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- /*
- * Interface.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 "Interface.h"
- #include "../TerrainHandler.h"
- #include "../CPlayerState.h"
- #include "../CSoundBase.h"
- #include "../callback/IGameInfoCallback.h"
- #include "../callback/IGameEventCallback.h"
- #include "../entities/hero/CHeroHandler.h"
- #include "../gameState/CGameState.h"
- #include "../spells/CSpellHandler.h"
- #include "../spells/ISpellMechanics.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../mapObjects/MiscObjects.h"
- #include "../mapping/CMapDefines.h"
- #include "../networkPacks/StackLocation.h"
- #include "../networkPacks/PacksForClient.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstance * hero, Rewardable::EEventType event) const
- {
- std::vector<ui32> ret;
- for(size_t i = 0; i < configuration.info.size(); i++)
- {
- const Rewardable::VisitInfo & visit = configuration.info[i];
- if(event == visit.visitType && (!hero || visit.limiter.heroAllowed(hero)))
- ret.push_back(static_cast<ui32>(i));
- }
- return ret;
- }
- void Rewardable::Interface::grantRewardBeforeLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const
- {
- auto cb = getObject()->cb;
- assert(hero);
- assert(hero->tempOwner.isValidPlayer());
- assert(info.reward.creatures.size() <= GameConstants::ARMY_SIZE);
- gameEvents.giveResources(hero->tempOwner, info.reward.resources);
- if (info.reward.revealTiles)
- {
- const auto & props = *info.reward.revealTiles;
- const auto functor = [&props](const TerrainTile * tile)
- {
- int score = 0;
- if (tile->getTerrain()->isSurface())
- score += props.scoreSurface;
- if (tile->getTerrain()->isUnderground())
- score += props.scoreSubterra;
- if (tile->getTerrain()->isWater())
- score += props.scoreWater;
- if (tile->getTerrain()->isRock())
- score += props.scoreRock;
- return score > 0;
- };
- std::unordered_set<int3> tiles;
- if (props.radius > 0)
- {
- cb->getTilesInRange(tiles, hero->getSightCenter(), props.radius, ETileVisibility::HIDDEN, hero->getOwner());
- if (props.hide)
- cb->getTilesInRange(tiles, hero->getSightCenter(), props.radius, ETileVisibility::REVEALED, hero->getOwner());
- vstd::erase_if(tiles, [&](const int3 & coord){
- return !functor(cb->getTile(coord));
- });
- }
- else
- {
- cb->getAllTiles(tiles, hero->tempOwner, -1, functor);
- }
- if (props.hide)
- {
- for (auto & player : cb->gameState().players)
- {
- if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME && cb->getPlayerRelations(player.first, hero->getOwner()) == PlayerRelations::ENEMIES)
- gameEvents.changeFogOfWar(tiles, player.first, ETileVisibility::HIDDEN);
- }
- }
- else
- {
- gameEvents.changeFogOfWar(tiles, hero->getOwner(), ETileVisibility::REVEALED);
- }
- }
- for(const auto & entry : info.reward.secondary)
- {
- auto currentLevel = static_cast<MasteryLevel::Type>(hero->getSecSkillLevel(entry.first));
- if(currentLevel == MasteryLevel::EXPERT)
- continue;
- if(currentLevel != MasteryLevel::NONE || hero->canLearnSkill())
- gameEvents.changeSecSkill(hero, entry.first, entry.second, false);
- }
- for(int i=0; i< info.reward.primary.size(); i++)
- if (info.reward.primary[i] != 0)
- gameEvents.changePrimSkill(hero, static_cast<PrimarySkill>(i), info.reward.primary[i], false);
- TExpType expToGive = 0;
- if (info.reward.heroLevel > 0)
- expToGive += LIBRARY->heroh->reqExp(hero->level+info.reward.heroLevel) - LIBRARY->heroh->reqExp(hero->level);
- if (info.reward.heroExperience > 0)
- expToGive += hero->calculateXp(info.reward.heroExperience);
- if(expToGive)
- gameEvents.giveExperience(hero, expToGive);
- }
- void Rewardable::Interface::grantRewardAfterLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const
- {
- auto cb = getObject()->cb;
