CGTownBuilding.cpp 14 KB

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  1. /*
  2. * CGTownBuilding.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 "CGTownBuilding.h"
  12. #include "CGTownInstance.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../NetPacks.h"
  15. #include "../IGameCallback.h"
  16. #include "../gameState/CGameState.h"
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. PlayerColor CGTownBuilding::getOwner() const
  19. {
  20. return town->getOwner();
  21. }
  22. int32_t CGTownBuilding::getObjGroupIndex() const
  23. {
  24. return -1;
  25. }
  26. int32_t CGTownBuilding::getObjTypeIndex() const
  27. {
  28. return 0;
  29. }
  30. int3 CGTownBuilding::visitablePos() const
  31. {
  32. return town->visitablePos();
  33. }
  34. int3 CGTownBuilding::getPosition() const
  35. {
  36. return town->getPosition();
  37. }
  38. std::string CGTownBuilding::getVisitingBonusGreeting() const
  39. {
  40. auto bonusGreeting = town->getTown()->getGreeting(bType);
  41. if(!bonusGreeting.empty())
  42. return bonusGreeting;
  43. switch(bType)
  44. {
  45. case BuildingSubID::MANA_VORTEX:
  46. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
  47. break;
  48. case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
  49. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
  50. break;
  51. case BuildingSubID::SPELL_POWER_VISITING_BONUS:
  52. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
  53. break;
  54. case BuildingSubID::ATTACK_VISITING_BONUS:
  55. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
  56. break;
  57. case BuildingSubID::EXPERIENCE_VISITING_BONUS:
  58. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
  59. break;
  60. case BuildingSubID::DEFENSE_VISITING_BONUS:
  61. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
  62. break;
  63. }
  64. auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
  65. if(bonusGreeting.empty())
  66. {
  67. bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
  68. logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
  69. }
  70. boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
  71. town->getTown()->setGreeting(bType, bonusGreeting);
  72. return bonusGreeting;
  73. }
  74. std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
  75. {
  76. if(bonus.type == BonusType::TOWN_MAGIC_WELL)
  77. {
  78. auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
  79. auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
  80. boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
  81. return bonusGreeting;
  82. }
  83. auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
  84. std::string param;
  85. std::string until;
  86. if(bonus.type == BonusType::MORALE)
  87. param = VLC->generaltexth->allTexts[384];
  88. else if(bonus.type == BonusType::LUCK)
  89. param = VLC->generaltexth->allTexts[385];
  90. until = bonus.duration == BonusDuration::ONE_BATTLE
  91. ? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
  92. : ".";
  93. boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
  94. std::string greeting = fmt.str();
  95. return greeting;
  96. }
  97. COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  98. {
  99. bID = bid;
  100. bType = subId;
  101. town = cgTown;
  102. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  103. }
  104. void COPWBonus::setProperty(ui8 what, ui32 val)
  105. {
  106. switch (what)
  107. {
  108. case ObjProperty::VISITORS:
  109. visitors.insert(val);
  110. break;
  111. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  112. visitors.clear();
  113. break;
  114. }
  115. }
  116. void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
  117. {
  118. ObjectInstanceID heroID = h->id;
  119. if(town->hasBuilt(bID))
  120. {
  121. InfoWindow iw;
  122. iw.player = h->tempOwner;
  123. switch (this->bType)
  124. {
  125. case BuildingSubID::STABLES:
  126. if(!h->hasBonusFrom(BonusSource::OBJECT, TBonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
  127. {
  128. GiveBonus gb;
  129. gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT, 600, TBonusSourceID(Obj(Obj::STABLES)), BonusSubtypeID::heroMovementLand, VLC->generaltexth->arraytxt[100]);
  130. gb.id = heroID.getNum();
  131. cb->giveHeroBonus(&gb);
  132. SetMovePoints mp;
  133. mp.val = 600;
  134. mp.absolute = false;
  135. mp.hid = heroID;
  136. cb->setMovePoints(&mp);
  137. iw.text.appendRawString(VLC->generaltexth->allTexts[580]);
  138. cb->showInfoDialog(&iw);
  139. }
  140. break;
  141. case BuildingSubID::MANA_VORTEX:
  142. if(visitors.empty())
  143. {
  144. if(h->mana < h->manaLimit() * 2)
  145. cb->setManaPoints (heroID, 2 * h->manaLimit());
  146. //TODO: investigate line below
  147. //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
  148. iw.text.appendRawString(getVisitingBonusGreeting());
  149. cb->showInfoDialog(&iw);
  150. //extra visit penalty if hero alredy had double mana points (or even more?!)
