فهرست منبع

Fix behavior for hero bought in town tavern

nordsoft 2 سال پیش
والد
کامیت
c4cf2a100b

+ 1 - 0
lib/CTownHandler.cpp

@@ -579,6 +579,7 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
 
 	auto * ret = new CBuilding();
 	ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
+	ret->subId = BuildingSubID::NONE;
 
 	if(ret->bid == BuildingID::NONE && !source["id"].isNull())
 	{

+ 46 - 11
lib/mapObjects/CGTownBuilding.cpp

@@ -14,6 +14,7 @@
 #include "../CGeneralTextHandler.h"
 #include "../NetPacks.h"
 #include "../IGameCallback.h"
+#include "../CGameState.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -284,12 +285,47 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
 		town->addHeroToStructureVisitors(h, indexOnTV);
 }
 
-CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
+CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
 {
 	bID = index;
 	bType = subId;
 	town = cgTown;
 	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
+	initObj(rand);
+}
+
+void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
+{
+	assert(town && town->town);
+	town->town->buildings.at(bID)->rewardableObjectInfo.configureObject(configuration, rand);
+	for(auto & rewardInfo : configuration.info)
+	{
+		for (auto & bonus : rewardInfo.reward.bonuses)
+		{
+			bonus.source = Bonus::TOWN_STRUCTURE;
+			bonus.sid = bID;
+			if (bonus.type == Bonus::MORALE)
+				rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
+			if (bonus.type == Bonus::LUCK)
+				rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
+		}
+	}
+}
+
+void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
+{
+	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
+	{
+		if(configuration.resetParameters.rewards)
+		{
+			cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
+		}
+		if(configuration.resetParameters.visitors)
+		{
+			cb->setObjProperty(town->id, ObjProperty::REWARD_CLEARED, indexOnTV);
+			cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
+		}
+	}
 }
 
 void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
@@ -299,12 +335,18 @@ void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
 		case ObjProperty::VISITORS:
 			visitors.insert(ObjectInstanceID(val));
 			break;
+		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
+			visitors.clear();
+			break;
 		case ObjProperty::REWARD_RANDOMIZE:
-			//initObj(cb->gameState()->getRandomGenerator());
+			initObj(cb->gameState()->getRandomGenerator());
 			break;
 		case ObjProperty::REWARD_SELECT:
 			selectedReward = val;
 			break;
+		case ObjProperty::REWARD_CLEARED:
+			onceVisitableObjectCleared = val;
+			break;
 	}
 }
 
@@ -355,7 +397,7 @@ bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHer
 		case Rewardable::VISIT_UNLIMITED:
 			return false;
 		case Rewardable::VISIT_ONCE:
-			return false; //not supported
+			return onceVisitableObjectCleared;
 		case Rewardable::VISIT_PLAYER:
 			return false; //not supported
 		case Rewardable::VISIT_BONUS:
@@ -439,19 +481,12 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
 						grantRewardWithMessage(rewards.front());
 						break;
 					case Rewardable::SELECT_RANDOM: // give random
-						//TODO: support
-						//grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
+						grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
 						break;
 				}
 				break;
 			}
 		}
-
-		/*if(getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
-		{
-			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
-			cb->sendAndApply(&cov);
-		}*/
 	}
 	else
 	{

+ 10 - 2
lib/mapObjects/CGTownBuilding.h

@@ -16,7 +16,7 @@
 VCMI_LIB_NAMESPACE_BEGIN
 
 class CGTownInstance;
-
+class CBuilding;
 
 class DLL_LINKAGE CGTownBuilding : public IObjectInterface
 {
@@ -110,6 +110,8 @@ class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Reward
 	/// reward selected by player, no serialize
 	ui16 selectedReward = 0;
 	
+	bool onceVisitableObjectCleared = false;
+	
 	std::set<ObjectInstanceID> visitors;
 	
 	bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
@@ -120,19 +122,25 @@ public:
 	void setProperty(ui8 what, ui32 val) override;
 	void onHeroVisit(const CGHeroInstance * h) const override;
 	
+	void newTurn(CRandomGenerator & rand) const override;
+	
 	/// gives second part of reward after hero level-ups for proper granting of spells/mana
 	void heroLevelUpDone(const CGHeroInstance *hero) const override;
 	
+	void initObj(CRandomGenerator & rand) override;
+	
 	/// applies player selection of reward
 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 	
-	CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
+	CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * town, CRandomGenerator & rand);
 	CTownRewardableBuilding() = default;
 	
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
 		h & static_cast<CGTownBuilding&>(*this);
 		h & static_cast<Rewardable::Interface&>(*this);
+		h & onceVisitableObjectCleared;
+		h & visitors;
 	}
 };
 

+ 68 - 73
lib/mapObjects/CGTownInstance.cpp

@@ -54,13 +54,13 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
 	switch (what)
 	{
 		case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
-			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
+			bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, visitingHero->id.getNum());
 			break;
 		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
-			bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
+			bonusingBuildings[val]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
 			break;
 		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
-			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
+			bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, garrisonHero->id.getNum());
 			break;
 		case ObjProperty::BONUS_VALUE_FIRST:
 			bonusValue.first = val;
@@ -68,6 +68,12 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
 		case ObjProperty::BONUS_VALUE_SECOND:
 			bonusValue.second = val;
 			break;
+		case ObjProperty::REWARD_RANDOMIZE:
+			bonusingBuildings[val]->setProperty(ObjProperty::REWARD_RANDOMIZE, 0);
+			break;
+		case ObjProperty::REWARD_CLEARED:
+			bonusingBuildings[val]->setProperty(ObjProperty::REWARD_CLEARED, false);
+			break;
 	}
 }
 CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
@@ -386,24 +392,7 @@ void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
 			bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
 		
 		if(kvp.second->subId == BuildingSubID::CONFIGURABLE_REWARD)
-		{
-			auto * newBuilding = new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this);
-			kvp.second->rewardableObjectInfo.configureObject(newBuilding->configuration, rand);
-			for(auto & rewardInfo : newBuilding->configuration.info)
-			{
-				for (auto & bonus : rewardInfo.reward.bonuses)
-				{
-					bonus.source = Bonus::TOWN_STRUCTURE;
-					bonus.sid = kvp.second->bid;
-					//TODO: bonus.description = object->getObjectName();
-					if (bonus.type == Bonus::MORALE)
-						rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
-					if (bonus.type == Bonus::LUCK)
-						rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
-				}
-			}
-			bonusingBuildings.push_back(newBuilding);
-		}
+			bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
 	}
 }
 
