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- /*
- * Configuration.h, 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
- *
- */
- #pragma once
- #include "Limiter.h"
- #include "MetaString.h"
- #include "NetPacksBase.h"
- #include "Reward.h"
- VCMI_LIB_NAMESPACE_BEGIN
- namespace Rewardable
- {
- enum EVisitMode
- {
- VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text
- VISIT_ONCE, // only once, first to visit get all the rewards
- VISIT_HERO, // every hero can visit object once
- VISIT_BONUS, // can be visited by any hero that don't have bonus from this object
- VISIT_PLAYER // every player can visit object once
- };
- /// controls selection of reward granted to player
- enum ESelectMode
- {
- SELECT_FIRST, // first reward that matches limiters
- SELECT_PLAYER, // player can select from all allowed rewards
- SELECT_RANDOM, // one random reward from all mathing limiters
- };
- enum class EEventType
- {
- EVENT_INVALID = 0,
- EVENT_FIRST_VISIT,
- EVENT_ALREADY_VISITED,
- EVENT_NOT_AVAILABLE
- };
- const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer", "selectRandom"};
- const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};
- struct DLL_LINKAGE ResetInfo
- {
- ResetInfo()
- : period(0)
- , visitors(false)
- , rewards(false)
- {}
- /// if above zero, object state will be reset each resetDuration days
- ui32 period;
- /// if true - reset list of visitors (heroes & players) on reset
- bool visitors;
- /// if true - re-randomize rewards on a new week
- bool rewards;
-
- void serializeJson(JsonSerializeFormat & handler);
-
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & period;
- h & visitors;
- h & rewards;
- }
- };
- struct DLL_LINKAGE VisitInfo
- {
- Limiter limiter;
- Reward reward;
- /// Message that will be displayed on granting of this reward, if not empty
- MetaString message;
- /// Event to which this reward is assigned
- EEventType visitType;
-
- void serializeJson(JsonSerializeFormat & handler);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & limiter;
- h & reward;
- h & message;
- h & visitType;
- }
- };
- /// Base class that can handle granting rewards to visiting heroes.
- struct DLL_LINKAGE Configuration
- {
- /// Message that will be shown if player needs to select one of multiple rewards
- MetaString onSelect;
- /// Rewards that can be applied by an object
- std::vector<Rewardable::VisitInfo> info;
- /// how reward will be selected, uses ESelectMode enum
- ui8 selectMode = Rewardable::SELECT_FIRST;
- /// contols who can visit an object, uses EVisitMode enum
- ui8 visitMode = Rewardable::VISIT_UNLIMITED;
- /// how and when should the object be reset
- Rewardable::ResetInfo resetParameters;
- /// if true - player can refuse visiting an object (e.g. Tomb)
- bool canRefuse = false;
- /// if true - object info will shown in infobox (like resource pickup)
- EInfoWindowMode infoWindowType = EInfoWindowMode::AUTO;
-
- EVisitMode getVisitMode() const;
- ui16 getResetDuration() const;
-
- void serializeJson(JsonSerializeFormat & handler);
-
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & info;
- h & canRefuse;
- h & resetParameters;
- h & onSelect;
- h & visitMode;
- h & selectMode;
- h & infoWindowType;
- }
- };
- }
- VCMI_LIB_NAMESPACE_END
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