1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/lib/mapObjects/CBank.cpp
Ivan Savenko 39a2c29c97 Removed creatureBank flag from battle, battles now receive BattleLayout
struct that defines how units are placed in combat
2024-09-12 12:11:18 +00:00

293 lines
7.3 KiB
C++

/*
* CBank.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 "CBank.h"
#include <vcmi/spells/Spell.h>
#include <vcmi/spells/Service.h>
#include "../texts/CGeneralTextHandler.h"
#include "../IGameSettings.h"
#include "../CPlayerState.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/CBankInstanceConstructor.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../networkPacks/Component.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
VCMI_LIB_NAMESPACE_BEGIN
///helpers
static std::string visitedTxt(const bool visited)
{
int id = visited ? 352 : 353;
return VLC->generaltexth->allTexts[id];
}
CBank::CBank(IGameCallback *cb)
: CArmedInstance(cb)
{}
//must be instantiated in .cpp file for access to complete types of all member fields
CBank::~CBank() = default;
void CBank::initObj(vstd::RNG & rand)
{
daycounter = 0;
resetDuration = 0;
getObjectHandler()->configureObject(this, rand);
}
bool CBank::isCoastVisitable() const
{
return coastVisitable;
}
std::string CBank::getHoverText(PlayerColor player) const
{
if (!wasVisited(player))
return getObjectName();
return getObjectName() + "\n" + visitedTxt(bankConfig == nullptr);
}
std::vector<Component> CBank::getPopupComponents(PlayerColor player) const
{
if (!wasVisited(player))
return {};
if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
return {};
if (bankConfig == nullptr)
return {};
std::map<CreatureID, int> guardsAmounts;
std::vector<Component> result;
for (auto const & slot : Slots())
if (slot.second)
guardsAmounts[slot.second->getCreatureID()] += slot.second->getCount();
for (auto const & guard : guardsAmounts)
{
Component comp(ComponentType::CREATURE, guard.first, guard.second);
result.push_back(comp);
}
return result;
}
void CBank::setConfig(const BankConfig & config)
{
bankConfig = std::make_unique<BankConfig>(config);
clearSlots(); // remove all stacks, if any
for(const auto & stack : config.guards)
setCreature (SlotID(stacksCount()), stack.type->getId(), stack.count);
daycounter = 1; //yes, 1 since "today" daycounter won't be incremented
}
void CBank::setPropertyDer (ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::BANK_DAYCOUNTER: //daycounter
daycounter+= identifier.getNum();
break;
case ObjProperty::BANK_CLEAR:
bankConfig.reset();
break;
}
}
void CBank::newTurn(vstd::RNG & rand) const
{
if (bankConfig == nullptr)
{
if (resetDuration != 0)
{
if (daycounter >= resetDuration)
{
auto handler = std::dynamic_pointer_cast<CBankInstanceConstructor>(getObjectHandler());
auto config = handler->generateConfiguration(cb, rand, ID);
cb->setBankObjectConfiguration(id, config);
}
else
cb->setObjPropertyValue(id, ObjProperty::BANK_DAYCOUNTER, 1); //daycounter++
}
}
}
bool CBank::wasVisited (PlayerColor player) const
{
return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));
}
void CBank::onHeroVisit(const CGHeroInstance * h) const
{
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
cb->sendAndApply(&cov);
BlockingDialog bd(true, false);
bd.player = h->getOwner();
bd.text.appendLocalString(EMetaText::ADVOB_TXT, 32);
bd.components = getPopupComponents(h->getOwner());
bd.text.replaceRawString(getObjectName());
cb->showBlockingDialog(this, &bd);
}
void CBank::doVisit(const CGHeroInstance * hero) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = hero->getOwner();
MetaString loot;
if (!bankConfig)
{
iw.text.appendRawString(VLC->generaltexth->advobtxt[33]);// This was X, now is completely empty
iw.text.replaceRawString(getObjectName());
cb->showInfoDialog(&iw);
}
//grant resources
if (bankConfig)
{
for (GameResID it : GameResID::ALL_RESOURCES())
{
if (bankConfig->resources[it] != 0)
{
iw.components.emplace_back(ComponentType::RESOURCE, it, bankConfig->resources[it]);
loot.appendRawString("%d %s");
loot.replaceNumber(bankConfig->resources[it]);
loot.replaceName(it);
cb->giveResource(hero->getOwner(), it, bankConfig->resources[it]);
}
}
//grant artifacts
for (auto & elem : bankConfig->artifacts)
{
iw.components.emplace_back(ComponentType::ARTIFACT, elem);
loot.appendRawString("%s");
loot.replaceName(elem);
cb->giveHeroNewArtifact(hero, elem, ArtifactPosition::FIRST_AVAILABLE);
}
//display loot
if (!iw.components.empty())
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 34);
const auto * strongest = boost::range::max_element(bankConfig->guards, [](const CStackBasicDescriptor & a, const CStackBasicDescriptor & b)
{
return a.type->getFightValue() < b.type->getFightValue();
})->type;
iw.text.replaceNamePlural(strongest->getId());
iw.text.replaceRawString(loot.buildList());
cb->showInfoDialog(&iw);
}
loot.clear();
iw.components.clear();
iw.text.clear();
if (!bankConfig->spells.empty())
{
std::set<SpellID> spells;
bool noWisdom = false;
for(const SpellID & spellId : bankConfig->spells)
{
const auto * spell = spellId.toEntity(VLC);
iw.text.appendName(spellId);
if(spell->getLevel() <= hero->maxSpellLevel())
{
if(hero->canLearnSpell(spell))
{
spells.insert(spellId);
iw.components.emplace_back(ComponentType::SPELL, spellId);
}
}
else
noWisdom = true;
}
if (!hero->getArt(ArtifactPosition::SPELLBOOK))
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 109); //no spellbook
else if(noWisdom)
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 108); //no expert Wisdom
if(!iw.components.empty() || !iw.text.toString().empty())
cb->showInfoDialog(&iw);
if(!spells.empty())
cb->changeSpells(hero, true, spells);
}
iw.components.clear();
iw.text.clear();
//grant creatures
CCreatureSet ourArmy;
for(const auto & slot : bankConfig->creatures)
{
ourArmy.addToSlot(ourArmy.getSlotFor(slot.type->getId()), slot.type->getId(), slot.count);
}
for(const auto & elem : ourArmy.Slots())
{
iw.components.emplace_back(ComponentType::CREATURE, elem.second->getId(), elem.second->getCount());
loot.appendRawString("%s");
loot.replaceName(*elem.second);
}
if(ourArmy.stacksCount())
{
if(ourArmy.stacksCount() == 1 && ourArmy.Slots().begin()->second->count == 1)
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 185);
else
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 186);
iw.text.replaceRawString(loot.buildList());
iw.text.replaceRawString(hero->getNameTranslated());
cb->showInfoDialog(&iw);
cb->giveCreatures(this, hero, ourArmy, false);
}
cb->setObjPropertyValue(id, ObjProperty::BANK_CLEAR); //bc = nullptr
}
}
void CBank::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == BattleSide::ATTACKER)
{
doVisit(hero);
}
}
void CBank::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
{
if (answer)
{
if (bankConfig) // not looted bank
cb->startBattle(hero, this);
else
doVisit(hero);
}
}
VCMI_LIB_NAMESPACE_END