| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496 | /* * CGTownBuilding.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 "CGTownBuilding.h"#include "CGTownInstance.h"#include "../CGeneralTextHandler.h"#include "../NetPacks.h"#include "../IGameCallback.h"#include "../gameState/CGameState.h"VCMI_LIB_NAMESPACE_BEGINPlayerColor CGTownBuilding::getOwner() const{	return town->getOwner();}int32_t CGTownBuilding::getObjGroupIndex() const{	return -1;}int32_t CGTownBuilding::getObjTypeIndex() const{	return 0;}int3 CGTownBuilding::visitablePos() const{	return town->visitablePos();}int3 CGTownBuilding::getPosition() const{	return town->getPosition();}std::string CGTownBuilding::getVisitingBonusGreeting() const{	auto bonusGreeting = town->getTown()->getGreeting(bType);	if(!bonusGreeting.empty())		return bonusGreeting;	switch(bType)	{	case BuildingSubID::MANA_VORTEX:		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));		break;	case BuildingSubID::KNOWLEDGE_VISITING_BONUS:		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));		break;	case BuildingSubID::SPELL_POWER_VISITING_BONUS:		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));		break;	case BuildingSubID::ATTACK_VISITING_BONUS:		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));		break;	case BuildingSubID::EXPERIENCE_VISITING_BONUS:		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));		break;	case BuildingSubID::DEFENSE_VISITING_BONUS:		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));		break;	}	auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();	if(bonusGreeting.empty())	{		bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";		logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());	}	boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);	town->getTown()->setGreeting(bType, bonusGreeting);	return bonusGreeting;}std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const{	if(bonus.type == BonusType::TOWN_MAGIC_WELL)	{		auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));		auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();		boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);		return bonusGreeting;	}	auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"	std::string param;	std::string until;	if(bonus.type == BonusType::MORALE)		param = VLC->generaltexth->allTexts[384];	else if(bonus.type == BonusType::LUCK)		param = VLC->generaltexth->allTexts[385];	until = bonus.duration == BonusDuration::ONE_BATTLE			? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")			: ".";	boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;	std::string greeting = fmt.str();	return greeting;}COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown){	bID = bid;	bType = subId;	town = cgTown;	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());}void COPWBonus::setProperty(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::VISITORS:			visitors.insert(val);			break;		case ObjProperty::STRUCTURE_CLEAR_VISITORS:			visitors.clear();			break;	}}void COPWBonus::onHeroVisit (const CGHeroInstance * h) const{	ObjectInstanceID heroID = h->id;	if(town->hasBuilt(bID))	{		InfoWindow iw;		iw.player = h->tempOwner;		switch (this->bType)		{		case BuildingSubID::STABLES:			if(!h->hasBonusFrom(BonusSource::OBJECT, Obj::STABLES)) //does not stack with advMap Stables			{				GiveBonus gb;				gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1);				gb.id = heroID.getNum();				cb->giveHeroBonus(&gb);				SetMovePoints mp;				mp.val = 600;				mp.absolute = false;				mp.hid = heroID;				cb->setMovePoints(&mp);				iw.text.appendRawString(VLC->generaltexth->allTexts[580]);				cb->showInfoDialog(&iw);			}			break;		case BuildingSubID::MANA_VORTEX:			if(visitors.empty())			{				if(h->mana < h->manaLimit() * 2)					cb->setManaPoints (heroID, 2 * h->manaLimit());				//TODO: investigate line below				//cb->setObjProperty (town->id, ObjProperty::VISITED, true);				iw.text.appendRawString(getVisitingBonusGreeting());				cb->showInfoDialog(&iw);				//extra visit penalty if hero alredy had double mana points (or even more?!)				town->addHeroToStructureVisitors(h, indexOnTV);			}			break;		}	}}CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown){	bID = index;	bType = subId;	town = cgTown;	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());}void CTownBonus::setProperty (ui8 what, ui32 val){	if(what == ObjProperty::VISITORS)		visitors.insert(ObjectInstanceID(val));}void CTownBonus::onHeroVisit (const CGHeroInstance * h) const{	ObjectInstanceID heroID = h->id;	if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())	{		si64 val = 0;		InfoWindow iw;		PrimarySkill what = PrimarySkill::NONE;		switch(bType)		{		case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge			what = PrimarySkill::KNOWLEDGE;			val = 1;			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 3, 1, 0);			break;		case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire			what = PrimarySkill::SPELL_POWER;			val = 1;			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 2, 1, 0);			break;		case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla			what = PrimarySkill::ATTACK;			val = 1;			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 0, 1, 0);			break;		case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars			what = PrimarySkill::EXPERIENCE;			val = static_cast<int>(h->calculateXp(1000));			iw.components.emplace_back(Component::EComponentType::EXPERIENCE, 0, val, 0);			break;		case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords			what = PrimarySkill::DEFENSE;			val = 1;			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 1, 1, 0);			break;		case BuildingSubID::CUSTOM_VISITING_BONUS:			const auto building = town->getTown()->buildings.at(bID);			if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))			{				const auto & bonuses = building->onVisitBonuses;				applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);			}			break;		