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vcmi/lib/mapObjects/CRewardableObject.h
2023-03-17 20:09:18 +03:00

391 lines
11 KiB
C++

/*
* CRewardableObject.h, 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
*
*/
#pragma once
#include "CObjectHandler.h"
#include "CArmedInstance.h"
#include "../NetPacksBase.h"
#include "../ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
class CRandomRewardObjectInfo;
class CRewardLimiter;
using TRewardLimitersList = std::vector<std::shared_ptr<CRewardLimiter>>;
/// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
/// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
/// NOTE: in future should (partially) replace seer hut/quest guard quests checks
class DLL_LINKAGE CRewardLimiter
{
public:
/// day of week, unused if 0, 1-7 will test for current day of week
si32 dayOfWeek;
si32 daysPassed;
/// total experience that hero needs to have
si32 heroExperience;
/// level that hero needs to have
si32 heroLevel;
/// mana points that hero needs to have
si32 manaPoints;
/// percentage of mana points that hero needs to have
si32 manaPercentage;
/// resources player needs to have in order to trigger reward
TResources resources;
/// skills hero needs to have
std::vector<si32> primary;
std::map<SecondarySkill, si32> secondary;
/// artifacts that hero needs to have (equipped or in backpack) to trigger this
/// Note: does not checks for multiple copies of the same arts
std::vector<ArtifactID> artifacts;
/// Spells that hero must have in the spellbook
std::vector<SpellID> spells;
/// creatures that hero needs to have
std::vector<CStackBasicDescriptor> creatures;
/// sub-limiters, all must pass for this limiter to pass
TRewardLimitersList allOf;
/// sub-limiters, at least one should pass for this limiter to pass
TRewardLimitersList anyOf;
/// sub-limiters, none should pass for this limiter to pass
TRewardLimitersList noneOf;
CRewardLimiter():
dayOfWeek(0),
daysPassed(0),
heroExperience(0),
heroLevel(0),
manaPercentage(0),
manaPoints(0),
primary(GameConstants::PRIMARY_SKILLS, 0)
{}
bool heroAllowed(const CGHeroInstance * hero) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & dayOfWeek;
h & daysPassed;
h & heroExperience;
h & heroLevel;
h & manaPoints;
h & manaPercentage;
h & resources;
h & primary;
h & secondary;
h & artifacts;
h & creatures;
h & allOf;
h & anyOf;
h & noneOf;
}
};
class DLL_LINKAGE CRewardResetInfo
{
public:
CRewardResetInfo()
: period(0)
, visitors(false)
, rewards(false)
{}
/// if above zero, object state will be reset each resetDuration days
ui32 period;
/// if true - reset list of visitors (heroes & players) on reset
bool visitors;
/// if true - re-randomize rewards on a new week
bool rewards;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & period;
h & visitors;
h & rewards;
}
};
/// Reward that can be granted to a hero
/// NOTE: eventually should replace seer hut rewards and events/pandoras
class DLL_LINKAGE CRewardInfo
{
public:
/// resources that will be given to player
TResources resources;
/// received experience
si32 heroExperience;
/// received levels (converted into XP during grant)
si32 heroLevel;
/// mana given to/taken from hero, fixed value
si32 manaDiff;
/// if giving mana points puts hero above mana pool, any overflow will be multiplied by specified percentage
si32 manaOverflowFactor;
/// fixed value, in form of percentage from max
si32 manaPercentage;
/// movement points, only for current day. Bonuses should be used to grant MP on any other day
si32 movePoints;
/// fixed value, in form of percentage from max
si32 movePercentage;
/// list of bonuses, e.g. morale/luck
std::vector<Bonus> bonuses;
/// skills that hero may receive or lose
std::vector<si32> primary;
std::map<SecondarySkill, si32> secondary;
/// creatures that will be changed in hero's army
std::map<CreatureID, CreatureID> creaturesChange;
/// objects that hero may receive
std::vector<ArtifactID> artifacts;
std::vector<SpellID> spells;
std::vector<CStackBasicDescriptor> creatures;
/// list of components that will be added to reward description. First entry in list will override displayed component
std::vector<Component> extraComponents;
/// if set to true, object will be removed after granting reward
bool removeObject;
/// Generates list of components that describes reward for a specific hero
virtual void loadComponents(std::vector<Component> & comps,
const CGHeroInstance * h) const;
Component getDisplayedComponent(const CGHeroInstance * h) const;
si32 calculateManaPoints(const CGHeroInstance * h) const;
CRewardInfo() :
heroExperience(0),
heroLevel(0),
manaDiff(0),
manaPercentage(-1),
movePoints(0),
movePercentage(-1),
primary(4, 0),
removeObject(false)
{}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & resources;
h & extraComponents;
h & removeObject;
h & manaPercentage;
h & movePercentage;
h & heroExperience;
h & heroLevel;
h & manaDiff;
h & manaOverflowFactor;
h & movePoints;
h & primary;
h & secondary;
h & bonuses;
h & artifacts;
h & spells;
h & creatures;
h & creaturesChange;
}
};
class DLL_LINKAGE CRewardVisitInfo
{
public:
enum ERewardEventType
{
EVENT_INVALID,
EVENT_FIRST_VISIT,
EVENT_ALREADY_VISITED,
EVENT_NOT_AVAILABLE
};
CRewardLimiter limiter;
CRewardInfo reward;
/// Message that will be displayed on granting of this reward, if not empty
MetaString message;
/// Event to which this reward is assigned
ERewardEventType visitType;
CRewardVisitInfo() = default;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & limiter;
h & reward;
h & message;
h & visitType;
}
};
namespace Rewardable
{
const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer"};
const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};
}
/// Base class that can handle granting rewards to visiting heroes.
