CGTownBuilding.cpp 15 KB

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  1. /*
  2. * CGTownBuilding.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 "CGTownBuilding.h"
  12. #include "CGTownInstance.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. #include "../gameState/CGameState.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../networkPacks/PacksForClient.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. CGTownBuilding::CGTownBuilding(IGameCallback * cb)
  20. : IObjectInterface(cb)
  21. , town(nullptr)
  22. {}
  23. CGTownBuilding::CGTownBuilding(CGTownInstance * town)
  24. : IObjectInterface(town->cb)
  25. , town(town)
  26. {}
  27. PlayerColor CGTownBuilding::getOwner() const
  28. {
  29. return town->getOwner();
  30. }
  31. MapObjectID CGTownBuilding::getObjGroupIndex() const
  32. {
  33. return -1;
  34. }
  35. MapObjectSubID CGTownBuilding::getObjTypeIndex() const
  36. {
  37. return 0;
  38. }
  39. int3 CGTownBuilding::visitablePos() const
  40. {
  41. return town->visitablePos();
  42. }
  43. int3 CGTownBuilding::getPosition() const
  44. {
  45. return town->getPosition();
  46. }
  47. std::string CGTownBuilding::getVisitingBonusGreeting() const
  48. {
  49. auto bonusGreeting = town->getTown()->getGreeting(bType);
  50. if(!bonusGreeting.empty())
  51. return bonusGreeting;
  52. switch(bType)
  53. {
  54. case BuildingSubID::MANA_VORTEX:
  55. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
  56. break;
  57. case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
  58. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
  59. break;
  60. case BuildingSubID::SPELL_POWER_VISITING_BONUS:
  61. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
  62. break;
  63. case BuildingSubID::ATTACK_VISITING_BONUS:
  64. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
  65. break;
  66. case BuildingSubID::EXPERIENCE_VISITING_BONUS:
  67. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
  68. break;
  69. case BuildingSubID::DEFENSE_VISITING_BONUS:
  70. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
  71. break;
  72. }
  73. auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
  74. if(bonusGreeting.empty())
  75. {
  76. bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
  77. logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
  78. }
  79. boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
  80. town->getTown()->setGreeting(bType, bonusGreeting);
  81. return bonusGreeting;
  82. }
  83. std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
  84. {
  85. if(bonus.type == BonusType::TOWN_MAGIC_WELL)
  86. {
  87. MetaString wellGreeting = MetaString::createFromTextID("vcmi.townHall.greetingInTownMagicWell");
  88. wellGreeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
  89. return wellGreeting.toString();
  90. }
  91. MetaString greeting = MetaString::createFromTextID("vcmi.townHall.greetingCustomBonus");
  92. std::string paramTextID;
  93. std::string until;
  94. if(bonus.type == BonusType::MORALE)
  95. paramTextID = "core.genrltxt.384"; // Morale
  96. if(bonus.type == BonusType::LUCK)
  97. paramTextID = "core.genrltxt.385"; // Luck
  98. greeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
  99. greeting.replaceNumber(bonus.val);
  100. greeting.replaceTextID(paramTextID);
  101. if (bonus.duration == BonusDuration::ONE_BATTLE)
  102. greeting.replaceTextID("vcmi.townHall.greetingCustomUntil");
  103. else
  104. greeting.replaceRawString(".");
  105. return greeting.toString();
  106. }
  107. COPWBonus::COPWBonus(IGameCallback *cb)
  108. : CGTownBuilding(cb)
  109. {}
  110. COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  111. : CGTownBuilding(cgTown)
  112. {
  113. bID = bid;
  114. bType = subId;
  115. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  116. }
  117. void COPWBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
  118. {
  119. switch (what)
  120. {
  121. case ObjProperty::VISITORS:
  122. visitors.insert(identifier.as<ObjectInstanceID>());
  123. break;
  124. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  125. visitors.clear();
  126. break;
  127. }
  128. }
  129. void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
  130. {
  131. ObjectInstanceID heroID = h->id;
  132. if(town->hasBuilt(bID))
  133. {
  134. InfoWindow iw;
  135. iw.player = h->tempOwner;
  136. switch (this->bType)
  137. {
  138. case BuildingSubID::STABLES:
  139. if(!h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
  140. {
  141. GiveBonus gb;
  142. gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand);
  143. gb.id = heroID;
  144. cb->giveHeroBonus(&gb);
  145. cb->setMovePoints(heroID, 600, false);
  146. iw.text.appendRawString(VLC->generaltexth->allTexts[580]);
  147. cb->showInfoDialog(&iw);
  148. }
  149. break;
  150. case BuildingSubID::MANA_VORTEX:
  151. if(visitors.empty())
  152. {
  153. if(h->mana < h->manaLimit() * 2)
  154. {
  155. cb->setManaPoints (heroID, 2 * h->manaLimit());
  156. //TODO: investigate line below
  157. //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
