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- /*
- * CRewardableObject.h, 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
- *
- */
- #pragma once
- #include "CObjectHandler.h"
- #include "CArmedInstance.h"
- #include "../NetPacksBase.h"
- #include "../ResourceSet.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CRandomRewardObjectInfo;
- class CRewardLimiter;
- using TRewardLimitersList = std::vector<std::shared_ptr<CRewardLimiter>>;
- /// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
- /// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
- /// NOTE: in future should (partially) replace seer hut/quest guard quests checks
- class DLL_LINKAGE CRewardLimiter
- {
- public:
- /// day of week, unused if 0, 1-7 will test for current day of week
- si32 dayOfWeek;
- si32 daysPassed;
- /// total experience that hero needs to have
- si32 heroExperience;
- /// level that hero needs to have
- si32 heroLevel;
- /// mana points that hero needs to have
- si32 manaPoints;
- /// percentage of mana points that hero needs to have
- si32 manaPercentage;
- /// resources player needs to have in order to trigger reward
- TResources resources;
- /// skills hero needs to have
- std::vector<si32> primary;
- std::map<SecondarySkill, si32> secondary;
- /// artifacts that hero needs to have (equipped or in backpack) to trigger this
- /// Note: does not checks for multiple copies of the same arts
- std::vector<ArtifactID> artifacts;
- /// Spells that hero must have in the spellbook
- std::vector<SpellID> spells;
- /// creatures that hero needs to have
- std::vector<CStackBasicDescriptor> creatures;
- /// sub-limiters, all must pass for this limiter to pass
- TRewardLimitersList allOf;
- /// sub-limiters, at least one should pass for this limiter to pass
- TRewardLimitersList anyOf;
- /// sub-limiters, none should pass for this limiter to pass
- TRewardLimitersList noneOf;
- CRewardLimiter():
- dayOfWeek(0),
- daysPassed(0),
- heroLevel(0),
- primary(4, 0)
- {}
- bool heroAllowed(const CGHeroInstance * hero) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & dayOfWeek;
- h & daysPassed;
- h & heroExperience;
- h & heroLevel;
- h & manaPoints;
- h & manaPercentage;
- h & resources;
- h & primary;
- h & secondary;
- h & artifacts;
- h & creatures;
- h & allOf;
- h & anyOf;
- h & noneOf;
- }
- };
- class DLL_LINKAGE CRewardResetInfo
- {
- public:
- CRewardResetInfo()
- : period(0)
- , visitors(false)
- , rewards(false)
- {}
- /// if above zero, object state will be reset each resetDuration days
- ui32 period;
- /// if true - reset list of visitors (heroes & players) on reset
- bool visitors;
- /// if true - re-randomize rewards on a new week
- bool rewards;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & period;
- h & visitors;
- h & rewards;
- }
- };
- /// Reward that can be granted to a hero
- /// NOTE: eventually should replace seer hut rewards and events/pandoras
- class DLL_LINKAGE CRewardInfo
- {
- public:
- /// resources that will be given to player
- TResources resources;
- /// received experience
- si32 heroExperience;
- /// received levels (converted into XP during grant)
- si32 heroLevel;
- /// mana given to/taken from hero, fixed value
- si32 manaDiff;
- /// if giving mana points puts hero above mana pool, any overflow will be multiplied by specified percentage
- si32 manaOverflowFactor;
- /// fixed value, in form of percentage from max
- si32 manaPercentage;
- /// movement points, only for current day. Bonuses should be used to grant MP on any other day
- si32 movePoints;
- /// fixed value, in form of percentage from max
- si32 movePercentage;
- /// list of bonuses, e.g. morale/luck
- std::vector<Bonus> bonuses;
- /// skills that hero may receive or lose
- std::vector<si32> primary;
- std::map<SecondarySkill, si32> secondary;
- /// creatures that will be changed in hero's army
- std::map<CreatureID, CreatureID> creaturesChange;
- /// objects that hero may receive
- std::vector<ArtifactID> artifacts;
- std::vector<SpellID> spells;
- std::vector<CStackBasicDescriptor> creatures;
- /// list of components that will be added to reward description. First entry in list will override displayed component
- std::vector<Component> extraComponents;
- /// if set to true, object will be removed after granting reward
- bool removeObject;
- /// Generates list of components that describes reward for a specific hero
- virtual void loadComponents(std::vector<Component> & comps,
- const CGHeroInstance * h) const;
- Component getDisplayedComponent(const CGHeroInstance * h) const;
- CRewardInfo() :
- heroExperience(0),
- heroLevel(0),
- manaDiff(0),
- manaPercentage(-1),
- movePoints(0),
- movePercentage(-1),
- primary(4, 0),
- removeObject(false)
- {}
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & resources;
- h & extraComponents;
- h & removeObject;
- h & manaPercentage;
- h & movePercentage;
- h & heroExperience;
- h & heroLevel;
- h & manaDiff;
- h & manaOverflowFactor;
- h & movePoints;
- h & primary;
- h & secondary;
- h & bonuses;
- h & artifacts;
- h & spells;
- h & creatures;
- h & creaturesChange;
- }
- };
- class DLL_LINKAGE CRewardVisitInfo
- {
- public:
- enum ERewardEventType
- {
- EVENT_INVALID,
- EVENT_FIRST_VISIT,
- EVENT_ALREADY_VISITED,
- EVENT_NOT_AVAILABLE
- };
- CRewardLimiter limiter;
- CRewardInfo reward;
- /// Message that will be displayed on granting of this reward, if not empty
- MetaString message;
- /// Event to which this reward is assigned
- ERewardEventType visitType;
- CRewardVisitInfo() = default;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & limiter;
- h & reward;
- h & message;
- h & visitType;
- }
- };
- namespace Rewardable
- {
- const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer"};
- const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};
- }
- /// Base class that can handle granting rewards to visiting heroes.
