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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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