mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-02 09:02:03 +02:00
436 lines
12 KiB
C++
436 lines
12 KiB
C++
/*
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* CGDwelling.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 "CGDwelling.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../CTownHandler.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../CPlayerState.h"
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#include "../NetPacks.h"
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#include "../GameSettings.h"
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#include "../CConfigHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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CSpecObjInfo::CSpecObjInfo():
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owner(nullptr)
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{
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}
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void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeString("sameAsTown", instanceId);
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if(!handler.saving)
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{
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asCastle = !instanceId.empty();
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allowedFactions.clear();
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}
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if(!asCastle)
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{
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std::vector<bool> standard;
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standard.resize(VLC->townh->size(), true);
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JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
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allowedLIC.any = allowedFactions;
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handler.serializeLIC("allowedFactions", allowedLIC);
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if(!handler.saving)
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{
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allowedFactions = allowedLIC.any;
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}
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}
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}
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void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
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handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
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if(!handler.saving)
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{
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//todo: safely allow any level > 7
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vstd::abetween<uint8_t>(minLevel, 1, 7);
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vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
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}
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}
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void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
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{
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CCreGenAsCastleInfo::serializeJson(handler);
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CCreGenLeveledInfo::serializeJson(handler);
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}
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CGDwelling::CGDwelling()
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: info(nullptr)
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{
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}
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CGDwelling::~CGDwelling()
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{
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vstd::clear_pointer(info);
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}
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void CGDwelling::initObj(CRandomGenerator & rand)
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{
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switch(ID)
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{
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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{
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VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
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if (getOwner() != PlayerColor::NEUTRAL)
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cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
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assert(!creatures.empty());
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assert(!creatures[0].second.empty());
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break;
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}
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case Obj::REFUGEE_CAMP:
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//is handled within newturn func
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break;
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case Obj::WAR_MACHINE_FACTORY:
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creatures.resize(3);
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creatures[0].second.emplace_back(CreatureID::BALLISTA);
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creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
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creatures[2].second.emplace_back(CreatureID::AMMO_CART);
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break;
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default:
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assert(0);
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break;
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}
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}
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void CGDwelling::initRandomObjectInfo()
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{
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vstd::clear_pointer(info);
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switch(ID)
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{
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case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
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break;
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case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
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break;
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case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
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break;
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}
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if(info)
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info->owner = this;
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}
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void CGDwelling::setPropertyDer(ui8 what, ui32 val)
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{
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switch (what)
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{
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case ObjProperty::OWNER: //change owner
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if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
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|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
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{
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if (tempOwner != PlayerColor::NEUTRAL)
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{
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std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
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dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
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}
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if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
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cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);
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}
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break;
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case ObjProperty::AVAILABLE_CREATURE:
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creatures.resize(1);
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creatures[0].second.resize(1);
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creatures[0].second[0] = CreatureID(val);
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break;
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}
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}
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void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
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{
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
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iw.text.replaceLocalString(EMetaText::OBJ_NAMES, ID);
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cb->sendAndApply(&iw);
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return;
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}
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PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
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if ( relations == PlayerRelations::ALLIES )
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return;//do not allow recruiting or capturing
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if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
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{
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BlockingDialog bd(true,false);
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bd.player = h->tempOwner;
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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?
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bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID);
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if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
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bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
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else
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bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
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bd.text.replaceCreatureName(*Slots().begin()->second);
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cb->showBlockingDialog(&bd);
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return;
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}
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// TODO this shouldn't be hardcoded
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if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
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{
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cb->setOwner(this, h->tempOwner);
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}
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BlockingDialog bd (true,false);
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bd.player = h->tempOwner;
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if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
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{
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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?
