CCreatureWindow.cpp 40 KB

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  1. /*
  2. * CCreatureWindow.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 "CCreatureWindow.h"
  12. #include <vcmi/spells/Spell.h>
  13. #include <vcmi/spells/Service.h>
  14. #include "../CPlayerInterface.h"
  15. #include "../render/Canvas.h"
  16. #include "../widgets/Buttons.h"
  17. #include "../widgets/CComponent.h"
  18. #include "../widgets/CComponentHolder.h"
  19. #include "../widgets/Images.h"
  20. #include "../widgets/TextControls.h"
  21. #include "../widgets/ObjectLists.h"
  22. #include "../widgets/GraphicalPrimitiveCanvas.h"
  23. #include "../windows/InfoWindows.h"
  24. #include "../GameEngine.h"
  25. #include "../GameInstance.h"
  26. #include "../gui/Shortcut.h"
  27. #include "../battle/BattleInterface.h"
  28. #include "../../lib/CBonusTypeHandler.h"
  29. #include "../../lib/CStack.h"
  30. #include "../../lib/GameLibrary.h"
  31. #include "../../lib/IGameSettings.h"
  32. #include "../../lib/bonuses/Propagators.h"
  33. #include "../../lib/callback/CCallback.h"
  34. #include "../../lib/entities/artifact/ArtifactUtils.h"
  35. #include "../../lib/entities/hero/CHeroHandler.h"
  36. #include "../../lib/gameState/CGameState.h"
  37. #include "../../lib/gameState/UpgradeInfo.h"
  38. #include "../../lib/networkPacks/ArtifactLocation.h"
  39. #include "../../lib/texts/CGeneralTextHandler.h"
  40. #include "../../lib/texts/TextOperations.h"
  41. class CCreatureArtifactInstance;
  42. class CSelectableSkill;
  43. class UnitView
  44. {
  45. public:
  46. // helper structs
  47. struct CommanderLevelInfo
  48. {
  49. std::vector<ui32> skills;
  50. std::function<void(ui32)> callback;
  51. };
  52. struct StackDismissInfo
  53. {
  54. std::function<void()> callback;
  55. };
  56. struct StackUpgradeInfo
  57. {
  58. StackUpgradeInfo() = delete;
  59. StackUpgradeInfo(const UpgradeInfo & upgradeInfo)
  60. : info(upgradeInfo)
  61. { }
  62. UpgradeInfo info;
  63. std::function<void(CreatureID)> callback;
  64. };
  65. // pointers to permanent objects in game state
  66. const CCreature * creature;
  67. const CCommanderInstance * commander;
  68. const CStackInstance * stackNode;
  69. const CStack * stack;
  70. const CGHeroInstance * owner;
  71. // temporary objects which should be kept as copy if needed
  72. std::optional<CommanderLevelInfo> levelupInfo;
  73. std::optional<StackDismissInfo> dismissInfo;
  74. std::optional<StackUpgradeInfo> upgradeInfo;
  75. // misc fields
  76. unsigned int creatureCount;
  77. bool popupWindow;
  78. UnitView()
  79. : creature(nullptr),
  80. commander(nullptr),
  81. stackNode(nullptr),
  82. stack(nullptr),
  83. owner(nullptr),
  84. creatureCount(0),
  85. popupWindow(false)
  86. {
  87. }
  88. std::string getName() const
  89. {
  90. if(commander)
  91. return commander->getType()->getNameSingularTranslated();
  92. else
  93. return creature->getNamePluralTranslated();
  94. }
  95. private:
  96. };
  97. CCommanderSkillIcon::CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, bool isMasterAbility_, std::function<void()> callback)
  98. : object(),
  99. isMasterAbility(isMasterAbility_),
  100. isSelected(false),
  101. callback(callback)
  102. {
  103. pos = object_->pos;
  104. this->isMasterAbility = isMasterAbility_;
  105. setObject(object_);
  106. }
  107. void CCommanderSkillIcon::setObject(std::shared_ptr<CIntObject> newObject)
  108. {
  109. if(object)
  110. removeChild(object.get());
  111. object = newObject;
  112. addChild(object.get());
  113. object->moveTo(pos.topLeft());
  114. redraw();
  115. }
  116. void CCommanderSkillIcon::clickPressed(const Point & cursorPosition)
  117. {
  118. callback();
  119. isSelected = true;
  120. }
  121. void CCommanderSkillIcon::deselect()
  122. {
  123. isSelected = false;
  124. }
  125. bool CCommanderSkillIcon::getIsMasterAbility()
  126. {
  127. return isMasterAbility;
  128. }
  129. void CCommanderSkillIcon::show(Canvas &to)
  130. {
  131. CIntObject::show(to);
  132. if(isMasterAbility && isSelected)
  133. to.drawBorder(pos, Colors::YELLOW, 2);
  134. }
  135. static ImagePath skillToFile(int skill, int level, bool selected)
  136. {
  137. // FIXME: is this a correct handling?
