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| /* * CRewardableObject.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 "CRewardableObject.h"#include "../CPlayerState.h"#include "../IGameCallback.h"#include "../IGameSettings.h"#include "../battle/BattleLayout.h"#include "../gameState/CGameState.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CRewardableConstructor.h"#include "../mapObjects/CGHeroInstance.h"#include "../networkPacks/PacksForClient.h"#include "../networkPacks/PacksForClientBattle.h"#include "../serializer/JsonSerializeFormat.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINconst IObjectInterface * CRewardableObject::getObject() const{	return this;}void CRewardableObject::markAsScouted(const CGHeroInstance * hero) const{	ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, hero->id);	cb->sendAndApply(&cov);}bool CRewardableObject::isGuarded() const{	return stacksCount() > 0;}void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const{	if(!wasScouted(hero->getOwner()))	{		ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_SCOUTED, id, hero->id);		cb->sendAndApply(&cov);	}	if (isGuarded())	{		auto guardedIndexes = getAvailableRewards(hero, Rewardable::EEventType::EVENT_GUARDED);		auto guardedReward = configuration.info.at(guardedIndexes.at(0));		// ask player to confirm attack		BlockingDialog bd(true, false);		bd.player = hero->getOwner();		bd.text = guardedReward.message;		bd.components = getPopupComponents(hero->getOwner());		cb->showBlockingDialog(this, &bd);	}	else	{		doHeroVisit(hero);	}}void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const{	grantRewardAfterLevelup(configuration.info.at(selectedReward), this, hero);}void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if (result.winner == BattleSide::ATTACKER)	{		doHeroVisit(hero);	}}void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const{	if(isGuarded())	{		if (answer)		{			auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this);			cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);		}	}	else	{		if (answer == 0)			return; //Player refused		if(answer > 0 && answer - 1 < configuration.info.size())		{			auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);			markAsVisited(hero);			grantReward(list[answer - 1], hero);		}		else		{			throw std::runtime_error("Unhandled choice");		}	}}void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const{	cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true);	ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_HERO, id, hero->id);	cb->sendAndApply(&cov);}void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const{	cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);	grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);		// hero is not blocked by levelup dialog - grant remainder immediately	if(!cb->isVisitCoveredByAnotherQuery(this, hero))	{		grantRewardAfterLevelup(configuration.info.at(rewardID), this, hero);	}}bool CRewardableObject::wasVisitedBefore(const CGHeroInstance * contextHero) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_UNLIMITED:			return false;		case Rewardable::VISIT_ONCE:			return onceVisitableObjectCleared;		case Rewardable::VISIT_PLAYER:			return vstd::contains(cb->getPlayerState(contextHero->getOwner())->visitedObjects, ObjectInstanceID(id));		case Rewardable::VISIT_BONUS:			return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));		case Rewardable::VISIT_HERO:			return contextHero->visitedObjects.count(ObjectInstanceID(id));		case Rewardable::VISIT_LIMITER:			return configuration.visitLimiter.heroAllowed(contextHero);		default:			return false;	}}bool CRewardableObject::wasVisited(PlayerColor player) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_UNLIMITED:		case Rewardable::VISIT_BONUS:		case Rewardable::VISIT_HERO:		case Rewardable::VISIT_LIMITER:			return false;		case Rewardable::VISIT_ONCE:		case Rewardable::VISIT_PLAYER:			return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));		default:			return false;	}}bool CRewardableObject::wasScouted(PlayerColor player) const{	return vstd::contains(cb->getPlayerTeam(player)->scoutedObjects, ObjectInstanceID(id));}bool CRewardableObject::wasVisited(const CGHeroInstance * h) const{	switch (configuration.visitMode)	{		case Rewardable::VISIT_BONUS:			return h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID));		case Rewardable::VISIT_HERO:			return h->visitedObjects.count(ObjectInstanceID(id));		case Rewardable::VISIT_LIMITER:			return wasScouted(h->getOwner()) && configuration.visitLimiter.heroAllowed(h);		default:			return wasVisited(h->getOwner());	}}std::string CRewardableObject::getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const{	std::string result = getObjectName();	if (includeDescription && !getDescriptionMessage(player, hero).empty())		result += "\n" + getDescriptionMessage(player, hero);	if (hero)	{		if(configuration.visitMode != Rewardable::VISIT_UNLIMITED)		{			if (wasVisited(hero))				result += "\n" + configuration.visitedTooltip.toString();			else				result += "\n " + configuration.notVisitedTooltip.toString();		}	}	else	{		if(configuration.visitMode == Rewardable::VISIT_PLAYER || configuration.visitMode == Rewardable::VISIT_ONCE)		{			if (wasVisited(player))				result += "\n" + configuration.visitedTooltip.toString();			else				result += "\n" + configuration.notVisitedTooltip.toString();		}	}	return result;}std::string CRewardableObject::getHoverText(PlayerColor player) const{	return getDisplayTextImpl(player, nullptr, false);}std::string CRewardableObject::getHoverText(const CGHeroInstance * hero) const{	return getDisplayTextImpl(hero->getOwner(), hero, false);}std::string CRewardableObject::getPopupText(PlayerColor player) const{	return getDisplayTextImpl(player, nullptr, true);}std::string CRewardableObject::getPopupText(const CGHeroInstance * hero) const{	return getDisplayTextImpl(hero->getOwner(), hero, true);}std::string CRewardableObject::getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const{	if (!wasScouted(player) || configuration.info.empty())		return configuration.description.toString();	auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);	if (rewardIndices.empty() || !configuration.info[0].description.empty())		return configuration.info[0].description.toString();	if (!configuration.info[rewardIndices.front()].description.empty())		return configuration.info[rewardIndices.front()].description.toString();	return configuration.description.toString();}std::vector<Component> CRewardableObject::getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const{	if (!wasScouted(player))		return {};	if (isGuarded())	{		if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))			return {};		std::map<CreatureID, int> guardsAmounts;		std::vector<Component> result;		for (auto const & slot : Slots())			if (slot.second)				guardsAmounts[slot.second->getCreatureID()] += slot.second->getCount();		for (auto const & guard : guardsAmounts)		{			Component comp(ComponentType::CREATURE, guard.first, guard.second);			result.push_back(comp);		}		return result;	}	else	{		if (!configuration.showScoutedPreview)			return {};		auto rewardIndices = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);		if (rewardIndices.empty() && !configuration.info.empty())		{			// Object has valid config, but current hero has no rewards that he can receive.			// Usually this happens if hero has already visited this object -> show reward using context without any hero			// since reward may be context-sensitive - e.g. Witch Hut that gives 1 skill, but always at basic level			return loadComponents(nullptr, {0});		}		if (rewardIndices.empty())			return {};		return loadComponents(hero, rewardIndices);	}}std::vector<Component> CRewardableObject::getPopupComponents(PlayerColor player) const{	return getPopupComponentsImpl(player, nullptr);}std::vector<Component> CRewardableObject::getPopupComponents(const CGHeroInstance * hero) const{	return getPopupComponentsImpl(hero->getOwner(), hero);}void CRewardableObject::setPropertyDer(ObjProperty what, ObjPropertyID identifier){	switch (what)	{		case ObjProperty::REWARD_SELECT:			selectedReward = identifier.getNum();			break;		case ObjProperty::REWARD_CLEARED:			onceVisitableObjectCleared = identifier.getNum();			break;	}}void CRewardableObject::newTurn(vstd::RNG & rand) const{	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)	{		if (configuration.resetParameters.rewards)		{			auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());			auto newConfiguration = handler->generateConfiguration(cb, rand, ID, configuration.variables.preset);			cb->setRewardableObjectConfiguration(id, newConfiguration);		}		if (configuration.resetParameters.visitors)		{			cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, false);			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id);			cb->sendAndApply(&cov);		}	}}void CRewardableObject::initObj(vstd::RNG & rand){	getObjectHandler()->configureObject(this, rand);}CRewardableObject::CRewardableObject(IGameCallback *cb)	:CArmedInstance(cb){}void CRewardableObject::serializeJsonOptions(JsonSerializeFormat & handler){	CArmedInstance::serializeJsonOptions(handler);	handler.serializeStruct("rewardable", static_cast<Rewardable::Interface&>(*this));}void CRewardableObject::initializeGuards(){	clearSlots();	// Workaround for default creature banks strings that has placeholder for object name	// TODO: find better location for this code	for (auto & visitInfo : configuration.info)		visitInfo.message.replaceRawString(getObjectName());	for (auto const & visitInfo : configuration.info)	{		for (auto const & guard : visitInfo.reward.guards)		{			auto slotID = getFreeSlot();			if (!slotID.validSlot())				return;			putStack(slotID, new CStackInstance(guard.getId(), guard.getCount()));		}	}}bool CRewardableObject::isCoastVisitable() const{	return configuration.coastVisitable;}VCMI_LIB_NAMESPACE_END
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