1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/mapObjects/CGDwelling.cpp
Ivan Savenko ffec4b9154 Explicitly ban 'large' dwellings from random selection
Old code was relying on specific sorting order leading to easy to break
logic
2024-04-22 12:35:55 +03:00

544 lines
16 KiB
C++

/*
* CGDwelling.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 "CGDwelling.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../mapping/CMap.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/DwellingInstanceConstructor.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../networkPacks/StackLocation.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
#include "../CTownHandler.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../CPlayerState.h"
#include "../GameSettings.h"
#include "../CConfigHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
void CGDwellingRandomizationInfo::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("sameAsTown", instanceId);
handler.serializeIdArray("allowedFactions", allowedFactions);
handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
if(!handler.saving)
{
//todo: safely allow any level > 7
vstd::abetween<uint8_t>(minLevel, 1, 7);
vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
}
}
CGDwelling::CGDwelling(IGameCallback *cb):
CArmedInstance(cb)
{}
CGDwelling::~CGDwelling() = default;
FactionID CGDwelling::randomizeFaction(CRandomGenerator & rand)
{
if (ID == Obj::RANDOM_DWELLING_FACTION)
return FactionID(subID.getNum());
assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL);
assert(randomizationInfo.has_value());
if (!randomizationInfo)
return FactionID::CASTLE;
CGTownInstance * linkedTown = nullptr;
if (!randomizationInfo->instanceId.empty())
{
auto iter = cb->gameState()->map->instanceNames.find(randomizationInfo->instanceId);
if(iter == cb->gameState()->map->instanceNames.end())
logGlobal->error("Map object not found: %s", randomizationInfo->instanceId);
linkedTown = dynamic_cast<CGTownInstance *>(iter->second.get());
}
if (randomizationInfo->identifier != 0)
{
for(auto & elem : cb->gameState()->map->objects)
{
auto town = dynamic_cast<CGTownInstance*>(elem.get());
if(town && town->identifier == randomizationInfo->identifier)
{
linkedTown = town;
break;
}
}
}
if (linkedTown)
{
if(linkedTown->ID==Obj::RANDOM_TOWN)
linkedTown->pickRandomObject(rand); //we have to randomize the castle first
assert(linkedTown->ID == Obj::TOWN);
if(linkedTown->ID==Obj::TOWN)
return linkedTown->getFaction();
}
if(!randomizationInfo->allowedFactions.empty())
return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, rand);
std::vector<FactionID> potentialPicks;
for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
if (VLC->factions()->getById(faction)->hasTown())
potentialPicks.push_back(faction);
assert(!potentialPicks.empty());
return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
}
int CGDwelling::randomizeLevel(CRandomGenerator & rand)
{
if (ID == Obj::RANDOM_DWELLING_LVL)
return subID.getNum();
assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_FACTION);
assert(randomizationInfo.has_value());
if (!randomizationInfo)
return rand.nextInt(1, 7) - 1;
if(randomizationInfo->minLevel == randomizationInfo->maxLevel)
return randomizationInfo->minLevel - 1;
return rand.nextInt(randomizationInfo->minLevel, randomizationInfo->maxLevel) - 1;
}
void CGDwelling::pickRandomObject(CRandomGenerator & rand)
{
if (ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL || ID == Obj::RANDOM_DWELLING_FACTION)
{
FactionID faction = randomizeFaction(rand);
int level = randomizeLevel(rand);
assert(faction != FactionID::NONE && faction != FactionID::NEUTRAL);
assert(level >= 0 && level <= 6);
randomizationInfo.reset();
CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0];
//NOTE: this will pick last dwelling with this creature (Mantis #900)
//check for block map equality is better but more complex solution
auto testID = [&](const Obj & primaryID) -> MapObjectSubID
{
auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
for (MapObjectSubID entry : dwellingIDs)
{
const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
if (!handler->isBannedForRandomDwelling() && handler->producesCreature(cid.toCreature()))
return MapObjectSubID(entry);
}