  138. // level 0 = skill not present, use image with "no" suffix
  139. // level 1-5 = skill available, mapped to images indexed as 0-4
  140. // selecting skill means that it will appear one level higher (as if already upgraded)
  141. std::string file = "zvs/Lib1.res/_";
  142. switch (skill)
  143. {
  144. case ECommander::ATTACK:
  145. file += "AT";
  146. break;
  147. case ECommander::DEFENSE:
  148. file += "DF";
  149. break;
  150. case ECommander::HEALTH:
  151. file += "HP";
  152. break;
  153. case ECommander::DAMAGE:
  154. file += "DM";
  155. break;
  156. case ECommander::SPEED:
  157. file += "SP";
  158. break;
  159. case ECommander::SPELL_POWER:
  160. file += "MP";
  161. break;
  162. }
  163. std::string suffix;
  164. if (selected)
  165. level++; // UI will display resulting level
  166. if (level == 0)
  167. suffix = "no"; //not available - no number
  168. else
  169. suffix = std::to_string(level-1);
  170. if (selected)
  171. suffix += "="; //level-up highlight
  172. return ImagePath::builtin(file + suffix + ".bmp");
  173. }
  174. CStackWindow::CWindowSection::CWindowSection(CStackWindow * parent, const ImagePath & backgroundPath, int yOffset)
  175. : parent(parent)
  176. {
  177. pos.y += yOffset;
  178. OBJECT_CONSTRUCTION;
  179. if(!backgroundPath.empty())
  180. {
  181. background = std::make_shared<CPicture>(backgroundPath);
  182. pos.w = background->pos.w;
  183. pos.h = background->pos.h;
  184. }
  185. }
  186. CStackWindow::ActiveSpellsSection::ActiveSpellsSection(CStackWindow * owner, int yOffset)
  187. : CWindowSection(owner, ImagePath::builtin("stackWindow/spell-effects"), yOffset)
  188. {
  189. static const Point firstPos(6, 2); // position of 1st spell box
  190. static const Point offset(54, 0); // offset of each spell box from previous
  191. OBJECT_CONSTRUCTION;
  192. const CStack * battleStack = parent->info->stack;
  193. assert(battleStack); // Section should be created only for battles
  194. //spell effects
  195. int printed=0; //how many effect pics have been printed
  196. std::vector<SpellID> spells = battleStack->activeSpells();
  197. for(SpellID effect : spells)
  198. {
  199. const spells::Spell * spell = LIBRARY->spells()->getById(effect);
  200. std::string spellText;
  201. //not all effects have graphics (for eg. Acid Breath)
  202. //for modded spells iconEffect is added to SpellInt.def
  203. const bool hasGraphics = (effect < SpellID::THUNDERBOLT) || (effect >= SpellID::AFTER_LAST);
  204. if (hasGraphics)
  205. {
  206. spellText = LIBRARY->generaltexth->allTexts[610]; //"%s, duration: %d rounds."
  207. boost::replace_first(spellText, "%s", spell->getNameTranslated());
  208. //FIXME: support permanent duration
  209. auto spellBonuses = battleStack->getBonuses(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(effect)));
  210. if (spellBonuses->empty())
  211. throw std::runtime_error("Failed to find effects for spell " + effect.toSpell()->getJsonKey());
  212. int duration = spellBonuses->front()->turnsRemain;
  213. boost::replace_first(spellText, "%d", std::to_string(duration));
  214. spellIcons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("SpellInt"), effect + 1, 0, firstPos.x + offset.x * printed, firstPos.y + offset.y * printed));
  215. labels.push_back(std::make_shared<CLabel>(firstPos.x + offset.x * printed + 46, firstPos.y + offset.y * printed + 36, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(duration)));
  216. clickableAreas.push_back(std::make_shared<LRClickableAreaWText>(Rect(firstPos + offset * printed, Point(50, 38)), spellText, spellText));
  217. if(++printed >= 8) // interface limit reached
  218. break;
  219. }
  220. }
  221. }
  222. CStackWindow::BonusLineSection::BonusLineSection(CStackWindow * owner, size_t lineIndex)
  223. : CWindowSection(owner, ImagePath::builtin("stackWindow/bonus-effects"), 0)
  224. {
  225. OBJECT_CONSTRUCTION;
  226. static const std::array<Point, 2> offset =
  227. {
  228. Point(6, 2),
  229. Point(214, 2)
  230. };
  231. auto drawBonusSource = [this](int leftRight, Point p, BonusInfo & bi)
  232. {
  233. std::map<BonusSource, ColorRGBA> bonusColors = {
  234. {BonusSource::ARTIFACT, Colors::GREEN},
  235. {BonusSource::ARTIFACT_INSTANCE, Colors::GREEN},
  236. {BonusSource::CREATURE_ABILITY, Colors::YELLOW},
  237. {BonusSource::SPELL_EFFECT, Colors::ORANGE},
  238. {BonusSource::SECONDARY_SKILL, Colors::PURPLE},
  239. {BonusSource::HERO_SPECIAL, Colors::PURPLE},
  240. {BonusSource::STACK_EXPERIENCE, Colors::CYAN},
  241. {BonusSource::COMMANDER, Colors::CYAN},
  242. };
  243. std::map<BonusSource, std::string> bonusNames = {
  244. {BonusSource::ARTIFACT, LIBRARY->generaltexth->translate("vcmi.bonusSource.artifact")},
  245. {BonusSource::ARTIFACT_INSTANCE, LIBRARY->generaltexth->translate("vcmi.bonusSource.artifact")},
  246. {BonusSource::CREATURE_ABILITY, LIBRARY->generaltexth->translate("vcmi.bonusSource.creature")},
  247. {BonusSource::SPELL_EFFECT, LIBRARY->generaltexth->translate("vcmi.bonusSource.spell")},
  248. {BonusSource::SECONDARY_SKILL, LIBRARY->generaltexth->translate("vcmi.bonusSource.hero")},
  249. {BonusSource::HERO_SPECIAL, LIBRARY->generaltexth->translate("vcmi.bonusSource.hero")},
  250. {BonusSource::STACK_EXPERIENCE, LIBRARY->generaltexth->translate("vcmi.bonusSource.commander")},
  251. {BonusSource::COMMANDER, LIBRARY->generaltexth->translate("vcmi.bonusSource.commander")},
  252. };
  253. auto c = bonusColors.count(bi.bonusSource) ? bonusColors[bi.bonusSource] : ColorRGBA(192, 192, 192);
  254. std::string t = bonusNames.count(bi.bonusSource) ? bonusNames[bi.bonusSource] : LIBRARY->generaltexth->translate("vcmi.bonusSource.other");
  255. int maxLen = 50;
  256. EFonts f = FONT_TINY;
  257. Point pText = p + Point(4, 38);
  258. // 1px Black border
  259. bonusSource[leftRight].push_back(std::make_shared<CLabel>(pText.x - 1, pText.y, f, ETextAlignment::TOPLEFT, Colors::BLACK, t, maxLen));
  260. bonusSource[leftRight].push_back(std::make_shared<CLabel>(pText.x + 1, pText.y, f, ETextAlignment::TOPLEFT, Colors::BLACK, t, maxLen));
