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vcmi/lib/rewardable/Reward.cpp
Ivan Savenko 22870c4764 Fix potential crash on right-clicking object that gives secondary skills
such as Witch Hut when town is selected
2024-07-10 14:36:24 +00:00

177 lines
6.0 KiB
C++

/*
* Reward.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 "Reward.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../constants/StringConstants.h"
#include "../CSkillHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
void Rewardable::RewardRevealTiles::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeBool("hide", hide);
handler.serializeInt("scoreSurface", scoreSurface);
handler.serializeInt("scoreSubterra", scoreSubterra);
handler.serializeInt("scoreWater", scoreWater);
handler.serializeInt("scoreRock", scoreRock);
handler.serializeInt("radius", radius);
}
Rewardable::Reward::Reward()
: heroExperience(0)
, heroLevel(0)
, manaDiff(0)
, manaPercentage(-1)
, manaOverflowFactor(0)
, movePoints(0)
, movePercentage(-1)
, primary(4, 0)
, removeObject(false)
, spellCast(SpellID::NONE, MasteryLevel::NONE)
{
}
Rewardable::Reward::~Reward() = default;
si32 Rewardable::Reward::calculateManaPoints(const CGHeroInstance * hero) const
{
si32 manaScaled = hero->mana;
if (manaPercentage >= 0)
manaScaled = hero->manaLimit() * manaPercentage / 100;
si32 manaMissing = std::max(0, hero->manaLimit() - manaScaled);
si32 manaGranted = std::min(manaMissing, manaDiff);
si32 manaOverflow = manaDiff - manaGranted;
si32 manaOverLimit = manaOverflow * manaOverflowFactor / 100;
si32 manaOutput = manaScaled + manaGranted + manaOverLimit;
return manaOutput;
}
Component Rewardable::Reward::getDisplayedComponent(const CGHeroInstance * h) const
{
std::vector<Component> comps;
loadComponents(comps, h);
if (!comps.empty())
return comps.front();
// Rewardable requested component that represent such rewards, to be used as button in UI selection dialog, e.g. Chest with its experience / money pick
// However reward is either completely empty OR has no rewards that target hero can receive OR these rewards have no visible component (e.g. movement)
// Such cases are unreachable in H3, however can be reached by mods
logMod->warn("Failed to find displayed component for reward!");
return Component(ComponentType::NONE, 0);
}
void Rewardable::Reward::loadComponents(std::vector<Component> & comps, const CGHeroInstance * h) const
{
for (auto comp : extraComponents)
comps.push_back(comp);
for (auto & bonus : bonuses)
{
if (bonus.type == BonusType::MORALE)
comps.emplace_back(ComponentType::MORALE, bonus.val);
if (bonus.type == BonusType::LUCK)
comps.emplace_back(ComponentType::LUCK, bonus.val);
}
if (heroExperience)
comps.emplace_back(ComponentType::EXPERIENCE, static_cast<si32>(h ? h->calculateXp(heroExperience) : heroExperience));
if (heroLevel)
comps.emplace_back(ComponentType::LEVEL, heroLevel);
if (manaDiff || manaPercentage >= 0)
comps.emplace_back(ComponentType::MANA, h ? (calculateManaPoints(h) - h->mana) : manaDiff);
for (size_t i=0; i<primary.size(); i++)
{
if (primary[i] != 0)
comps.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill(i), primary[i]);
}
for(const auto & entry : secondary)
{
auto skillID = entry.first;
int levelsGained = entry.second;
int currentLevel = h ? h->getSecSkillLevel(skillID) : 0;
int finalLevel = std::min(static_cast<int>(MasteryLevel::EXPERT), currentLevel + levelsGained);
comps.emplace_back(ComponentType::SEC_SKILL, entry.first, finalLevel);
}
for(const auto & entry : artifacts)
comps.emplace_back(ComponentType::ARTIFACT, entry);
for(const auto & entry : spells)
if (!h || h->canLearnSpell(entry.toEntity(VLC), true))
comps.emplace_back(ComponentType::SPELL, entry);
for(const auto & entry : creatures)
comps.emplace_back(ComponentType::CREATURE, entry.type->getId(), entry.count);
for (size_t i=0; i<resources.size(); i++)
{
if (resources[i] !=0)
comps.emplace_back(ComponentType::RESOURCE, GameResID(i), resources[i]);
}
}
void Rewardable::Reward::serializeJson(JsonSerializeFormat & handler)
{
resources.serializeJson(handler, "resources");
handler.serializeBool("removeObject", removeObject);
handler.serializeInt("manaPercentage", manaPercentage);
handler.serializeInt("movePercentage", movePercentage);
handler.serializeInt("heroExperience", heroExperience);
handler.serializeInt("heroLevel", heroLevel);
handler.serializeInt("manaDiff", manaDiff);
handler.serializeInt("manaOverflowFactor", manaOverflowFactor);
handler.serializeInt("movePoints", movePoints);
handler.serializeIdArray("artifacts", artifacts);
handler.serializeIdArray("spells", spells);
handler.enterArray("creatures").serializeStruct(creatures);
handler.enterArray("primary").serializeArray(primary);
{
auto a = handler.enterArray("secondary");
std::vector<std::pair<SecondarySkill, si32>> fieldValue(secondary.begin(), secondary.end());
a.serializeStruct<std::pair<SecondarySkill, si32>>(fieldValue, [](JsonSerializeFormat & h, std::pair<SecondarySkill, si32> & e)
{
h.serializeId("skill", e.first);
h.serializeId("level", e.second, 0, [](const std::string & i){return vstd::find_pos(NSecondarySkill::levels, i);}, [](si32 i){return NSecondarySkill::levels.at(i);});
});
a.syncSize(fieldValue);
secondary = std::map<SecondarySkill, si32>(fieldValue.begin(), fieldValue.end());
}
{
auto a = handler.enterArray("creaturesChange");
std::vector<std::pair<CreatureID, CreatureID>> fieldValue(creaturesChange.begin(), creaturesChange.end());
a.serializeStruct<std::pair<CreatureID, CreatureID>>(fieldValue, [](JsonSerializeFormat & h, std::pair<CreatureID, CreatureID> & e)
{
h.serializeId("creature", e.first, CreatureID{});
h.serializeId("amount", e.second, CreatureID{});
});
creaturesChange = std::map<CreatureID, CreatureID>(fieldValue.begin(), fieldValue.end());
}
{
auto a = handler.enterStruct("spellCast");
a->serializeId("spell", spellCast.first, SpellID{});
a->serializeInt("level", spellCast.second);
}
}
VCMI_LIB_NAMESPACE_END