CGDwelling.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450
  1. /*
  2. * CGDwelling.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 "CGDwelling.h"
  12. #include "../serializer/JsonSerializeFormat.h"
  13. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  14. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  15. #include "../CTownHandler.h"
  16. #include "../IGameCallback.h"
  17. #include "../gameState/CGameState.h"
  18. #include "../CPlayerState.h"
  19. #include "../NetPacks.h"
  20. #include "../GameSettings.h"
  21. #include "../CConfigHandler.h"
  22. VCMI_LIB_NAMESPACE_BEGIN
  23. CSpecObjInfo::CSpecObjInfo():
  24. owner(nullptr)
  25. {
  26. }
  27. void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
  28. {
  29. handler.serializeString("sameAsTown", instanceId);
  30. if(!handler.saving)
  31. {
  32. asCastle = !instanceId.empty();
  33. allowedFactions.clear();
  34. }
  35. if(!asCastle)
  36. {
  37. std::vector<bool> standard;
  38. standard.resize(VLC->townh->size(), true);
  39. JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
  40. allowedLIC.any = allowedFactions;
  41. handler.serializeLIC("allowedFactions", allowedLIC);
  42. if(!handler.saving)
  43. {
  44. allowedFactions = allowedLIC.any;
  45. }
  46. }
  47. }
  48. void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
  49. {
  50. handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
  51. handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
  52. if(!handler.saving)
  53. {
  54. //todo: safely allow any level > 7
  55. vstd::abetween<uint8_t>(minLevel, 1, 7);
  56. vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
  57. }
  58. }
  59. void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
  60. {
  61. CCreGenAsCastleInfo::serializeJson(handler);
  62. CCreGenLeveledInfo::serializeJson(handler);
  63. }
  64. CGDwelling::CGDwelling()
  65. : info(nullptr)
  66. {
  67. }
  68. CGDwelling::~CGDwelling()
  69. {
  70. vstd::clear_pointer(info);
  71. }
  72. void CGDwelling::initObj(CRandomGenerator & rand)
  73. {
  74. switch(ID)
  75. {
  76. case Obj::CREATURE_GENERATOR1:
  77. case Obj::CREATURE_GENERATOR4:
  78. {
  79. VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
  80. if (getOwner() != PlayerColor::NEUTRAL)
  81. cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
  82. assert(!creatures.empty());
  83. assert(!creatures[0].second.empty());
  84. break;
  85. }
  86. case Obj::REFUGEE_CAMP:
  87. //is handled within newturn func
  88. break;
  89. case Obj::WAR_MACHINE_FACTORY:
  90. creatures.resize(3);
  91. creatures[0].second.emplace_back(CreatureID::BALLISTA);
  92. creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
  93. creatures[2].second.emplace_back(CreatureID::AMMO_CART);
  94. break;
  95. default:
  96. assert(0);
  97. break;
  98. }
  99. }
  100. void CGDwelling::initRandomObjectInfo()
  101. {
  102. vstd::clear_pointer(info);
  103. switch(ID)
  104. {
  105. case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
  106. break;
  107. case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
  108. break;
  109. case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
  110. break;
  111. }
  112. if(info)
  113. info->owner = this;
  114. }
  115. void CGDwelling::setPropertyDer(ui8 what, ui32 val)
  116. {
  117. switch (what)
  118. {
  119. case ObjProperty::OWNER: //change owner
  120. if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
  121. || ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
  122. {
  123. if (tempOwner != PlayerColor::NEUTRAL)
  124. {
  125. std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
  126. dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
  127. }
  128. if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
  129. cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);
  130. }
  131. break;
  132. case ObjProperty::AVAILABLE_CREATURE:
  133. creatures.resize(1);
  134. creatures[0].second.resize(1);
  135. creatures[0].second[0] = CreatureID(val);
  136. break;
  137. }
  138. }
  139. void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
  140. {
  141. if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
  142. {
  143. InfoWindow iw;
  144. iw.type = EInfoWindowMode::AUTO;
  145. iw.player = h->tempOwner;
  146. iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
  147. iw.text.replaceLocalString(EMetaText::OBJ_NAMES, ID);
  148. cb->sendAndApply(&iw);
  149. return;
  150. }
  151. PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
  152. if ( relations == PlayerRelations::ALLIES )
  153. return;//do not allow recruiting or capturing
  154. if(relations == PlayerRelations::ENEMIES && stacksCount() > 0) //object is guarded, owned by enemy
  155. {
  156. BlockingDialog bd(true,false);
  157. bd.player = h->tempOwner;
  158. 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?
