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537 lines
15 KiB
C++
537 lines
15 KiB
C++
/*
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* CGTownBuilding.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 "CGTownBuilding.h"
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#include "CGTownInstance.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../entities/building/CBuilding.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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CGTownBuilding::CGTownBuilding(IGameCallback * cb)
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: IObjectInterface(cb)
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, town(nullptr)
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{}
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CGTownBuilding::CGTownBuilding(CGTownInstance * town)
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: IObjectInterface(town->cb)
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, town(town)
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{}
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PlayerColor CGTownBuilding::getOwner() const
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{
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return town->getOwner();
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}
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MapObjectID CGTownBuilding::getObjGroupIndex() const
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{
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return -1;
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}
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MapObjectSubID CGTownBuilding::getObjTypeIndex() const
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{
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return 0;
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}
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int3 CGTownBuilding::visitablePos() const
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{
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return town->visitablePos();
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}
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int3 CGTownBuilding::getPosition() const
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{
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return town->getPosition();
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}
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std::string CGTownBuilding::getVisitingBonusGreeting() const
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{
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auto bonusGreeting = town->getTown()->getGreeting(bType);
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if(!bonusGreeting.empty())
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return bonusGreeting;
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switch(bType)
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{
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case BuildingSubID::MANA_VORTEX:
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bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
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break;
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case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
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bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
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break;
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case BuildingSubID::SPELL_POWER_VISITING_BONUS:
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bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
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break;
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case BuildingSubID::ATTACK_VISITING_BONUS:
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bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
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break;
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case BuildingSubID::EXPERIENCE_VISITING_BONUS:
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bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
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break;
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case BuildingSubID::DEFENSE_VISITING_BONUS:
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bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
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break;
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}
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auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
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if(bonusGreeting.empty())
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{
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bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
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logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
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}
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boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
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town->getTown()->setGreeting(bType, bonusGreeting);
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return bonusGreeting;
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}
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std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
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{
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if(bonus.type == BonusType::TOWN_MAGIC_WELL)
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{
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MetaString wellGreeting = MetaString::createFromTextID("vcmi.townHall.greetingInTownMagicWell");
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wellGreeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
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return wellGreeting.toString();
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}
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MetaString greeting = MetaString::createFromTextID("vcmi.townHall.greetingCustomBonus");
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std::string paramTextID;
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std::string until;
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if(bonus.type == BonusType::MORALE)
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paramTextID = "core.genrltxt.384"; // Morale
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if(bonus.type == BonusType::LUCK)
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paramTextID = "core.genrltxt.385"; // Luck
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greeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
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greeting.replaceNumber(bonus.val);
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greeting.replaceTextID(paramTextID);
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if (bonus.duration == BonusDuration::ONE_BATTLE)
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greeting.replaceTextID("vcmi.townHall.greetingCustomUntil");
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else
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greeting.replaceRawString(".");
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return greeting.toString();
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}
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COPWBonus::COPWBonus(IGameCallback *cb)
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: CGTownBuilding(cb)
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{}
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COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
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: CGTownBuilding(cgTown)
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{
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bID = bid;
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bType = subId;
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indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
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}
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void COPWBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
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{
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switch (what)
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{
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case ObjProperty::VISITORS:
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visitors.insert(identifier.as<ObjectInstanceID>());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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visitors.clear();
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break;
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}
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}
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void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
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{
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ObjectInstanceID heroID = h->id;
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if(town->hasBuilt(bID))
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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switch (this->bType)
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{
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case BuildingSubID::STABLES:
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if(!h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
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{
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GiveBonus gb;
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gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand);
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gb.id = heroID;
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cb->giveHeroBonus(&gb);
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cb->setMovePoints(heroID, 600, false);
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iw.text.appendRawString(VLC->generaltexth->allTexts[580]);
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cb->showInfoDialog(&iw);
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}
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break;
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case BuildingSubID::MANA_VORTEX:
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if(visitors.empty())
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{
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if(h->mana < h->manaLimit() * 2)
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{
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cb->setManaPoints (heroID, 2 * h->manaLimit());
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//TODO: investigate line below
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//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
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iw.text.appendRawString(getVisitingBonusGreeting());
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cb->showInfoDialog(&iw);
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town->addHeroToStructureVisitors(h, indexOnTV);
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}
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}
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break;
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}
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}
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}
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CTownBonus::CTownBonus(IGameCallback *cb)
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: CGTownBuilding(cb)
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{}
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CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
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: CGTownBuilding(cgTown)
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{
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bID = index;
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bType = subId;
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indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
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}
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void CTownBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
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{
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if(what == ObjProperty::VISITORS)
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visitors.insert(identifier.as<ObjectInstanceID>());
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}
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void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
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{
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ObjectInstanceID heroID = h->id;
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if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
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{
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si64 val = 0;
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InfoWindow iw;
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PrimarySkill what = PrimarySkill::NONE;
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switch(bType)
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{
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case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
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what = PrimarySkill::KNOWLEDGE;
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val = 1;
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iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1);
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break;
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case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
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what = PrimarySkill::SPELL_POWER;
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val = 1;
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iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1);
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break;
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case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
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what = PrimarySkill::ATTACK;
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val = 1;
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iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1);