@@ -514,72 +503,73 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
 			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
 			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
 		}
-
-		const auto * manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
-
-		if (manaVortex != nullptr)
+		
+		for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
 			cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
-
+		
 		//get Mana Vortex or Stables bonuses
 		//same code is in the CGameHandler::buildStructure method
 		if (visitingHero != nullptr)
 			cb->visitCastleObjects(this, visitingHero);
-
+		
 		if (garrisonHero != nullptr)
 			cb->visitCastleObjects(this, garrisonHero);
-
+		
 		if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
+		{
+			std::vector<SlotID> nativeCrits; //slots
+			for(const auto & elem : Slots())
 			{
-				std::vector<SlotID> nativeCrits; //slots
-				for(const auto & elem : Slots())
+				if (elem.second->type->getFaction() == subID) //native
 				{
-					if (elem.second->type->getFaction() == subID) //native
-					{
-						nativeCrits.push_back(elem.first); //collect matching slots
-					}
+					nativeCrits.push_back(elem.first); //collect matching slots
 				}
-				if(!nativeCrits.empty())
+			}
+			if(!nativeCrits.empty())
+			{
+				SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
+				StackLocation sl(this, pos);
+				
+				const CCreature *c = getCreature(pos);
+				if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
 				{
-					SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
-					StackLocation sl(this, pos);
-
-					const CCreature *c = getCreature(pos);
-					if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
-					{
-						cb->changeStackCount(sl, c->getGrowth());
-					}
-					else //upgrade
-					{
-						cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
-					}
+					cb->changeStackCount(sl, c->getGrowth());
 				}
-				if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
+				else //upgrade
 				{
-					int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
-					if (!town->creatures[i].empty())
-					{
-						CreatureID c = town->creatures[i][0];
-						SlotID n;
-
-						TQuantity count = creatureGrowth(i);
-						if (!count) // no dwelling
-							count = VLC->creh->objects[c]->getGrowth();
-
-						{//no lower tiers or above current month
-
-							if ((n = getSlotFor(c)).validSlot())
-							{
-								StackLocation sl(this, n);
-								if (slotEmpty(n))
-									cb->insertNewStack(sl, VLC->creh->objects[c], count);
-								else //add to existing
-									cb->changeStackCount(sl, count);
-							}
+					cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
+				}
+			}
+			if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
+			{
+				int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
+				if (!town->creatures[i].empty())
+				{
+					CreatureID c = town->creatures[i][0];
+					SlotID n;
+					
+					TQuantity count = creatureGrowth(i);
+					if (!count) // no dwelling
+						count = VLC->creh->objects[c]->getGrowth();
+					
+					{//no lower tiers or above current month
+						
+						if ((n = getSlotFor(c)).validSlot())
+						{
+							StackLocation sl(this, n);
+							if (slotEmpty(n))
+								cb->insertNewStack(sl, VLC->creh->objects[c], count);
+							else //add to existing
+								cb->changeStackCount(sl, count);
 						}
 					}
 				}
 			}
+		}
 	}
+	
+	for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CONFIGURABLE_REWARD))
+		rewardableBuilding->newTurn(rand);
 }
 /*
 int3 CGTownInstance::getSightCenter() const
@@ -832,7 +822,9 @@ void CGTownInstance::recreateBuildingsBonuses()
 
 void CGTownInstance::setVisitingHero(CGHeroInstance *h)
 {
-	assert(!!visitingHero == !h);
+	if(visitingHero.get() == h)
+		return;
+	
 	if(h)
 	{
 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
@@ -855,7 +847,9 @@ void CGTownInstance::setVisitingHero(CGHeroInstance *h)
 
 void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
 {
-	assert(!!garrisonHero == !h);
+	if(garrisonHero.get() == h)
+		return;
+	
 	if(h)
 	{
 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
@@ -933,14 +927,15 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
 	return this;
 }
 
-const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
+std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
 {
+	std::vector<const CGTownBuilding *> ret;
 	for(auto * const building : bonusingBuildings)
 	{
 		if(building->getBuildingSubtype() == subId)
-			return building;
+			ret.push_back(building);
 	}
-	return nullptr;
+	return ret;
 }
 
 

+ 1 - 1
lib/mapObjects/CGTownInstance.h

@@ -150,7 +150,7 @@ public:
 	GrowthInfo getGrowthInfo(int level) const;
 	bool hasFort() const;
 	bool hasCapitol() const;
-	const CGTownBuilding * getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const;
+	std::vector<const CGTownBuilding *> getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const;
 	bool hasBuiltSomeTradeBuilding() const;
 	//checks if special building with type buildingID is constructed
 	bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;

+ 2 - 3
server/CGameHandler.cpp

@@ -4440,10 +4440,9 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
 
 	giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
 
-	if (t)
+	if(t)
 	{
-		visitCastleObjects(t, nh);
-		giveSpells (t,nh);
+		objectVisited(t, nh);
 	}
 	return true;
 }