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vcmi/lib/mapObjects/CGDwelling.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

567 lines
16 KiB
C++

/*
* 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 "../entities/faction/CTownHandler.h"
#include "../mapping/CMap.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/DwellingInstanceConstructor.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../networkPacks/StackLocation.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../CPlayerState.h"
#include "../IGameSettings.h"
#include "../CConfigHandler.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
void CGDwellingRandomizationInfo::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("sameAsTown", instanceId);
handler.serializeIdArray("allowedFactions", allowedFactions);
handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
if(!handler.saving)
{
//todo: safely allow any level > 7
vstd::abetween<uint8_t>(minLevel, 1, 7);
vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
}
}
CGDwelling::CGDwelling(IGameCallback *cb):
CArmedInstance(cb)
{}
CGDwelling::~CGDwelling() = default;
FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
{
if (ID == Obj::RANDOM_DWELLING_FACTION)
return FactionID(subID.getNum());
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<CGTownInstance *>(iter->second.get());
}
if (randomizationInfo->identifier != 0)
{
for(auto & elem : cb->gameState()->map->objects)
{
auto town = dynamic_cast<CGTownInstance*>(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->getFactionID();
}
if(!randomizationInfo->allowedFactions.empty())
return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, rand);
std::vector<FactionID> 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(vstd::RNG & 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(vstd::RNG & 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 (MapObjectSubID entry : dwellingIDs)
{
const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
if (!handler->isBannedForRandomDwelling() && 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_GENERATOR1;
subID = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand);
}
setType(ID, subID);
}
}
void CGDwelling::initObj(vstd::RNG & rand)
{
switch(ID.toEnum())
{
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
getObjectHandler()->configureObject(this, rand);
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(ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::AVAILABLE_CREATURE:
creatures.resize(1);
creatures[0].second.resize(1);
creatures[0].second[0] = identifier.as<CreatureID>();
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.replaceName(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.replaceTextID(getObjectHandler()->getNameTextID());
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.replaceName(*Slots().begin()->second);
cb->showBlockingDialog(this, &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.replaceTextID(getObjectHandler()->getNameTextID());
for(const auto & elem : creatures)
bd.text.replaceNamePlural(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.replaceName(ID);
for(const auto & elem : creatures)
bd.text.replaceNamePlural(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!");
if(ID == Obj::REFUGEE_CAMP || (ID == Obj::CREATURE_GENERATOR1 && VLC->creatures()->getById(creatures[0].second[0])->getLevel() != 1))
{
bd.flags |= BlockingDialog::SAFE_TO_AUTOACCEPT;
}
cb->showBlockingDialog(this, &bd);
}
void CGDwelling::newTurn(vstd::RNG & 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->setObjPropertyID(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 = cb->getSettings().getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
else
creaturesAccumulate = cb->getSettings().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, BonusCustomSubtype::creatureLevel(cre->getLevel()));
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<Component> CGDwelling::getPopupComponents(PlayerColor player) const
{
bool visitedByOwner = getOwner() == player;
std::vector<Component> result;
if (ID == Obj::CREATURE_GENERATOR1 && !creatures.empty())
{
for (auto const & creature : creatures.front().second)
{
if (visitedByOwner)
result.emplace_back(ComponentType::CREATURE, creature, creatures.front().first);
else
result.emplace_back(ComponentType::CREATURE, creature);
}
}
if (ID == Obj::CREATURE_GENERATOR4)
{
for (auto const & creatureLevel : creatures)
{
if (!creatureLevel.second.empty())
{
if (visitedByOwner)
result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back(), creatureLevel.first);
else
result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back());
}
}
}
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 (cb->getSettings().getBoolean(EGameSettings::DWELLINGS_MERGE_ON_RECRUIT))
{
SlotID testSlot = h->getSlotFor(crid);
if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero
{
std::pair<SlotID, SlotID> toMerge;
if (h->mergeableStacks(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.replaceNamePlural(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.replaceNamePlural(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.replaceNamePlural(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 == BattleSide::ATTACKER)
{
onHeroVisit(hero);
}
}
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
{
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattle(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;
}
}
const IOwnableObject * CGDwelling::asOwnable() const
{
switch (ID.toEnum())
{
case Obj::WAR_MACHINE_FACTORY:
case Obj::REFUGEE_CAMP:
return nullptr; // can't be owned
default:
return this;
}
}
ResourceSet CGDwelling::dailyIncome() const
{
return {};
}
std::vector<CreatureID> CGDwelling::providedCreatures() const
{
if (ID == Obj::WAR_MACHINE_FACTORY || ID == Obj::REFUGEE_CAMP)
return {};
std::vector<CreatureID> result;
for (const auto & level : creatures)
result.insert(result.end(), level.second.begin(), level.second.end());
return result;
}
VCMI_LIB_NAMESPACE_END