  261. bonusSource[leftRight].push_back(std::make_shared<CLabel>(pText.x, pText.y - 1, f, ETextAlignment::TOPLEFT, Colors::BLACK, t, maxLen));
  262. bonusSource[leftRight].push_back(std::make_shared<CLabel>(pText.x, pText.y + 1, f, ETextAlignment::TOPLEFT, Colors::BLACK, t, maxLen));
  263. bonusSource[leftRight].push_back(std::make_shared<CLabel>(pText.x, pText.y, f, ETextAlignment::TOPLEFT, c, t, maxLen));
  264. frame[leftRight] = std::make_shared<GraphicalPrimitiveCanvas>(Rect(p.x, p.y, 52, 52));
  265. frame[leftRight]->addRectangle(Point(0, 0), Point(52, 52), c);
  266. };
  267. for(size_t leftRight : {0, 1})
  268. {
  269. auto position = offset[leftRight];
  270. size_t bonusIndex = lineIndex * 2 + leftRight;
  271. if(parent->activeBonuses.size() > bonusIndex)
  272. {
  273. BonusInfo & bi = parent->activeBonuses[bonusIndex];
  274. if (!bi.imagePath.empty())
  275. icon[leftRight] = std::make_shared<CPicture>(bi.imagePath, position.x, position.y);
  276. description[leftRight] = std::make_shared<CMultiLineLabel>(Rect(position.x + 60, position.y + 2, 137, 50), FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, bi.description);
  277. drawBonusSource(leftRight, Point(position.x - 1, position.y - 1), bi);
  278. }
  279. }
  280. }
  281. CStackWindow::BonusesSection::BonusesSection(CStackWindow * owner, int yOffset, std::optional<size_t> preferredSize):
  282. CWindowSection(owner, {}, yOffset)
  283. {
  284. OBJECT_CONSTRUCTION;
  285. // size of single image for an item
  286. static const int itemHeight = 59;
  287. size_t totalSize = (owner->activeBonuses.size() + 1) / 2;
  288. size_t visibleSize = preferredSize.value_or(std::min<size_t>(3, totalSize));
  289. pos.w = owner->pos.w;
  290. pos.h = itemHeight * (int)visibleSize;
  291. auto onCreate = [=](size_t index) -> std::shared_ptr<CIntObject>
  292. {
  293. return std::make_shared<BonusLineSection>(owner, index);
  294. };
  295. lines = std::make_shared<CListBox>(onCreate, Point(0, 0), Point(0, itemHeight), visibleSize, totalSize, 0, totalSize > 3 ? 1 : 0, Rect(pos.w - 15, 0, pos.h, pos.h));
  296. }
  297. CStackWindow::ButtonsSection::ButtonsSection(CStackWindow * owner, int yOffset)
  298. : CWindowSection(owner, ImagePath::builtin("stackWindow/button-panel"), yOffset)
  299. {
  300. OBJECT_CONSTRUCTION;
  301. if(parent->info->dismissInfo && parent->info->dismissInfo->callback)
  302. {
  303. auto onDismiss = [this]()
  304. {
  305. parent->info->dismissInfo->callback();
  306. parent->close();
  307. };
  308. auto onClick = [=] ()
  309. {
  310. GAME->interface()->showYesNoDialog(LIBRARY->generaltexth->allTexts[12], onDismiss, nullptr);
  311. };
  312. dismiss = std::make_shared<CButton>(Point(5, 5),AnimationPath::builtin("IVIEWCR2.DEF"), LIBRARY->generaltexth->zelp[445], onClick, EShortcut::HERO_DISMISS);
  313. }
  314. if(parent->info->upgradeInfo && !parent->info->commander)
  315. {
  316. // used space overlaps with commander switch button
  317. // besides - should commander really be upgradeable?
  318. auto & upgradeInfo = parent->info->upgradeInfo.value();
  319. const size_t buttonsToCreate = std::min<size_t>(upgradeInfo.info.size(), upgrade.size());
  320. for(size_t buttonIndex = 0; buttonIndex < buttonsToCreate; buttonIndex++)
  321. {
  322. TResources totalCost = upgradeInfo.info.getAvailableUpgradeCosts().at(buttonIndex) * parent->info->creatureCount;
  323. auto onUpgrade = [this, upgradeInfo, buttonIndex]()
  324. {
  325. upgradeInfo.callback(upgradeInfo.info.getAvailableUpgrades().at(buttonIndex));
  326. parent->close();
  327. };
  328. auto onClick = [totalCost, onUpgrade]()
  329. {
  330. std::vector<std::shared_ptr<CComponent>> resComps;
  331. for(TResources::nziterator i(totalCost); i.valid(); i++)
  332. {
  333. resComps.push_back(std::make_shared<CComponent>(ComponentType::RESOURCE, i->resType, i->resVal));
  334. }
  335. if(GAME->interface()->cb->getResourceAmount().canAfford(totalCost))
  336. {
  337. GAME->interface()->showYesNoDialog(LIBRARY->generaltexth->allTexts[207], onUpgrade, nullptr, resComps);
  338. }
  339. else
  340. {
  341. GAME->interface()->showInfoDialog(LIBRARY->generaltexth->allTexts[314], resComps);
  342. }
  343. };
  344. auto upgradeBtn = std::make_shared<CButton>(Point(221 + (int)buttonIndex * 40, 5), AnimationPath::builtin("stackWindow/upgradeButton"), LIBRARY->generaltexth->zelp[446], onClick);
  345. upgradeBtn->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), LIBRARY->creh->objects[upgradeInfo.info.getAvailableUpgrades()[buttonIndex]]->getIconIndex()));
  346. if(buttonsToCreate == 1) // single upgrade available
  347. upgradeBtn->assignedKey = EShortcut::RECRUITMENT_UPGRADE;
  348. upgrade[buttonIndex] = upgradeBtn;
  349. }
  350. }
  351. if(parent->info->commander)
  352. {
  353. for(size_t buttonIndex = 0; buttonIndex < 2; buttonIndex++)
  354. {
  355. std::string btnIDs[2] = { "showSkills", "showBonuses" };
  356. auto onSwitch = [buttonIndex, this]()
  357. {
  358. logAnim->debug("Switch %d->%d", parent->activeTab, buttonIndex);
  359. parent->switchButtons[parent->activeTab]->enable();
  360. parent->commanderTab->setActive(buttonIndex);
  361. parent->switchButtons[buttonIndex]->disable();
  362. parent->redraw(); // FIXME: enable/disable don't redraw screen themselves
  363. };
  364. std::string tooltipText = "vcmi.creatureWindow." + btnIDs[buttonIndex];
  365. parent->switchButtons[buttonIndex] = std::make_shared<CButton>(Point(302 + (int)buttonIndex*40, 5), AnimationPath::builtin("stackWindow/upgradeButton"), CButton::tooltipLocalized(tooltipText), onSwitch);
  366. parent->switchButtons[buttonIndex]->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("stackWindow/switchModeIcons"), buttonIndex));
  367. }
  368. parent->switchButtons[parent->activeTab]->disable();
  369. }
  370. exit = std::make_shared<CButton>(Point(382, 5), AnimationPath::builtin("hsbtns.def"), LIBRARY->generaltexth->zelp[447], [this](){ parent->close(); }, EShortcut::GLOBAL_RETURN);
  371. }
  372. CStackWindow::CommanderMainSection::CommanderMainSection(CStackWindow * owner, int yOffset)
  373. : CWindowSection(owner, ImagePath::builtin("stackWindow/commander-bg"), yOffset)
