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