CGTownBuilding.cpp 15 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 "../IGameCallback.h"
  15. #include "../gameState/CGameState.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../networkPacks/PacksForClient.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. CGTownBuilding::CGTownBuilding(IGameCallback * cb)
  20. : IObjectInterface(cb)
  21. , town(nullptr)
  22. {}
  23. CGTownBuilding::CGTownBuilding(CGTownInstance * town)
  24. : IObjectInterface(town->cb)
  25. , town(town)
  26. {}
  27. PlayerColor CGTownBuilding::getOwner() const
  28. {
  29. return town->getOwner();
  30. }
  31. MapObjectID CGTownBuilding::getObjGroupIndex() const
  32. {
  33. return -1;
  34. }
  35. MapObjectSubID CGTownBuilding::getObjTypeIndex() const
  36. {
  37. return 0;
  38. }
  39. int3 CGTownBuilding::visitablePos() const
  40. {
  41. return town->visitablePos();
  42. }
  43. int3 CGTownBuilding::getPosition() const
  44. {
  45. return town->getPosition();
  46. }
  47. std::string CGTownBuilding::getVisitingBonusGreeting() const
  48. {
  49. auto bonusGreeting = town->getTown()->getGreeting(bType);
  50. if(!bonusGreeting.empty())
  51. return bonusGreeting;
  52. switch(bType)
  53. {
  54. case BuildingSubID::MANA_VORTEX:
  55. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
  56. break;
  57. case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
  58. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
  59. break;
  60. case BuildingSubID::SPELL_POWER_VISITING_BONUS:
  61. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
  62. break;
  63. case BuildingSubID::ATTACK_VISITING_BONUS:
  64. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
  65. break;
  66. case BuildingSubID::EXPERIENCE_VISITING_BONUS:
  67. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
  68. break;
  69. case BuildingSubID::DEFENSE_VISITING_BONUS:
  70. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
  71. break;
  72. }
  73. auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
  74. if(bonusGreeting.empty())
  75. {
  76. bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
  77. logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
  78. }
  79. boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
  80. town->getTown()->setGreeting(bType, bonusGreeting);
  81. return bonusGreeting;
  82. }
  83. std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
  84. {
  85. if(bonus.type == BonusType::TOWN_MAGIC_WELL)
  86. {
  87. MetaString wellGreeting = MetaString::createFromTextID("vcmi.townHall.greetingInTownMagicWell");
  88. wellGreeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
  89. return wellGreeting.toString();
  90. }
  91. MetaString greeting = MetaString::createFromTextID("vcmi.townHall.greetingCustomBonus");
  92. std::string paramTextID;
  93. std::string until;
  94. if(bonus.type == BonusType::MORALE)
  95. paramTextID = "core.genrltxt.384"; // Morale
  96. if(bonus.type == BonusType::LUCK)
  97. paramTextID = "core.genrltxt.385"; // Luck
  98. // greeting.replaceTextID(bonus.descriptionTextID);
  99. greeting.replaceNumber(bonus.val);
  100. greeting.replaceTextID(paramTextID);
  101. if (bonus.duration == BonusDuration::ONE_BATTLE)
  102. greeting.replaceTextID("vcmi.townHall.greetingCustomUntil");
  103. else
  104. greeting.replaceRawString(".");
  105. return greeting.toString();
  106. }
  107. COPWBonus::COPWBonus(IGameCallback *cb)
  108. : CGTownBuilding(cb)
  109. {}
  110. COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  111. : CGTownBuilding(cgTown)
  112. {
  113. bID = bid;
  114. bType = subId;
  115. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  116. }
  117. void COPWBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
  118. {
  119. switch (what)
  120. {
  121. case ObjProperty::VISITORS:
  122. visitors.insert(identifier.as<ObjectInstanceID>());
  123. break;
  124. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  125. visitors.clear();
  126. break;
  127. }
  128. }
  129. void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
  130. {
  131. ObjectInstanceID heroID = h->id;
  132. if(town->hasBuilt(bID))
  133. {
  134. InfoWindow iw;
  135. iw.player = h->tempOwner;
  136. switch (this->bType)
  137. {
  138. case BuildingSubID::STABLES:
  139. if(!h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
  140. {
  141. GiveBonus gb;
  142. gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand);
  143. gb.id = heroID;
  144. cb->giveHeroBonus(&gb);
  145. cb->setMovePoints(heroID, 600, false);
  146. iw.text.appendRawString(VLC->generaltexth->allTexts[580]);
  147. cb->showInfoDialog(&iw);
  148. }
  149. break;
  150. case BuildingSubID::MANA_VORTEX:
  151. if(visitors.empty())
  152. {
  153. if(h->mana < h->manaLimit() * 2)
  154. cb->setManaPoints (heroID, 2 * h->manaLimit());
  155. //TODO: investigate line below
  156. //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
  157. iw.text.appendRawString(getVisitingBonusGreeting());
  158. cb->showInfoDialog(&iw);
  159. //extra visit penalty if hero alredy had double mana points (or even more?!)