  374. {
  375. OBJECT_CONSTRUCTION;
  376. auto getSkillPos = [](int index)
  377. {
  378. return Point(10 + 80 * (index%3), 20 + 80 * (index/3));
  379. };
  380. auto getSkillImage = [this](int skillIndex)
  381. {
  382. bool selected = ((parent->selectedSkill == skillIndex) && parent->info->levelupInfo );
  383. return skillToFile(skillIndex, parent->info->commander->secondarySkills[skillIndex], selected);
  384. };
  385. auto getSkillDescription = [this](int skillIndex) -> std::string
  386. {
  387. return parent->getCommanderSkillDescription(skillIndex, parent->info->commander->secondarySkills[skillIndex]);
  388. };
  389. for(int index = ECommander::ATTACK; index <= ECommander::SPELL_POWER; ++index)
  390. {
  391. Point skillPos = getSkillPos(index);
  392. auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(getSkillImage(index), skillPos.x, skillPos.y), false, [=]()
  393. {
  394. GAME->interface()->showInfoDialog(getSkillDescription(index));
  395. });
  396. icon->text = getSkillDescription(index); //used to handle right click description via LRClickableAreaWText::ClickRight()
  397. if(parent->selectedSkill == index)
  398. parent->selectedIcon = icon;
  399. if(parent->info->levelupInfo && vstd::contains(parent->info->levelupInfo->skills, index)) // can be upgraded - enable selection switch
  400. {
  401. if(parent->selectedSkill == index)
  402. parent->setSelection(index, icon);
  403. icon->callback = [this, index, icon]()
  404. {
  405. parent->setSelection(index, icon);
  406. };
  407. }
  408. skillIcons.push_back(icon);
  409. }
  410. auto getArtifactPos = [](int index)
  411. {
  412. return Point(269 + 47 * (index % 3), 22 + 47 * (index / 3));
  413. };
  414. for(auto equippedArtifact : parent->info->commander->artifactsWorn)
  415. {
  416. Point artPos = getArtifactPos(equippedArtifact.first);
  417. const auto commanderArt = equippedArtifact.second.getArt();
  418. assert(commanderArt);
  419. auto artPlace = std::make_shared<CCommanderArtPlace>(artPos, parent->info->owner, equippedArtifact.first, commanderArt->getTypeId());
  420. artifacts.push_back(artPlace);
  421. }
  422. if(parent->info->levelupInfo)
  423. {
  424. abilitiesBackground = std::make_shared<CPicture>(ImagePath::builtin("stackWindow/commander-abilities.png"));
  425. abilitiesBackground->moveBy(Point(0, pos.h));
  426. size_t abilitiesCount = boost::range::count_if(parent->info->levelupInfo->skills, [](ui32 skillID)
  427. {
  428. return skillID >= 100;
  429. });
  430. auto onCreate = [this](size_t index)->std::shared_ptr<CIntObject>
  431. {
  432. for(auto skillID : parent->info->levelupInfo->skills)
  433. {
  434. if(index == 0 && skillID >= 100)
  435. {
  436. const auto bonuses = LIBRARY->creh->skillRequirements[skillID-100].first;
  437. const CStackInstance * stack = parent->info->commander;
  438. auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(stack->bonusToGraphics(bonuses[0])), true, [](){});
  439. icon->callback = [this, skillID, icon]()
  440. {
  441. parent->setSelection(skillID, icon);
  442. };
  443. for(int i = 0; i < bonuses.size(); i++)
  444. {
  445. icon->hoverText += stack->bonusToString(bonuses[i]);
  446. }
  447. return icon;
  448. }
  449. if(skillID >= 100)
  450. index--;
  451. }
  452. return nullptr;
  453. };
  454. abilities = std::make_shared<CListBox>(onCreate, Point(38, 3+pos.h), Point(63, 0), 6, abilitiesCount);
  455. abilities->setRedrawParent(true);
  456. leftBtn = std::make_shared<CButton>(Point(10, pos.h + 6), AnimationPath::builtin("hsbtns3.def"), CButton::tooltip(), [this](){ abilities->moveToPrev(); }, EShortcut::MOVE_LEFT);
  457. rightBtn = std::make_shared<CButton>(Point(411, pos.h + 6), AnimationPath::builtin("hsbtns5.def"), CButton::tooltip(), [this](){ abilities->moveToNext(); }, EShortcut::MOVE_RIGHT);
  458. if(abilitiesCount <= 6)
  459. {
  460. leftBtn->block(true);
  461. rightBtn->block(true);
  462. }
  463. pos.h += abilitiesBackground->pos.h;
  464. }
  465. }
  466. CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool showExp, bool showArt)
  467. : CWindowSection(owner, getBackgroundName(showExp, showArt), yOffset)
  468. {
  469. OBJECT_CONSTRUCTION;
  470. statNames =
  471. {
  472. LIBRARY->generaltexth->primarySkillNames[0], //ATTACK
  473. LIBRARY->generaltexth->primarySkillNames[1],//DEFENCE
  474. LIBRARY->generaltexth->allTexts[198],//SHOTS
  475. LIBRARY->generaltexth->allTexts[199],//DAMAGE
  476. LIBRARY->generaltexth->allTexts[388],//HEALTH
  477. LIBRARY->generaltexth->allTexts[200],//HEALTH_LEFT
  478. LIBRARY->generaltexth->zelp[441].first,//SPEED
  479. LIBRARY->generaltexth->allTexts[399]//MANA
  480. };
  481. statFormats =
  482. {
  483. "%d (%d)",
  484. "%d (%d)",
  485. "%d (%d)",
  486. "%d - %d",
  487. "%d (%d)",
  488. "%d (%d)",
  489. "%d (%d)",
  490. "%d (%d)"
  491. };
  492. animation = std::make_shared<CCreaturePic>(5, 41, parent->info->creature);
  493. animationArea = std::make_shared<LRClickableArea>(Rect(5, 41, 100, 130), nullptr, [&]{
  494. if(!parent->info->creature->getDescriptionTranslated().empty())
  495. CRClickPopup::createAndPush(parent->info->creature->getDescriptionTranslated());
  496. });
  497. if(parent->info->stackNode != nullptr && parent->info->commander == nullptr)
  498. {
  499. //normal stack, not a commander and not non-existing stack (e.g. recruitment dialog)
  500. animation->setAmount(parent->info->creatureCount);
  501. }
  502. name = std::make_shared<CLabel>(215, 13, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, parent->info->getName());
  503. const CStack* battleStack = parent->info->stack;
  504. int dmgMultiply = 1;
  505. if (battleStack != nullptr && battleStack->hasBonusOfType(BonusType::SIEGE_WEAPON))
  506. {
  507. static const auto bonusSelector =
  508. Selector::sourceTypeSel(BonusSource::ARTIFACT).Or(
  509. Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL)).And(
  510. Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK)));
  511. dmgMultiply += battleStack->valOfBonuses(bonusSelector);
  512. }
  513. icons = std::make_shared<CPicture>(ImagePath::builtin("stackWindow/icons"), 117, 32);