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bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID);
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for(const auto & elem : creatures)
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bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::REFUGEE_CAMP)
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{
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bd.text.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
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bd.text.replaceLocalString(EMetaText::OBJ_NAMES, ID);
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for(const auto & elem : creatures)
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bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::WAR_MACHINE_FACTORY)
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bd.text.appendLocalString(EMetaText::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
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else
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throw std::runtime_error("Illegal dwelling!");
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cb->showBlockingDialog(&bd);
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}
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void CGDwelling::newTurn(CRandomGenerator & rand) const
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{
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if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
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return;
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//town growths and War Machines Factories are handled separately
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if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
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return;
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if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
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{
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cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
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}
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bool change = false;
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SetAvailableCreatures sac;
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sac.creatures = creatures;
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sac.tid = id;
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for (size_t i = 0; i < creatures.size(); i++)
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{
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if(!creatures[i].second.empty())
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{
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bool creaturesAccumulate = false;
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if (tempOwner.isValidPlayer())
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creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
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else
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creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
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CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
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TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH);
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if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
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sac.creatures[i].first += amount;
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else
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sac.creatures[i].first = amount;
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change = true;
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}
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}
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if(change)
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cb->sendAndApply(&sac);
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updateGuards();
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}
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void CGDwelling::updateGuards() const
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{
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//TODO: store custom guard config and use it
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//TODO: store boolean flag for guards
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bool guarded = false;
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//default condition - creatures are of level 5 or higher
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for (auto creatureEntry : creatures)
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{
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if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
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{
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guarded = true;
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break;
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}
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}
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if (guarded)
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{
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for (auto creatureEntry : creatures)
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{
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const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
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SlotID slot = getSlotFor(crea->getId());
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if (hasStackAtSlot(slot)) //stack already exists, overwrite it
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{
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ChangeStackCount csc;
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csc.army = this->id;
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csc.slot = slot;
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csc.count = crea->getGrowth() * 3;
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csc.absoluteValue = true;
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cb->sendAndApply(&csc);
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}
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else //slot is empty, create whole new stack
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{
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InsertNewStack ns;
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ns.army = this->id;
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ns.slot = slot;
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ns.type = crea->getId();
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ns.count = crea->getGrowth() * 3;
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cb->sendAndApply(&ns);
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}
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}
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}
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}
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void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
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{
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CreatureID crid = creatures[0].second[0];
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auto *crs = crid.toCreature();
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TQuantity count = creatures[0].first;
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if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
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{
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if(count) //there are available creatures
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{
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SlotID slot = h->getSlotFor(crid);
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if(!slot.validSlot()) //no available slot
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{
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
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iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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}
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else //give creatures
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{
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = 0;
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army.
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iw.text.replaceNumber(count);
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iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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cb->sendAndApply(&sac);
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cb->addToSlot(StackLocation(h, slot), crs, count);
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}
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}
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else //there no creatures
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{
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit.
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iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);
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iw.player = h->tempOwner;
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cb->sendAndApply(&iw);
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}
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}
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else
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{
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if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
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{
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//there is 1 war machine available to recruit if hero doesn't have one
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
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sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
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sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
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cb->sendAndApply(&sac);
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}
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OpenWindow ow;
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ow.id1 = id.getNum();
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ow.id2 = h->id.getNum();
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ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
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? EOpenWindowMode::RECRUITMENT_FIRST
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: EOpenWindowMode::RECRUITMENT_ALL;
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cb->sendAndApply(&ow);
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}
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}
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void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if (result.winner == 0)
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{
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onHeroVisit(hero);
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}
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}
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void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
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if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
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{
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if(answer)
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cb->startBattleI(hero, this);
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}
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else if(answer)
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{
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heroAcceptsCreatures(hero);
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}
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}
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void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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if(!handler.saving)
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initRandomObjectInfo();
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switch (ID)
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{
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case Obj::WAR_MACHINE_FACTORY:
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case Obj::REFUGEE_CAMP:
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//do nothing
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break;
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case Obj::RANDOM_DWELLING:
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case Obj::RANDOM_DWELLING_LVL:
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case Obj::RANDOM_DWELLING_FACTION:
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info->serializeJson(handler);
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//fall through
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default:
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serializeJsonOwner(handler);
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break;
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}
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}
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VCMI_LIB_NAMESPACE_END
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