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538 lines
16 KiB
C++
538 lines
16 KiB
C++
/*
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* CRewardableObject.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 "CRewardableObject.h"
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#include "../CPlayerState.h"
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#include "../GameSettings.h"
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#include "../IGameCallback.h"
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#include "../battle/BattleLayout.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjectConstructors/CRewardableConstructor.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../networkPacks/PacksForClientBattle.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../texts/CGeneralTextHandler.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
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{
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auto vi = configuration.info.at(index);
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logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
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// show message only if it is not empty or in infobox
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if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
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{
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InfoWindow iw;
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iw.player = contextHero->tempOwner;
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iw.text = vi.message;
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vi.reward.loadComponents(iw.components, contextHero);
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iw.type = configuration.infoWindowType;
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if(!iw.components.empty() || !iw.text.toString().empty())
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cb->showInfoDialog(&iw);
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}
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// grant reward afterwards. Note that it may remove object
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if(markAsVisit)
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markAsVisited(contextHero);
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grantReward(index, contextHero);
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}
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void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
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{
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BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
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sd.player = contextHero->tempOwner;
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sd.text = dialog;
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sd.components = loadComponents(contextHero, rewardIndices);
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cb->showBlockingDialog(this, &sd);
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}
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void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
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{
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if (rewardIndices.empty())
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return;
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for (auto index : rewardIndices)
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{
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// TODO: Merge all rewards of same type, with single message?
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grantRewardWithMessage(contextHero, index, false);
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}
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// Mark visited only after all rewards were processed
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if(markAsVisit)
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markAsVisited(contextHero);
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}
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std::vector<Component> CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
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{
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std::vector<Component> result;
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if (rewardIndices.empty())
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return result;
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if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
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{
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for (auto index : rewardIndices)
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result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
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}
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else
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{
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configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
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}
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return result;
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}
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bool CRewardableObject::guardedPotentially() const
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{
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for (auto const & visitInfo : configuration.info)
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if (!visitInfo.reward.guards.empty())
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return true;
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return false;
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}
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bool CRewardableObject::guardedPresently() const
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{
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return stacksCount() > 0;
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}
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void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
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{
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if(!wasScouted(hero->getOwner()))
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{
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_SCOUTED, id, hero->id);
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cb->sendAndApply(&cov);
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}
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if (guardedPresently())
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{
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auto guardedIndexes = getAvailableRewards(hero, Rewardable::EEventType::EVENT_GUARDED);
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auto guardedReward = configuration.info.at(guardedIndexes.at(0));
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// ask player to confirm attack
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BlockingDialog bd(true, false);
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bd.player = hero->getOwner();
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bd.text = guardedReward.message;
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bd.components = getPopupComponents(hero->getOwner());
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cb->showBlockingDialog(this, &bd);
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}
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else
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{
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doHeroVisit(hero);
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}
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}
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void CRewardableObject::doHeroVisit(const CGHeroInstance *h) const
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{
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if(!wasVisitedBefore(h))
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{
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auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
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bool objectRemovalPossible = false;
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for(auto index : rewards)
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{
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if(configuration.info.at(index).reward.removeObject)
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objectRemovalPossible = true;
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}
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logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
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switch (rewards.size())
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{
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case 0: // no available rewards, e.g. visiting School of War without gold
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{
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auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
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if (!emptyRewards.empty())
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grantRewardWithMessage(h, emptyRewards[0], false);
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else
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logMod->warn("No applicable message for visiting empty object!");
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break;
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}
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case 1: // one reward. Just give it with message
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{
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if (configuration.canRefuse)
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selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(h, rewards.front(), true);
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break;
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}
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default: // multiple rewards. Act according to select mode
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{
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switch (configuration.selectMode) {
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case Rewardable::SELECT_PLAYER: // player must select
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selectRewardWithMessage(h, rewards, configuration.onSelect);
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break;
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case Rewardable::SELECT_FIRST: // give first available
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if (configuration.canRefuse)
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selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(h, rewards.front(), true);
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break;
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case Rewardable::SELECT_RANDOM: // give random
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{
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ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator());
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if (configuration.canRefuse)
