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Additional Wooden Hill Fort message

More verbose info-message for unavailable upgrades (creature levels 5 and higher). Some minor refactors.

Added other statusbar message if it's standard Hill Fort
MichalZr6 1 an în urmă
părinte
comite
162e2ab22e

+ 3 - 0
Mods/vcmi/config/vcmi/english.json

@@ -283,6 +283,9 @@
 
 	"vcmi.adventureMap.revisitObject.hover" : "Revisit Object",
 	"vcmi.adventureMap.revisitObject.help" : "{Revisit Object}\n\nIf a hero currently stands on a Map Object, he can revisit the location.",
+	"vcmi.adventureMap.miniHillFort.notAvailableUpgrade.message" : "This building cannot upgrade creatures of level 5 and higher.",
+	"vcmi.adventureMap.miniHillFort.statusBar.info" : "Upgrade creatures levels 1 - 5 at double the normal price",
+	"vcmi.adventureMap.HillFort.statusBar.info" : "Upgrades creatures. Levels 1 - 4 are less expensive than in associated town",
 
 	"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately",
 	"vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",

+ 3 - 0
Mods/vcmi/config/vcmi/polish.json

@@ -280,6 +280,9 @@
 
 	"vcmi.adventureMap.revisitObject.hover" : "Odwiedź obiekt ponownie",
 	"vcmi.adventureMap.revisitObject.help" : "{Odwiedź obiekt ponownie}\n\nJeżeli bohater aktualnie stoi na polu odwiedzającym obiekt za pomocą tego przycisku może go odwiedzić ponownie.",
+	"vcmi.adventureMap.miniHillFort.notAvailableUpgrade.message" : "Ten budynek nie ma możliwości ulepszenia jednostek poziomu 5 i wyższych.",
+	"vcmi.adventureMap.miniHillFort.statusBar.info" : "Ulepsza jednostki poziomu 1 - 5 za podwójną cenę",
+	"vcmi.adventureMap.HillFort.statusBar.info" : "Ulepsza jednostki. Koszt ulepszenia dla poziomów 1 - 4 są bardziej korzystne niż w mieście",
 
 	"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
 	"vcmi.battleWindow.damageEstimation.melee" : "Atakuj %CREATURE (%DAMAGE).",

+ 54 - 24
client/windows/GUIClasses.cpp

@@ -1129,6 +1129,12 @@ CHillFortWindow::CHillFortWindow(const CGHeroInstance * visitor, const CGObjectI
 	statusbar = CGStatusBar::create(std::make_shared<CPicture>(background->getSurface(), Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
 
 	garr = std::make_shared<CGarrisonInt>(Point(108, 60), 18, Point(), hero, nullptr);
+
+	if(object->typeName == "miniHillFort")
+		statusbar->write(VLC->generaltexth->translate("vcmi.adventureMap.miniHillFort.statusBar.info"));
+	else if(object->typeName == "hillFort")
+		statusbar->write(VLC->generaltexth->translate("vcmi.adventureMap.HillFort.statusBar.info"));
+
 	updateGarrisons();
 }
 
@@ -1146,11 +1152,25 @@ void CHillFortWindow::updateGarrisons()
 
 	TResources totalSum; // totalSum[resource ID] = value
 
+	auto getImgIdx = [](CHillFortWindow::State st) -> std::size_t
+	{
+		switch (st)
+		{
+		case State::EMPTY:
+			return 0;
+		case State::UNAVAILABLE:
+		case State::ALREADY_UPGRADED:
+			return 1;
+		default:
+			return static_cast<std::size_t>(st);
+		}
+	};
+
 	for(int i=0; i<slotsCount; i++)
 	{
 		std::fill(costs[i].begin(), costs[i].end(), 0);
-		int newState = getState(SlotID(i));
-		if(newState != -1)
+		State newState = getState(SlotID(i));
+		if(newState != State::EMPTY)
 		{
 			UpgradeInfo info;
 			LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
@@ -1162,29 +1182,29 @@ void CHillFortWindow::updateGarrisons()
 		}
 
 		currState[i] = newState;
-		upgrade[i]->setImage(AnimationPath::builtin(currState[i] == -1 ? slotImages[0] : slotImages[currState[i]]));
-		upgrade[i]->block(currState[i] == -1);
+		upgrade[i]->setImage(AnimationPath::builtin(slotImages[getImgIdx(currState[i])]));
+		upgrade[i]->block(currState[i] == State::EMPTY);
 		upgrade[i]->addHoverText(EButtonState::NORMAL, getTextForSlot(SlotID(i)));
 	}
 
 	//"Upgrade all" slot
-	int newState = 2;
+	State newState = State::MAKE_UPGRADE;
 	{
 		TResources myRes = LOCPLINT->cb->getResourceAmount();
 
 		bool allUpgraded = true;//All creatures are upgraded?
 		for(int i=0; i<slotsCount; i++)
-			allUpgraded &= currState[i] == 1 || currState[i] == -1;
+			allUpgraded &= currState[i] == State::ALREADY_UPGRADED || currState[i] == State::EMPTY || currState[i] == State::UNAVAILABLE;
 