return MapObjectSubID();
};
ID = Obj::CREATURE_GENERATOR1;
subID = testID(Obj::CREATURE_GENERATOR1);
if (subID == MapObjectSubID())
{
ID = Obj::CREATURE_GENERATOR4;
subID = testID(Obj::CREATURE_GENERATOR4);
}
if (subID == MapObjectSubID())
{
logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
ID = Obj::CREATURE_GENERATOR1;
subID = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand);
}
setType(ID, subID);
}
}
void CGDwelling::initObj(CRandomGenerator & rand)
{
switch(ID.toEnum())
{
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
getObjectHandler()->configureObject(this, rand);
if (getOwner() != PlayerColor::NEUTRAL)
cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
assert(!creatures.empty());
assert(!creatures[0].second.empty());
break;
}
case Obj::REFUGEE_CAMP:
//is handled within newturn func
break;
case Obj::WAR_MACHINE_FACTORY:
creatures.resize(3);
creatures[0].second.emplace_back(CreatureID::BALLISTA);
creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
creatures[2].second.emplace_back(CreatureID::AMMO_CART);
break;
default:
assert(0);
break;
}
}
void CGDwelling::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::OWNER: //change owner
if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
{
if (tempOwner != PlayerColor::NEUTRAL)
{
std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
}
if (identifier.as<PlayerColor>().isValidPlayer())
cb->gameState()->players[identifier.as<PlayerColor>()].dwellings.emplace_back(this);
}
break;
case ObjProperty::AVAILABLE_CREATURE:
creatures.resize(1);
creatures[0].second.resize(1);
creatures[0].second[0] = identifier.as<CreatureID>();
break;
}
}
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
{
if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw.text.replaceName(ID);
cb->sendAndApply(&iw);
return;
}
PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
if ( relations == PlayerRelations::ALLIES )
return;//do not allow recruiting or capturing
if(relations == PlayerRelations::ENEMIES && stacksCount() > 0) //object is guarded, owned by enemy
{
BlockingDialog bd(true,false);
bd.player = h->tempOwner;
bd.text.appendLocalString(EMetaText::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
bd.text.replaceTextID(getObjectHandler()->getNameTextID());
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
else
bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
bd.text.replaceName(*Slots().begin()->second);
cb->showBlockingDialog(&bd);
return;
}
// TODO this shouldn't be hardcoded
if(relations == PlayerRelations::ENEMIES && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
{
cb->setOwner(this, h->tempOwner);
}
BlockingDialog bd (true,false);
bd.player = h->tempOwner;
if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
{
bd.text.appendLocalString(EMetaText::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
bd.text.replaceTextID(getObjectHandler()->getNameTextID());
for(const auto & elem : creatures)
bd.text.replaceNamePlural(elem.second[0]);
}
else if(ID == Obj::REFUGEE_CAMP)
{
bd.text.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
bd.text.replaceName(ID);
for(const auto & elem : creatures)
bd.text.replaceNamePlural(elem.second[0]);
}
else if(ID == Obj::WAR_MACHINE_FACTORY)
bd.text.appendLocalString(EMetaText::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
else
throw std::runtime_error("Illegal dwelling!");
if(ID == Obj::REFUGEE_CAMP || (ID == Obj::CREATURE_GENERATOR1 && VLC->creatures()->getById(creatures[0].second[0])->getLevel() != 1))
{
bd.flags |= BlockingDialog::SAFE_TO_AUTOACCEPT;
}
cb->showBlockingDialog(&bd);
}
void CGDwelling::newTurn(CRandomGenerator & rand) const
{
if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
return;
//town growths and War Machines Factories are handled separately
if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
return;
if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
{
cb->setObjPropertyID(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
}
bool change = false;
SetAvailableCreatures sac;
sac.creatures = creatures;
sac.tid = id;
for (size_t i = 0; i < creatures.size(); i++)
{
if(!creatures[i].second.empty())
{
bool creaturesAccumulate = false;
if (tempOwner.isValidPlayer())
creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
