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vcmi/lib/mapObjects/CGCreature.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

682 lines
19 KiB
C++

/*
* CGCreature.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 "CGCreature.h"
#include "CGHeroInstance.h"
#include "../texts/CGeneralTextHandler.h"
#include "../CConfigHandler.h"
#include "../IGameSettings.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../networkPacks/StackLocation.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../entities/faction/CTownHandler.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
std::string CGCreature::getHoverText(PlayerColor player) const
{
if(stacks.empty())
{
//should not happen...
logGlobal->error("Invalid stack at tile %s: subID=%d; id=%d", anchorPos().toString(), getCreature(), id.getNum());
return "INVALID_STACK";
}
MetaString ms;
CCreature::CreatureQuantityId monsterQuantityId = stacks.begin()->second->getQuantityID();
int quantityTextIndex = 172 + 3 * (int)monsterQuantityId;
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
ms.appendRawString(CCreature::getQuantityRangeStringForId(monsterQuantityId));
else
ms.appendLocalString(EMetaText::ARRAY_TXT, quantityTextIndex);
ms.appendRawString(" ");
ms.appendNamePlural(getCreatureID());
return ms.toString();
}
std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
{
if(hero->hasVisions(this, BonusCustomSubtype::visionsMonsters))
{
MetaString ms;
ms.appendNumber(stacks.begin()->second->count);
ms.appendRawString(" ");
ms.appendName(getCreatureID(), stacks.begin()->second->count);
return ms.toString();
}
else
{
return getHoverText(hero->tempOwner);
}
}
std::string CGCreature::getMonsterLevelText() const
{
std::string monsterLevel = VLC->generaltexth->translate("vcmi.adventureMap.monsterLevel");
bool isRanged = getCreature()->getBonusBearer()->hasBonusOfType(BonusType::SHOOTER);
std::string attackTypeKey = isRanged ? "vcmi.adventureMap.monsterRangedType" : "vcmi.adventureMap.monsterMeleeType";
std::string attackType = VLC->generaltexth->translate(attackTypeKey);
boost::replace_first(monsterLevel, "%TOWN", getCreature()->getFactionID().toEntity(VLC)->getNameTranslated());
boost::replace_first(monsterLevel, "%LEVEL", std::to_string(getCreature()->getLevel()));
boost::replace_first(monsterLevel, "%ATTACK_TYPE", attackType);
return monsterLevel;
}
std::string CGCreature::getPopupText(const CGHeroInstance * hero) const
{
std::string hoverName;
if(hero->hasVisions(this, BonusCustomSubtype::visionsMonsters))
{
MetaString ms;
ms.appendRawString(getHoverText(hero));
ms.appendRawString("\n\n");
int decision = takenAction(hero, true);
switch (decision)
{
case FIGHT:
ms.appendLocalString(EMetaText::GENERAL_TXT,246);
break;
case FLEE:
ms.appendLocalString(EMetaText::GENERAL_TXT,245);
break;
case JOIN_FOR_FREE:
ms.appendLocalString(EMetaText::GENERAL_TXT,243);
break;
default: //decision = cost in gold
ms.appendLocalString(EMetaText::GENERAL_TXT,244);
ms.replaceNumber(decision);
break;
}
hoverName = ms.toString();
}
else
{
hoverName = getHoverText(hero->tempOwner);
}
if (settings["general"]["enableUiEnhancements"].Bool())
{
hoverName += getMonsterLevelText();
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.title");
int choice;
uint64_t armyStrength = getArmyStrength();
uint64_t heroStrength = hero->getTotalStrength();
double ratio = static_cast<double>(armyStrength) / heroStrength;
if (ratio < 0.1) choice = 0;
else if (ratio < 0.25) choice = 1;
else if (ratio < 0.6) choice = 2;
else if (ratio < 0.9) choice = 3;
else if (ratio < 1.1) choice = 4;
else if (ratio < 1.3) choice = 5;
else if (ratio < 1.8) choice = 6;
else if (ratio < 2.5) choice = 7;
else if (ratio < 4) choice = 8;
else if (ratio < 8) choice = 9;
else if (ratio < 20) choice = 10;
else choice = 11;
hoverName += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.levels." + std::to_string(choice));
}
return hoverName;
}
std::string CGCreature::getPopupText(PlayerColor player) const
{
std::string hoverName = getHoverText(player);
if (settings["general"]["enableUiEnhancements"].Bool())
hoverName += getMonsterLevelText();
return hoverName;
}
std::vector<Component> CGCreature::getPopupComponents(PlayerColor player) const
{
return {
Component(ComponentType::CREATURE, getCreatureID())
};
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
//show message
if(!message.empty())
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text = message;
iw.type = EInfoWindowMode::MODAL;
cb->showInfoDialog(&iw);
}
int action = takenAction(h);
switch( action ) //decide what we do...
