| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560 | /* * 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 "../entities/faction/CTownHandler.h"#include "../mapping/CMap.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../mapObjectConstructors/DwellingInstanceConstructor.h"#include "../mapObjects/CGHeroInstance.h"#include "../mapObjects/CGTownInstance.h"#include "../networkPacks/StackLocation.h"#include "../networkPacks/PacksForClient.h"#include "../networkPacks/PacksForClientBattle.h"#include "../IGameCallback.h"#include "../gameState/CGameState.h"#include "../CPlayerState.h"#include "../IGameSettings.h"#include "../CConfigHandler.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINvoid CGDwellingRandomizationInfo::serializeJson(JsonSerializeFormat & handler){	handler.serializeString("sameAsTown", instanceId);	handler.serializeIdArray("allowedFactions", allowedFactions);	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);	}}CGDwelling::CGDwelling(IGameCallback *cb):	CArmedInstance(cb){}CGDwelling::~CGDwelling() = default;FactionID CGDwelling::randomizeFaction(vstd::RNG & rand){	if (ID == Obj::RANDOM_DWELLING_FACTION)		return FactionID(subID.getNum());	assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL);	assert(randomizationInfo.has_value());	if (!randomizationInfo)		return FactionID::CASTLE;	CGTownInstance * linkedTown = nullptr;	if (!randomizationInfo->instanceId.empty())	{		auto iter = cb->gameState()->map->instanceNames.find(randomizationInfo->instanceId);		if(iter == cb->gameState()->map->instanceNames.end())			logGlobal->error("Map object not found: %s", randomizationInfo->instanceId);		linkedTown = dynamic_cast<CGTownInstance *>(iter->second.get());	}	if (randomizationInfo->identifier != 0)	{		for(auto & elem : cb->gameState()->map->objects)		{			auto town = dynamic_cast<CGTownInstance*>(elem.get());			if(town && town->identifier == randomizationInfo->identifier)			{				linkedTown = town;				break;			}		}	}	if (linkedTown)	{		if(linkedTown->ID==Obj::RANDOM_TOWN)			linkedTown->pickRandomObject(rand); //we have to randomize the castle first		assert(linkedTown->ID == Obj::TOWN);		if(linkedTown->ID==Obj::TOWN)			return linkedTown->getFactionID();	}	if(!randomizationInfo->allowedFactions.empty())		return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, rand);	std::vector<FactionID> potentialPicks;	for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)		if (VLC->factions()->getById(faction)->hasTown())			potentialPicks.push_back(faction);	assert(!potentialPicks.empty());	return *RandomGeneratorUtil::nextItem(potentialPicks, rand);}int CGDwelling::randomizeLevel(vstd::RNG & rand){	if (ID == Obj::RANDOM_DWELLING_LVL)		return subID.getNum();	assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_FACTION);	assert(randomizationInfo.has_value());	if (!randomizationInfo)		return rand.nextInt(1, 7) - 1;	if(randomizationInfo->minLevel == randomizationInfo->maxLevel)		return randomizationInfo->minLevel - 1;	return rand.nextInt(randomizationInfo->minLevel, randomizationInfo->maxLevel) - 1;}void CGDwelling::pickRandomObject(vstd::RNG & rand){	if (ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL || ID == Obj::RANDOM_DWELLING_FACTION)	{		FactionID faction = randomizeFaction(rand);		int level = randomizeLevel(rand);		assert(faction != FactionID::NONE && faction != FactionID::NEUTRAL);		assert(level >= 0 && level <= 6);		randomizationInfo.reset();		CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0];		//NOTE: this will pick last dwelling with this creature (Mantis #900)		//check for block map equality is better but more complex solution		auto testID = [&](const Obj & primaryID) -> MapObjectSubID		{			auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);			for (MapObjectSubID entry : dwellingIDs)			{				const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());				if (!handler->isBannedForRandomDwelling() && handler->producesCreature(cid.toCreature()))					return MapObjectSubID(entry);			}			return MapObjectSubID();		};		ID = Obj::CREATURE_GENERATOR1;		subID = testID(Obj::CREATURE_GENERATOR1);		if (subID == MapObjectSubID())		{			ID = Obj::CREATURE_GENERATOR4;			subID = testID(Obj::CREATURE_GENERATOR4);		}		if (subID == MapObjectSubID())		{			logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));			ID = Obj::CREATURE_GENERATOR1;			subID = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand);		}		setType(ID, subID);	}}void CGDwelling::initObj(vstd::RNG & rand){	switch(ID.toEnum())	{	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR4:	case Obj::WAR_MACHINE_FACTORY:		{			getObjectHandler()->configureObject(this, rand);			assert(!creatures.empty());			assert(!creatures[0].second.empty());			break;		}	case Obj::REFUGEE_CAMP:		//is handled within newturn func		break;	default:		assert(0);		