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selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
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else
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grantRewardWithMessage(h, rewardIndex, true);
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break;
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}
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case Rewardable::SELECT_ALL: // grant all possible
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grantAllRewardsWithMessage(h, rewards, true);
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break;
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}
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break;
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}
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}
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if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
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{
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
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cb->sendAndApply(&cov);
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}
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}
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else
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{
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logGlobal->debug("Revisiting already visited object");
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if (!wasVisited(h->getOwner()))
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{
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
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cb->sendAndApply(&cov);
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}
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auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
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if (!visitedRewards.empty())
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grantRewardWithMessage(h, visitedRewards[0], false);
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else
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logMod->warn("No applicable message for visiting already visited object!");
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}
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}
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void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero);
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}
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void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if (result.winner == BattleSide::ATTACKER)
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{
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doHeroVisit(hero);
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}
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}
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void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const
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{
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if(guardedPresently())
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{
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if (answer)
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{
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auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this);
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cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);
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}
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}
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else
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{
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if (answer == 0)
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return; //Player refused
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if(answer > 0 && answer - 1 < configuration.info.size())
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{
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auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
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markAsVisited(hero);
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grantReward(list[answer - 1], hero);
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}
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else
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{
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throw std::runtime_error("Unhandled choice");
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}
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}
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}
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void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const
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{
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cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true);
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_HERO, id, hero->id);
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cb->sendAndApply(&cov);
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}
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void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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{
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cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
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grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainder immediately
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if(!cb->isVisitCoveredByAnotherQuery(this, hero))
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{
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grantRewardAfterLevelup(cb, configuration.info.at(rewardID), this, hero);
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}
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}
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bool CRewardableObject::wasVisitedBefore(const CGHeroInstance * contextHero) const
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{
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switch (configuration.visitMode)
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{
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case Rewardable::VISIT_UNLIMITED:
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return false;
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case Rewardable::VISIT_ONCE:
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return onceVisitableObjectCleared;
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case Rewardable::VISIT_PLAYER:
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return vstd::contains(cb->getPlayerState(contextHero->getOwner())->visitedObjects, ObjectInstanceID(id));
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case Rewardable::VISIT_BONUS:
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return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));
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case Rewardable::VISIT_HERO:
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return contextHero->visitedObjects.count(ObjectInstanceID(id));
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case Rewardable::VISIT_LIMITER:
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return configuration.visitLimiter.heroAllowed(contextHero);
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default:
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return false;
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}
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}
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bool CRewardableObject::wasVisited(PlayerColor player) const
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{
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switch (configuration.visitMode)
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{
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case Rewardable::VISIT_UNLIMITED:
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case Rewardable::VISIT_BONUS:
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case Rewardable::VISIT_HERO:
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case Rewardable::VISIT_LIMITER:
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return false;
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case Rewardable::VISIT_ONCE:
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case Rewardable::VISIT_PLAYER:
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return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));
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default:
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return false;
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}
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}
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bool CRewardableObject::wasScouted(PlayerColor player) const
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{
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return vstd::contains(cb->getPlayerTeam(player)->scoutedObjects, ObjectInstanceID(id));
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}
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bool CRewardableObject::wasVisited(const CGHeroInstance * h) const
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{
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switch (configuration.visitMode)
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{
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case Rewardable::VISIT_BONUS:
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return h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));
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case Rewardable::VISIT_HERO:
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return h->visitedObjects.count(ObjectInstanceID(id));
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case Rewardable::VISIT_LIMITER:
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return wasScouted(h->getOwner()) && configuration.visitLimiter.heroAllowed(h);
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default:
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return wasVisited(h->getOwner());
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}
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}
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std::string CRewardableObject::getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const
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{
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std::string result = getObjectName();
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if (includeDescription && !getDescriptionMessage(player, hero).empty())
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result += "\n" + getDescriptionMessage(player, hero);
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if (hero)
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{
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if(configuration.visitMode != Rewardable::VISIT_UNLIMITED)
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{
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if (wasVisited(hero))
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result += "\n" + configuration.visitedTooltip.toString();
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else