  514. morale = std::make_shared<MoraleLuckBox>(true, Rect(Point(321, 110), Point(42, 42) ));
  515. luck = std::make_shared<MoraleLuckBox>(false, Rect(Point(375, 110), Point(42, 42) ));
  516. if(battleStack != nullptr) // in battle
  517. {
  518. addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(battleStack->isShooter()), battleStack->getAttack(battleStack->isShooter()));
  519. addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(battleStack->isShooter()), battleStack->getDefense(battleStack->isShooter()));
  520. addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(battleStack->isShooter()) * dmgMultiply, battleStack->getMaxDamage(battleStack->isShooter()) * dmgMultiply);
  521. addStatLabel(EStat::HEALTH, parent->info->creature->getMaxHealth(), battleStack->getMaxHealth());
  522. addStatLabel(EStat::SPEED, parent->info->creature->getMovementRange(), battleStack->getMovementRange());
  523. if(battleStack->isShooter())
  524. addStatLabel(EStat::SHOTS, battleStack->shots.total(), battleStack->shots.available());
  525. if(battleStack->isCaster())
  526. addStatLabel(EStat::MANA, battleStack->casts.total(), battleStack->casts.available());
  527. addStatLabel(EStat::HEALTH_LEFT, battleStack->getFirstHPleft());
  528. morale->set(battleStack);
  529. luck->set(battleStack);
  530. }
  531. else
  532. {
  533. const bool shooter = parent->info->stackNode->hasBonusOfType(BonusType::SHOOTER) && parent->info->stackNode->valOfBonuses(BonusType::SHOTS);
  534. const bool caster = parent->info->stackNode->valOfBonuses(BonusType::CASTS);
  535. addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(shooter), parent->info->stackNode->getAttack(shooter));
  536. addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(shooter), parent->info->stackNode->getDefense(shooter));
  537. addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(shooter), parent->info->stackNode->getMaxDamage(shooter));
  538. addStatLabel(EStat::HEALTH, parent->info->creature->getMaxHealth(), parent->info->stackNode->getMaxHealth());
  539. addStatLabel(EStat::SPEED, parent->info->creature->getMovementRange(), parent->info->stackNode->getMovementRange());
  540. if(shooter)
  541. addStatLabel(EStat::SHOTS, parent->info->stackNode->valOfBonuses(BonusType::SHOTS));
  542. if(caster)
  543. addStatLabel(EStat::MANA, parent->info->stackNode->valOfBonuses(BonusType::CASTS));
  544. morale->set(parent->info->stackNode);
  545. luck->set(parent->info->stackNode);
  546. }
  547. if(showExp)
  548. {
  549. const CStackInstance * stack = parent->info->stackNode;
  550. Point pos = showArt ? Point(321, 32) : Point(347, 32);
  551. if(parent->info->commander)
  552. {
  553. const CCommanderInstance * commander = parent->info->commander;
  554. expRankIcon = std::make_shared<CAnimImage>(AnimationPath::builtin("PSKIL42"), 4, 0, pos.x, pos.y);
  555. auto area = std::make_shared<LRClickableAreaWTextComp>(Rect(pos.x, pos.y, 44, 44), ComponentType::EXPERIENCE);
  556. expArea = area;
  557. area->text = LIBRARY->generaltexth->allTexts[2];
  558. area->component.value = commander->getExpRank();
  559. boost::replace_first(area->text, "%d", std::to_string(commander->getExpRank()));
  560. boost::replace_first(area->text, "%d", std::to_string(LIBRARY->heroh->reqExp(commander->getExpRank() + 1)));
  561. boost::replace_first(area->text, "%d", std::to_string(commander->getAverageExperience()));
  562. }
  563. else
  564. {
  565. expRankIcon = std::make_shared<CAnimImage>(AnimationPath::builtin("stackWindow/levels"), stack->getExpRank(), 0, pos.x, pos.y);
  566. expArea = std::make_shared<LRClickableAreaWText>(Rect(pos.x, pos.y, 44, 44));
  567. expArea->text = parent->generateStackExpDescription();
  568. }
  569. expLabel = std::make_shared<CLabel>(
  570. pos.x + 21, pos.y + 55, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE,
  571. TextOperations::formatMetric(stack->getAverageExperience(), 6));
  572. }
  573. if(showArt)
  574. {
  575. Point pos = showExp ? Point(375, 32) : Point(347, 32);
  576. // ALARMA: do not refactor this into a separate function
  577. // otherwise, artifact icon is drawn near the hero's portrait
  578. // this is really strange
  579. auto art = parent->info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT);
  580. if(art)
  581. {
  582. parent->stackArtifact = std::make_shared<CArtPlace>(pos, art->getTypeId());
  583. parent->stackArtifact->setShowPopupCallback([](CComponentHolder & artPlace, const Point & cursorPosition)
  584. {
  585. artPlace.LRClickableAreaWTextComp::showPopupWindow(cursorPosition);
  586. });
  587. if(parent->info->owner)
  588. {
  589. parent->stackArtifactButton = std::make_shared<CButton>(
  590. Point(pos.x - 2 , pos.y + 46), AnimationPath::builtin("stackWindow/cancelButton"),
  591. CButton::tooltipLocalized("vcmi.creatureWindow.returnArtifact"), [this]()
  592. {
  593. parent->removeStackArtifact(ArtifactPosition::CREATURE_SLOT);
  594. });
  595. }
  596. }
  597. }
  598. }
  599. ImagePath CStackWindow::MainSection::getBackgroundName(bool showExp, bool showArt)
  600. {
  601. if(showExp && showArt)
  602. return ImagePath::builtin("stackWindow/info-panel-2");
  603. else if(showExp || showArt)
  604. return ImagePath::builtin("stackWindow/info-panel-1");
  605. else
  606. return ImagePath::builtin("stackWindow/info-panel-0");
  607. }
  608. void CStackWindow::MainSection::addStatLabel(EStat index, int64_t value1, int64_t value2)
  609. {
  610. const auto title = statNames.at(static_cast<size_t>(index));
  611. stats.push_back(std::make_shared<CLabel>(145, 32 + (int)index*19, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, title));
  612. const bool useRange = value1 != value2;
  613. std::string formatStr = useRange ? statFormats.at(static_cast<size_t>(index)) : "%d";
  614. boost::format fmt(formatStr);
  615. fmt % value1;
  616. if(useRange)
  617. fmt % value2;
  618. stats.push_back(std::make_shared<CLabel>(307, 48 + (int)index*19, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, fmt.str()));
  619. }
  620. void CStackWindow::MainSection::addStatLabel(EStat index, int64_t value)