-		if(allUpgraded)
-			newState = 1;
+		if (allUpgraded)
+			newState = State::ALREADY_UPGRADED;
 
 		if(!totalSum.canBeAfforded(myRes))
-			newState = 0;
+			newState = State::UNAFORDABLE;
 	}
 
 	currState[slotsCount] = newState;
-	upgradeAll->setImage(AnimationPath::builtin(allImages[newState]));
+	upgradeAll->setImage(AnimationPath::builtin(allImages[static_cast<std::size_t>(newState)]));
 
 	garr->recreateSlots();
 
@@ -1197,7 +1217,7 @@ void CHillFortWindow::updateGarrisons()
 			slotLabels[i][j]->setText("");
 		}
 		//if can upgrade or can not afford, draw cost
-		if(currState[i] == 0 || currState[i] == 2)
+		if(currState[i] == State::UNAFORDABLE || currState[i] == State::MAKE_UPGRADE)
 		{
 			if(costs[i].nonZero())
 			{
@@ -1246,16 +1266,20 @@ void CHillFortWindow::makeDeal(SlotID slot)
 	int offset = (slot.getNum() == slotsCount)?2:0;
 	switch(currState[slot.getNum()])
 	{
-		case 0:
+		case State::ALREADY_UPGRADED:
+			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[313 + offset], std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
+			break;
+		case State::UNAFORDABLE:
 			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[314 + offset], std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
 			break;
-		case 1:
-			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[313 + offset], std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
+		case State::UNAVAILABLE:
+			LOCPLINT->showInfoDialog(VLC->generaltexth->translate("vcmi.adventureMap.miniHillFort.notAvailableUpgrade.message"), 
+									 std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
 			break;
-		case 2:
-			for(int i=0; i<slotsCount; i++)
+		case State::MAKE_UPGRADE:
+			for(int i = 0; i < slotsCount; i++)
 			{
-				if(slot.getNum() ==i || ( slot.getNum() == slotsCount && currState[i] == 2 ))//this is activated slot or "upgrade all"
+				if(slot.getNum() == i || ( slot.getNum() == slotsCount && currState[i] == State::MAKE_UPGRADE ))//this is activated slot or "upgrade all"
 				{
 					UpgradeInfo info;
 					LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
@@ -1281,22 +1305,28 @@ std::string CHillFortWindow::getTextForSlot(SlotID slot)
 	return str;
 }
 
-int CHillFortWindow::getState(SlotID slot)
+CHillFortWindow::State CHillFortWindow::getState(SlotID slot)
 {
 	TResources myRes = LOCPLINT->cb->getResourceAmount();
 
-	if(hero->slotEmpty(slot))//no creature here
-		return -1;
+	if(hero->slotEmpty(slot))
+		return State::EMPTY;
 
 	UpgradeInfo info;
 	LOCPLINT->cb->fillUpgradeInfo(hero, slot, info);
-	if(!info.newID.size())//already upgraded
-		return 1;
+	if (!info.newID.size())
+	{
+		// new Hill Fort allows upgrades level 5 and below
+		if (hero->getStack(slot).type->getLevel() >= 5 && hero->getCreature(slot)->hasUpgrades())
+			return State::UNAVAILABLE;
+
+		return State::ALREADY_UPGRADED;
+	}
 
 	if(!(info.cost[0] * hero->getStackCount(slot)).canBeAfforded(myRes))
-		return 0;
+		return State::UNAFORDABLE;
 
-	return 2;//can upgrade
+	return State::MAKE_UPGRADE;
 }
 
 CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):

+ 6 - 4
client/windows/GUIClasses.h

@@ -444,9 +444,11 @@ public:
 class CHillFortWindow : public CStatusbarWindow, public IGarrisonHolder
 {
 private:
-	static const int slotsCount = 7;
+
+	enum class State { UNAFORDABLE, ALREADY_UPGRADED, MAKE_UPGRADE, EMPTY, UNAVAILABLE };
+	static constexpr std::size_t slotsCount = 7;
 	//todo: mithril support
-	static const int resCount = 7;
+	static constexpr std::size_t resCount = 7;
 
 	const CGObjectInstance * fort;
 	const CGHeroInstance * hero;
@@ -458,7 +460,7 @@ private:
 	std::array<std::shared_ptr<CLabel>, resCount> totalLabels;
 
 	std::array<std::shared_ptr<CButton>, slotsCount> upgrade;//upgrade single creature
-	std::array<int, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
+	std::array<State, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
 
 	//there is a place for only 2 resources per slot
 	std::array< std::array<std::shared_ptr<CAnimImage>, 2>, slotsCount> slotIcons;
@@ -473,7 +475,7 @@ private:
 	std::string getTextForSlot(SlotID slot);
 
 	void makeDeal(SlotID slot);//-1 for upgrading all creatures
-	int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
+	State getState(SlotID slot);
 public:
 	CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
 	void updateGarrisons() override;//update buttons after garrison changes