break;	}}void CGDwelling::setPropertyDer(ObjProperty what, ObjPropertyID identifier){	switch (what)	{		case ObjProperty::AVAILABLE_CREATURE:			creatures.resize(1);			creatures[0].second.resize(1);			creatures[0].second[0] = identifier.as<CreatureID>();			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.replaceName(ID, subID);		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.replaceTextID(getObjectHandler()->getNameTextID());		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.replaceName(*Slots().begin()->second);		cb->showBlockingDialog(this, &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.replaceTextID(getObjectHandler()->getNameTextID());		for(const auto & elem : creatures)			bd.text.replaceNamePlural(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.replaceName(ID, subID);		for(const auto & elem : creatures)			bd.text.replaceNamePlural(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!");	if(ID == Obj::REFUGEE_CAMP || (ID == Obj::CREATURE_GENERATOR1 && VLC->creatures()->getById(creatures[0].second[0])->getLevel() != 1))	{		bd.flags |= BlockingDialog::SAFE_TO_AUTOACCEPT;	}	cb->showBlockingDialog(this, &bd);}void CGDwelling::newTurn(vstd::RNG & 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->setObjPropertyID(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 = cb->getSettings().getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);			else				creaturesAccumulate = cb->getSettings().getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);			const CCreature * cre =creatures[i].second[0].toCreature();			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(cre->getLevel()));			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();}std::vector<Component> CGDwelling::getPopupComponents(PlayerColor player) const{	bool visitedByOwner = getOwner() == player;	std::vector<Component> result;	if (ID == Obj::CREATURE_GENERATOR1 && !creatures.empty())	{		for (auto const & creature : creatures.front().second)		{			if (visitedByOwner)				result.emplace_back(ComponentType::CREATURE, creature, creatures.front().first);			else				result.emplace_back(ComponentType::CREATURE, creature);		}	}	if (ID == Obj::CREATURE_GENERATOR4)	{		for (auto const & creatureLevel : creatures)		{			if (!creatureLevel.second.empty())			{				if (visitedByOwner)					result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back(), creatureLevel.first);				else					result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back());			}		}	}	return result;}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()->getById(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)		{			guarded = true;			break;		}	}	if (guarded)	{		for (auto creatureEntry : creatures)		{			const CCreature * crea = creatureEntry.second.at(0).toCreature();			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 (cb->getSettings().getBoolean(EGameSettings::DWELLINGS_MERGE_ON_RECRUIT))			{				SlotID testSlot = h->getSlotFor(crid);				if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero				{					std::pair<SlotID, SlotID> toMerge;					if (h->mergeableStacks(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.replaceNamePlural(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.replaceNamePlural(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.replaceNamePlural(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);		}		auto windowMode = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL;		cb->showObjectWindow(this, windowMode, h, true);	}}void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if (result.winner == BattleSide::ATTACKER)	{		onHeroVisit(hero);	}}void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const{	auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());	if(stacksCount() > 0  && relations == PlayerRelations::ENEMIES) //guards present	{		if(answer)			cb->startBattle(hero, this);	}	else if(answer)	{		heroAcceptsCreatures(hero);	}}void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler){	switch (ID.toEnum())	{	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:		if (!handler.saving)			randomizationInfo = CGDwellingRandomizationInfo();		randomizationInfo->serializeJson(handler);		[[fallthrough]];	default:		serializeJsonOwner(handler);		break;	}}const IOwnableObject * CGDwelling::asOwnable() const{	switch (ID.toEnum())	{		case Obj::WAR_MACHINE_FACTORY:		case Obj::REFUGEE_CAMP:			return nullptr; // can't be owned		default:			return this;	}}ResourceSet CGDwelling::dailyIncome() const{	return {};}std::vector<CreatureID> CGDwelling::providedCreatures() const{	if (ID == Obj::WAR_MACHINE_FACTORY || ID == Obj::REFUGEE_CAMP)		return {};	std::vector<CreatureID> result;	for (const auto & level : creatures)		result.insert(result.end(), level.second.begin(), level.second.end());	return result;}VCMI_LIB_NAMESPACE_END
 |