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vcmi/lib/mapObjects/CGCreature.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

658 lines
18 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 "../GameSettings.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 <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", pos.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(getCreature());
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(getCreature(), stacks.begin()->second->count);
return ms.toString();
}
else
{
return getHoverText(hero->tempOwner);
}
}
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 += VLC->generaltexth->translate("vcmi.adventureMap.monsterThreat.title");
int choice;
double ratio = (static_cast<double>(getArmyStrength()) / hero->getTotalStrength());
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
{
return getHoverText(player);
}
std::vector<Component> CGCreature::getPopupComponents(PlayerColor player) const
{
return {
Component(ComponentType::CREATURE, getCreature())
};
}
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(getCreature(), getStackCount(SlotID(0)));
cb->showBlockingDialog(&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",VLC->creatures()->getById(getCreature())->getNamePluralTranslated());
ynd.text.appendRawString(tmp);
cb->showBlockingDialog(&ynd);
break;
}
}
}
CreatureID CGCreature::getCreature() const
{
return CreatureID(getObjTypeIndex().getNum());
}
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 = VLC->creatures()->getById(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 < VLC->settings()->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 + VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_PERCENT)) / 100);
cb->setObjPropertyValue(id, ObjProperty::MONSTER_COUNT, std::min<uint32_t>(power / 1000, VLC->settings()->getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP))); //set new amount
cb->setObjPropertyValue(id, ObjProperty::MONSTER_POWER, power); //increase temppower
}
}
if (VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
cb->setObjPropertyValue(id, ObjProperty::MONSTER_EXP, VLC->settings()->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().toCreature()->upgrades, elem.second->getCreatureID());
bool isOurDowngrade = vstd::contains(elem.second->type->upgrades, getCreature());
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 = VLC->creatures()->getById(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->startBattleI(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(getCreature(), getStackCount(SlotID(0)));
cb->showBlockingDialog(&ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
{
giveReward(hero);
cb->removeObject(this, hero->getOwner());
}
else if(result.winner > 1) // 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().toCreature();
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, ui32 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 * pos.x + b * pos.y + c * pos.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>(pos.x) + b * static_cast<ui32>(pos.y) + c * static_cast<ui32>(pos.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.toArtifact(), 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