}		if(what != PrimarySkill::NONE)		{			iw.player = cb->getOwner(heroID);				iw.text.appendRawString(getVisitingBonusGreeting());			cb->showInfoDialog(&iw);			cb->changePrimSkill (cb->getHero(heroID), what, val);				town->addHeroToStructureVisitors(h, indexOnTV);		}	}}void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const{	auto addToVisitors = false;	for(const auto & bonus : bonuses)	{		GiveBonus gb;		InfoWindow iw;		if(bonus->type == BonusType::TOWN_MAGIC_WELL)		{			if(h->mana >= h->manaLimit())				return;			cb->setManaPoints(h->id, h->manaLimit());			bonus->duration = BonusDuration::ONE_DAY;		}		gb.bonus = * bonus;		gb.id = h->id.getNum();		cb->giveHeroBonus(&gb);		if(bonus->duration == BonusDuration::PERMANENT)			addToVisitors = true;		iw.player = cb->getOwner(h->id);		iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));		cb->showInfoDialog(&iw);	}	if(addToVisitors)		town->addHeroToStructureVisitors(h, indexOnTV);}CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand){	bID = index;	bType = subId;	town = cgTown;	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());	initObj(rand);}void CTownRewardableBuilding::initObj(CRandomGenerator & rand){	assert(town && town->town);	auto building = town->town->buildings.at(bID);	building->rewardableObjectInfo.configureObject(configuration, rand);	for(auto & rewardInfo : configuration.info)	{		for (auto & bonus : rewardInfo.reward.bonuses)		{			bonus.source = BonusSource::TOWN_STRUCTURE;			bonus.sid = bID;		}	}}void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const{	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)	{		if(configuration.resetParameters.rewards)		{			cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);		}		if(configuration.resetParameters.visitors)		{			cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);		}	}}void CTownRewardableBuilding::setProperty(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::VISITORS:			visitors.insert(ObjectInstanceID(val));			break;		case ObjProperty::STRUCTURE_CLEAR_VISITORS:			visitors.clear();			break;		case ObjProperty::REWARD_RANDOMIZE:			initObj(cb->gameState()->getRandomGenerator());			break;		case ObjProperty::REWARD_SELECT:			selectedReward = val;			break;	}}void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const{	grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);}void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	if(answer == 0)		return; // player refused		if(visitors.find(hero->id) != visitors.end())		return; // query not for this building	if(answer > 0 && answer-1 < configuration.info.size())	{		auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);		grantReward(list[answer - 1], hero);	}	else	{		throw std::runtime_error("Unhandled choice");	}}void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const{	town->addHeroToStructureVisitors(hero, indexOnTV);		grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);		// hero is not blocked by levelup dialog - grant remainer immediately	if(!cb->isVisitCoveredByAnotherQuery(town, hero))	{		grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);	}}bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_UNLIMITED:			return false;		case Rewardable::VISIT_ONCE:			return !visitors.empty();		case Rewardable::VISIT_PLAYER:			return false; //not supported		case Rewardable::VISIT_BONUS:			return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, Bonus::getSid32(town->town->faction->getIndex(), bID));		case Rewardable::VISIT_HERO:			return visitors.find(contextHero->id) != visitors.end();		default:			return false;	}}void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const{	auto grantRewardWithMessage = [&](int index) -> void	{		auto vi = configuration.info.at(index);		logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());				town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors		InfoWindow iw;		iw.player = h->tempOwner;		iw.text = vi.message;		vi.reward.loadComponents(iw.components, h);		iw.type = EInfoWindowMode::MODAL;		if(!iw.components.empty() || !iw.text.toString().empty())			cb->showInfoDialog(&iw);				grantReward(index, h);	};	auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void	{		BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);		sd.player = h->tempOwner;		sd.text = dialog;		if (rewards.size() > 1)			for (auto index : rewards)				sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));		if (rewards.size() == 1)			configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);		cb->showBlockingDialog(&sd);	};		if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))		return;	if(!wasVisitedBefore(h))	{		auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);		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(emptyRewards[0]);				else					logMod->warn("No applicable message for visiting empty object!");				break;			}			case 1: // one reward. Just give it with message			{				if (configuration.canRefuse)					selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);				else					grantRewardWithMessage(rewards.front());				break;			}			default: // multiple rewards. Act according to select mode			{				switch (configuration.selectMode) {					case Rewardable::SELECT_PLAYER: // player must select						selectRewardsMessage(rewards, configuration.onSelect);						break;					case Rewardable::SELECT_FIRST: // give first available						grantRewardWithMessage(rewards.front());						break;					case Rewardable::SELECT_RANDOM: // give random						grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));						break;				}				break;			}		}	}	else	{		logGlobal->debug("Revisiting already visited object");		auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);		if (!visitedRewards.empty())			grantRewardWithMessage(visitedRewards[0]);		else			logMod->debug("No applicable message for visiting already visited object!");	}}VCMI_LIB_NAMESPACE_END
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