1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/lib/mapObjects/CGMarket.cpp
Arseniy Shestakov c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00

338 lines
7.6 KiB
C++

/*
*
* CGMarket.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 "CGMarket.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../CCreatureHandler.h"
#include "../CGameState.h"
#include "CGTownInstance.h"
///helpers
static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
{
OpenWindow ow;
ow.window = type;
ow.id1 = id1;
ow.id2 = id2;
IObjectInterface::cb->sendAndApply(&ow);
}
bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
{
double effectiveness = std::min((getMarketEfficiency() + 1.0) / 20.0, 0.5);
double r = VLC->objh->resVals[id1], //value of given resource
g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = ceil(r / g);
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = (g / r) + 0.5;
val2 = 1;
}
}
break;
case EMarketMode::CREATURE_RESOURCE:
{
const double effectivenessArray[] = {0.0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1.0};
double effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];
double r = VLC->creh->creatures[id1]->cost[6], //value of given creature in gold
g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = ceil(r / g);
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = (g / r) + 0.5;
val2 = 1;
}
}
break;
case EMarketMode::RESOURCE_PLAYER:
val1 = 1;
val2 = 1;
break;
case EMarketMode::RESOURCE_ARTIFACT:
{
double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);
double r = VLC->objh->resVals[id1], //value of offered resource
g = VLC->arth->artifacts[id2]->price / effectiveness; //value of bought artifact in gold
if(id1 != 6) //non-gold prices are doubled
r /= 2;
val1 = std::max(1, (int)((g / r) + 0.5)); //don't sell arts for less than 1 resource
val2 = 1;
}
break;
case EMarketMode::ARTIFACT_RESOURCE:
{
double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);
double r = VLC->arth->artifacts[id1]->price * effectiveness,
g = VLC->objh->resVals[id2];
// if(id2 != 6) //non-gold prices are doubled
// r /= 2;
val1 = 1;
val2 = std::max(1, (int)((r / g) + 0.5)); //at least one resource is given in return
}
break;
case EMarketMode::CREATURE_EXP:
{
val1 = 1;
val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5;
}
break;
case EMarketMode::ARTIFACT_EXP:
{
val1 = 1;
int givenClass = VLC->arth->artifacts[id1]->getArtClassSerial();
if(givenClass < 0 || givenClass > 3)
{
val2 = 0;
return false;
}
static const int expPerClass[] = {1000, 1500, 3000, 6000};
val2 = expPerClass[givenClass];
}
break;
default:
assert(0);
return false;
}
return true;
}
bool IMarket::allowsTrade(EMarketMode::EMarketMode mode) const
{
return false;
}
int IMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::CREATURE_RESOURCE:
return -1;
default:
return 1;
}
}
std::vector<int> IMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
{
std::vector<int> ret;
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::CREATURE_RESOURCE:
for (int i = 0; i < 7; i++)
ret.push_back(i);
}
return ret;
}
const IMarket * IMarket::castFrom(const CGObjectInstance *obj, bool verbose /*= true*/)
{
switch(obj->ID)
{
case Obj::TOWN:
return static_cast<const CGTownInstance*>(obj);
case Obj::ALTAR_OF_SACRIFICE:
case Obj::BLACK_MARKET:
case Obj::TRADING_POST:
case Obj::TRADING_POST_SNOW:
case Obj::FREELANCERS_GUILD:
return static_cast<const CGMarket*>(obj);
case Obj::UNIVERSITY:
return static_cast<const CGUniversity*>(obj);
default:
if(verbose)
logGlobal->errorStream() << "Cannot cast to IMarket object with ID " << obj->ID;
return nullptr;
}
}
IMarket::IMarket(const CGObjectInstance *O)
:o(O)
{
}
std::vector<EMarketMode::EMarketMode> IMarket::availableModes() const
{
std::vector<EMarketMode::EMarketMode> ret;
for (int i = 0; i < EMarketMode::MARTKET_AFTER_LAST_PLACEHOLDER; i++)
if(allowsTrade((EMarketMode::EMarketMode)i))
ret.push_back((EMarketMode::EMarketMode)i);
return ret;
}
void CGMarket::onHeroVisit(const CGHeroInstance * h) const
{
openWindow(OpenWindow::MARKET_WINDOW,id.getNum(),h->id.getNum());
}
int CGMarket::getMarketEfficiency() const
{
return 5;
}
bool CGMarket::allowsTrade(EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::RESOURCE_PLAYER:
switch(ID)
{
case Obj::TRADING_POST:
case Obj::TRADING_POST_SNOW:
return true;
default:
return false;
}
case EMarketMode::CREATURE_RESOURCE:
return ID == Obj::FREELANCERS_GUILD;
//case ARTIFACT_RESOURCE:
case EMarketMode::RESOURCE_ARTIFACT:
return ID == Obj::BLACK_MARKET;
case EMarketMode::ARTIFACT_EXP:
case EMarketMode::CREATURE_EXP:
return ID == Obj::ALTAR_OF_SACRIFICE; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here
case EMarketMode::RESOURCE_SKILL:
return ID == Obj::UNIVERSITY;
default:
return false;
}
}
int CGMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const
{
return -1;
}
std::vector<int> CGMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::RESOURCE_PLAYER:
return IMarket::availableItemsIds(mode);
default:
return std::vector<int>();
}
}
CGMarket::CGMarket()
:IMarket(this)
{
}
std::vector<int> CGBlackMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::ARTIFACT_RESOURCE:
return IMarket::availableItemsIds(mode);
case EMarketMode::RESOURCE_ARTIFACT:
{
std::vector<int> ret;
for(const CArtifact *a : artifacts)
if(a)
ret.push_back(a->id);
else
ret.push_back(-1);
return ret;
}
default:
return std::vector<int>();
}
}
void CGBlackMarket::newTurn(CRandomGenerator & rand) const
{
if(cb->getDate(Date::DAY_OF_MONTH) != 1) //new month
return;
SetAvailableArtifacts saa;
saa.id = id.getNum();
cb->pickAllowedArtsSet(saa.arts, rand);
cb->sendAndApply(&saa);
}
void CGUniversity::initObj(CRandomGenerator & rand)
{
std::vector<int> toChoose;
for(int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
{
if(cb->isAllowed(2, i))
{
toChoose.push_back(i);
}
}
if(toChoose.size() < 4)
{
logGlobal->warnStream()<<"Warning: less then 4 available skills was found by University initializer!";
return;
}
// get 4 skills
for(int i = 0; i < 4; ++i)
{
// move randomly one skill to selected and remove from list
auto it = RandomGeneratorUtil::nextItem(toChoose, rand);
skills.push_back(*it);
toChoose.erase(it);
}
}
std::vector<int> CGUniversity::availableItemsIds(EMarketMode::EMarketMode mode) const
{
switch (mode)
{
case EMarketMode::RESOURCE_SKILL:
return skills;
default:
return std::vector <int> ();
}
}
void CGUniversity::onHeroVisit(const CGHeroInstance * h) const
{
openWindow(OpenWindow::UNIVERSITY_WINDOW,id.getNum(),h->id.getNum());
}