  151. town->addHeroToStructureVisitors(h, indexOnTV);
  152. }
  153. break;
  154. }
  155. }
  156. }
  157. CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  158. {
  159. bID = index;
  160. bType = subId;
  161. town = cgTown;
  162. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  163. }
  164. void CTownBonus::setProperty (ui8 what, ui32 val)
  165. {
  166. if(what == ObjProperty::VISITORS)
  167. visitors.insert(ObjectInstanceID(val));
  168. }
  169. void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
  170. {
  171. ObjectInstanceID heroID = h->id;
  172. if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
  173. {
  174. si64 val = 0;
  175. InfoWindow iw;
  176. PrimarySkill what = PrimarySkill::NONE;
  177. switch(bType)
  178. {
  179. case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
  180. what = PrimarySkill::KNOWLEDGE;
  181. val = 1;
  182. iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 3, 1, 0);
  183. break;
  184. case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
  185. what = PrimarySkill::SPELL_POWER;
  186. val = 1;
  187. iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 2, 1, 0);
  188. break;
  189. case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
  190. what = PrimarySkill::ATTACK;
  191. val = 1;
  192. iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 0, 1, 0);
  193. break;
  194. case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
  195. what = PrimarySkill::EXPERIENCE;
  196. val = static_cast<int>(h->calculateXp(1000));
  197. iw.components.emplace_back(Component::EComponentType::EXPERIENCE, 0, val, 0);
  198. break;
  199. case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
  200. what = PrimarySkill::DEFENSE;
  201. val = 1;
  202. iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 1, 1, 0);
  203. break;
  204. case BuildingSubID::CUSTOM_VISITING_BONUS:
  205. const auto building = town->getTown()->buildings.at(bID);
  206. if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, TBonusSourceID(building->getUniqueTypeID())))
  207. {
  208. const auto & bonuses = building->onVisitBonuses;
  209. applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
  210. }
  211. break;
  212. }
  213. if(what != PrimarySkill::NONE)
  214. {
  215. iw.player = cb->getOwner(heroID);
  216. iw.text.appendRawString(getVisitingBonusGreeting());
  217. cb->showInfoDialog(&iw);
  218. cb->changePrimSkill (cb->getHero(heroID), what, val);
  219. town->addHeroToStructureVisitors(h, indexOnTV);
  220. }
  221. }
  222. }
  223. void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
  224. {
  225. auto addToVisitors = false;
  226. for(const auto & bonus : bonuses)
  227. {
  228. GiveBonus gb;
  229. InfoWindow iw;
  230. if(bonus->type == BonusType::TOWN_MAGIC_WELL)
  231. {
  232. if(h->mana >= h->manaLimit())
  233. return;
  234. cb->setManaPoints(h->id, h->manaLimit());
  235. bonus->duration = BonusDuration::ONE_DAY;
  236. }
  237. gb.bonus = * bonus;
  238. gb.id = h->id.getNum();
  239. cb->giveHeroBonus(&gb);
  240. if(bonus->duration == BonusDuration::PERMANENT)
  241. addToVisitors = true;
  242. iw.player = cb->getOwner(h->id);
  243. iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
  244. cb->showInfoDialog(&iw);
  245. }
  246. if(addToVisitors)
  247. town->addHeroToStructureVisitors(h, indexOnTV);
  248. }
  249. CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
  250. {
  251. bID = index;
  252. bType = subId;
  253. town = cgTown;
  254. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  255. initObj(rand);
  256. }
  257. void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
  258. {
  259. assert(town && town->town);
  260. auto building = town->town->buildings.at(bID);
  261. building->rewardableObjectInfo.configureObject(configuration, rand);
  262. for(auto & rewardInfo : configuration.info)
  263. {
  264. for (auto & bonus : rewardInfo.reward.bonuses)
  265. {
  266. bonus.source = BonusSource::TOWN_STRUCTURE;
  267. bonus.sid = TBonusSourceID(building->getUniqueTypeID());
  268. }
  269. }
  270. }
  271. void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
  272. {
  273. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  274. {
  275. if(configuration.resetParameters.rewards)
  276. {
  277. cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
  278. }
  279. if(configuration.resetParameters.visitors)
  280. {
  281. cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
  282. }
  283. }
  284. }
  285. void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
  286. {
  287. switch (what)
  288. {
  289. case ObjProperty::VISITORS:
  290. visitors.insert(ObjectInstanceID(val));
  291. break;
  292. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  293. visitors.clear();
  294. break;
  295. case ObjProperty::REWARD_RANDOMIZE:
  296. initObj(cb->gameState()->getRandomGenerator());