{
case FIGHT:
fight(h);
break;
case FLEE:
{
flee(h);
break;
}
case JOIN_FOR_FREE: //join for free
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.appendLocalString(EMetaText::ADVOB_TXT, 86);
ynd.text.replaceName(getCreatureID(), getStackCount(SlotID(0)));
cb->showBlockingDialog(this, &ynd);
break;
}
default: //join for gold
{
assert(action > 0);
//ask if player agrees to pay gold
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.components.emplace_back(ComponentType::RESOURCE, GameResID(GameResID::GOLD), action);
std::string tmp = VLC->generaltexth->advobtxt[90];
boost::algorithm::replace_first(tmp, "%d", std::to_string(getStackCount(SlotID(0))));
boost::algorithm::replace_first(tmp, "%d", std::to_string(action));
boost::algorithm::replace_first(tmp,"%s",getCreature()->getNamePluralTranslated());
ynd.text.appendRawString(tmp);
cb->showBlockingDialog(this, &ynd);
break;
}
}
}
CreatureID CGCreature::getCreatureID() const
{
return CreatureID(getObjTypeIndex().getNum());
}
const CCreature * CGCreature::getCreature() const
{
return getCreatureID().toCreature();
}
void CGCreature::pickRandomObject(vstd::RNG & rand)
{
switch(ID.toEnum())
{
case MapObjectID::RANDOM_MONSTER:
subID = VLC->creh->pickRandomMonster(rand);
break;
case MapObjectID::RANDOM_MONSTER_L1:
subID = VLC->creh->pickRandomMonster(rand, 1);
break;
case MapObjectID::RANDOM_MONSTER_L2:
subID = VLC->creh->pickRandomMonster(rand, 2);
break;
case MapObjectID::RANDOM_MONSTER_L3:
subID = VLC->creh->pickRandomMonster(rand, 3);
break;
case MapObjectID::RANDOM_MONSTER_L4:
subID = VLC->creh->pickRandomMonster(rand, 4);
break;
case MapObjectID::RANDOM_MONSTER_L5:
subID = VLC->creh->pickRandomMonster(rand, 5);
break;
case MapObjectID::RANDOM_MONSTER_L6:
subID = VLC->creh->pickRandomMonster(rand, 6);
break;
case MapObjectID::RANDOM_MONSTER_L7:
subID = VLC->creh->pickRandomMonster(rand, 7);
break;
}
try {
// sanity check
VLC->objtypeh->getHandlerFor(MapObjectID::MONSTER, subID);
}
catch (const std::out_of_range & )
{
// Try to generate some debug information if sanity check failed
CreatureID creatureID(subID.getNum());
throw std::out_of_range("Failed to find handler for creature " + std::to_string(creatureID.getNum()) + ", identifier:" + creatureID.toEntity(VLC)->getJsonKey());
}
ID = MapObjectID::MONSTER;
setType(ID, subID);
}
void CGCreature::initObj(vstd::RNG & rand)
{
blockVisit = true;
switch(character)
{
case 0:
character = -4;
break;
case 1:
character = rand.nextInt(1, 7);
break;
case 2:
character = rand.nextInt(1, 10);
break;
case 3:
character = rand.nextInt(4, 10);
break;
case 4:
character = 10;
break;
}
stacks[SlotID(0)]->setType(getCreature());
TQuantity &amount = stacks[SlotID(0)]->count;
const Creature * c = getCreature();
if(amount == 0)
{
amount = rand.nextInt(c->getAdvMapAmountMin(), c->getAdvMapAmountMax());
if(amount == 0) //armies with 0 creatures are illegal
{
logGlobal->warn("Stack cannot have 0 creatures. Check properties of %s", c->getJsonKey());
amount = 1;
}
}
temppower = stacks[SlotID(0)]->count * static_cast<int64_t>(1000);
refusedJoining = false;
}
void CGCreature::newTurn(vstd::RNG & rand) const
{//Works only for stacks of single type of size up to 2 millions
if (!notGrowingTeam)
{
if (stacks.begin()->second->count < cb->getSettings().getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP) && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)
{
ui32 power = static_cast<ui32>(temppower * (100 + cb->getSettings().getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_PERCENT)) / 100);
cb->setObjPropertyValue(id, ObjProperty::MONSTER_COUNT, std::min<uint32_t>(power / 1000, cb->getSettings().getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP))); //set new amount
cb->setObjPropertyValue(id, ObjProperty::MONSTER_POWER, power); //increase temppower
}
}
if (cb->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
cb->setObjPropertyValue(id, ObjProperty::MONSTER_EXP, cb->getSettings().getInteger(EGameSettings::CREATURES_DAILY_STACK_EXPERIENCE)); //for testing purpose
}
void CGCreature::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::MONSTER_COUNT:
stacks[SlotID(0)]->count = identifier.getNum();
break;
case ObjProperty::MONSTER_POWER:
temppower = identifier.getNum();