  621. {
  622. addStatLabel(index, value, value);
  623. }
  624. CStackWindow::CStackWindow(const CStack * stack, bool popup)
  625. : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
  626. info(std::make_unique<UnitView>())
  627. {
  628. info->stack = stack;
  629. info->stackNode = stack->base;
  630. info->commander = dynamic_cast<const CCommanderInstance*>(stack->base);
  631. info->creature = stack->unitType();
  632. info->creatureCount = stack->getCount();
  633. info->popupWindow = popup;
  634. init();
  635. }
  636. CStackWindow::CStackWindow(const CCreature * creature, bool popup)
  637. : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
  638. info(std::make_unique<UnitView>())
  639. {
  640. info->creature = creature;
  641. info->popupWindow = popup;
  642. init();
  643. }
  644. CStackWindow::CStackWindow(const CStackInstance * stack, bool popup)
  645. : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
  646. info(std::make_unique<UnitView>())
  647. {
  648. info->stackNode = stack;
  649. info->creature = stack->getCreature();
  650. info->creatureCount = stack->getCount();
  651. info->popupWindow = popup;
  652. info->owner = dynamic_cast<const CGHeroInstance *> (stack->getArmy());
  653. init();
  654. }
  655. CStackWindow::CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & upgradeInfo, std::function<void(CreatureID)> callback)
  656. : CWindowObject(BORDERED),
  657. info(std::make_unique<UnitView>())
  658. {
  659. info->stackNode = stack;
  660. info->creature = stack->getCreature();
  661. info->creatureCount = stack->getCount();
  662. if(upgradeInfo.canUpgrade())
  663. {
  664. info->upgradeInfo = std::make_optional(UnitView::StackUpgradeInfo(upgradeInfo));
  665. info->upgradeInfo->callback = callback;
  666. }
  667. info->dismissInfo = std::make_optional(UnitView::StackDismissInfo());
  668. info->dismissInfo->callback = dismiss;
  669. info->owner = dynamic_cast<const CGHeroInstance *> (stack->getArmy());
  670. init();
  671. }
  672. CStackWindow::CStackWindow(const CCommanderInstance * commander, bool popup)
  673. : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
  674. info(std::make_unique<UnitView>())
  675. {
  676. info->stackNode = commander;
  677. info->creature = commander->getCreature();
  678. info->commander = commander;
  679. info->creatureCount = 1;
  680. info->popupWindow = popup;
  681. info->owner = dynamic_cast<const CGHeroInstance *> (commander->getArmy());
  682. init();
  683. }
  684. CStackWindow::CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback)
  685. : CWindowObject(BORDERED),
  686. info(std::make_unique<UnitView>())
  687. {
  688. info->stackNode = commander;
  689. info->creature = commander->getCreature();
  690. info->commander = commander;
  691. info->creatureCount = 1;
  692. info->levelupInfo = std::make_optional(UnitView::CommanderLevelInfo());
  693. info->levelupInfo->skills = skills;
  694. info->levelupInfo->callback = callback;
  695. info->owner = dynamic_cast<const CGHeroInstance *> (commander->getArmy());
  696. init();
  697. }
  698. CStackWindow::~CStackWindow()
  699. {
  700. if(info->levelupInfo && !info->levelupInfo->skills.empty())
  701. info->levelupInfo->callback(vstd::find_pos(info->levelupInfo->skills, selectedSkill));
  702. }
  703. void CStackWindow::init()
  704. {
  705. OBJECT_CONSTRUCTION;
  706. if(!info->stackNode)
  707. {
  708. fakeNode = std::make_unique<CStackInstance>(nullptr, info->creature->getId(), 1, true);
  709. info->stackNode = fakeNode.get();
  710. }
  711. selectedIcon = nullptr;
  712. selectedSkill = -1;
  713. if(info->levelupInfo && !info->levelupInfo->skills.empty())
  714. selectedSkill = info->levelupInfo->skills.front();
  715. activeTab = 0;
  716. initBonusesList();
  717. initSections();
  718. }
  719. void CStackWindow::initBonusesList()
  720. {
  721. BonusList receivedBonuses = *info->stackNode->getBonuses(CSelector(Bonus::Permanent), Selector::all);
  722. BonusList abilities = info->creature->getExportedBonusList();
  723. const auto & bonusSortingPredicate = [this](const std::shared_ptr<Bonus> & v1, const std::shared_ptr<Bonus> & v2){
  724. if (v1->source != v2->source)
  725. {
  726. int priorityV1 = v1->source == BonusSource::CREATURE_ABILITY ? -1 : static_cast<int>(v1->source);
  727. int priorityV2 = v2->source == BonusSource::CREATURE_ABILITY ? -1 : static_cast<int>(v2->source);
  728. return priorityV1 < priorityV2;
  729. }
  730. else
  731. return info->stackNode->bonusToString(v1) < info->stackNode->bonusToString(v2);
  732. };
  733. // these bonuses require special handling. For example they come with own descriptions, for use in morale/luck description
  734. // also, this information is already available in creature window
  735. receivedBonuses.remove_if(Selector::type()(BonusType::MORALE));
  736. receivedBonuses.remove_if(Selector::type()(BonusType::LUCK));
  737. std::vector<BonusList> groupedBonuses;
  738. while (!receivedBonuses.empty())
  739. {
  740. auto currentBonus = receivedBonuses.front();
  741. const auto & sameBonusPredicate = [currentBonus](const std::shared_ptr<Bonus> & b)
  742. {
  743. return currentBonus->type == b->type && currentBonus->subtype == b->subtype;
  744. };
  745. groupedBonuses.emplace_back();
  746. std::copy_if(receivedBonuses.begin(), receivedBonuses.end(), std::back_inserter(groupedBonuses.back()), sameBonusPredicate);
  747. receivedBonuses.remove_if(Selector::typeSubtype(currentBonus->type, currentBonus->subtype));
  748. // FIXME: potential edge case: unit has ability that is propagated away (and needs to be displayed), but also receives same bonus from someplace else
  749. abilities.remove_if(Selector::typeSubtype(currentBonus->type, currentBonus->subtype));
  750. }
  751. // Add any remaining abilities of this unit that don't affect it at the moment, such as abilities that are propagated away, e.g. to other side in combat
  752. BonusList visibleBonuses = abilities;
  753. for (auto & group : groupedBonuses)
  754. {
  755. // Try to find the bonus in the group that represents the final effect in the best way.
