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39a2c29c97
struct that defines how units are placed in combat
210 lines
5.5 KiB
C++
210 lines
5.5 KiB
C++
/*
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* Configuration.h, 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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#pragma once
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#include "Limiter.h"
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#include "Reward.h"
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#include "../networkPacks/EInfoWindowMode.h"
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#include "../texts/MetaString.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace Rewardable
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{
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enum EVisitMode
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{
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VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text
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VISIT_ONCE, // only once, first to visit get all the rewards
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VISIT_HERO, // every hero can visit object once
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VISIT_BONUS, // can be visited by any hero that don't have bonus from this object
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VISIT_LIMITER, // can be visited by heroes that don't fulfill provided limiter
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VISIT_PLAYER // every player can visit object once
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};
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/// controls selection of reward granted to player
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enum ESelectMode
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{
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SELECT_FIRST, // first reward that matches limiters
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SELECT_PLAYER, // player can select from all allowed rewards
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SELECT_RANDOM, // one random reward from all matching limiters
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SELECT_ALL // grant all rewards that match limiters
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};
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enum class EEventType
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{
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EVENT_INVALID = 0,
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EVENT_FIRST_VISIT,
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EVENT_ALREADY_VISITED,
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EVENT_NOT_AVAILABLE,
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EVENT_GUARDED
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};
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constexpr std::array<std::string_view, 4> SelectModeString{"selectFirst", "selectPlayer", "selectRandom", "selectAll"};
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constexpr std::array<std::string_view, 6> VisitModeString{"unlimited", "once", "hero", "bonus", "limiter", "player"};
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struct DLL_LINKAGE ResetInfo
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{
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ResetInfo()
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: period(0)
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, visitors(false)
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, rewards(false)
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{}
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/// if above zero, object state will be reset each resetDuration days
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ui32 period;
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/// if true - reset list of visitors (heroes & players) on reset
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bool visitors;
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/// if true - re-randomize rewards on a new week
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bool rewards;
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h)
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{
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h & period;
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h & visitors;
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h & rewards;
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}
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};
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struct DLL_LINKAGE VisitInfo
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{
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Limiter limiter;
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Reward reward;
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/// Message that will be displayed on granting of this reward, if not empty
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MetaString message;
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/// Object description that will be shown on right-click, after object name
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/// Used only after player have "scouted" object and knows internal state of an object
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MetaString description;
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/// Event to which this reward is assigned
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EEventType visitType;
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h)
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{
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h & limiter;
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h & reward;
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h & message;
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h & description;
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h & visitType;
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}
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};
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struct DLL_LINKAGE Variables
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{
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/// List of variables used by this object in their current values
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std::map<std::string, int> values;
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/// List of per-instance preconfigured variables, e.g. from map
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std::map<std::string, JsonNode> preset;
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h)
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{
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h & values;
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h & preset;
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}
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};
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/// Base class that can handle granting rewards to visiting heroes.
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struct DLL_LINKAGE Configuration
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{
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/// Message that will be shown if player needs to select one of multiple rewards
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MetaString onSelect;
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/// Object description that will be shown on right-click, after object name
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/// Used only if player is not aware of object internal state, e.g. have never visited it
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MetaString description;
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/// Text that will be shown if hero has not visited this object
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MetaString notVisitedTooltip;
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/// Text that will be shown after hero has visited this object
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MetaString visitedTooltip;
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/// Rewards that can be applied by an object
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std::vector<Rewardable::VisitInfo> info;
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/// how reward will be selected, uses ESelectMode enum
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ui8 selectMode = Rewardable::SELECT_FIRST;
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/// controls who can visit an object, uses EVisitMode enum
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ui8 visitMode = Rewardable::VISIT_UNLIMITED;
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/// how and when should the object be reset
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Rewardable::ResetInfo resetParameters;
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/// List of variables shoread between all limiters and rewards
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Rewardable::Variables variables;
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/// Limiter that will be used to determine that object is visited. Only if visit mode is set to "limiter"
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Rewardable::Limiter visitLimiter;
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std::string guardsLayout;
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/// if true - player can refuse visiting an object (e.g. Tomb)
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bool canRefuse = false;
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/// if true - right-clicking object will show preview of object rewards
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bool showScoutedPreview = false;
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bool coastVisitable = false;
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/// if true - object info will shown in infobox (like resource pickup)
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EInfoWindowMode infoWindowType = EInfoWindowMode::AUTO;
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EVisitMode getVisitMode() const;
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ui16 getResetDuration() const;
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std::optional<int> getVariable(const std::string & category, const std::string & name) const;
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const JsonNode & getPresetVariable(const std::string & category, const std::string & name) const;
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void presetVariable(const std::string & category, const std::string & name, const JsonNode & value);
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void initVariable(const std::string & category, const std::string & name, int value);
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h)
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{
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h & onSelect;
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h & description;
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h & notVisitedTooltip;
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h & visitedTooltip;
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h & info;
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h & selectMode;
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h & visitMode;
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h & resetParameters;
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h & variables;
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h & visitLimiter;
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h & canRefuse;
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h & showScoutedPreview;
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h & infoWindowType;
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if (h.version >= Handler::Version::REWARDABLE_BANKS)
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{
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h & coastVisitable;
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h & guardsLayout;
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}
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else
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coastVisitable = false;
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}
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};
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}
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VCMI_LIB_NAMESPACE_END
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