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| /* * CGDwelling.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 "CGDwelling.h"#include "../serializer/JsonSerializeFormat.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../CTownHandler.h"#include "../IGameCallback.h"#include "../gameState/CGameState.h"#include "../CPlayerState.h"#include "../NetPacks.h"#include "../GameSettings.h"#include "../CConfigHandler.h"VCMI_LIB_NAMESPACE_BEGINCSpecObjInfo::CSpecObjInfo():	owner(nullptr){}void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler){	handler.serializeString("sameAsTown", instanceId);	if(!handler.saving)	{		asCastle = !instanceId.empty();		allowedFactions.clear();	}	if(!asCastle)	{		std::vector<bool> standard;		standard.resize(VLC->townh->size(), true);		JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);		allowedLIC.any = allowedFactions;		handler.serializeLIC("allowedFactions", allowedLIC);		if(!handler.saving)		{			allowedFactions = allowedLIC.any;		}	}}void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler){	handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));	handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));	if(!handler.saving)	{		//todo: safely allow any level > 7		vstd::abetween<uint8_t>(minLevel, 1, 7);		vstd::abetween<uint8_t>(maxLevel, minLevel, 7);	}}void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler){	CCreGenAsCastleInfo::serializeJson(handler);	CCreGenLeveledInfo::serializeJson(handler);}CGDwelling::CGDwelling()	: info(nullptr){}CGDwelling::~CGDwelling(){	vstd::clear_pointer(info);}void CGDwelling::initObj(CRandomGenerator & rand){	switch(ID)	{	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR4:		{			VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);			if (getOwner() != PlayerColor::NEUTRAL)				cb->gameState()->players[getOwner()].dwellings.emplace_back(this);			assert(!creatures.empty());			assert(!creatures[0].second.empty());			break;		}	case Obj::REFUGEE_CAMP:		//is handled within newturn func		break;	case Obj::WAR_MACHINE_FACTORY:		creatures.resize(3);		creatures[0].second.emplace_back(CreatureID::BALLISTA);		creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);		creatures[2].second.emplace_back(CreatureID::AMMO_CART);		break;	default:		assert(0);		break;	}}void CGDwelling::initRandomObjectInfo(){	vstd::clear_pointer(info);	switch(ID)	{		case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();			break;		case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();			break;		case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();			break;	}	if(info)		info->owner = this;}void CGDwelling::setPropertyDer(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::OWNER: //change owner			if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2				|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)			{				if (tempOwner != PlayerColor::NEUTRAL)				{					std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));				}				if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?					cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);			}			break;		case ObjProperty::AVAILABLE_CREATURE:			creatures.resize(1);			creatures[0].second.resize(1);			creatures[0].second[0] = CreatureID(val);			break;	}}void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const{	if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres	{		InfoWindow iw;		iw.type = EInfoWindowMode::AUTO;		iw.player = h->tempOwner;		iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted.  Perhaps you should try next week.		iw.text.replaceLocalString(EMetaText::OBJ_NAMES, ID);		cb->sendAndApply(&iw);		return;	}	PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );	if ( relations == PlayerRelations::ALLIES )		return;//do not allow recruiting or capturing	if(relations == PlayerRelations::ENEMIES && stacksCount() > 0) //object is guarded, owned by enemy	{		BlockingDialog bd(true,false);		bd.player = h->tempOwner;		bd.text.appendLocalString(EMetaText::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?		bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID);		if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())			bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));		else			bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);		bd.text.replaceCreatureName(*Slots().begin()->second);		cb->showBlockingDialog(&bd);		return;	}	// TODO this shouldn't be hardcoded	if(relations == PlayerRelations::ENEMIES && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)	{		cb->setOwner(this, h->tempOwner);	}	BlockingDialog bd (true,false);	bd.player = h->tempOwner;	if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)	{		bd.text.appendLocalString(EMetaText::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?		bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID);		for(const auto & elem : creatures)			bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]);	}	else if(ID == Obj::REFUGEE_CAMP)	{		bd.text.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?		bd.text.replaceLocalString(EMetaText::OBJ_NAMES, ID);		for(const auto & elem : creatures)			bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]);	}	else if(ID == Obj::WAR_MACHINE_FACTORY)		bd.text.appendLocalString(EMetaText::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?	