  159. bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID);
  160. if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
  161. bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
  162. else
  163. bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
  164. bd.text.replaceCreatureName(*Slots().begin()->second);
  165. cb->showBlockingDialog(&bd);
  166. return;
  167. }
  168. // TODO this shouldn't be hardcoded
  169. if(relations == PlayerRelations::ENEMIES && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
  170. {
  171. cb->setOwner(this, h->tempOwner);
  172. }
  173. BlockingDialog bd (true,false);
  174. bd.player = h->tempOwner;
  175. if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
  176. {
  177. 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?
  178. bd.text.replaceLocalString(ID == Obj::CREATURE_GENERATOR1 ? EMetaText::CREGENS : EMetaText::CREGENS4, subID);
  179. for(const auto & elem : creatures)
  180. bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]);
  181. }
  182. else if(ID == Obj::REFUGEE_CAMP)
  183. {
  184. bd.text.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
  185. bd.text.replaceLocalString(EMetaText::OBJ_NAMES, ID);
  186. for(const auto & elem : creatures)
  187. bd.text.replaceLocalString(EMetaText::CRE_PL_NAMES, elem.second[0]);
  188. }
  189. else if(ID == Obj::WAR_MACHINE_FACTORY)
  190. bd.text.appendLocalString(EMetaText::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
  191. else
  192. throw std::runtime_error("Illegal dwelling!");
  193. cb->showBlockingDialog(&bd);
  194. }
  195. void CGDwelling::newTurn(CRandomGenerator & rand) const
  196. {
  197. if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
  198. return;
  199. //town growths and War Machines Factories are handled separately
  200. if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
  201. return;
  202. if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
  203. {
  204. cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
  205. }
  206. bool change = false;
  207. SetAvailableCreatures sac;
  208. sac.creatures = creatures;
  209. sac.tid = id;
  210. for (size_t i = 0; i < creatures.size(); i++)
  211. {
  212. if(!creatures[i].second.empty())
  213. {
  214. bool creaturesAccumulate = false;
  215. if (tempOwner.isValidPlayer())
  216. creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
  217. else
  218. creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
  219. CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
  220. TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH);
  221. if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
  222. sac.creatures[i].first += amount;
  223. else
  224. sac.creatures[i].first = amount;
  225. change = true;
  226. }
  227. }
  228. if(change)
  229. cb->sendAndApply(&sac);
  230. updateGuards();
  231. }
  232. void CGDwelling::updateGuards() const
  233. {
  234. //TODO: store custom guard config and use it
  235. //TODO: store boolean flag for guards
  236. bool guarded = false;
  237. //default condition - creatures are of level 5 or higher
  238. for (auto creatureEntry : creatures)
  239. {
  240. if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
  241. {
  242. guarded = true;
  243. break;
  244. }
  245. }
  246. if (guarded)
  247. {
  248. for (auto creatureEntry : creatures)
  249. {
  250. const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
  251. SlotID slot = getSlotFor(crea->getId());
  252. if (hasStackAtSlot(slot)) //stack already exists, overwrite it
  253. {
  254. ChangeStackCount csc;
  255. csc.army = this->id;
  256. csc.slot = slot;
  257. csc.count = crea->getGrowth() * 3;
  258. csc.absoluteValue = true;
  259. cb->sendAndApply(&csc);
  260. }
  261. else //slot is empty, create whole new stack
  262. {
  263. InsertNewStack ns;
  264. ns.army = this->id;
  265. ns.slot = slot;
  266. ns.type = crea->getId();
  267. ns.count = crea->getGrowth() * 3;
