| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534 | /* * CRewardableObject.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 "CRewardableObject.h"#include "../CPlayerState.h"#include "../GameSettings.h"#include "../IGameCallback.h"#include "../battle/BattleLayout.h"#include "../gameState/CGameState.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../mapObjectConstructors/CRewardableConstructor.h"#include "../mapObjects/CGHeroInstance.h"#include "../networkPacks/PacksForClient.h"#include "../networkPacks/PacksForClientBattle.h"#include "../serializer/JsonSerializeFormat.h"#include "../texts/CGeneralTextHandler.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINvoid CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const{	auto vi = configuration.info.at(index);	logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());	// show message only if it is not empty or in infobox	if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())	{		InfoWindow iw;		iw.player = contextHero->tempOwner;		iw.text = vi.message;		vi.reward.loadComponents(iw.components, contextHero);		iw.type = configuration.infoWindowType;		if(!iw.components.empty() || !iw.text.toString().empty())			cb->showInfoDialog(&iw);	}	// grant reward afterwards. Note that it may remove object	if(markAsVisit)		markAsVisited(contextHero);	grantReward(index, contextHero);}void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const{	BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);	sd.player = contextHero->tempOwner;	sd.text = dialog;	sd.components = loadComponents(contextHero, rewardIndices);	cb->showBlockingDialog(this, &sd);}void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const{	if (rewardIndices.empty())		return;			for (auto index : rewardIndices)	{		// TODO: Merge all rewards of same type, with single message?		grantRewardWithMessage(contextHero, index, false);	}	// Mark visited only after all rewards were processed	if(markAsVisit)		markAsVisited(contextHero);}std::vector<Component> CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const{	std::vector<Component> result;	if (rewardIndices.empty())		return result;	if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)	{		for (auto index : rewardIndices)			result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));	}	else	{		configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);	}	return result;}bool CRewardableObject::guardedPotentially() const{	for (auto const & visitInfo : configuration.info)		if (!visitInfo.reward.guards.empty())			return true;	return false;}bool CRewardableObject::guardedPresently() const{	return stacksCount() > 0;}void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const{	if(!wasScouted(hero->getOwner()))	{		ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_SCOUTED, id, hero->id);		cb->sendAndApply(&cov);	}	if (guardedPresently())	{		auto guardedIndexes = getAvailableRewards(hero, Rewardable::EEventType::EVENT_GUARDED);		auto guardedReward = configuration.info.at(guardedIndexes.at(0));		// ask player to confirm attack		BlockingDialog bd(true, false);		bd.player = hero->getOwner();		bd.text = guardedReward.message;		bd.components = getPopupComponents(hero->getOwner());		cb->showBlockingDialog(this, &bd);	}	else	{		doHeroVisit(hero);	}}void CRewardableObject::doHeroVisit(const CGHeroInstance *h) const{	if(!wasVisitedBefore(h))	{		auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);		bool objectRemovalPossible = false;		for(auto index : rewards)		{			if(configuration.info.at(index).reward.removeObject)				objectRemovalPossible = true;		}		logGlobal->debug("Visiting object with %d possible rewards", rewards.size());		switch (rewards.size())		{			case 0: // no available rewards, e.g. visiting School of War without gold			{				auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);				if (!emptyRewards.empty())					grantRewardWithMessage(h, emptyRewards[0], false);				else					logMod->warn("No applicable message for visiting empty object!");				break;			}			case 1: // one reward. Just give it with message			{				if (configuration.canRefuse)					selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);				else					grantRewardWithMessage(h, rewards.front(), true);				break;			}			default: // multiple rewards. Act according to select mode			{				switch (configuration.selectMode) {					case Rewardable::SELECT_PLAYER: // player must select						selectRewardWithMessage(h, rewards, configuration.onSelect);						break;					case Rewardable::SELECT_FIRST: // give first available						if (configuration.canRefuse)							selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);						else							