- if(info.reward.manaDiff || info.reward.manaPercentage >= 0)
- gameEvents.setManaPoints(hero->id, info.reward.calculateManaPoints(hero));
- if(info.reward.movePoints || info.reward.movePercentage >= 0)
- {
- SetMovePoints smp;
- smp.hid = hero->id;
- smp.val = hero->movementPointsRemaining();
- if (info.reward.movePercentage >= 0) // percent from max
- smp.val = hero->movementPointsLimit(hero->inBoat() && hero->getBoat()->layer == EPathfindingLayer::SAIL) * info.reward.movePercentage / 100;
- smp.val = std::max<si32>(0, smp.val + info.reward.movePoints);
- gameEvents.setMovePoints(&smp);
- }
- for(const Bonus & bonus : info.reward.heroBonuses)
- {
- GiveBonus gb(GiveBonus::ETarget::OBJECT, hero->id, bonus);
- gameEvents.giveHeroBonus(&gb);
- }
- if (hero->getCommander())
- {
- for(const Bonus & bonus : info.reward.commanderBonuses)
- {
- GiveBonus gb(GiveBonus::ETarget::HERO_COMMANDER, hero->id, bonus);
- gameEvents.giveHeroBonus(&gb);
- }
- }
- for(const Bonus & bonus : info.reward.playerBonuses)
- {
- GiveBonus gb(GiveBonus::ETarget::PLAYER, hero->getOwner(), bonus);
- gameEvents.giveHeroBonus(&gb);
- }
- for(const ArtifactID & art : info.reward.takenArtifacts)
- {
- // hero does not have such artifact alone, but he might have it as part of assembled artifact
- if(!hero->hasArt(art))
- {
- const auto * assembly = hero->getCombinedArtWithPart(art);
- if (assembly)
- {
- DisassembledArtifact da;
- da.al = ArtifactLocation(hero->id, hero->getArtPos(assembly));
- gameEvents.sendAndApply(da);
- }
- }
- if(hero->hasArt(art))
- gameEvents.removeArtifact(ArtifactLocation(hero->id, hero->getArtPos(art, false)));
- }
- for(const ArtifactPosition & slot : info.reward.takenArtifactSlots)
- {
- const auto & slotContent = hero->getSlot(slot);
- if (!slotContent->locked && slotContent->artifactID.hasValue())
- gameEvents.removeArtifact(ArtifactLocation(hero->id, slot));
- // TODO: handle locked slots?
- }
- for(const SpellID & spell : info.reward.takenScrolls)
- {
- if(hero->hasScroll(spell, false))
- gameEvents.removeArtifact(ArtifactLocation(hero->id, hero->getScrollPos(spell, false)));
- }
- for(const ArtifactID & art : info.reward.grantedArtifacts)
- gameEvents.giveHeroNewArtifact(hero, art, ArtifactPosition::FIRST_AVAILABLE);
- for(const SpellID & spell : info.reward.grantedScrolls)
- gameEvents.giveHeroNewScroll(hero, spell, ArtifactPosition::FIRST_AVAILABLE);
- if(!info.reward.spells.empty())
- {
- std::set<SpellID> spellsToGive;
- for (auto const & spell : info.reward.spells)
- if (hero->canLearnSpell(spell.toEntity(LIBRARY), true))
- spellsToGive.insert(spell);
- if (!spellsToGive.empty())
- gameEvents.changeSpells(hero, true, spellsToGive);
- }
- if (!info.reward.takenCreatures.empty())
- {
- gameEvents.takeCreatures(hero->id, info.reward.takenCreatures, !info.reward.creatures.empty());
- }
- if(!info.reward.creaturesChange.empty())
- {
- for(const auto & slot : hero->Slots())
- {
- const auto & heroStack = slot.second;
- for(const auto & change : info.reward.creaturesChange)
- {
- if (heroStack->getId() == change.first)
- {
- StackLocation location(hero->id, slot.first);
- gameEvents.changeStackType(location, change.second.toCreature());
- break;
- }
- }
- }
- }
- if(!info.reward.creatures.empty())
- {
- CCreatureSet creatures;
- for(const auto & crea : info.reward.creatures)
- creatures.addToSlot(creatures.getFreeSlot(), std::make_unique<CStackInstance>(cb, crea.getId(), crea.getCount()));
- if(auto * army = dynamic_cast<const CArmedInstance*>(this)) //TODO: to fix that, CArmedInstance must be split on map instance part and interface part
- gameEvents.giveCreatures(army, hero, creatures, false);
- }
-
- if(info.reward.spellCast.first != SpellID::NONE)
- {
- caster.setActualCaster(hero);