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break;
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case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
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what = PrimarySkill::EXPERIENCE;
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val = static_cast<int>(h->calculateXp(1000));
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iw.components.emplace_back(ComponentType::EXPERIENCE, val);
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break;
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case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
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what = PrimarySkill::DEFENSE;
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val = 1;
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iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1);
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break;
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case BuildingSubID::CUSTOM_VISITING_BONUS:
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const auto building = town->getTown()->buildings.at(bID);
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if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())))
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{
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const auto & bonuses = building->onVisitBonuses;
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applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
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}
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break;
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}
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if(what != PrimarySkill::NONE)
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{
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iw.player = cb->getOwner(heroID);
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iw.text.appendRawString(getVisitingBonusGreeting());
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cb->showInfoDialog(&iw);
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if (what == PrimarySkill::EXPERIENCE)
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cb->giveExperience(cb->getHero(heroID), val);
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else
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cb->changePrimSkill(cb->getHero(heroID), what, val);
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town->addHeroToStructureVisitors(h, indexOnTV);
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}
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}
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}
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void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
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{
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auto addToVisitors = false;
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for(const auto & bonus : bonuses)
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{
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GiveBonus gb;
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InfoWindow iw;
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if(bonus->type == BonusType::TOWN_MAGIC_WELL)
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{
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if(h->mana >= h->manaLimit())
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return;
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cb->setManaPoints(h->id, h->manaLimit());
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bonus->duration = BonusDuration::ONE_DAY;
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}
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gb.bonus = * bonus;
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gb.id = h->id;
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cb->giveHeroBonus(&gb);
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if(bonus->duration == BonusDuration::PERMANENT)
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addToVisitors = true;
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iw.player = cb->getOwner(h->id);
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iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
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cb->showInfoDialog(&iw);
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}
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if(addToVisitors)
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town->addHeroToStructureVisitors(h, indexOnTV);
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}
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CTownRewardableBuilding::CTownRewardableBuilding(IGameCallback *cb)
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: CGTownBuilding(cb)
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{}
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CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, vstd::RNG & rand)
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: CGTownBuilding(cgTown)
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{
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bID = index;
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bType = subId;
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indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
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initObj(rand);
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}
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void CTownRewardableBuilding::initObj(vstd::RNG & rand)
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{
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assert(town && town->town);
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configuration = generateConfiguration(rand);
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}
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Rewardable::Configuration CTownRewardableBuilding::generateConfiguration(vstd::RNG & rand) const
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{
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Rewardable::Configuration result;
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auto building = town->town->buildings.at(bID);
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building->rewardableObjectInfo.configureObject(result, rand, cb);
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for(auto & rewardInfo : result.info)
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{
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for (auto & bonus : rewardInfo.reward.bonuses)
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{
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bonus.source = BonusSource::TOWN_STRUCTURE;
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bonus.sid = BonusSourceID(building->getUniqueTypeID());
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}
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}
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return result;
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}
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void CTownRewardableBuilding::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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auto newConfiguration = generateConfiguration(rand);
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cb->setRewardableObjectConfiguration(town->id, bID, newConfiguration);
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if(configuration.resetParameters.visitors)
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{
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cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
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}
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}
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}
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void CTownRewardableBuilding::setProperty(ObjProperty what, ObjPropertyID identifier)
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{
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switch (what)
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{
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case ObjProperty::VISITORS:
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visitors.insert(identifier.as<ObjectInstanceID>());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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visitors.clear();
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break;
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case ObjProperty::REWARD_SELECT:
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selectedReward = identifier.getNum();
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break;
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}
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}
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void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
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}
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void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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if(answer == 0)
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return; // player refused
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if(visitors.find(hero->id) != visitors.end())
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return; // query not for this building
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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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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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void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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{
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town->addHeroToStructureVisitors(hero, indexOnTV);
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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(town, hero))
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{
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grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
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}
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}
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bool CTownRewardableBuilding::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 !visitors.empty();
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case Rewardable::VISIT_PLAYER:
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return false; //not supported
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case Rewardable::VISIT_BONUS:
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{
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const auto building = town->getTown()->buildings.at(bID);
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return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
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}
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case Rewardable::VISIT_HERO:
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return visitors.find(contextHero->id) != visitors.end();
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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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void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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{
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auto grantRewardWithMessage = [&](int index) -> void
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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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town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text = vi.message;
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vi.reward.loadComponents(iw.components, h);
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iw.type = EInfoWindowMode::MODAL;
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if(!iw.components.empty() || !iw.text.toString().empty())
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cb->showInfoDialog(&iw);
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grantReward(index, h);
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};
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auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
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{
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BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
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sd.player = h->tempOwner;
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sd.text = dialog;
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if (rewards.size() > 1)
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for (auto index : rewards)
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sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
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if (rewards.size() == 1)
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configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
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cb->showBlockingDialog(&sd);
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};
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if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
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return;
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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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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(emptyRewards[0]);
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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)
|
|
selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
|
|
else
|
|
grantRewardWithMessage(rewards.front());
|
|
break;
|
|
}
|
|
default: // multiple rewards. Act according to select mode
|
|
{
|
|
switch (configuration.selectMode) {
|
|
case Rewardable::SELECT_PLAYER: // player must select
|
|
selectRewardsMessage(rewards, configuration.onSelect);
|
|
break;
|
|
case Rewardable::SELECT_FIRST: // give first available
|
|
grantRewardWithMessage(rewards.front());
|
|
break;
|
|
case Rewardable::SELECT_RANDOM: // give random
|
|
grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
logGlobal->debug("Revisiting already visited object");
|
|
|
|
auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
|
|
if (!visitedRewards.empty())
|
|
grantRewardWithMessage(visitedRewards[0]);
|
|
else
|
|
logMod->debug("No applicable message for visiting already visited object!");
|
|
}
|
|
}
|
|
|
|
|
|
VCMI_LIB_NAMESPACE_END
|