grantRewardWithMessage(h, rewards.front(), true);						break;					case Rewardable::SELECT_RANDOM: // give random					{						ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator());						if (configuration.canRefuse)							selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);						else							grantRewardWithMessage(h, rewardIndex, true);						break;					}					case Rewardable::SELECT_ALL: // grant all possible						grantAllRewardsWithMessage(h, rewards, true);						break;				}				break;			}		}		if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())		{			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);			cb->sendAndApply(&cov);		}	}	else	{		logGlobal->debug("Revisiting already visited object");		if (!wasVisited(h->getOwner()))		{			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id);			cb->sendAndApply(&cov);		}		auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);		if (!visitedRewards.empty())			grantRewardWithMessage(h, visitedRewards[0], false);		else			logMod->warn("No applicable message for visiting already visited object!");	}}void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const{	grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero);}void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if (result.winner == BattleSide::ATTACKER)	{		doHeroVisit(hero);	}}void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const{	if(guardedPresently())	{		if (answer)		{			auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this);			cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);		}	}	else	{		if(answer > 0 && answer - 1 < configuration.info.size())		{			auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);			markAsVisited(hero);			grantReward(list[answer - 1], hero);		}		else		{			throw std::runtime_error("Unhandled choice");		}	}}void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const{	cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true);	ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_HERO, id, hero->id);	cb->sendAndApply(&cov);}void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const{	cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);	grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);		// hero is not blocked by levelup dialog - grant remainder immediately	if(!cb->isVisitCoveredByAnotherQuery(this, hero))	{		grantRewardAfterLevelup(cb, configuration.info.at(rewardID), this, hero);	}}bool CRewardableObject::wasVisitedBefore(const CGHeroInstance * contextHero) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_UNLIMITED:			return false;		case Rewardable::VISIT_ONCE:			return onceVisitableObjectCleared;		case Rewardable::VISIT_PLAYER:			return vstd::contains(cb->getPlayerState(contextHero->getOwner())->visitedObjects, ObjectInstanceID(id));		case Rewardable::VISIT_BONUS:			return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));		case Rewardable::VISIT_HERO:			return contextHero->visitedObjects.count(ObjectInstanceID(id));		case Rewardable::VISIT_LIMITER:			return configuration.visitLimiter.heroAllowed(contextHero);		default:			return false;	}}bool CRewardableObject::wasVisited(PlayerColor player) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_UNLIMITED:		case Rewardable::VISIT_BONUS:		case Rewardable::VISIT_HERO:		case Rewardable::VISIT_LIMITER:			return false;		case Rewardable::VISIT_ONCE:		case Rewardable::VISIT_PLAYER:			return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));		default:			return false;	}}bool CRewardableObject::wasScouted(PlayerColor player) const{	return vstd::contains(cb->getPlayerTeam(player)->scoutedObjects, ObjectInstanceID(id));}bool CRewardableObject::wasVisited(const CGHeroInstance * h) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_BONUS:			return h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));		case Rewardable::VISIT_HERO:			return h->visitedObjects.count(ObjectInstanceID(id));		case Rewardable::VISIT_LIMITER:			return wasScouted(h->getOwner()) && configuration.visitLimiter.heroAllowed(h);		default:			return wasVisited(h->getOwner());	}}std::string CRewardableObject::getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const{	std::string result = getObjectName();	if (includeDescription && !getDescriptionMessage(player, hero).empty())		result += "\n" + getDescriptionMessage(player, hero);	if (hero)	{		if(configuration.visitMode != Rewardable::VISIT_UNLIMITED)		{			if (wasVisited(hero))				result += "\n" + configuration.visitedTooltip.toString();			else				result += "\n " + configuration.notVisitedTooltip.toString();		}	}	else	{		if(configuration.visitMode == Rewardable::VISIT_PLAYER || configuration.visitMode == Rewardable::VISIT_ONCE)		{			if (wasVisited(player))				result += "\n" + configuration.visitedTooltip.toString();			else				result += "\n" + configuration.notVisitedTooltip.toString();		}	}	return result;}std::string CRewardableObject::getHoverText(PlayerColor player) const{	return getDisplayTextImpl(player, nullptr, false);}std::string CRewardableObject::getHoverText(const CGHeroInstance * hero) const{	return getDisplayTextImpl(hero->getOwner(), hero, false);}std::string CRewardableObject::getPopupText(PlayerColor player) const{	return getDisplayTextImpl(player, nullptr, true);}std::string CRewardableObject::getPopupText(const CGHeroInstance * hero) const{	return getDisplayTextImpl(hero->getOwner(), hero, true);}std::string CRewardableObject::getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const{	if (!wasScouted(player) || configuration.info.empty())		return configuration.description.toString();	auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);	if (rewardIndices.empty() || !configuration.info[0].description.empty())		return configuration.info[0].description.toString();	if (!configuration.info[rewardIndices.front()].description.empty())		return configuration.info[rewardIndices.front()].description.toString();	return configuration.description.toString();}std::vector<Component> CRewardableObject::getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const{	if (!wasScouted(player))		return {};	if (guardedPresently())	{		if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))			return {};		std::map<CreatureID, int> guardsAmounts;		std::vector<Component> result;		for (auto const & slot : Slots())			if (slot.second)				guardsAmounts[slot.second->getCreatureID()] += slot.second->getCount();		for (auto const & guard : guardsAmounts)		{			Component comp(ComponentType::CREATURE, guard.first, guard.second);			result.push_back(comp);		}		return result;	}	else	{		if (!configuration.showScoutedPreview)			return {};		auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);		if (rewardIndices.empty() && !configuration.info.empty())		{			// Object has valid config, but current hero has no rewards that he can receive.			// Usually this happens if hero has already visited this object -> show reward using context without any hero			// since reward may be context-sensitive - e.g. Witch Hut that gives 1 skill, but always at basic level			return loadComponents(nullptr, {0});		}		if (rewardIndices.empty())			return {};		return loadComponents(hero, rewardIndices);	}}std::vector<Component> CRewardableObject::getPopupComponents(PlayerColor player) const{	return getPopupComponentsImpl(player, nullptr);}std::vector<Component> CRewardableObject::getPopupComponents(const CGHeroInstance * hero) const{	return getPopupComponentsImpl(hero->getOwner(), hero);}void CRewardableObject::setPropertyDer(ObjProperty what, ObjPropertyID identifier){	switch (what)	{		case ObjProperty::REWARD_SELECT:			selectedReward = identifier.getNum();			break;		case ObjProperty::REWARD_CLEARED:			onceVisitableObjectCleared = identifier.getNum();			break;	}}void CRewardableObject::newTurn(vstd::RNG & 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)		{			auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());			auto newConfiguration = handler->generateConfiguration(cb, rand, ID);			cb->setRewardableObjectConfiguration(id, newConfiguration);		}		if (configuration.resetParameters.visitors)		{			cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, false);			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id);			cb->sendAndApply(&cov);		}	}}void CRewardableObject::initObj(vstd::RNG & rand){	getObjectHandler()->configureObject(this, rand);}CRewardableObject::CRewardableObject(IGameCallback *cb)	:CArmedInstance(cb){}void CRewardableObject::serializeJsonOptions(JsonSerializeFormat & handler){	CArmedInstance::serializeJsonOptions(handler);	handler.serializeStruct("rewardable", static_cast<Rewardable::Interface&>(*this));}void CRewardableObject::initializeGuards(){	clearSlots();	// Workaround for default creature banks strings that has placeholder for object name	// TODO: find better location for this code	for (auto & visitInfo : configuration.info)		visitInfo.message.replaceRawString(getObjectName());	for (auto const & visitInfo : configuration.info)	{		for (auto const & guard : visitInfo.reward.guards)		{			auto slotID = getFreeSlot();			if (!slotID.validSlot())				return;			putStack(slotID, new CStackInstance(guard.getId(), guard.getCount()));		}	}}bool CRewardableObject::isCoastVisitable() const{	return configuration.coastVisitable;}VCMI_LIB_NAMESPACE_END
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