  158. iw.text.appendRawString(getVisitingBonusGreeting());
  159. cb->showInfoDialog(&iw);
  160. town->addHeroToStructureVisitors(h, indexOnTV);
  161. }
  162. }
  163. break;
  164. }
  165. }
  166. }
  167. CTownBonus::CTownBonus(IGameCallback *cb)
  168. : CGTownBuilding(cb)
  169. {}
  170. CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  171. : CGTownBuilding(cgTown)
  172. {
  173. bID = index;
  174. bType = subId;
  175. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  176. }
  177. void CTownBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
  178. {
  179. if(what == ObjProperty::VISITORS)
  180. visitors.insert(identifier.as<ObjectInstanceID>());
  181. }
  182. void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
  183. {
  184. ObjectInstanceID heroID = h->id;
  185. if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
  186. {
  187. si64 val = 0;
  188. InfoWindow iw;
  189. PrimarySkill what = PrimarySkill::NONE;
  190. switch(bType)
  191. {
  192. case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
  193. what = PrimarySkill::KNOWLEDGE;
  194. val = 1;
  195. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1);
  196. break;
  197. case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
  198. what = PrimarySkill::SPELL_POWER;
  199. val = 1;
  200. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1);
  201. break;
  202. case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
  203. what = PrimarySkill::ATTACK;
  204. val = 1;
  205. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1);
  206. break;
  207. case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
  208. what = PrimarySkill::EXPERIENCE;
  209. val = static_cast<int>(h->calculateXp(1000));
  210. iw.components.emplace_back(ComponentType::EXPERIENCE, val);
  211. break;
  212. case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
  213. what = PrimarySkill::DEFENSE;
  214. val = 1;
  215. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1);
  216. break;
  217. case BuildingSubID::CUSTOM_VISITING_BONUS:
  218. const auto building = town->getTown()->buildings.at(bID);
  219. if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())))
  220. {
  221. const auto & bonuses = building->onVisitBonuses;
  222. applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
  223. }
  224. break;
  225. }
  226. if(what != PrimarySkill::NONE)
  227. {
  228. iw.player = cb->getOwner(heroID);
  229. iw.text.appendRawString(getVisitingBonusGreeting());
  230. cb->showInfoDialog(&iw);
  231. if (what == PrimarySkill::EXPERIENCE)
  232. cb->giveExperience(cb->getHero(heroID), val);
  233. else
  234. cb->changePrimSkill(cb->getHero(heroID), what, val);
  235. town->addHeroToStructureVisitors(h, indexOnTV);
  236. }
  237. }
  238. }
  239. void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
  240. {
  241. auto addToVisitors = false;
  242. for(const auto & bonus : bonuses)
  243. {
  244. GiveBonus gb;
  245. InfoWindow iw;
  246. if(bonus->type == BonusType::TOWN_MAGIC_WELL)
  247. {
  248. if(h->mana >= h->manaLimit())
  249. return;
  250. cb->setManaPoints(h->id, h->manaLimit());
  251. bonus->duration = BonusDuration::ONE_DAY;
  252. }
  253. gb.bonus = * bonus;
  254. gb.id = h->id;
  255. cb->giveHeroBonus(&gb);
  256. if(bonus->duration == BonusDuration::PERMANENT)
  257. addToVisitors = true;
  258. iw.player = cb->getOwner(h->id);
  259. iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
  260. cb->showInfoDialog(&iw);
  261. }
  262. if(addToVisitors)
  263. town->addHeroToStructureVisitors(h, indexOnTV);
  264. }
  265. CTownRewardableBuilding::CTownRewardableBuilding(IGameCallback *cb)
  266. : CGTownBuilding(cb)
  267. {}
  268. CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
  269. : CGTownBuilding(cgTown)
  270. {
  271. bID = index;
  272. bType = subId;
  273. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  274. initObj(rand);
  275. }
  276. void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
  277. {
  278. assert(town && town->town);
  279. auto building = town->town->buildings.at(bID);
  280. building->rewardableObjectInfo.configureObject(configuration, rand, cb);
  281. for(auto & rewardInfo : configuration.info)
  282. {
  283. for (auto & bonus : rewardInfo.reward.bonuses)
  284. {
  285. bonus.source = BonusSource::TOWN_STRUCTURE;
  286. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  287. }
  288. }
  289. }
  290. void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
  291. {
  292. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  293. {
  294. if(configuration.resetParameters.rewards)
  295. {
  296. cb->setObjPropertyValue(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
  297. }
  298. if(configuration.resetParameters.visitors)
  299. {
  300. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
  301. }
  302. }
  303. }
  304. void CTownRewardableBuilding::setProperty(ObjProperty what, ObjPropertyID identifier)
  305. {
  306. switch (what)
  307. {
  308. case ObjProperty::VISITORS:
