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							- /*
 
-  * Reward.cpp, 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "Reward.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../serializer/JsonSerializeFormat.h"
 
- #include "../constants/StringConstants.h"
 
- #include "../CSkillHandler.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- void Rewardable::RewardRevealTiles::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	handler.serializeBool("hide", hide);
 
- 	handler.serializeInt("scoreSurface", scoreSurface);
 
- 	handler.serializeInt("scoreSubterra", scoreSubterra);
 
- 	handler.serializeInt("scoreWater", scoreWater);
 
- 	handler.serializeInt("scoreRock", scoreRock);
 
- 	handler.serializeInt("radius", radius);
 
- }
 
- Rewardable::Reward::Reward()
 
- 	: heroExperience(0)
 
- 	, heroLevel(0)
 
- 	, manaDiff(0)
 
- 	, manaPercentage(-1)
 
- 	, manaOverflowFactor(0)
 
- 	, movePoints(0)
 
- 	, movePercentage(-1)
 
- 	, primary(4, 0)
 
- 	, removeObject(false)
 
- 	, spellCast(SpellID::NONE, MasteryLevel::NONE)
 
- {
 
- }
 
- Rewardable::Reward::~Reward() = default;
 
- si32 Rewardable::Reward::calculateManaPoints(const CGHeroInstance * hero) const
 
- {
 
- 	si32 manaScaled = hero->mana;
 
- 	if (manaPercentage >= 0)
 
- 		manaScaled = hero->manaLimit() * manaPercentage / 100;
 
- 	si32 manaMissing   = std::max(0, hero->manaLimit() - manaScaled);
 
- 	si32 manaGranted   = std::min(manaMissing, manaDiff);
 
- 	si32 manaOverflow  = manaDiff - manaGranted;
 
- 	si32 manaOverLimit = manaOverflow * manaOverflowFactor / 100;
 
- 	si32 manaOutput    = manaScaled + manaGranted + manaOverLimit;
 
- 	return manaOutput;
 
- }
 
- Component Rewardable::Reward::getDisplayedComponent(const CGHeroInstance * h) const
 
- {
 
- 	std::vector<Component> comps;
 
- 	loadComponents(comps, h);
 
- 	if (!comps.empty())
 
- 		return comps.front();
 
- 	// Rewardable requested component that represent such rewards, to be used as button in UI selection dialog, e.g. Chest with its experience / money pick
 
- 	// However reward is either completely empty OR has no rewards that target hero can receive OR these rewards have no visible component (e.g. movement)
 
- 	// Such cases are unreachable in H3, however can be reached by mods
 
- 	logMod->warn("Failed to find displayed component for reward!");
 
- 	return Component(ComponentType::NONE, 0);
 
- }
 
- void Rewardable::Reward::loadComponents(std::vector<Component> & comps, const CGHeroInstance * h) const
 
- {
 
- 	for (auto comp : extraComponents)
 
- 		comps.push_back(comp);
 
- 	
 
- 	for (auto & bonus : bonuses)
 
- 	{
 
- 		if (bonus.type == BonusType::MORALE)
 
- 			comps.emplace_back(ComponentType::MORALE, bonus.val);
 
- 		if (bonus.type == BonusType::LUCK)
 
- 			comps.emplace_back(ComponentType::LUCK, bonus.val);
 
- 	}
 
- 	
 
- 	if (heroExperience)
 
- 		comps.emplace_back(ComponentType::EXPERIENCE, static_cast<si32>(h ? h->calculateXp(heroExperience) : heroExperience));
 
- 	if (heroLevel)
 
- 		comps.emplace_back(ComponentType::LEVEL, heroLevel);
 
- 	if (manaDiff || manaPercentage >= 0)
 
- 		comps.emplace_back(ComponentType::MANA, h ? (calculateManaPoints(h) - h->mana) : manaDiff);
 
- 	for (size_t i=0; i<primary.size(); i++)
 
- 	{
 
- 		if (primary[i] != 0)
 
- 			comps.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill(i), primary[i]);
 
