mirror of
https://github.com/vcmi/vcmi.git
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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
500 lines
11 KiB
C++
500 lines
11 KiB
C++
/*
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* CObjectHandler.cpp, 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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#include "StdInc.h"
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#include "CObjectHandler.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CSoundBase.h"
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#include "../filesystem/ResourceID.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../StringConstants.h"
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#include "../mapping/CMap.h"
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#include "CObjectClassesHandler.h"
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#include "CGTownInstance.h"
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#include "../serializer/JsonSerializeFormat.h"
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IGameCallback * IObjectInterface::cb = nullptr;
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///helpers
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static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
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{
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OpenWindow ow;
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ow.window = type;
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ow.id1 = id1;
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ow.id2 = id2;
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IObjectInterface::cb->sendAndApply(&ow);
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}
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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{
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InfoWindow iw;
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iw.soundID = soundID;
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iw.player = playerID;
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iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
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IObjectInterface::cb->sendAndApply(&iw);
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}
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/*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
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{
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const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
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showInfoDialog(playerID,txtID,soundID);
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}*/
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static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID = 0)
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{
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const PlayerColor playerID = h->getOwner();
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showInfoDialog(playerID,txtID,soundID);
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}
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///IObjectInterface
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void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
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{}
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void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
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{}
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void IObjectInterface::newTurn(CRandomGenerator & rand) const
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{}
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IObjectInterface::~IObjectInterface()
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{}
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IObjectInterface::IObjectInterface()
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{}
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void IObjectInterface::initObj(CRandomGenerator & rand)
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{}
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void IObjectInterface::setProperty( ui8 what, ui32 val )
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{}
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bool IObjectInterface::wasVisited (PlayerColor player) const
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{
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return false;
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}
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bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
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{
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return false;
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}
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void IObjectInterface::postInit()
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{}
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void IObjectInterface::preInit()
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{}
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void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{}
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void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{}
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void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
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{}
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void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
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{}
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CObjectHandler::CObjectHandler()
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{
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logGlobal->trace("\t\tReading resources prices ");
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const JsonNode config2(ResourceID("config/resources.json"));
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for(const JsonNode &price : config2["resources_prices"].Vector())
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{
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resVals.push_back(price.Float());
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}
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logGlobal->trace("\t\tDone loading resource prices!");
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}
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PlayerColor CGObjectInstance::getOwner() const
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{
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//if (state)
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// return state->owner;
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//else
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return tempOwner; //won't have owner
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}
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CGObjectInstance::CGObjectInstance():
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pos(-1,-1,-1),
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ID(Obj::NO_OBJ),
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subID(-1),
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tempOwner(PlayerColor::UNFLAGGABLE),
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blockVisit(false)
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{
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}
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CGObjectInstance::~CGObjectInstance()
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{
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}
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void CGObjectInstance::setOwner(PlayerColor ow)
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{
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tempOwner = ow;
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}
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int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
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{
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return appearance.getWidth();
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}
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int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
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{
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return appearance.getHeight();
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}
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bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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{
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return appearance.isVisitableAt(pos.x - x, pos.y - y);
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}
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bool CGObjectInstance::blockingAt(int x, int y) const
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{
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return appearance.isBlockedAt(pos.x - x, pos.y - y);
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}
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bool CGObjectInstance::coveringAt(int x, int y) const
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{
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return appearance.isVisibleAt(pos.x - x, pos.y - y);
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}
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std::set<int3> CGObjectInstance::getBlockedPos() const
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{
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std::set<int3> ret;
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for(int w=0; w<getWidth(); ++w)
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{
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for(int h=0; h<getHeight(); ++h)
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{
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if(appearance.isBlockedAt(w, h))
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ret.insert(int3(pos.x - w, pos.y - h, pos.z));
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}
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}
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return ret;
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}
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std::set<int3> CGObjectInstance::getBlockedOffsets() const
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{
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return appearance.getBlockedOffsets();
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}
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void CGObjectInstance::setType(si32 ID, si32 subID)
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{
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const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
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this->ID = Obj(ID);
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this->subID = subID;
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//recalculate blockvis tiles - new appearance might have different blockmap than before
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cb->gameState()->map->removeBlockVisTiles(this, true);
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auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
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if(!handler)
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{
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logGlobal->error("Unknown object type %d:%d at %s", ID, subID, visitablePos().toString());
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return;
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}
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if(!handler->getTemplates(tile.terType).empty())
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appearance = handler->getTemplates(tile.terType)[0];
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else
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appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
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cb->gameState()->map->addBlockVisTiles(this);
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}
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void CGObjectInstance::initObj(CRandomGenerator & rand)
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{
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switch(ID)
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{
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case Obj::TAVERN:
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blockVisit = true;
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break;
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}
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}
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void CGObjectInstance::setProperty( ui8 what, ui32 val )
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{
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setPropertyDer(what, val); // call this before any actual changes (needed at least for dwellings)
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switch(what)
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{
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case ObjProperty::OWNER:
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tempOwner = PlayerColor(val);
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break;
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case ObjProperty::BLOCKVIS:
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blockVisit = val;
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break;
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case ObjProperty::ID:
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ID = Obj(val);
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break;
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case ObjProperty::SUBID:
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subID = val;
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break;
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}
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}
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void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
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{}
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int3 CGObjectInstance::getSightCenter() const
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{
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return visitablePos();
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}
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int CGObjectInstance::getSightRadius() const
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{
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return 3;
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}
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int3 CGObjectInstance::getVisitableOffset() const
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{
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return appearance.getVisitableOffset();
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}