  756. std::sort(group.begin(), group.end(), bonusSortingPredicate);
  757. BonusList groupIndepMin = group;
  758. BonusList groupIndepMax = group;
  759. BonusList groupNoMinMax = group;
  760. groupIndepMin.remove_if([](const Bonus * b) { return b->valType != BonusValueType::INDEPENDENT_MIN; });
  761. groupIndepMax.remove_if([](const Bonus * b) { return b->valType != BonusValueType::INDEPENDENT_MAX; });
  762. groupNoMinMax.remove_if([](const Bonus * b) { return b->valType == BonusValueType::INDEPENDENT_MAX || b->valType == BonusValueType::INDEPENDENT_MIN; });
  763. int valIndepMin = groupIndepMin.totalValue();
  764. int valIndepMax = groupIndepMax.totalValue();
  765. int valNoMinMax = group.totalValue();
  766. BonusList usedGroup;
  767. if (!groupIndepMin.empty() && valNoMinMax != valIndepMin)
  768. usedGroup = groupIndepMin; // bonus value was limited due to INDEPENDENT_MIN bonus -> show this bonus
  769. else if (!groupIndepMax.empty() && valNoMinMax != valIndepMax)
  770. usedGroup = groupIndepMax; // bonus value was limited due to INDEPENDENT_MAX bonus -> show this bonus
  771. else
  772. usedGroup = groupNoMinMax; // bonus value is not limited - show first non-independent bonus
  773. // It is possible that empty group was selected. For example, there is only INDEPENDENT effect with value of 0, which does not actually has any effect on this unit
  774. // For example, orb of vulnerability on unit without any resistances
  775. if (!usedGroup.empty())
  776. visibleBonuses.push_back(usedGroup.front());
  777. }
  778. std::sort(visibleBonuses.begin(), visibleBonuses.end(), bonusSortingPredicate);
  779. BonusInfo bonusInfo;
  780. for(auto b : visibleBonuses)
  781. {
  782. bonusInfo.description = info->stackNode->bonusToString(b);
  783. bonusInfo.imagePath = info->stackNode->bonusToGraphics(b);
  784. bonusInfo.bonusSource = b->source;
  785. //if it's possible to give any description or image for this kind of bonus
  786. if(!bonusInfo.description.empty())
  787. activeBonuses.push_back(bonusInfo);
  788. }
  789. }
  790. void CStackWindow::initSections()
  791. {
  792. OBJECT_CONSTRUCTION;
  793. bool showArt = GAME->interface()->cb->getSettings().getBoolean(EGameSettings::MODULE_STACK_ARTIFACT) && info->commander == nullptr && info->stackNode;
  794. bool showExp = (GAME->interface()->cb->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE) || info->commander != nullptr) && info->stackNode;
  795. mainSection = std::make_shared<MainSection>(this, pos.h, showExp, showArt);
  796. pos.w = mainSection->pos.w;
  797. pos.h += mainSection->pos.h;
  798. if(info->stack) // in battle
  799. {
  800. activeSpellsSection = std::make_shared<ActiveSpellsSection>(this, pos.h);
  801. pos.h += activeSpellsSection->pos.h;
  802. }
  803. if(info->commander)
  804. {
  805. auto onCreate = [this](size_t index) -> std::shared_ptr<CIntObject>
  806. {
  807. auto obj = switchTab(index);
  808. if(obj)
  809. {
  810. obj->activate();
  811. obj->recActions |= (UPDATE | SHOWALL);
  812. }
  813. return obj;
  814. };
  815. auto deactivateObj = [=](std::shared_ptr<CIntObject> obj)
  816. {
  817. obj->deactivate();
  818. obj->recActions &= ~(UPDATE | SHOWALL);
  819. };
  820. commanderMainSection = std::make_shared<CommanderMainSection>(this, 0);
  821. auto size = std::make_optional<size_t>((info->levelupInfo) ? 4 : 3);
  822. commanderBonusesSection = std::make_shared<BonusesSection>(this, 0, size);
  823. deactivateObj(commanderBonusesSection);
  824. commanderTab = std::make_shared<CTabbedInt>(onCreate, Point(0, pos.h), 0);
  825. pos.h += commanderMainSection->pos.h;
  826. }
  827. if(!info->commander && !activeBonuses.empty())
  828. {
  829. bonusesSection = std::make_shared<BonusesSection>(this, pos.h);
  830. pos.h += bonusesSection->pos.h;
  831. }
  832. if(!info->popupWindow)
  833. {
  834. buttonsSection = std::make_shared<ButtonsSection>(this, pos.h);
  835. pos.h += buttonsSection->pos.h;
  836. //FIXME: add status bar to image?