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result += "\n " + configuration.notVisitedTooltip.toString();
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}
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}
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else
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{
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if(configuration.visitMode == Rewardable::VISIT_PLAYER || configuration.visitMode == Rewardable::VISIT_ONCE)
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{
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if (wasVisited(player))
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result += "\n" + configuration.visitedTooltip.toString();
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else
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result += "\n" + configuration.notVisitedTooltip.toString();
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}
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}
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return result;
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}
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std::string CRewardableObject::getHoverText(PlayerColor player) const
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{
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return getDisplayTextImpl(player, nullptr, false);
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}
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std::string CRewardableObject::getHoverText(const CGHeroInstance * hero) const
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{
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return getDisplayTextImpl(hero->getOwner(), hero, false);
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}
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std::string CRewardableObject::getPopupText(PlayerColor player) const
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{
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return getDisplayTextImpl(player, nullptr, true);
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}
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std::string CRewardableObject::getPopupText(const CGHeroInstance * hero) const
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{
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return getDisplayTextImpl(hero->getOwner(), hero, true);
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}
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std::string CRewardableObject::getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const
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{
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if (!wasScouted(player) || configuration.info.empty())
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return configuration.description.toString();
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auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
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if (rewardIndices.empty() || !configuration.info[0].description.empty())
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return configuration.info[0].description.toString();
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if (!configuration.info[rewardIndices.front()].description.empty())
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return configuration.info[rewardIndices.front()].description.toString();
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return configuration.description.toString();
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}
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std::vector<Component> CRewardableObject::getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const
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{
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if (!wasScouted(player))
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return {};
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if (guardedPresently())
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{
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if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
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return {};
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std::map<CreatureID, int> guardsAmounts;
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std::vector<Component> result;
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for (auto const & slot : Slots())
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if (slot.second)
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guardsAmounts[slot.second->getCreatureID()] += slot.second->getCount();
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for (auto const & guard : guardsAmounts)
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{
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Component comp(ComponentType::CREATURE, guard.first, guard.second);
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result.push_back(comp);
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}
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return result;
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}
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else
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{
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if (!configuration.showScoutedPreview)
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return {};
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auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
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if (rewardIndices.empty() && !configuration.info.empty())
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{
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// Object has valid config, but current hero has no rewards that he can receive.
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// Usually this happens if hero has already visited this object -> show reward using context without any hero
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// since reward may be context-sensitive - e.g. Witch Hut that gives 1 skill, but always at basic level
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return loadComponents(nullptr, {0});
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}
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if (rewardIndices.empty())
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return {};
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return loadComponents(hero, rewardIndices);
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}
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}
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std::vector<Component> CRewardableObject::getPopupComponents(PlayerColor player) const
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{
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return getPopupComponentsImpl(player, nullptr);
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}
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std::vector<Component> CRewardableObject::getPopupComponents(const CGHeroInstance * hero) const
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{
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return getPopupComponentsImpl(hero->getOwner(), hero);
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}
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void CRewardableObject::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
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{
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switch (what)
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{
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case ObjProperty::REWARD_SELECT:
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selectedReward = identifier.getNum();
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break;
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case ObjProperty::REWARD_CLEARED:
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onceVisitableObjectCleared = identifier.getNum();
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break;
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}
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}
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void CRewardableObject::newTurn(vstd::RNG & rand) const
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{
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if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
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{
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if (configuration.resetParameters.rewards)
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{
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auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());
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auto newConfiguration = handler->generateConfiguration(cb, rand, ID);
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cb->setRewardableObjectConfiguration(id, newConfiguration);
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}
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if (configuration.resetParameters.visitors)
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{
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cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, false);
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id);
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cb->sendAndApply(&cov);
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}
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}
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}
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void CRewardableObject::initObj(vstd::RNG & rand)
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{
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getObjectHandler()->configureObject(this, rand);
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}
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CRewardableObject::CRewardableObject(IGameCallback *cb)
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:CArmedInstance(cb)
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{}
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void CRewardableObject::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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CArmedInstance::serializeJsonOptions(handler);
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handler.serializeStruct("rewardable", static_cast<Rewardable::Interface&>(*this));
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}
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void CRewardableObject::initializeGuards()
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{
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|
clearSlots();
|
|
|
|
// Workaround for default creature banks strings that has placeholder for object name
|
|
// TODO: find better location for this code
|
|
for (auto & visitInfo : configuration.info)
|
|
visitInfo.message.replaceRawString(getObjectName());
|
|
|
|
for (auto const & visitInfo : configuration.info)
|
|
{
|
|
for (auto const & guard : visitInfo.reward.guards)
|
|
{
|
|
auto slotID = getFreeSlot();
|
|
if (!slotID.validSlot())
|
|
return;
|
|
|
|
putStack(slotID, new CStackInstance(guard.getId(), guard.getCount()));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CRewardableObject::isCoastVisitable() const
|
|
{
|
|
return configuration.coastVisitable;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|