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@@ -12,87 +12,30 @@
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#include "CRewardableObject.h"
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#include "../CPlayerState.h"
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-#include "../GameSettings.h"
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#include "../IGameCallback.h"
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+#include "../IGameSettings.h"
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#include "../battle/BattleLayout.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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-#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjectConstructors/CRewardableConstructor.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../networkPacks/PacksForClientBattle.h"
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#include "../serializer/JsonSerializeFormat.h"
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-#include "../texts/CGeneralTextHandler.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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-void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
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+const IObjectInterface * CRewardableObject::getObject() const
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{
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- auto vi = configuration.info.at(index);
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- logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
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- // show message only if it is not empty or in infobox
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- if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
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- {
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- InfoWindow iw;
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- iw.player = contextHero->tempOwner;
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- iw.text = vi.message;
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- vi.reward.loadComponents(iw.components, contextHero);
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- iw.type = configuration.infoWindowType;
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- if(!iw.components.empty() || !iw.text.toString().empty())
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- cb->showInfoDialog(&iw);
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- }
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- // grant reward afterwards. Note that it may remove object
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- if(markAsVisit)
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- markAsVisited(contextHero);
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- grantReward(index, contextHero);
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-}
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-
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-void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
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-{
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- BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
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- sd.player = contextHero->tempOwner;
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- sd.text = dialog;
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- sd.components = loadComponents(contextHero, rewardIndices);
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- cb->showBlockingDialog(this, &sd);
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-
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+ return this;
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}
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-void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
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+void CRewardableObject::markAsScouted(const CGHeroInstance * hero) const
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{
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- if (rewardIndices.empty())
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- return;
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-
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- for (auto index : rewardIndices)
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- {
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- // TODO: Merge all rewards of same type, with single message?
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- grantRewardWithMessage(contextHero, index, false);
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- }
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- // Mark visited only after all rewards were processed
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- if(markAsVisit)
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- markAsVisited(contextHero);
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-}
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-
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-std::vector<Component> CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
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-{
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- std::vector<Component> result;
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-
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- if (rewardIndices.empty())
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- return result;
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-
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- if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
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- {
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- for (auto index : rewardIndices)
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- result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
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- }
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- else
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- {
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- configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
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- }
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-
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- return result;
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+ ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, hero->id);
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+ cb->sendAndApply(&cov);
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}
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bool CRewardableObject::isGuarded() const
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@@ -127,94 +70,9 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
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}
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}
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-void CRewardableObject::doHeroVisit(const CGHeroInstance *h) const
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-{
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- if(!wasVisitedBefore(h))
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- {
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- auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
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- bool objectRemovalPossible = false;
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- for(auto index : rewards)
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- {
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- if(configuration.info.at(index).reward.removeObject)
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- objectRemovalPossible = true;
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- }
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-
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- logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
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- switch (rewards.size())
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- {
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- case 0: // no available rewards, e.g. visiting School of War without gold
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- {
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- auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
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- if (!emptyRewards.empty())
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- grantRewardWithMessage(h, emptyRewards[0], false);
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- else
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- logMod->warn("No applicable message for visiting empty object!");
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- break;
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- }
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- case 1: // one reward. Just give it with message
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- {
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- if (configuration.canRefuse)
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- selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
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- else
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- grantRewardWithMessage(h, rewards.front(), true);
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- break;
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- }
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- default: // multiple rewards. Act according to select mode
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- {
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- switch (configuration.selectMode) {
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- case Rewardable::SELECT_PLAYER: // player must select
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- selectRewardWithMessage(h, rewards, configuration.onSelect);
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- break;
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- case Rewardable::SELECT_FIRST: // give first available
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- if (configuration.canRefuse)
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- selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
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- else
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- grantRewardWithMessage(h, rewards.front(), true);
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- break;
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- case Rewardable::SELECT_RANDOM: // give random
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- {
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- ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator());
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- if (configuration.canRefuse)
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- selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
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- else
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- grantRewardWithMessage(h, rewardIndex, true);
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- break;
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- }
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- case Rewardable::SELECT_ALL: // grant all possible
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- grantAllRewardsWithMessage(h, rewards, true);
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- break;
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- }
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- break;
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- }
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- }
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-
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- if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
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- {
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- ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
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- cb->sendAndApply(&cov);
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- }
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- }
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- else
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- {
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- logGlobal->debug("Revisiting already visited object");
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-
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- if (!wasVisited(h->getOwner()))
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- {
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- ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);
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- cb->sendAndApply(&cov);
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- }
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-
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- auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
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- if (!visitedRewards.empty())
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- grantRewardWithMessage(h, visitedRewards[0], false);
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- else
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- logMod->warn("No applicable message for visiting already visited object!");
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- }
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-}
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-
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void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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- grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero);
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+ grantRewardAfterLevelup(configuration.info.at(selectedReward), this, hero);
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}
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void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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@@ -264,12 +122,12 @@ void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const
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void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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{
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cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
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- grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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+ grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
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// hero is not blocked by levelup dialog - grant remainder immediately
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if(!cb->isVisitCoveredByAnotherQuery(this, hero))
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{
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- grantRewardAfterLevelup(cb, configuration.info.at(rewardID), this, hero);
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+ grantRewardAfterLevelup(configuration.info.at(rewardID), this, hero);
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}
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}
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