  297. break;
  298. case ObjProperty::REWARD_SELECT:
  299. selectedReward = val;
  300. break;
  301. }
  302. }
  303. void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
  304. {
  305. grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
  306. }
  307. void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  308. {
  309. if(answer == 0)
  310. return; // player refused
  311. if(visitors.find(hero->id) != visitors.end())
  312. return; // query not for this building
  313. if(answer > 0 && answer-1 < configuration.info.size())
  314. {
  315. auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
  316. grantReward(list[answer - 1], hero);
  317. }
  318. else
  319. {
  320. throw std::runtime_error("Unhandled choice");
  321. }
  322. }
  323. void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  324. {
  325. town->addHeroToStructureVisitors(hero, indexOnTV);
  326. grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
  327. // hero is not blocked by levelup dialog - grant remainer immediately
  328. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  329. {
  330. grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
  331. }
  332. }
  333. bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
  334. {
  335. switch (configuration.visitMode)
  336. {
  337. case Rewardable::VISIT_UNLIMITED:
  338. return false;
  339. case Rewardable::VISIT_ONCE:
  340. return !visitors.empty();
  341. case Rewardable::VISIT_PLAYER:
  342. return false; //not supported
  343. case Rewardable::VISIT_BONUS:
  344. {
  345. const auto building = town->getTown()->buildings.at(bID);
  346. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, TBonusSourceID(building->getUniqueTypeID()));
  347. }
  348. case Rewardable::VISIT_HERO:
  349. return visitors.find(contextHero->id) != visitors.end();
  350. case Rewardable::VISIT_LIMITER:
  351. return configuration.visitLimiter.heroAllowed(contextHero);
  352. default:
  353. return false;
  354. }
  355. }
  356. void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
  357. {
  358. auto grantRewardWithMessage = [&](int index) -> void
  359. {
  360. auto vi = configuration.info.at(index);
  361. logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
  362. town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
  363. InfoWindow iw;
  364. iw.player = h->tempOwner;
  365. iw.text = vi.message;
  366. vi.reward.loadComponents(iw.components, h);
  367. iw.type = EInfoWindowMode::MODAL;
  368. if(!iw.components.empty() || !iw.text.toString().empty())
  369. cb->showInfoDialog(&iw);
  370. grantReward(index, h);
  371. };
  372. auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
  373. {
  374. BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
  375. sd.player = h->tempOwner;
  376. sd.text = dialog;
  377. if (rewards.size() > 1)
  378. for (auto index : rewards)
  379. sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
  380. if (rewards.size() == 1)
  381. configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
  382. cb->showBlockingDialog(&sd);
  383. };
  384. if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
  385. return;
  386. if(!wasVisitedBefore(h))
  387. {
  388. auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
  389. logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
  390. switch (rewards.size())
  391. {
  392. case 0: // no available rewards, e.g. visiting School of War without gold
  393. {
  394. auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
  395. if (!emptyRewards.empty())
  396. grantRewardWithMessage(emptyRewards[0]);
  397. else
  398. logMod->warn("No applicable message for visiting empty object!");
  399. break;
  400. }
  401. case 1: // one reward. Just give it with message
  402. {
  403. if (configuration.canRefuse)
  404. selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
  405. else
  406. grantRewardWithMessage(rewards.front());
  407. break;
  408. }
  409. default: // multiple rewards. Act according to select mode
  410. {
  411. switch (configuration.selectMode) {
  412. case Rewardable::SELECT_PLAYER: // player must select
  413. selectRewardsMessage(rewards, configuration.onSelect);
  414. break;
  415. case Rewardable::SELECT_FIRST: // give first available
  416. grantRewardWithMessage(rewards.front());
  417. break;
  418. case Rewardable::SELECT_RANDOM: // give random
  419. grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
  420. break;
  421. }
  422. break;
  423. }
  424. }
  425. }
  426. else
  427. {
  428. logGlobal->debug("Revisiting already visited object");
  429. auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
  430. if (!visitedRewards.empty())
  431. grantRewardWithMessage(visitedRewards[0]);
  432. else
  433. logMod->debug("No applicable message for visiting already visited object!");
  434. }
  435. }
  436. VCMI_LIB_NAMESPACE_END