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vcmi/lib/mapObjects/IMarket.cpp
Ivan Savenko 20d5b33ea6 Remove marketModes as member
marketModes are now generated in runtime and are not a member of
IMarket. Was not a bad change, but towns load buildings before town type
is randomized, leading to case where market modes are not actually known
when building is added to town (like random towns with market built)

Since altar requires CArtifactSet for work, IMarket will now always
contain it, but it will only be accessible if market supports altar
mode.
2024-08-27 14:07:00 +00:00

173 lines
4.2 KiB
C++

/*
* IMarket.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 "IMarket.h"
#include "CArtHandler.h"
#include "CCreatureHandler.h"
#include "CGObjectInstance.h"
#include "CObjectHandler.h"
#include "../VCMI_Lib.h"
VCMI_LIB_NAMESPACE_BEGIN
bool IMarket::allowsTrade(const EMarketMode mode) const
{
return vstd::contains(availableModes(), mode);
}
bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, 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
double g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = static_cast<int>(ceil(r / g));
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = static_cast<int>((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->creatures()->getByIndex(id1)->getRecruitCost(EGameResID::GOLD); //value of given creature in gold
double g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = static_cast<int>(ceil(r / g));
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = static_cast<int>((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
double g = VLC->artifacts()->getByIndex(id2)->getPrice() / effectiveness; //value of bought artifact in gold
if(id1 != 6) //non-gold prices are doubled
r /= 2;
val1 = std::max(1, static_cast<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->artifacts()->getByIndex(id1)->getPrice() * effectiveness;
double g = VLC->objh->resVals[id2];
// if(id2 != 6) //non-gold prices are doubled
// r /= 2;
val1 = 1;
val2 = std::max(1, static_cast<int>((r / g) + 0.5)); //at least one resource is given in return
}
break;
case EMarketMode::CREATURE_EXP:
{
val1 = 1;
val2 = (CreatureID(id1).toEntity(VLC)->getAIValue() / 40) * 5;
}
break;
case EMarketMode::ARTIFACT_EXP:
{
val1 = 1;
int givenClass = ArtifactID(id1).toArtifact()->getArtClassSerial();
if(givenClass < 0 || givenClass > 3)
{
val2 = 0;
return false;
}
static constexpr int expPerClass[] = {1000, 1500, 3000, 6000};
val2 = expPerClass[givenClass];
}
break;
default:
assert(0);
return false;
}
return true;
}
int IMarket::availableUnits(const EMarketMode mode, const int marketItemSerial) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::CREATURE_RESOURCE:
return -1;
default:
return 1;
}
}
IMarket::IMarket()
:altarArtifactsStorage(std::make_unique<CArtifactSetAltar>())
{
}
IMarket::~IMarket() = default;
CArtifactSet * IMarket::getArtifactsStorage() const
{
if (availableModes().count(EMarketMode::ARTIFACT_EXP))
return altarArtifactsStorage.get();
else
return nullptr;
}
std::vector<TradeItemBuy> IMarket::availableItemsIds(const EMarketMode mode) const
{
std::vector<TradeItemBuy> ret;
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::CREATURE_RESOURCE:
for(const auto & res : GameResID::ALL_RESOURCES())
ret.push_back(res);
}
return ret;
}
VCMI_LIB_NAMESPACE_END