else
creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
const CCreature * cre =creatures[i].second[0].toCreature();
TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(cre->getLevel()));
if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
sac.creatures[i].first += amount;
else
sac.creatures[i].first = amount;
change = true;
}
}
if(change)
cb->sendAndApply(&sac);
updateGuards();
}
std::vector<Component> CGDwelling::getPopupComponents(PlayerColor player) const
{
if (getOwner() != player)
return {};
std::vector<Component> result;
if (ID == Obj::CREATURE_GENERATOR1 && !creatures.empty())
{
for (auto const & creature : creatures.front().second)
result.emplace_back(ComponentType::CREATURE, creature, creatures.front().first);
}
if (ID == Obj::CREATURE_GENERATOR4)
{
for (auto const & creatureLevel : creatures)
{
if (!creatureLevel.second.empty())
result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back(), creatureLevel.first);
}
}
return result;
}
void CGDwelling::updateGuards() const
{
//TODO: store custom guard config and use it
//TODO: store boolean flag for guards
bool guarded = false;
//default condition - creatures are of level 5 or higher
for (auto creatureEntry : creatures)
{
if (VLC->creatures()->getById(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
{
guarded = true;
break;
}
}
if (guarded)
{
for (auto creatureEntry : creatures)
{
const CCreature * crea = creatureEntry.second.at(0).toCreature();
SlotID slot = getSlotFor(crea->getId());
if (hasStackAtSlot(slot)) //stack already exists, overwrite it
{
ChangeStackCount csc;
csc.army = this->id;
csc.slot = slot;
csc.count = crea->getGrowth() * 3;
csc.absoluteValue = true;
cb->sendAndApply(&csc);
}
else //slot is empty, create whole new stack
{
InsertNewStack ns;
ns.army = this->id;
ns.slot = slot;
ns.type = crea->getId();
ns.count = crea->getGrowth() * 3;
cb->sendAndApply(&ns);
}
}
}
}
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
{
CreatureID crid = creatures[0].second[0];
auto *crs = crid.toCreature();
TQuantity count = creatures[0].first;
if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
{
if(count) //there are available creatures
{
if (VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED))
{
SlotID testSlot = h->getSlotFor(crid);
if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero
{
std::pair<SlotID, SlotID> toMerge;
if (h->mergableStacks(toMerge))
{
cb->moveStack(StackLocation(h, toMerge.first), StackLocation(h, toMerge.second), -1); //merge toMerge.first into toMerge.second
assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot
}
}
}
SlotID slot = h->getSlotFor(crid);
if(!slot.validSlot()) //no available slot
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.replaceNamePlural(crid);
cb->showInfoDialog(&iw);
}
else //give creatures
{
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = 0;
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army.
iw.text.replaceNumber(count);
iw.text.replaceNamePlural(crid);
cb->showInfoDialog(&iw);
cb->sendAndApply(&sac);
cb->addToSlot(StackLocation(h, slot), crs, count);
}
}
else //there no creatures
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit.
iw.text.replaceNamePlural(crid);
iw.player = h->tempOwner;
cb->sendAndApply(&iw);
}
}
else
{
if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
{
//there is 1 war machine available to recruit if hero doesn't have one
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
cb->sendAndApply(&sac);
}
auto windowMode = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL;
cb->showObjectWindow(this, windowMode, h, true);
}
}
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
onHeroVisit(hero);
}
}
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattleI(hero, this);
}
else if(answer)
{
heroAcceptsCreatures(hero);
}
}
void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
{
switch (ID.toEnum())
{
case Obj::WAR_MACHINE_FACTORY:
case Obj::REFUGEE_CAMP:
//do nothing
break;
case Obj::RANDOM_DWELLING:
case Obj::RANDOM_DWELLING_LVL:
case Obj::RANDOM_DWELLING_FACTION:
if (!handler.saving)
randomizationInfo = CGDwellingRandomizationInfo();
randomizationInfo->serializeJson(handler);
[[fallthrough]];
default:
serializeJsonOwner(handler);
break;
}
}
VCMI_LIB_NAMESPACE_END