TownBuildingInstance.cpp 7.7 KB

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  1. /*
  2. * TownBuildingInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "TownBuildingInstance.h"
  12. #include "CGTownInstance.h"
  13. #include "../texts/CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. #include "../gameState/CGameState.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../networkPacks/PacksForClient.h"
  18. #include "../entities/building/CBuilding.h"
  19. #include <vstd/RNG.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
  22. : IObjectInterface(cb)
  23. , town(nullptr)
  24. {}
  25. TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
  26. : IObjectInterface(town->cb)
  27. , town(town)
  28. , bID(index)
  29. {}
  30. PlayerColor TownBuildingInstance::getOwner() const
  31. {
  32. return town->getOwner();
  33. }
  34. MapObjectID TownBuildingInstance::getObjGroupIndex() const
  35. {
  36. return -1;
  37. }
  38. MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
  39. {
  40. return 0;
  41. }
  42. int3 TownBuildingInstance::visitablePos() const
  43. {
  44. return town->visitablePos();
  45. }
  46. int3 TownBuildingInstance::getPosition() const
  47. {
  48. return town->getPosition();
  49. }
  50. TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
  51. : TownBuildingInstance(cb)
  52. {}
  53. TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
  54. : TownBuildingInstance(town, index)
  55. {
  56. initObj(rand);
  57. }
  58. void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
  59. {
  60. assert(town && town->town);
  61. configuration = generateConfiguration(rand);
  62. }
  63. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  64. {
  65. Rewardable::Configuration result;
  66. auto building = town->town->buildings.at(getBuildingType());
  67. building->rewardableObjectInfo.configureObject(result, rand, cb);
  68. for(auto & rewardInfo : result.info)
  69. {
  70. for (auto & bonus : rewardInfo.reward.bonuses)
  71. {
  72. bonus.source = BonusSource::TOWN_STRUCTURE;
  73. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  74. }
  75. }
  76. return result;
  77. }
  78. void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
  79. {
  80. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  81. {
  82. auto newConfiguration = generateConfiguration(rand);
  83. cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  84. if(configuration.resetParameters.visitors)
  85. {
  86. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
  87. }
  88. }
  89. }
  90. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  91. {
  92. switch (what)
  93. {
  94. case ObjProperty::VISITORS:
  95. visitors.insert(identifier.as<ObjectInstanceID>());
  96. break;
  97. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  98. visitors.clear();
  99. break;
  100. case ObjProperty::REWARD_SELECT:
  101. selectedReward = identifier.getNum();
  102. break;
  103. }
  104. }
  105. void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
  106. {
  107. grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
  108. }
  109. void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  110. {
  111. if(answer == 0)
  112. return; // player refused
  113. if(visitors.find(hero->id) != visitors.end())
  114. return; // query not for this building
  115. if(answer > 0 && answer-1 < configuration.info.size())
  116. {
  117. auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
  118. grantReward(list[answer - 1], hero);
  119. }
  120. else
  121. {
  122. throw std::runtime_error("Unhandled choice");
  123. }
  124. }
  125. void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  126. {
  127. town->addHeroToStructureVisitors(hero, getBuildingType());
  128. grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
  129. // hero is not blocked by levelup dialog - grant remainder immediately
  130. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  131. {
  132. grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
  133. }
  134. }
  135. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  136. {
  137. switch (configuration.visitMode)
  138. {
  139. case Rewardable::VISIT_UNLIMITED:
  140. return false;
  141. case Rewardable::VISIT_ONCE:
  142. return !visitors.empty();
  143. case Rewardable::VISIT_PLAYER:
  144. return false; //not supported
  145. case Rewardable::VISIT_BONUS:
  146. {
  147. const auto building = town->getTown()->buildings.at(getBuildingType());
  148. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  149. }
  150. case Rewardable::VISIT_HERO:
  151. return visitors.find(contextHero->id) != visitors.end();
  152. case Rewardable::VISIT_LIMITER:
  153. return configuration.visitLimiter.heroAllowed(contextHero);
  154. default:
  155. return false;
  156. }
  157. }
  158. void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
  159. {
  160. auto grantRewardWithMessage = [&](int index) -> void
  161. {
  162. auto vi = configuration.info.at(index);
  163. logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
  164. town->addHeroToStructureVisitors(h, getBuildingType()); //adding to visitors
  165. InfoWindow iw;
  166. iw.player = h->tempOwner;
  167. iw.text = vi.message;
  168. vi.reward.loadComponents(iw.components, h);
  169. iw.type = EInfoWindowMode::MODAL;
  170. if(!iw.components.empty() || !iw.text.toString().empty())
  171. cb->showInfoDialog(&iw);
  172. grantReward(index, h);
  173. };
  174. auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
  175. {
  176. BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
  177. sd.player = h->tempOwner;
  178. sd.text = dialog;
  179. if (rewards.size() > 1)
  180. for (auto index : rewards)
  181. sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
  182. if (rewards.size() == 1)
  183. configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
  184. cb->showBlockingDialog(&sd);
  185. };
  186. if(!town->hasBuilt(getBuildingType()))
  187. return;
  188. if(!wasVisitedBefore(h))
  189. {
  190. auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
  191. logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
  192. switch (rewards.size())
  193. {
  194. case 0: // no available rewards, e.g. visiting School of War without gold
  195. {
  196. auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
  197. if (!emptyRewards.empty())
  198. grantRewardWithMessage(emptyRewards[0]);
  199. else
  200. logMod->warn("No applicable message for visiting empty object!");
  201. break;
  202. }
  203. case 1: // one reward. Just give it with message
  204. {
  205. if (configuration.canRefuse)
  206. selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
  207. else
  208. grantRewardWithMessage(rewards.front());
  209. break;
  210. }
  211. default: // multiple rewards. Act according to select mode
  212. {
  213. switch (configuration.selectMode) {
  214. case Rewardable::SELECT_PLAYER: // player must select
  215. selectRewardsMessage(rewards, configuration.onSelect);
  216. break;
  217. case Rewardable::SELECT_FIRST: // give first available
  218. grantRewardWithMessage(rewards.front());
  219. break;
  220. case Rewardable::SELECT_RANDOM: // give random
  221. grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
  222. break;
  223. }
  224. break;
  225. }
  226. }
  227. }
  228. else
  229. {
  230. logGlobal->debug("Revisiting already visited object");
  231. auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
  232. if (!visitedRewards.empty())
  233. grantRewardWithMessage(visitedRewards[0]);
  234. else
  235. logMod->debug("No applicable message for visiting already visited object!");
  236. }
  237. }
  238. VCMI_LIB_NAMESPACE_END