| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568 | /* * 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 "../CHeroHandler.h"#include "../CGeneralTextHandler.h"#include "../CSoundBase.h"#include "../NetPacks.h"#include "../IGameCallback.h"#include "../CGameState.h"#include "../CPlayerState.h"#include "CObjectClassesHandler.h"VCMI_LIB_NAMESPACE_BEGINbool CRewardLimiter::heroAllowed(const CGHeroInstance * hero) const{	if(dayOfWeek != 0)	{		if (IObjectInterface::cb->getDate(Date::DAY_OF_WEEK) != dayOfWeek)			return false;	}	if(daysPassed != 0)	{		if (IObjectInterface::cb->getDate(Date::DAY) < daysPassed)			return false;	}	for(const auto & reqStack : creatures)	{		size_t count = 0;		for(const auto & slot : hero->Slots())		{			const CStackInstance * heroStack = slot.second;			if (heroStack->type == reqStack.type)				count += heroStack->count;		}		if (count < reqStack.count) //not enough creatures of this kind			return false;	}	if(!IObjectInterface::cb->getPlayerState(hero->tempOwner)->resources.canAfford(resources))		return false;	if(heroLevel > static_cast<si32>(hero->level))		return false;	if(static_cast<TExpType>(heroExperience) > hero->exp)		return false;	if(manaPoints > hero->mana)		return false;	if(manaPercentage > 100 * hero->mana / hero->manaLimit())		return false;	for(size_t i=0; i<primary.size(); i++)	{		if(primary[i] > hero->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i)))			return false;	}	for(const auto & skill : secondary)	{		if (skill.second > hero->getSecSkillLevel(skill.first))			return false;	}	for(const auto & spell : spells)	{		if (!hero->spellbookContainsSpell(spell))			return false;	}	for(const auto & art : artifacts)	{		if (!hero->hasArt(art))			return false;	}	for(const auto & sublimiter : noneOf)	{		if (sublimiter->heroAllowed(hero))			return false;	}	for(const auto & sublimiter : allOf)	{		if (!sublimiter->heroAllowed(hero))			return false;	}	if(anyOf.empty())		return true;	for(const auto & sublimiter : anyOf)	{		if (sublimiter->heroAllowed(hero))			return true;	}	return false;}std::vector<ui32> CRewardableObject::getAvailableRewards(const CGHeroInstance * hero, CRewardVisitInfo::ERewardEventType event) const{	std::vector<ui32> ret;	for(size_t i=0; i<info.size(); i++)	{		const CRewardVisitInfo & visit = info[i];		if(event == visit.visitType && visit.limiter.heroAllowed(hero))		{			logGlobal->trace("Reward %d is allowed", i);			ret.push_back(static_cast<ui32>(i));		}	}	return ret;}void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const{	auto grantRewardWithMessage = [&](int index, bool markAsVisit) -> void	{		auto vi = info[index];		logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString()); 		// show message only if it is not empty or in infobox		if (infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text = vi.message;			vi.reward.loadComponents(iw.components, h);			iw.type = infoWindowType;			cb->showInfoDialog(&iw);		}		// grant reward afterwards. Note that it may remove object		grantReward(index, h, markAsVisit);	};	auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void	{		BlockingDialog sd(canRefuse, rewards.size() > 1);		sd.player = h->tempOwner;		sd.text = dialog;		if (rewards.size() > 1)			for (auto index : rewards)				sd.components.push_back(info[index].reward.getDisplayedComponent(h));		if (rewards.size() == 1)			info[rewards[0]].reward.loadComponents(sd.components, h);		cb->showBlockingDialog(&sd);	};	if(!wasVisitedBefore(h))	{		auto rewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT);		bool objectRemovalPossible = false;		for(auto index : rewards)		{			if(info[index].reward.removeObject)				objectRemovalPossible = true;		}		logGlobal->debug("Visiting object with %d possible rewards", rewards.size());		switch (rewards.size())		{			case 0: // no available rewards, e.g. visiting School of War without gold			{				auto emptyRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_NOT_AVAILABLE);				if (!emptyRewards.empty())					grantRewardWithMessage(emptyRewards[0], false);				else					logMod->warn("No applicable message for visiting empty object!");				break;			}			case 1: // one reward. Just give it with message			{				if (canRefuse)					selectRewardsMessage(rewards, info[rewards[0]].message);				else					grantRewardWithMessage(rewards[0], true);				break;			}			default: // multiple rewards. Act according to select mode			{				switch (selectMode) {					case SELECT_PLAYER: // player must select						selectRewardsMessage(rewards, onSelect);						break;					case SELECT_FIRST: // give first available						grantRewardWithMessage(rewards[0], true);						break;				}				break;			}		}		if(!objectRemovalPossible && getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT).empty())		{			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);			cb->sendAndApply(&cov);		}	}	else	{		logGlobal->debug("Revisiting already visited object");		auto visitedRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_ALREADY_VISITED);		if (!visitedRewards.empty())			grantRewardWithMessage(visitedRewards[0], false);		else			logMod->warn("No applicable message for visiting already visited object!");	}}void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const{	grantRewardAfterLevelup(info[selectedReward], hero);}void CRewardableObject::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	if(answer == 0)		return; // player