break;
case ObjProperty::MONSTER_EXP:
giveStackExp(identifier.getNum());
break;
case ObjProperty::MONSTER_REFUSED_JOIN:
refusedJoining = identifier.getNum();
break;
}
}
int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
{
//calculate relative strength of hero and creatures armies
double relStrength = static_cast<double>(h->getTotalStrength()) / getArmyStrength();
int powerFactor;
if(relStrength >= 7)
powerFactor = 11;
else if(relStrength >= 1)
powerFactor = static_cast<int>(2 * (relStrength - 1));
else if(relStrength >= 0.5)
powerFactor = -1;
else if(relStrength >= 0.333)
powerFactor = -2;
else
powerFactor = -3;
int count = 0; //how many creatures of similar kind has hero
int totalCount = 0;
for(const auto & elem : h->Slots())
{
bool isOurUpgrade = vstd::contains(getCreature()->upgrades, elem.second->getCreatureID());
bool isOurDowngrade = vstd::contains(elem.second->type->upgrades, getCreatureID());
if(isOurUpgrade || isOurDowngrade)
count += elem.second->count;
totalCount += elem.second->count;
}
int sympathy = 0; // 0 if hero have no similar creatures
if(count)
sympathy++; // 1 - if hero have at least 1 similar creature
if(count*2 > totalCount)
sympathy++; // 2 - hero have similar creatures more that 50%
int diplomacy = h->valOfBonuses(BonusType::WANDERING_CREATURES_JOIN_BONUS);
int charisma = powerFactor + diplomacy + sympathy;
if(charisma < character)
return FIGHT;
if (allowJoin)
{
if(diplomacy + sympathy + 1 >= character)
return JOIN_FOR_FREE;
if(diplomacy * 2 + sympathy + 1 >= character)
{
int32_t recruitCost = getCreature()->getRecruitCost(EGameResID::GOLD);
int32_t stackCount = getStackCount(SlotID(0));
return recruitCost * stackCount; //join for gold
}
}
//we are still here - creatures have not joined hero, flee or fight
if (charisma > character && !neverFlees)
return FLEE;
else
return FIGHT;
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
{
if(refusedJoining)
cb->setObjPropertyValue(id, ObjProperty::MONSTER_REFUSED_JOIN, false);
if(pursue)
{
fight(h);
}
else
{
cb->removeObject(this, h->getOwner());
}
}
void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const
{
if(!accept)
{
if(takenAction(h,false) == FLEE)
{
cb->setObjPropertyValue(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(h);
}
else //they fight
{
h->showInfoDialog(87, 0, EInfoWindowMode::MODAL);//Insulted by your refusal of their offer, the monsters attack!
fight(h);
}
}
else //accepted
{
if (cb->getResource(h->tempOwner, EGameResID::GOLD) < cost) //player don't have enough gold!
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT,29); //You don't have enough gold
cb->showInfoDialog(&iw);
//act as if player refused
joinDecision(h,cost,false);
return;
}
//take gold
if(cost)
cb->giveResource(h->tempOwner,EGameResID::GOLD,-cost);
giveReward(h);
cb->tryJoiningArmy(this, h, true, true);
}
}
void CGCreature::fight( const CGHeroInstance *h ) const
{
//split stacks
int stacksCount = getNumberOfStacks(h);
//source: http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266335#focus
int amount = getStackCount(SlotID(0));
int m = amount / stacksCount;
int b = stacksCount * (m + 1) - amount;
int a = stacksCount - b;
SlotID sourceSlot = stacks.begin()->first;
for (int slotID = 1; slotID < a; ++slotID)
{
int stackSize = m + 1;
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
for (int slotID = a; slotID < stacksCount; ++slotID)
{
int stackSize = m;
if (slotID) //don't do this when a = 0 -> stack is single
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);
}
if (stacksCount > 1)
{
if (containsUpgradedStack()) //upgrade
{
SlotID slotID = SlotID(static_cast<si32>(std::floor(static_cast<float>(stacks.size()) / 2.0f)));
const auto & upgrades = getStack(slotID).type->upgrades;
if(!upgrades.empty())
{
auto it = RandomGeneratorUtil::nextItem(upgrades, cb->gameState()->getRandomGenerator());
cb->changeStackType(StackLocation(this, slotID), it->toCreature());
}
}
}
cb->startBattle(h, this);
}
void CGCreature::flee( const CGHeroInstance * h ) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.appendLocalString(EMetaText::ADVOB_TXT,91);
ynd.text.replaceName(getCreatureID(), getStackCount(SlotID(0)));
cb->showBlockingDialog(this, &ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == BattleSide::ATTACKER)