- 	}
 
- 	for(const auto & entry : secondary)
 
- 	{
 
- 		auto skillID = entry.first;
 
- 		int levelsGained = entry.second;
 
- 		int currentLevel = h ? h->getSecSkillLevel(skillID) : 0;
 
- 		int finalLevel = std::min(static_cast<int>(MasteryLevel::EXPERT), currentLevel + levelsGained);
 
- 		comps.emplace_back(ComponentType::SEC_SKILL, entry.first, finalLevel);
 
- 	}
 
- 	for(const auto & entry : artifacts)
 
- 		comps.emplace_back(ComponentType::ARTIFACT, entry);
 
- 	for(const auto & entry : spells)
 
- 		if (!h || h->canLearnSpell(entry.toEntity(VLC), true))
 
- 			comps.emplace_back(ComponentType::SPELL, entry);
 
- 	for(const auto & entry : creatures)
 
- 		comps.emplace_back(ComponentType::CREATURE, entry.type->getId(), entry.count);
 
- 	for (size_t i=0; i<resources.size(); i++)
 
- 	{
 
- 		if (resources[i] !=0)
 
- 			comps.emplace_back(ComponentType::RESOURCE, GameResID(i), resources[i]);
 
- 	}
 
- }
 
- void Rewardable::Reward::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	resources.serializeJson(handler, "resources");
 
- 	handler.serializeBool("removeObject", removeObject);
 
- 	handler.serializeInt("manaPercentage", manaPercentage);
 
- 	handler.serializeInt("movePercentage", movePercentage);
 
- 	handler.serializeInt("heroExperience", heroExperience);
 
- 	handler.serializeInt("heroLevel", heroLevel);
 
- 	handler.serializeInt("manaDiff", manaDiff);
 
- 	handler.serializeInt("manaOverflowFactor", manaOverflowFactor);
 
- 	handler.serializeInt("movePoints", movePoints);
 
- 	handler.serializeIdArray("artifacts", artifacts);
 
- 	handler.serializeIdArray("spells", spells);
 
- 	handler.enterArray("creatures").serializeStruct(creatures);
 
- 	handler.enterArray("primary").serializeArray(primary);
 
- 	{
 
- 		auto a = handler.enterArray("secondary");
 
- 		std::vector<std::pair<SecondarySkill, si32>> fieldValue(secondary.begin(), secondary.end());
 
- 		a.serializeStruct<std::pair<SecondarySkill, si32>>(fieldValue, [](JsonSerializeFormat & h, std::pair<SecondarySkill, si32> & e)
 
- 		{
 
- 			h.serializeId("skill", e.first);
 
- 			h.serializeId("level", e.second, 0, [](const std::string & i){return vstd::find_pos(NSecondarySkill::levels, i);}, [](si32 i){return NSecondarySkill::levels.at(i);});
 
- 		});
 
- 		a.syncSize(fieldValue);
 
- 		secondary = std::map<SecondarySkill, si32>(fieldValue.begin(), fieldValue.end());
 
- 	}
 
- 	
 
- 	{
 
- 		auto a = handler.enterArray("creaturesChange");
 
- 		std::vector<std::pair<CreatureID, CreatureID>> fieldValue(creaturesChange.begin(), creaturesChange.end());
 
- 		a.serializeStruct<std::pair<CreatureID, CreatureID>>(fieldValue, [](JsonSerializeFormat & h, std::pair<CreatureID, CreatureID> & e)
 
- 		{
 
- 			h.serializeId("creature", e.first, CreatureID{});
 
- 			h.serializeId("amount", e.second, CreatureID{});
 
- 		});
 
- 		creaturesChange = std::map<CreatureID, CreatureID>(fieldValue.begin(), fieldValue.end());
 
- 	}
 
- 	
 
- 	{
 
- 		auto a = handler.enterStruct("spellCast");
 
- 		a->serializeId("spell", spellCast.first, SpellID{});
 
- 		a->serializeInt("level", spellCast.second);
 
- 	}
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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