  837. }
  838. updateShadow();
  839. pos = center(pos);
  840. }
  841. std::string CStackWindow::generateStackExpDescription()
  842. {
  843. const CStackInstance * stack = info->stackNode;
  844. const CCreature * creature = info->creature;
  845. int tier = stack->getType()->getLevel();
  846. int rank = stack->getExpRank();
  847. if (!vstd::iswithin(tier, 1, 7))
  848. tier = 0;
  849. int number;
  850. std::string expText = LIBRARY->generaltexth->translate("vcmi.stackExperience.description");
  851. boost::replace_first(expText, "%s", creature->getNamePluralTranslated());
  852. boost::replace_first(expText, "%s", LIBRARY->generaltexth->translate("vcmi.stackExperience.rank", rank));
  853. boost::replace_first(expText, "%i", std::to_string(rank));
  854. boost::replace_first(expText, "%i", std::to_string(stack->getAverageExperience()));
  855. number = static_cast<int>(LIBRARY->creh->expRanks[tier][rank] - stack->getAverageExperience());
  856. boost::replace_first(expText, "%i", std::to_string(number));
  857. number = LIBRARY->creh->maxExpPerBattle[tier]; //percent
  858. boost::replace_first(expText, "%i%", std::to_string(number));
  859. number *= LIBRARY->creh->expRanks[tier].back() / 100; //actual amount
  860. boost::replace_first(expText, "%i", std::to_string(number));
  861. boost::replace_first(expText, "%i", std::to_string(stack->getCount())); //Number of Creatures in stack
  862. int expmin = std::max(LIBRARY->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
  863. number = stack->getTotalExperience() / expmin - stack->getCount(); //Maximum New Recruits without losing current Rank
  864. boost::replace_first(expText, "%i", std::to_string(number)); //TODO
  865. boost::replace_first(expText, "%.2f", std::to_string(1)); //TODO Experience Multiplier
  866. number = LIBRARY->creh->expAfterUpgrade;
  867. boost::replace_first(expText, "%.2f", std::to_string(number) + "%"); //Upgrade Multiplier
  868. expmin = LIBRARY->creh->expRanks[tier][9];
  869. int expmax = LIBRARY->creh->expRanks[tier][10];
  870. number = expmax - expmin;
  871. boost::replace_first(expText, "%i", std::to_string(number)); //Experience after Rank 10
  872. number = (stack->getCount() * (expmax - expmin)) / expmin;
  873. boost::replace_first(expText, "%i", std::to_string(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
  874. return expText;
  875. }
  876. std::string CStackWindow::getCommanderSkillDescription(int skillIndex, int skillLevel)
  877. {
  878. constexpr std::array skillNames = {
  879. "attack",
  880. "defence",
  881. "health",
  882. "damage",
  883. "speed",
  884. "magic"
  885. };
  886. std::string textID = TextIdentifier("vcmi", "commander", "skill", skillNames.at(skillIndex), skillLevel).get();
  887. return LIBRARY->generaltexth->translate(textID);
  888. }
  889. void CStackWindow::setSelection(si32 newSkill, std::shared_ptr<CCommanderSkillIcon> newIcon)
  890. {
  891. auto getSkillDescription = [this](int skillIndex, bool selected) -> std::string
  892. {
  893. if(selected)
  894. return getCommanderSkillDescription(skillIndex, info->commander->secondarySkills[skillIndex] + 1); //upgrade description
  895. else
  896. return getCommanderSkillDescription(skillIndex, info->commander->secondarySkills[skillIndex]);
  897. };
  898. auto getSkillImage = [this](int skillIndex)
  899. {
  900. bool selected = ((selectedSkill == skillIndex) && info->levelupInfo );
  901. return skillToFile(skillIndex, info->commander->secondarySkills[skillIndex], selected);
  902. };
  903. OBJECT_CONSTRUCTION;
  904. int oldSelection = selectedSkill; // update selection
  905. selectedSkill = newSkill;
  906. if(selectedIcon && oldSelection < 100) // recreate image on old selection, only for skills
  907. selectedIcon->setObject(std::make_shared<CPicture>(getSkillImage(oldSelection)));
  908. if(selectedIcon)
  909. {
  910. if(!selectedIcon->getIsMasterAbility()) //unlike WoG, in VCMI master skill descriptions are taken from bonus descriptions
  911. {
  912. selectedIcon->text = getSkillDescription(oldSelection, false); //update previously selected icon's message to existing skill level
  913. }
  914. selectedIcon->deselect();
  915. }
  916. selectedIcon = newIcon; // update new selection
  917. if(newSkill < 100)
  918. {
  919. newIcon->setObject(std::make_shared<CPicture>(getSkillImage(newSkill)));
  920. if(!newIcon->getIsMasterAbility())
  921. {
  922. newIcon->text = getSkillDescription(newSkill, true); //update currently selected icon's message to show upgrade description
  923. }
  924. }
  925. }
  926. std::shared_ptr<CIntObject> CStackWindow::switchTab(size_t index)
  927. {
  928. std::shared_ptr<CIntObject> ret;
  929. switch(index)
  930. {
  931. case 0:
  932. {
  933. activeTab = 0;
  934. ret = commanderMainSection;
  935. }
  936. break;
  937. case 1:
  938. {
  939. activeTab = 1;
  940. ret = commanderBonusesSection;
  941. }
  942. break;
  943. default:
  944. break;
  945. }
  946. return ret;
  947. }
  948. void CStackWindow::removeStackArtifact(ArtifactPosition pos)
  949. {
  950. auto art = info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT);
  951. if(!art)
  952. {
  953. logGlobal->error("Attempt to remove missing artifact");
  954. return;
  955. }
  956. const auto slot = ArtifactUtils::getArtBackpackPosition(info->owner, art->getTypeId());
  957. if(slot != ArtifactPosition::PRE_FIRST)
  958. {
  959. auto artLoc = ArtifactLocation(info->owner->id, pos);
  960. artLoc.creature = info->stackNode->getArmy()->findStack(info->stackNode);
  961. GAME->interface()->cb->swapArtifacts(artLoc, ArtifactLocation(info->owner->id, slot));
  962. stackArtifactButton.reset();
  963. stackArtifact.reset();
  964. redraw();
  965. }
  966. }