) { bd.text.appendLocalString(EMetaText::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s? bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID); for(const auto & elem : creatures) bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]); } else if(ID == Obj::REFUGEE_CAMP) { bd.text.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s? bd.text.replaceLocalString(EMetaText::OBJ_NAMES, ID); for(const auto & elem : creatures) bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]); } else if(ID == Obj::WAR_MACHINE_FACTORY) bd.text.appendLocalString(EMetaText::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines? else throw std::runtime_error("Illegal dwelling!"); cb->showBlockingDialog(&bd); } void CGDwelling::newTurn(CRandomGenerator & rand) const { if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week return; //town growths and War Machines Factories are handled separately if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY) return; if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature { cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand)); } bool change = false; SetAvailableCreatures sac; sac.creatures = creatures; sac.tid = id; for (size_t i = 0; i < creatures.size(); i++) { if(!creatures[i].second.empty()) { bool creaturesAccumulate = false; if (tempOwner.isValidPlayer()) creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED); else creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL); const CCreature * cre =creatures[i].second[0].toCreature(); TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH); if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures sac.creatures[i].first += amount; else sac.creatures[i].first = amount; change = true; } } if(change) cb->sendAndApply(&sac); updateGuards(); } std::vector CGDwelling::getPopupComponents(PlayerColor player) const { if (getOwner() != player) return {}; std::vector result; if (ID == Obj::CREATURE_GENERATOR1 && !creatures.empty()) { for (auto const & creature : creatures.front().second) result.emplace_back(ComponentType::CREATURE, creature, creatures.front().first); } if (ID == Obj::CREATURE_GENERATOR4) { for (auto const & creatureLevel : creatures) { if (!creatureLevel.second.empty()) result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back(), creatureLevel.first); } } return result; } void CGDwelling::updateGuards() const { //TODO: store custom guard config and use it //TODO: store boolean flag for guards bool guarded = false; //default condition - creatures are of level 5 or higher for (auto creatureEntry : creatures) { if (VLC->creatures()->getById(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP) { guarded = true; break; } } if (guarded) { for (auto creatureEntry : creatures) { const CCreature * crea = creatureEntry.second.at(0).toCreature(); SlotID slot = getSlotFor(crea->getId()); if (hasStackAtSlot(slot)) //stack already exists, overwrite it { ChangeStackCount csc; csc.army = this->id; csc.slot = slot; csc.count = crea->getGrowth() * 3; csc.absoluteValue = true; cb->sendAndApply(&csc); } else //slot is empty, create whole new stack { InsertNewStack ns; ns.army = this->id; ns.slot = slot; ns.type = crea->getId(); ns.count = crea->getGrowth() * 3; cb->sendAndApply(&ns); } } } } void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const { CreatureID crid = creatures[0].second[0]; auto *crs = crid.toCreature(); TQuantity count = creatures[0].first; if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free { if(count) //there are available creatures { if (VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED)) { SlotID testSlot = h->getSlotFor(crid); if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero { std::pair toMerge; if (h->mergableStacks(toMerge)) { cb->moveStack(StackLocation(h, toMerge.first), StackLocation(h, toMerge.second), -1); //merge toMerge.first into toMerge.second assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot } } } SlotID slot = h->getSlotFor(crid); if(!slot.validSlot()) //no available slot { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them. iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); } else //give creatures { SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = 0; InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army. iw.text.replaceNumber(count); iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); cb->sendAndApply(&sac); cb->addToSlot(StackLocation(h, slot), crs, count); } } else //there no creatures { InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit. iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid); iw.player = h->tempOwner; cb->sendAndApply(&iw); } } else { if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines { //there is 1 war machine available to recruit if hero doesn't have one SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart cb->sendAndApply(&sac); } auto windowMode = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL; cb->showObjectWindow(this, windowMode, h, true); } } void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if (result.winner == 0) { onHeroVisit(hero); } } void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner()); if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present { if(answer) cb->startBattleI(hero, this); } else if(answer) { heroAcceptsCreatures(hero); } } void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler) { switch (ID.toEnum()) { case Obj::WAR_MACHINE_FACTORY: case Obj::REFUGEE_CAMP: //do nothing break; case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION: if (!handler.saving) randomizationInfo = CGDwellingRandomizationInfo(); randomizationInfo->serializeJson(handler); [[fallthrough]]; default: serializeJsonOwner(handler); break; } } VCMI_LIB_NAMESPACE_END