  309. visitors.insert(identifier.as<ObjectInstanceID>());
  310. break;
  311. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  312. visitors.clear();
  313. break;
  314. case ObjProperty::REWARD_RANDOMIZE:
  315. initObj(cb->gameState()->getRandomGenerator());
  316. break;
  317. case ObjProperty::REWARD_SELECT:
  318. selectedReward = identifier.getNum();
  319. break;
  320. }
  321. }
  322. void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
  323. {
  324. grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
  325. }
  326. void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  327. {
  328. if(answer == 0)
  329. return; // player refused
  330. if(visitors.find(hero->id) != visitors.end())
  331. return; // query not for this building
  332. if(answer > 0 && answer-1 < configuration.info.size())
  333. {
  334. auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
  335. grantReward(list[answer - 1], hero);
  336. }
  337. else
  338. {
  339. throw std::runtime_error("Unhandled choice");
  340. }
  341. }
  342. void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  343. {
  344. town->addHeroToStructureVisitors(hero, indexOnTV);
  345. grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
  346. // hero is not blocked by levelup dialog - grant remainer immediately
  347. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  348. {
  349. grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
  350. }
  351. }
  352. bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
  353. {
  354. switch (configuration.visitMode)
  355. {
  356. case Rewardable::VISIT_UNLIMITED:
  357. return false;
  358. case Rewardable::VISIT_ONCE:
  359. return !visitors.empty();
  360. case Rewardable::VISIT_PLAYER:
  361. return false; //not supported
  362. case Rewardable::VISIT_BONUS:
  363. {
  364. const auto building = town->getTown()->buildings.at(bID);
  365. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  366. }
  367. case Rewardable::VISIT_HERO:
  368. return visitors.find(contextHero->id) != visitors.end();
  369. case Rewardable::VISIT_LIMITER:
  370. return configuration.visitLimiter.heroAllowed(contextHero);
  371. default:
  372. return false;
  373. }
  374. }
  375. void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
  376. {
  377. auto grantRewardWithMessage = [&](int index) -> void
  378. {
  379. auto vi = configuration.info.at(index);
  380. logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
  381. town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
  382. InfoWindow iw;
  383. iw.player = h->tempOwner;
  384. iw.text = vi.message;
  385. vi.reward.loadComponents(iw.components, h);
  386. iw.type = EInfoWindowMode::MODAL;
  387. if(!iw.components.empty() || !iw.text.toString().empty())
  388. cb->showInfoDialog(&iw);
  389. grantReward(index, h);
  390. };
  391. auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
  392. {
  393. BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
  394. sd.player = h->tempOwner;
  395. sd.text = dialog;
  396. if (rewards.size() > 1)
  397. for (auto index : rewards)
  398. sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
  399. if (rewards.size() == 1)
  400. configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
  401. cb->showBlockingDialog(&sd);
  402. };
  403. if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
  404. return;
  405. if(!wasVisitedBefore(h))
  406. {
  407. auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
  408. logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
  409. switch (rewards.size())
  410. {
  411. case 0: // no available rewards, e.g. visiting School of War without gold
  412. {
  413. auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
  414. if (!emptyRewards.empty())
  415. grantRewardWithMessage(emptyRewards[0]);
  416. else
  417. logMod->warn("No applicable message for visiting empty object!");
  418. break;
  419. }
  420. case 1: // one reward. Just give it with message
  421. {
  422. if (configuration.canRefuse)
  423. selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
  424. else
  425. grantRewardWithMessage(rewards.front());
  426. break;
  427. }
  428. default: // multiple rewards. Act according to select mode
  429. {
  430. switch (configuration.selectMode) {
  431. case Rewardable::SELECT_PLAYER: // player must select
  432. selectRewardsMessage(rewards, configuration.onSelect);
  433. break;
  434. case Rewardable::SELECT_FIRST: // give first available
  435. grantRewardWithMessage(rewards.front());
  436. break;
  437. case Rewardable::SELECT_RANDOM: // give random
  438. grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
  439. break;
  440. }
  441. break;
  442. }
  443. }
  444. }
  445. else
  446. {
  447. logGlobal->debug("Revisiting already visited object");
  448. auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
  449. if (!visitedRewards.empty())
  450. grantRewardWithMessage(visitedRewards[0]);
  451. else
  452. logMod->debug("No applicable message for visiting already visited object!");
  453. }
  454. }
  455. VCMI_LIB_NAMESPACE_END