  160. town->addHeroToStructureVisitors(h, indexOnTV);
  161. }
  162. break;
  163. }
  164. }
  165. }
  166. CTownBonus::CTownBonus(IGameCallback *cb)
  167. : CGTownBuilding(cb)
  168. {}
  169. CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  170. : CGTownBuilding(cgTown)
  171. {
  172. bID = index;
  173. bType = subId;
  174. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  175. }
  176. void CTownBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
  177. {
  178. if(what == ObjProperty::VISITORS)
  179. visitors.insert(identifier.as<ObjectInstanceID>());
  180. }
  181. void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
  182. {
  183. ObjectInstanceID heroID = h->id;
  184. if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
  185. {
  186. si64 val = 0;
  187. InfoWindow iw;
  188. PrimarySkill what = PrimarySkill::NONE;
  189. switch(bType)
  190. {
  191. case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
  192. what = PrimarySkill::KNOWLEDGE;
  193. val = 1;
  194. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1);
  195. break;
  196. case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
  197. what = PrimarySkill::SPELL_POWER;
  198. val = 1;
  199. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1);
  200. break;
  201. case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
  202. what = PrimarySkill::ATTACK;
  203. val = 1;
  204. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1);
  205. break;
  206. case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
  207. what = PrimarySkill::EXPERIENCE;
  208. val = static_cast<int>(h->calculateXp(1000));
  209. iw.components.emplace_back(ComponentType::EXPERIENCE, val);
  210. break;
  211. case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
  212. what = PrimarySkill::DEFENSE;
  213. val = 1;
  214. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1);
  215. break;
  216. case BuildingSubID::CUSTOM_VISITING_BONUS:
  217. const auto building = town->getTown()->buildings.at(bID);
  218. if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())))
  219. {
  220. const auto & bonuses = building->onVisitBonuses;
  221. applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
  222. }
  223. break;
  224. }
  225. if(what != PrimarySkill::NONE)
  226. {
  227. iw.player = cb->getOwner(heroID);
  228. iw.text.appendRawString(getVisitingBonusGreeting());
  229. cb->showInfoDialog(&iw);
  230. if (what == PrimarySkill::EXPERIENCE)
  231. cb->giveExperience(cb->getHero(heroID), val);
  232. else
  233. cb->changePrimSkill(cb->getHero(heroID), what, val);
  234. town->addHeroToStructureVisitors(h, indexOnTV);
  235. }
  236. }
  237. }
  238. void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
  239. {
  240. auto addToVisitors = false;
  241. for(const auto & bonus : bonuses)
  242. {
  243. GiveBonus gb;
  244. InfoWindow iw;
  245. if(bonus->type == BonusType::TOWN_MAGIC_WELL)
  246. {
  247. if(h->mana >= h->manaLimit())
  248. return;
  249. cb->setManaPoints(h->id, h->manaLimit());
  250. bonus->duration = BonusDuration::ONE_DAY;
  251. }
  252. gb.bonus = * bonus;
  253. gb.id = h->id;
  254. cb->giveHeroBonus(&gb);
  255. if(bonus->duration == BonusDuration::PERMANENT)
  256. addToVisitors = true;
  257. iw.player = cb->getOwner(h->id);
  258. iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
  259. cb->showInfoDialog(&iw);
  260. }
  261. if(addToVisitors)
  262. town->addHeroToStructureVisitors(h, indexOnTV);
  263. }
  264. CTownRewardableBuilding::CTownRewardableBuilding(IGameCallback *cb)
  265. : CGTownBuilding(cb)
  266. {}
  267. CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
  268. : CGTownBuilding(cgTown)
  269. {
  270. bID = index;
  271. bType = subId;
  272. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  273. initObj(rand);
  274. }
  275. void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
  276. {
  277. assert(town && town->town);
  278. auto building = town->town->buildings.at(bID);
  279. building->rewardableObjectInfo.configureObject(configuration, rand, cb);
  280. for(auto & rewardInfo : configuration.info)
  281. {
  282. for (auto & bonus : rewardInfo.reward.bonuses)
  283. {
  284. bonus.source = BonusSource::TOWN_STRUCTURE;
  285. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  286. }
  287. }
  288. }
  289. void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
  290. {
  291. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  292. {
  293. if(configuration.resetParameters.rewards)
  294. {
  295. cb->setObjPropertyValue(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
  296. }
  297. if(configuration.resetParameters.visitors)
  298. {
  299. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
  300. }
  301. }
  302. }
  303. void CTownRewardableBuilding::setProperty(ObjProperty what, ObjPropertyID identifier)
  304. {
  305. switch (what)
  306. {
  307. case ObjProperty::VISITORS:
  308. visitors.insert(identifier.as<ObjectInstanceID>());
  309. break;