  268. cb->sendAndApply(&ns);
  269. }
  270. }
  271. }
  272. }
  273. void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
  274. {
  275. CreatureID crid = creatures[0].second[0];
  276. auto *crs = crid.toCreature();
  277. TQuantity count = creatures[0].first;
  278. if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
  279. {
  280. if(count) //there are available creatures
  281. {
  282. if (VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED))
  283. {
  284. SlotID testSlot = h->getSlotFor(crid);
  285. if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero
  286. {
  287. std::pair<SlotID, SlotID> toMerge;
  288. if (h->mergableStacks(toMerge))
  289. {
  290. cb->moveStack(StackLocation(h, toMerge.first), StackLocation(h, toMerge.second), -1); //merge toMerge.first into toMerge.second
  291. assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  292. }
  293. }
  294. }
  295. SlotID slot = h->getSlotFor(crid);
  296. if(!slot.validSlot()) //no available slot
  297. {
  298. InfoWindow iw;
  299. iw.type = EInfoWindowMode::AUTO;
  300. iw.player = h->tempOwner;
  301. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
  302. iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);
  303. cb->showInfoDialog(&iw);
  304. }
  305. else //give creatures
  306. {
  307. SetAvailableCreatures sac;
  308. sac.tid = id;
  309. sac.creatures = creatures;
  310. sac.creatures[0].first = 0;
  311. InfoWindow iw;
  312. iw.type = EInfoWindowMode::AUTO;
  313. iw.player = h->tempOwner;
  314. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army.
  315. iw.text.replaceNumber(count);
  316. iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);
  317. cb->showInfoDialog(&iw);
  318. cb->sendAndApply(&sac);
  319. cb->addToSlot(StackLocation(h, slot), crs, count);
  320. }
  321. }
  322. else //there no creatures
  323. {
  324. InfoWindow iw;
  325. iw.type = EInfoWindowMode::AUTO;
  326. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit.
  327. iw.text.replaceLocalString(EMetaText::CRE_PL_NAMES, crid);
  328. iw.player = h->tempOwner;
  329. cb->sendAndApply(&iw);
  330. }
  331. }
  332. else
  333. {
  334. if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
  335. {
  336. //there is 1 war machine available to recruit if hero doesn't have one
  337. SetAvailableCreatures sac;
  338. sac.tid = id;
  339. sac.creatures = creatures;
  340. sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
  341. sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
  342. sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
  343. cb->sendAndApply(&sac);
  344. }
  345. OpenWindow ow;
  346. ow.id1 = id.getNum();
  347. ow.id2 = h->id.getNum();
  348. ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
  349. ? EOpenWindowMode::RECRUITMENT_FIRST
  350. : EOpenWindowMode::RECRUITMENT_ALL;
  351. cb->sendAndApply(&ow);
  352. }
  353. }
  354. void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  355. {
  356. if (result.winner == 0)
  357. {
  358. onHeroVisit(hero);
  359. }
  360. }
  361. void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  362. {
  363. auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
  364. if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
  365. {
  366. if(answer)
  367. cb->startBattleI(hero, this);
  368. }
  369. else if(answer)
  370. {
  371. heroAcceptsCreatures(hero);
  372. }
  373. }
  374. void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
  375. {
  376. if(!handler.saving)
  377. initRandomObjectInfo();
  378. switch (ID)
  379. {
  380. case Obj::WAR_MACHINE_FACTORY:
  381. case Obj::REFUGEE_CAMP:
  382. //do nothing
  383. break;
  384. case Obj::RANDOM_DWELLING:
  385. case Obj::RANDOM_DWELLING_LVL:
  386. case Obj::RANDOM_DWELLING_FACTION:
  387. info->serializeJson(handler);
  388. //fall through
  389. default:
  390. serializeJsonOwner(handler);
  391. break;
  392. }
  393. }
  394. VCMI_LIB_NAMESPACE_END