- /// Inherits from CArmedInstance for proper trasfer of armies
- class DLL_LINKAGE CRewardableObject : public CArmedInstance
- {
- /// function that must be called if hero got level-up during grantReward call
- void grantRewardAfterLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
- /// grants reward to hero
- void grantRewardBeforeLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;
- public:
- enum EVisitMode
- {
- VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text
- VISIT_ONCE, // only once, first to visit get all the rewards
- VISIT_HERO, // every hero can visit object once
- VISIT_BONUS, // can be visited by any hero that don't have bonus from this object
- VISIT_PLAYER // every player can visit object once
- };
- protected:
- /// controls selection of reward granted to player
- enum ESelectMode
- {
- SELECT_FIRST, // first reward that matches limiters
- SELECT_PLAYER, // player can select from all allowed rewards
- };
- /// filters list of visit info and returns rewards that can be granted to current hero
- virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero, CRewardVisitInfo::ERewardEventType event ) const;
- virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero, bool markVisited) const;
- virtual void triggerReset() const;
- /// Message that will be shown if player needs to select one of multiple rewards
- MetaString onSelect;
- /// Rewards that can be applied by an object
- std::vector<CRewardVisitInfo> info;
- /// how reward will be selected, uses ESelectMode enum
- ui8 selectMode;
- /// contols who can visit an object, uses EVisitMode enum
- ui8 visitMode;
- /// reward selected by player
- ui16 selectedReward;
- /// how and when should the object be reset
- CRewardResetInfo resetParameters;
- /// if true - player can refuse visiting an object (e.g. Tomb)
- bool canRefuse;
- /// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
- /// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
- bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
- bool onceVisitableObjectCleared;
- public:
- EVisitMode getVisitMode() const;
- ui16 getResetDuration() const;
- void setPropertyDer(ui8 what, ui32 val) override;
- std::string getHoverText(PlayerColor player) const override;
- std::string getHoverText(const CGHeroInstance * hero) const override;
- /// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)
- bool wasVisited(PlayerColor player) const override;
- bool wasVisited(const CGHeroInstance * h) const override;
- /// gives reward to player or ask for choice in case of multiple rewards
- void onHeroVisit(const CGHeroInstance *h) const override;
- ///possibly resets object state
- void newTurn(CRandomGenerator & rand) const override;
- /// gives second part of reward after hero level-ups for proper granting of spells/mana
- void heroLevelUpDone(const CGHeroInstance *hero) const override;
- /// applies player selection of reward
- void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
- void initObj(CRandomGenerator & rand) override;
- CRewardableObject();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & info;
- h & canRefuse;
- h & resetParameters;
- h & onSelect;
- h & visitMode;
- h & selectMode;
- h & selectedReward;
- h & onceVisitableObjectCleared;
- }
- // for configuration/object setup
- friend class CRandomRewardObjectInfo;
- };
- //TODO:
- // MAX
- // class DLL_LINKAGE CGPandoraBox : public CArmedInstance
- // class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
- // class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
- // class DLL_LINKAGE CGQuestGuard : public CGSeerHut
- // class DLL_LINKAGE CBank : public CArmedInstance
- // class DLL_LINKAGE CGPyramid : public CBank
- // EXTRA
- // class DLL_LINKAGE COPWBonus : public CGTownBuilding
- // class DLL_LINKAGE CTownBonus : public CGTownBuilding
- // class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
- // class DLL_LINKAGE CGKeymasterTent : public CGKeys
- // class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
- // POSSIBLE
- // class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
- // class DLL_LINKAGE CGWitchHut : public CPlayersVisited
- // class DLL_LINKAGE CGScholar : public CGObjectInstance
- VCMI_LIB_NAMESPACE_END
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