  310. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  311. visitors.clear();
  312. break;
  313. case ObjProperty::REWARD_RANDOMIZE:
  314. initObj(cb->gameState()->getRandomGenerator());
  315. break;
  316. case ObjProperty::REWARD_SELECT:
  317. selectedReward = identifier.getNum();
  318. break;
  319. }
  320. }
  321. void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
  322. {
  323. grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
  324. }
  325. void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  326. {
  327. if(answer == 0)
  328. return; // player refused
  329. if(visitors.find(hero->id) != visitors.end())
  330. return; // query not for this building
  331. if(answer > 0 && answer-1 < configuration.info.size())
  332. {
  333. auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
  334. grantReward(list[answer - 1], hero);
  335. }
  336. else
  337. {
  338. throw std::runtime_error("Unhandled choice");
  339. }
  340. }
  341. void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  342. {
  343. town->addHeroToStructureVisitors(hero, indexOnTV);
  344. grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
  345. // hero is not blocked by levelup dialog - grant remainer immediately
  346. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  347. {
  348. grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
  349. }
  350. }
  351. bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
  352. {
  353. switch (configuration.visitMode)
  354. {
  355. case Rewardable::VISIT_UNLIMITED:
  356. return false;
  357. case Rewardable::VISIT_ONCE:
  358. return !visitors.empty();
  359. case Rewardable::VISIT_PLAYER:
  360. return false; //not supported
  361. case Rewardable::VISIT_BONUS:
  362. {
  363. const auto building = town->getTown()->buildings.at(bID);
  364. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  365. }
  366. case Rewardable::VISIT_HERO:
  367. return visitors.find(contextHero->id) != visitors.end();
  368. case Rewardable::VISIT_LIMITER:
  369. return configuration.visitLimiter.heroAllowed(contextHero);
  370. default:
  371. return false;
  372. }
  373. }
  374. void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
  375. {
  376. auto grantRewardWithMessage = [&](int index) -> void
  377. {
  378. auto vi = configuration.info.at(index);
  379. logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
  380. town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
  381. InfoWindow iw;
  382. iw.player = h->tempOwner;
  383. iw.text = vi.message;
  384. vi.reward.loadComponents(iw.components, h);
  385. iw.type = EInfoWindowMode::MODAL;
  386. if(!iw.components.empty() || !iw.text.toString().empty())
  387. cb->showInfoDialog(&iw);
  388. grantReward(index, h);
  389. };
  390. auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
  391. {
  392. BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
  393. sd.player = h->tempOwner;
  394. sd.text = dialog;
  395. if (rewards.size() > 1)
  396. for (auto index : rewards)
  397. sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
  398. if (rewards.size() == 1)
  399. configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
  400. cb->showBlockingDialog(&sd);
  401. };
  402. if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
  403. return;
  404. if(!wasVisitedBefore(h))
  405. {
  406. auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
  407. logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
  408. switch (rewards.size())
  409. {
  410. case 0: // no available rewards, e.g. visiting School of War without gold
  411. {
  412. auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
  413. if (!emptyRewards.empty())
  414. grantRewardWithMessage(emptyRewards[0]);
  415. else
  416. logMod->warn("No applicable message for visiting empty object!");
  417. break;
  418. }
  419. case 1: // one reward. Just give it with message
  420. {
  421. if (configuration.canRefuse)
  422. selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
  423. else
  424. grantRewardWithMessage(rewards.front());
  425. break;
  426. }
  427. default: // multiple rewards. Act according to select mode
  428. {
  429. switch (configuration.selectMode) {
  430. case Rewardable::SELECT_PLAYER: // player must select
  431. selectRewardsMessage(rewards, configuration.onSelect);
  432. break;
  433. case Rewardable::SELECT_FIRST: // give first available
  434. grantRewardWithMessage(rewards.front());
  435. break;
  436. case Rewardable::SELECT_RANDOM: // give random
  437. grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
  438. break;
  439. }
  440. break;
  441. }
  442. }
  443. }
  444. else
  445. {
  446. logGlobal->debug("Revisiting already visited object");
  447. auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
  448. if (!visitedRewards.empty())
  449. grantRewardWithMessage(visitedRewards[0]);
  450. else
  451. logMod->debug("No applicable message for visiting already visited object!");
  452. }
  453. }
  454. VCMI_LIB_NAMESPACE_END