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vcmi/lib/mapObjects/CGDwelling.cpp

435 lines
12 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 "CObjectClassesHandler.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../CTownHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../CPlayerState.h"
#include "../NetPacks.h"
#include "../GameSettings.h"
#include "../CConfigHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
CSpecObjInfo::CSpecObjInfo():
owner(nullptr)
{
}
void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("sameAsTown", instanceId);
if(!handler.saving)
{
asCastle = !instanceId.empty();
allowedFactions.clear();
}
if(!asCastle)
{
std::vector<bool> standard;
standard.resize(VLC->townh->size(), true);
JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
allowedLIC.any = allowedFactions;
handler.serializeLIC("allowedFactions", allowedLIC);
if(!handler.saving)
{
allowedFactions = allowedLIC.any;
}
}
}
void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
{
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);
}
}
void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
{
CCreGenAsCastleInfo::serializeJson(handler);
CCreGenLeveledInfo::serializeJson(handler);
}
CGDwelling::CGDwelling()
: info(nullptr)
{
}
CGDwelling::~CGDwelling()
{
vstd::clear_pointer(info);
}
void CGDwelling::initObj(CRandomGenerator & rand)
{
switch(ID)
{
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
if (getOwner() != PlayerColor::NEUTRAL)
cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
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::initRandomObjectInfo()
{
vstd::clear_pointer(info);
switch(ID)
{
case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
break;
case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
break;
case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
break;
}
if(info)
info->owner = this;
}
void CGDwelling::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::OWNER: //change owner
if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
{
if (tempOwner != PlayerColor::NEUTRAL)
{
std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
}
if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);
}
break;
case ObjProperty::AVAILABLE_CREATURE:
creatures.resize(1);
creatures[0].second.resize(1);
creatures[0].second[0] = CreatureID(val);
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.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
cb->sendAndApply(&iw);
return;
}
PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
if ( relations == PlayerRelations::ALLIES )
return;//do not allow recruiting or capturing
if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
{
BlockingDialog bd(true,false);
bd.player = h->tempOwner;
bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
else
bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
bd.text.addReplacement(*Slots().begin()->second);
cb->showBlockingDialog(&bd);
return;
}
// TODO this shouldn't be hardcoded
if(!relations && 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.addTxt(MetaString::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.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
for(const auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::REFUGEE_CAMP)
{
bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
for(const auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::WAR_MACHINE_FACTORY)
bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
else
throw std::runtime_error("Illegal dwelling!");
cb->showBlockingDialog(&bd);
}
void CGDwelling::newTurn(CRandomGenerator & 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->setObjProperty(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 = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
else
creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH);
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();
}
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()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
{
guarded = true;
break;
}
}
if (guarded)
{
for (auto creatureEntry : creatures)
{
const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
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
{
SlotID slot = h->getSlotFor(crid);
if(!slot.validSlot()) //no available slot
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
iw.text.addReplacement(count);
iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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);
}
OpenWindow ow;
ow.id1 = id.getNum();
ow.id2 = h->id.getNum();
ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
? EOpenWindowMode::RECRUITMENT_FIRST
: EOpenWindowMode::RECRUITMENT_ALL;
cb->sendAndApply(&ow);
}
}
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
onHeroVisit(hero);
}
}
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattleI(hero, this);
}
else if(answer)
{
heroAcceptsCreatures(hero);
}
}
void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
{
if(!handler.saving)
initRandomObjectInfo();
switch (ID)
{
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:
info->serializeJson(handler);
//fall through
default:
serializeJsonOwner(handler);
break;
}
}
VCMI_LIB_NAMESPACE_END