mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
535 lines
16 KiB
C++
535 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 "../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() = default;
|
|
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->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!");
|
|
|
|
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);
|
|
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
|