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void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
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{
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GiveBonus gbonus;
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gbonus.bonus.type = Bonus::NONE;
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gbonus.id = heroID.getNum();
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gbonus.bonus.duration = duration;
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gbonus.bonus.source = Bonus::OBJECT;
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gbonus.bonus.sid = ID;
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cb->giveHeroBonus(&gbonus);
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}
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std::string CGObjectInstance::getObjectName() const
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{
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return VLC->objtypeh->getObjectName(ID, subID);
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}
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boost::optional<std::string> CGObjectInstance::getAmbientSound() const
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{
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const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).ambient;
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if(sounds.size())
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return sounds.front(); // TODO: Support randomization of ambient sounds
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return boost::none;
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}
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boost::optional<std::string> CGObjectInstance::getVisitSound() const
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{
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const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).visit;
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if(sounds.size())
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return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
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return boost::none;
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}
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boost::optional<std::string> CGObjectInstance::getRemovalSound() const
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{
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const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).removal;
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if(sounds.size())
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return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
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return boost::none;
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}
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std::string CGObjectInstance::getHoverText(PlayerColor player) const
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{
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return getObjectName();
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}
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std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
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{
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return getHoverText(hero->tempOwner);
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}
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void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
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{
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switch(ID)
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{
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case Obj::HILL_FORT:
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{
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openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
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}
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break;
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case Obj::SANCTUARY:
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{
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//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
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showInfoDialog(h, 114);
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}
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break;
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case Obj::TAVERN:
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{
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openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
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}
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break;
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}
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}
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int3 CGObjectInstance::visitablePos() const
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{
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return pos - getVisitableOffset();
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}
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bool CGObjectInstance::isVisitable() const
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{
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return appearance.isVisitable();
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}
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bool CGObjectInstance::passableFor(PlayerColor color) const
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{
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return false;
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}
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void CGObjectInstance::serializeJson(JsonSerializeFormat & handler)
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{
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//only save here, loading is handled by map loader
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if(handler.saving)
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{
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handler.serializeString("type", typeName);
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handler.serializeString("subtype", subTypeName);
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handler.serializeInt("x", pos.x);
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handler.serializeInt("y", pos.y);
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handler.serializeInt("l", pos.z);
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JsonNode app;
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appearance.writeJson(app, false);
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handler.serializeRaw("template",app, boost::none);
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}
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{
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auto options = handler.enterStruct("options");
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serializeJsonOptions(handler);
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}
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}
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void CGObjectInstance::afterAddToMap(CMap * map)
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{
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//nothing here
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}
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void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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//nothing here
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}
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void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
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{
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ui8 temp = tempOwner.getNum();
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handler.serializeEnum("owner", temp, PlayerColor::NEUTRAL.getNum(), GameConstants::PLAYER_COLOR_NAMES);
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if(!handler.saving)
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tempOwner = PlayerColor(temp);
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}
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CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
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{
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}
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bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
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{
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return this->obj->subID == obj->subID;
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}
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int3 IBoatGenerator::bestLocation() const
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{
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std::vector<int3> offsets;
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getOutOffsets(offsets);
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for (auto & offset : offsets)
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{
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if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
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{
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if(tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
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return o->pos + offset;
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}
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}
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return int3 (-1,-1,-1);
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}
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IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
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{
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int3 tile = bestLocation();
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const TerrainTile *t = IObjectInterface::cb->getTile(tile);
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if(!t)
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return TILE_BLOCKED; //no available water
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else if(!t->blockingObjects.size())
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return GOOD; //OK
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else if(t->blockingObjects.front()->ID == Obj::BOAT)
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return BOAT_ALREADY_BUILT; //blocked with boat
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else
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return TILE_BLOCKED; //blocked
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}
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int IBoatGenerator::getBoatType() const
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{
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//We make good ships by default
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return 1;
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}
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IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
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: o(O)
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{
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}
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void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
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{
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switch(shipyardStatus())
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{
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case BOAT_ALREADY_BUILT:
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out.addTxt(MetaString::GENERAL_TXT, 51);
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break;
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case TILE_BLOCKED:
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if(visitor)
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{
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out.addTxt(MetaString::GENERAL_TXT, 134);
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out.addReplacement(visitor->name);
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}
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else
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out.addTxt(MetaString::ADVOB_TXT, 189);
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break;
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case NO_WATER:
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logGlobal->error("Shipyard without water! %s \t %d", o->pos.toString(), o->id.getNum());
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return;
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}
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}
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void IShipyard::getBoatCost( std::vector<si32> &cost ) const
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{
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cost.resize(GameConstants::RESOURCE_QUANTITY);
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cost[Res::WOOD] = 10;
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cost[Res::GOLD] = 1000;
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}
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IShipyard::IShipyard(const CGObjectInstance *O)
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: IBoatGenerator(O)
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{
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}
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IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
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{
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if(!obj)
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return nullptr;
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if(obj->ID == Obj::TOWN)
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{
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return static_cast<CGTownInstance*>(obj);
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}
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else if(obj->ID == Obj::SHIPYARD)
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{
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return static_cast<CGShipyard*>(obj);
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}
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else
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{
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return nullptr;
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}
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}
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const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
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{
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return castFrom(const_cast<CGObjectInstance*>(obj));
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}
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