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https://github.com/vcmi/vcmi.git
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c8faca8f39
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.
338 lines
7.6 KiB
C++
338 lines
7.6 KiB
C++
/*
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*
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* CGMarket.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGMarket.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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#include "../CCreatureHandler.h"
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#include "../CGameState.h"
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#include "CGTownInstance.h"
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///helpers
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static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
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{
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OpenWindow ow;
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ow.window = type;
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ow.id1 = id1;
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ow.id2 = id2;
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IObjectInterface::cb->sendAndApply(&ow);
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}
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bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const
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{
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switch(mode)
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{
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case EMarketMode::RESOURCE_RESOURCE:
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{
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double effectiveness = std::min((getMarketEfficiency() + 1.0) / 20.0, 0.5);
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double r = VLC->objh->resVals[id1], //value of given resource
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g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
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if(r>g) //if given resource is more expensive than wanted
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{
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val2 = ceil(r / g);
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val1 = 1;
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}
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else //if wanted resource is more expensive
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{
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val1 = (g / r) + 0.5;
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val2 = 1;
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}
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}
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break;
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case EMarketMode::CREATURE_RESOURCE:
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{
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const double effectivenessArray[] = {0.0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1.0};
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double effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];
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double r = VLC->creh->creatures[id1]->cost[6], //value of given creature in gold
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g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
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if(r>g) //if given resource is more expensive than wanted
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{
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val2 = ceil(r / g);
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val1 = 1;
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}
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else //if wanted resource is more expensive
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{
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val1 = (g / r) + 0.5;
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val2 = 1;
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}
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}
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break;
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case EMarketMode::RESOURCE_PLAYER:
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val1 = 1;
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val2 = 1;
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break;
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case EMarketMode::RESOURCE_ARTIFACT:
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{
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double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);
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double r = VLC->objh->resVals[id1], //value of offered resource
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g = VLC->arth->artifacts[id2]->price / effectiveness; //value of bought artifact in gold
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if(id1 != 6) //non-gold prices are doubled
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r /= 2;
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val1 = std::max(1, (int)((g / r) + 0.5)); //don't sell arts for less than 1 resource
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val2 = 1;
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}
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break;
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case EMarketMode::ARTIFACT_RESOURCE:
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{
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double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);
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double r = VLC->arth->artifacts[id1]->price * effectiveness,
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g = VLC->objh->resVals[id2];
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// if(id2 != 6) //non-gold prices are doubled
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// r /= 2;
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val1 = 1;
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val2 = std::max(1, (int)((r / g) + 0.5)); //at least one resource is given in return
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}
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break;
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case EMarketMode::CREATURE_EXP:
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{
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val1 = 1;
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val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5;
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}
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break;
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case EMarketMode::ARTIFACT_EXP:
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{
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val1 = 1;
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int givenClass = VLC->arth->artifacts[id1]->getArtClassSerial();
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if(givenClass < 0 || givenClass > 3)
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{
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val2 = 0;
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return false;
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}
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static const int expPerClass[] = {1000, 1500, 3000, 6000};
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val2 = expPerClass[givenClass];
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}
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break;
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default:
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assert(0);
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return false;
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}
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return true;
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}
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bool IMarket::allowsTrade(EMarketMode::EMarketMode mode) const
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{
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return false;
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}
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int IMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const
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{
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switch(mode)
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{
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case EMarketMode::RESOURCE_RESOURCE:
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case EMarketMode::ARTIFACT_RESOURCE:
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case EMarketMode::CREATURE_RESOURCE:
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return -1;
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default:
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return 1;
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}
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}
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std::vector<int> IMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
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{
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std::vector<int> ret;
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switch(mode)
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{
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case EMarketMode::RESOURCE_RESOURCE:
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case EMarketMode::ARTIFACT_RESOURCE:
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case EMarketMode::CREATURE_RESOURCE:
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for (int i = 0; i < 7; i++)
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ret.push_back(i);
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}
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return ret;
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}
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const IMarket * IMarket::castFrom(const CGObjectInstance *obj, bool verbose /*= true*/)
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{
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switch(obj->ID)
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{
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case Obj::TOWN:
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return static_cast<const CGTownInstance*>(obj);
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case Obj::ALTAR_OF_SACRIFICE:
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case Obj::BLACK_MARKET:
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case Obj::TRADING_POST:
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case Obj::TRADING_POST_SNOW:
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case Obj::FREELANCERS_GUILD:
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return static_cast<const CGMarket*>(obj);
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case Obj::UNIVERSITY:
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return static_cast<const CGUniversity*>(obj);
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default:
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if(verbose)
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logGlobal->errorStream() << "Cannot cast to IMarket object with ID " << obj->ID;
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return nullptr;
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}
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}
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IMarket::IMarket(const CGObjectInstance *O)
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:o(O)
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{
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}
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std::vector<EMarketMode::EMarketMode> IMarket::availableModes() const
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{
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std::vector<EMarketMode::EMarketMode> ret;
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for (int i = 0; i < EMarketMode::MARTKET_AFTER_LAST_PLACEHOLDER; i++)
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if(allowsTrade((EMarketMode::EMarketMode)i))
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ret.push_back((EMarketMode::EMarketMode)i);
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return ret;
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}
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void CGMarket::onHeroVisit(const CGHeroInstance * h) const
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{
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openWindow(OpenWindow::MARKET_WINDOW,id.getNum(),h->id.getNum());
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}
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int CGMarket::getMarketEfficiency() const
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{
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return 5;
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}
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bool CGMarket::allowsTrade(EMarketMode::EMarketMode mode) const
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{
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switch(mode)
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{
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case EMarketMode::RESOURCE_RESOURCE:
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case EMarketMode::RESOURCE_PLAYER:
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switch(ID)
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{
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case Obj::TRADING_POST:
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case Obj::TRADING_POST_SNOW:
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return true;
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default:
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return false;
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}
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case EMarketMode::CREATURE_RESOURCE:
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return ID == Obj::FREELANCERS_GUILD;
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//case ARTIFACT_RESOURCE:
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case EMarketMode::RESOURCE_ARTIFACT:
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return ID == Obj::BLACK_MARKET;
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case EMarketMode::ARTIFACT_EXP:
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case EMarketMode::CREATURE_EXP:
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return ID == Obj::ALTAR_OF_SACRIFICE; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here
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case EMarketMode::RESOURCE_SKILL:
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return ID == Obj::UNIVERSITY;
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default:
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return false;
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}
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}
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int CGMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const
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{
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return -1;
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}
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std::vector<int> CGMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
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{
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switch(mode)
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{
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case EMarketMode::RESOURCE_RESOURCE:
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case EMarketMode::RESOURCE_PLAYER:
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return IMarket::availableItemsIds(mode);
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default:
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return std::vector<int>();
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}
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}
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CGMarket::CGMarket()
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:IMarket(this)
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{
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}
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std::vector<int> CGBlackMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
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{
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switch(mode)
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{
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case EMarketMode::ARTIFACT_RESOURCE:
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return IMarket::availableItemsIds(mode);
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case EMarketMode::RESOURCE_ARTIFACT:
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{
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std::vector<int> ret;
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for(const CArtifact *a : artifacts)
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if(a)
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ret.push_back(a->id);
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else
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ret.push_back(-1);
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return ret;
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}
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default:
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return std::vector<int>();
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}
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}
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void CGBlackMarket::newTurn(CRandomGenerator & rand) const
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{
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if(cb->getDate(Date::DAY_OF_MONTH) != 1) //new month
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return;
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SetAvailableArtifacts saa;
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saa.id = id.getNum();
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cb->pickAllowedArtsSet(saa.arts, rand);
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cb->sendAndApply(&saa);
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}
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void CGUniversity::initObj(CRandomGenerator & rand)
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{
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std::vector<int> toChoose;
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for(int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
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{
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if(cb->isAllowed(2, i))
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{
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toChoose.push_back(i);
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}
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}
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if(toChoose.size() < 4)
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{
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logGlobal->warnStream()<<"Warning: less then 4 available skills was found by University initializer!";
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return;
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}
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// get 4 skills
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for(int i = 0; i < 4; ++i)
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{
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// move randomly one skill to selected and remove from list
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auto it = RandomGeneratorUtil::nextItem(toChoose, rand);
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skills.push_back(*it);
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toChoose.erase(it);
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}
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}
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std::vector<int> CGUniversity::availableItemsIds(EMarketMode::EMarketMode mode) const
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{
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switch (mode)
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{
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case EMarketMode::RESOURCE_SKILL:
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return skills;
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default:
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return std::vector <int> ();
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}
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}
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void CGUniversity::onHeroVisit(const CGHeroInstance * h) const
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{
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openWindow(OpenWindow::UNIVERSITY_WINDOW,id.getNum(),h->id.getNum());
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}
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