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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_BEGIN
- CSpecObjInfo::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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