{
giveReward(hero);
cb->removeObject(this, hero->getOwner());
}
else if(result.winner == BattleSide::NONE) // draw
{
// guarded reward is lost forever on draw
cb->removeObject(this, hero->getOwner());
}
else
{
//merge stacks into one
TSlots::const_iterator i;
const CCreature * cre = getCreature();
for(i = stacks.begin(); i != stacks.end(); i++)
{
if(cre->isMyUpgrade(i->second->type))
{
cb->changeStackType(StackLocation(this, i->first), cre); //un-upgrade creatures
}
}
//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack
if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);
while(stacks.size() > 1) //hopefully that's enough
{
// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)
i = stacks.end();
i--;
SlotID slot = getSlotFor(i->second->type);
if(slot == i->first) //no reason to move stack to its own slot
break;
else
cb->moveStack(StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
}
cb->setObjPropertyValue(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties
}
}
void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
{
auto action = takenAction(hero);
if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price
joinDecision(hero, action, answer);
else if(action != FIGHT)
fleeDecision(hero, answer);
else
assert(0);
}
bool CGCreature::containsUpgradedStack() const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=830557#focus
float a = 2992.911117f;
float b = 14174.264968f;
float c = 5325.181015f;
float d = 32788.727920f;
int val = static_cast<int>(std::floor(a * visitablePos().x + b * visitablePos().y + c * visitablePos().z + d));
return ((val % 32768) % 100) < 50;
}
int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const
{
//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266094#focus
double strengthRatio = static_cast<double>(hero->getArmyStrength()) / getArmyStrength();
int split = 1;
if (strengthRatio < 0.5f)
split = 7;
else if (strengthRatio < 0.67f)
split = 6;
else if (strengthRatio < 1)
split = 5;
else if (strengthRatio < 1.5f)
split = 4;
else if (strengthRatio < 2)
split = 3;
else
split = 2;
ui32 a = 1550811371u;
ui32 b = 3359066809u;
ui32 c = 1943276003u;
ui32 d = 3174620878u;
ui32 R1 = a * static_cast<ui32>(visitablePos().x) + b * static_cast<ui32>(visitablePos().y) + c * static_cast<ui32>(visitablePos().z) + d;
ui32 R2 = (R1 >> 16) & 0x7fff;
int R4 = R2 % 100 + 1;
if (R4 <= 20)
split -= 1;
else if (R4 >= 80)
split += 1;
vstd::amin(split, getStack(SlotID(0)).count); //can't divide into more stacks than creatures total
vstd::amin(split, 7); //can't have more than 7 stacks
return split;
}
void CGCreature::giveReward(const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(!resources.empty())
{
cb->giveResources(h->tempOwner, resources);
for(const auto & res : GameResID::ALL_RESOURCES())
{
if(resources[res] > 0)
iw.components.emplace_back(ComponentType::RESOURCE, res, resources[res]);
}
}
if(gainedArtifact != ArtifactID::NONE)
{
cb->giveHeroNewArtifact(h, gainedArtifact, ArtifactPosition::FIRST_AVAILABLE);
iw.components.emplace_back(ComponentType::ARTIFACT, gainedArtifact);
}
if(!iw.components.empty())
{
iw.type = EInfoWindowMode::AUTO;
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 183); // % has found treasure
iw.text.replaceRawString(h->getNameTranslated());
cb->showInfoDialog(&iw);
}
}
static const std::vector<std::string> CHARACTER_JSON =
{
"compliant", "friendly", "aggressive", "hostile", "savage"
};
void CGCreature::serializeJsonOptions(JsonSerializeFormat & handler)
{
handler.serializeEnum("character", character, CHARACTER_JSON);
if(handler.saving)
{
if(hasStackAtSlot(SlotID(0)))
{
si32 amount = getStack(SlotID(0)).count;
handler.serializeInt("amount", amount, 0);
}
}
else
{
si32 amount = 0;
handler.serializeInt("amount", amount);
auto * hlp = new CStackInstance();
hlp->count = amount;
//type will be set during initialization
putStack(SlotID(0), hlp);
}
resources.serializeJson(handler, "rewardResources");
handler.serializeId("rewardArtifact", gainedArtifact, ArtifactID(ArtifactID::NONE));
handler.serializeBool("noGrowing", notGrowingTeam);
handler.serializeBool("neverFlees", neverFlees);
handler.serializeStruct("rewardMessage", message);
}
VCMI_LIB_NAMESPACE_END