/// Inherits from CArmedInstance for proper trasfer of armies
class DLL_LINKAGE CRewardableObject : public CArmedInstance
{
/// function that must be called if hero got level-up during grantReward call
void grantRewardAfterLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
/// grants reward to hero
void grantRewardBeforeLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
public:
enum EVisitMode
{
VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text
VISIT_ONCE, // only once, first to visit get all the rewards
VISIT_HERO, // every hero can visit object once
VISIT_BONUS, // can be visited by any hero that don't have bonus from this object
VISIT_PLAYER // every player can visit object once
};
protected:
/// controls selection of reward granted to player
enum ESelectMode
{
SELECT_FIRST, // first reward that matches limiters
SELECT_PLAYER, // player can select from all allowed rewards
};
/// filters list of visit info and returns rewards that can be granted to current hero
virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero, CRewardVisitInfo::ERewardEventType event ) const;
virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero, bool markVisited) const;
virtual void triggerReset() const;
/// Message that will be shown if player needs to select one of multiple rewards
MetaString onSelect;
/// Rewards that can be applied by an object
std::vector<CRewardVisitInfo> info;
/// how reward will be selected, uses ESelectMode enum
ui8 selectMode;
/// contols who can visit an object, uses EVisitMode enum
ui8 visitMode;
/// reward selected by player
ui16 selectedReward;
/// how and when should the object be reset
CRewardResetInfo resetParameters;
/// if true - player can refuse visiting an object (e.g. Tomb)
bool canRefuse;
/// if true - object info will shown in infobox (like resource pickup)
EInfoWindowMode infoWindowType = EInfoWindowMode::AUTO;
/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
bool onceVisitableObjectCleared;
public:
EVisitMode getVisitMode() const;
ui16 getResetDuration() const;
void setPropertyDer(ui8 what, ui32 val) override;
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
/// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)
bool wasVisited(PlayerColor player) const override;
bool wasVisited(const CGHeroInstance * h) const override;
/// gives reward to player or ask for choice in case of multiple rewards
void onHeroVisit(const CGHeroInstance *h) const override;
///possibly resets object state
void newTurn(CRandomGenerator & rand) const override;
/// gives second part of reward after hero level-ups for proper granting of spells/mana
void heroLevelUpDone(const CGHeroInstance *hero) const override;
/// applies player selection of reward
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void initObj(CRandomGenerator & rand) override;
CRewardableObject();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & info;
h & canRefuse;
h & resetParameters;
h & onSelect;
h & visitMode;
h & selectMode;
h & selectedReward;
h & onceVisitableObjectCleared;
if (version >= 817)
h & infoWindowType;
}
// for configuration/object setup
friend class CRandomRewardObjectInfo;
};
//TODO:
// MAX
// class DLL_LINKAGE CGPandoraBox : public CArmedInstance
// class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
// class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
// class DLL_LINKAGE CGQuestGuard : public CGSeerHut
// class DLL_LINKAGE CBank : public CArmedInstance
// class DLL_LINKAGE CGPyramid : public CBank
// EXTRA
// class DLL_LINKAGE COPWBonus : public CGTownBuilding
// class DLL_LINKAGE CTownBonus : public CGTownBuilding
// class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
// class DLL_LINKAGE CGKeymasterTent : public CGKeys
// class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
// POSSIBLE
// class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
// class DLL_LINKAGE CGWitchHut : public CPlayersVisited
// class DLL_LINKAGE CGScholar : public CGObjectInstance
VCMI_LIB_NAMESPACE_END