- caster.setSpellSchoolLevel(info.reward.spellCast.second);
- gameEvents.castSpell(&caster, info.reward.spellCast.first, int3{-1, -1, -1});
- }
- if(info.reward.removeObject)
- if(auto * instance = dynamic_cast<const CGObjectInstance*>(this))
- gameEvents.removeAfterVisit(instance->id);
- }
- void Rewardable::Interface::serializeJson(JsonSerializeFormat & handler)
- {
- configuration.serializeJson(handler);
- }
- void Rewardable::Interface::grantRewardWithMessage(IGameEventCallback & gameEvents, 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())
- gameEvents.showInfoDialog(&iw);
- }
- // grant reward afterwards. Note that it may remove object
- if(markAsVisit)
- markAsVisited(gameEvents, contextHero);
- grantReward(gameEvents, index, contextHero);
- }
- void Rewardable::Interface::selectRewardWithMessage(IGameEventCallback & gameEvents, 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);
- gameEvents.showBlockingDialog(getObject(), &sd);
- }
- std::vector<Component> Rewardable::Interface::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;
- }
- void Rewardable::Interface::grantAllRewardsWithMessage(IGameEventCallback & gameEvents, 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(gameEvents, contextHero, index, false);
- }
- // Mark visited only after all rewards were processed
- if(markAsVisit)
- markAsVisited(gameEvents, contextHero);
- }
- void Rewardable::Interface::doHeroVisit(IGameEventCallback & gameEvents, 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(gameEvents, 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(gameEvents, h, rewards, configuration.info.at(rewards.front()).message);
- else
- grantRewardWithMessage(gameEvents, h, rewards.front(), true);
- break;
- }
- default: // multiple rewards. Act according to select mode
- {
- switch (configuration.selectMode) {
- case Rewardable::SELECT_PLAYER: // player must select
- selectRewardWithMessage(gameEvents, h, rewards, configuration.onSelect);
- break;
- case Rewardable::SELECT_FIRST: // give first available
- if (configuration.canRefuse)
- selectRewardWithMessage(gameEvents, h, { rewards.front() }, configuration.info.at(rewards.front()).message);
- else
- grantRewardWithMessage(gameEvents, h, rewards.front(), true);
- break;
- case Rewardable::SELECT_RANDOM: // give random
- {
- ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, gameEvents.getRandomGenerator());
- if (configuration.canRefuse)
- selectRewardWithMessage(gameEvents, h, { rewardIndex }, configuration.info.at(rewardIndex).message);
- else
- grantRewardWithMessage(gameEvents, h, rewardIndex, true);
- break;
- }
- case Rewardable::SELECT_ALL: // grant all possible
- grantAllRewardsWithMessage(gameEvents, h, rewards, true);
- break;
- }
- break;
- }
- }
- if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
- markAsScouted(gameEvents, h);
- }
- else
- {
- logGlobal->debug("Revisiting already visited object");
- if (!wasVisited(h->getOwner()))
- markAsScouted(gameEvents, h);
- auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
- if (!visitedRewards.empty())
- grantRewardWithMessage(gameEvents, h, visitedRewards[0], false);
- else
- logMod->warn("No applicable message for visiting already visited object!");
- }
- }
- void Rewardable::Interface::onBlockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance * hero, int32_t answer) const
- {
- if (answer == 0)
- return; //Player refused
- if(answer > 0 && answer - 1 < configuration.info.size())
- {
- auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
- markAsVisited(gameEvents, hero);
- grantReward(gameEvents, list[answer - 1], hero);
- }
- else
- {
- throw std::runtime_error("Unhandled choice");
- }
- }
- VCMI_LIB_NAMESPACE_END
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