else		throw std::runtime_error("Illegal dwelling!");	cb->showBlockingDialog(&bd);}void CGDwelling::newTurn(CRandomGenerator & rand) const{	if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week		return;	//town growths and War Machines Factories are handled separately	if(ID == Obj::TOWN  ||  ID == Obj::WAR_MACHINE_FACTORY)		return;	if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature	{		cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));	}	bool change = false;	SetAvailableCreatures sac;	sac.creatures = creatures;	sac.tid = id;	for (size_t i = 0; i < creatures.size(); i++)	{		if(!creatures[i].second.empty())		{			bool creaturesAccumulate = false;			if (tempOwner.isValidPlayer())				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);			else				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);			CCreature *cre = VLC->creh->objects[creatures[i].second[0]];			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH);			if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures				sac.creatures[i].first += amount;			else				sac.creatures[i].first = amount;			change = true;		}	}	if(change)		cb->sendAndApply(&sac);	updateGuards();}void CGDwelling::updateGuards() const{	//TODO: store custom guard config and use it	//TODO: store boolean flag for guards	bool guarded = false;	//default condition - creatures are of level 5 or higher	for (auto creatureEntry : creatures)	{		if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)		{			guarded = true;			break;		}	}	if (guarded)	{		for (auto creatureEntry : creatures)		{			const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];			SlotID slot = getSlotFor(crea->getId());			if (hasStackAtSlot(slot)) //stack already exists, overwrite it			{				ChangeStackCount csc;				csc.army = this->id;				csc.slot = slot;				csc.count = crea->getGrowth() * 3;				csc.absoluteValue = true;				cb->sendAndApply(&csc);			}			else //slot is empty, create whole new stack			{				InsertNewStack ns;				ns.army = this->id;				ns.slot = slot;				ns.type = crea->getId();				ns.count = crea->getGrowth() * 3;				cb->sendAndApply(&ns);			}		}	}}void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const{	CreatureID crid = creatures[0].second[0];	auto *crs = crid.toCreature();	TQuantity count = creatures[0].first;	if(crs->getLevel() == 1  &&  ID != Obj::REFUGEE_CAMP) //first level - creatures are for free	{		if(count) //there are available creatures		{			if (VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED))			{				SlotID testSlot = h->getSlotFor(crid);				if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero				{					std::pair<SlotID, SlotID> toMerge;					if (h->mergableStacks(toMerge))					{						cb->moveStack(StackLocation(h, toMerge.first), StackLocation(h, toMerge.second), -1); //merge toMerge.first into toMerge.second						assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot					}				}			}			SlotID slot = h->getSlotFor(crid);			if(!slot.validSlot()) //no available slot			{				InfoWindow iw;				iw.type = EInfoWindowMode::AUTO;				iw.player = h->tempOwner;				iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.				iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);			}			else //give creatures			{				SetAvailableCreatures sac;				sac.tid = id;				sac.creatures = creatures;				sac.creatures[0].first = 0;				InfoWindow iw;				iw.type = EInfoWindowMode::AUTO;				iw.player = h->tempOwner;				iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army.				iw.text.replaceNumber(count);				iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);				cb->sendAndApply(&sac);				cb->addToSlot(StackLocation(h, slot), crs, count);			}		}		else //there no creatures		{			InfoWindow iw;			iw.type = EInfoWindowMode::AUTO;			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit.			iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);			iw.player = h->tempOwner;			cb->sendAndApply(&iw);		}	}	else	{		if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines		{			//there is 1 war machine available to recruit if hero doesn't have one			SetAvailableCreatures sac;			sac.tid = id;			sac.creatures = creatures;			sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista			sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent			sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart			cb->sendAndApply(&sac);		}		OpenWindow ow;		ow.id1 = id.getNum();		ow.id2 = h->id.getNum();		ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)			? EOpenWindowMode::RECRUITMENT_FIRST			: EOpenWindowMode::RECRUITMENT_ALL;		cb->sendAndApply(&ow);	}}void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if (result.winner == 0)	{		onHeroVisit(hero);	}}void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());	if(stacksCount() > 0  && relations == PlayerRelations::ENEMIES) //guards present	{		if(answer)			cb->startBattleI(hero, this);	}	else if(answer)	{		heroAcceptsCreatures(hero);	}}void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler){	if(!handler.saving)		initRandomObjectInfo();	switch (ID)	{	case Obj::WAR_MACHINE_FACTORY:	case Obj::REFUGEE_CAMP:		//do nothing		break;	case Obj::RANDOM_DWELLING:	case Obj::RANDOM_DWELLING_LVL:	case Obj::RANDOM_DWELLING_FACTION:		info->serializeJson(handler);		//fall through	default:		serializeJsonOwner(handler);		break;	}}VCMI_LIB_NAMESPACE_END
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