refused	if(answer > 0 && answer-1 < info.size())	{		auto list = getAvailableRewards(hero, CRewardVisitInfo::EVENT_FIRST_VISIT);		grantReward(list[answer - 1], hero, true);	}	else	{		throw std::runtime_error("Unhandled choice");	}}void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero, bool markVisited) const{	if (markVisited)	{		cb->setObjProperty(id, ObjProperty::REWARD_CLEARED, true);		ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD, id, hero->id);		cb->sendAndApply(&cov);	}	cb->setObjProperty(id, ObjProperty::REWARD_SELECT, rewardID);	grantRewardBeforeLevelup(info[rewardID], hero);}void CRewardableObject::grantRewardBeforeLevelup(const CRewardVisitInfo & info, const CGHeroInstance * hero) const{	assert(hero);	assert(hero->tempOwner.isValidPlayer());	assert(stacks.empty());	assert(info.reward.creatures.size() <= GameConstants::ARMY_SIZE);	assert(!cb->isVisitCoveredByAnotherQuery(this, hero));	cb->giveResources(hero->tempOwner, info.reward.resources);	for(const auto & entry : info.reward.secondary)	{		int current = hero->getSecSkillLevel(entry.first);		if( (current != 0 && current < entry.second) ||			(hero->canLearnSkill() ))		{			cb->changeSecSkill(hero, entry.first, entry.second);		}	}	for(int i=0; i< info.reward.primary.size(); i++)		cb->changePrimSkill(hero, static_cast<PrimarySkill::PrimarySkill>(i), info.reward.primary[i], false);	si64 expToGive = 0;	if (info.reward.heroLevel > 0)		expToGive += VLC->heroh->reqExp(hero->level+info.reward.heroLevel) - VLC->heroh->reqExp(hero->level);	if (info.reward.heroExperience > 0)		expToGive += hero->calculateXp(info.reward.heroExperience);	if(expToGive)		cb->changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);	// hero is not blocked by levelup dialog - grant remainer immediately	if(!cb->isVisitCoveredByAnotherQuery(this, hero))	{		grantRewardAfterLevelup(info, hero);	}}void CRewardableObject::grantRewardAfterLevelup(const CRewardVisitInfo & info, const CGHeroInstance * hero) const{	if(info.reward.manaDiff || info.reward.manaPercentage >= 0)		cb->setManaPoints(hero->id, info.reward.calculateManaPoints(hero));	if(info.reward.movePoints || info.reward.movePercentage >= 0)	{		SetMovePoints smp;		smp.hid = hero->id;		smp.val = hero->movement;		if (info.reward.movePercentage >= 0) // percent from max			smp.val = hero->maxMovePoints(hero->boat != nullptr) * info.reward.movePercentage / 100;		smp.val = std::max<si32>(0, smp.val + info.reward.movePoints);		cb->setMovePoints(&smp);	}	for(const Bonus & bonus : info.reward.bonuses)	{		assert(bonus.source == Bonus::OBJECT);		assert(bonus.sid == ID);		GiveBonus gb;		gb.who = GiveBonus::HERO;		gb.bonus = bonus;		gb.id = hero->id.getNum();		cb->giveHeroBonus(&gb);	}	for(const ArtifactID & art : info.reward.artifacts)		cb->giveHeroNewArtifact(hero, VLC->arth->objects[art],ArtifactPosition::FIRST_AVAILABLE);	if(!info.reward.spells.empty())	{		std::set<SpellID> spellsToGive(info.reward.spells.begin(), info.reward.spells.end());		cb->changeSpells(hero, true, spellsToGive);	}	if(!info.reward.creaturesChange.empty())	{		for(const auto & slot : hero->Slots())		{			const CStackInstance * heroStack = slot.second;			for(const auto & change : info.reward.creaturesChange)			{				if (heroStack->type->getId() == change.first)				{					StackLocation location(hero, slot.first);					cb->changeStackType(location, change.second.toCreature());					break;				}			}		}	}	if(!info.reward.creatures.empty())	{		CCreatureSet creatures;		for(const auto & crea : info.reward.creatures)			creatures.addToSlot(creatures.getFreeSlot(), new CStackInstance(crea.type, crea.count));		cb->giveCreatures(this, hero, creatures, false);	}	if(info.reward.removeObject)		cb->removeObject(this);}bool CRewardableObject::wasVisitedBefore(const CGHeroInstance * contextHero) const{	switch (visitMode)	{		case VISIT_UNLIMITED:			return false;		case VISIT_ONCE:			return onceVisitableObjectCleared;		case VISIT_PLAYER:			return vstd::contains(cb->getPlayerState(contextHero->getOwner())->visitedObjects, ObjectInstanceID(id));		case VISIT_BONUS:			return contextHero->hasBonusFrom(Bonus::OBJECT, ID);		case VISIT_HERO:			return contextHero->visitedObjects.count(ObjectInstanceID(id));		default:			return false;	}}bool CRewardableObject::wasVisited(PlayerColor player) const{	switch (visitMode)	{		case VISIT_UNLIMITED:		case VISIT_BONUS:		case VISIT_HERO:			return false;		case VISIT_ONCE:		case VISIT_PLAYER:			return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));		default:			return false;	}}bool CRewardableObject::wasVisited(const CGHeroInstance * h) const{	switch (visitMode)	{		case VISIT_BONUS:			return h->hasBonusFrom(Bonus::OBJECT, ID);		case VISIT_HERO:			return h->visitedObjects.count(ObjectInstanceID(id));		default:			return wasVisited(h->tempOwner);	}}CRewardableObject::EVisitMode CRewardableObject::getVisitMode() const{	return static_cast<EVisitMode>(visitMode);}ui16 CRewardableObject::getResetDuration() const{	return resetParameters.period;}void CRewardInfo::loadComponents(std::vector<Component> & comps,                                 const CGHeroInstance * h) const{	for (auto comp : extraComponents)		comps.push_back(comp);	if (heroExperience)	{		comps.emplace_back(Component::EComponentType::EXPERIENCE, 0, static_cast<si32>(h->calculateXp(heroExperience)), 0);	}	if (heroLevel)		comps.emplace_back(Component::EComponentType::EXPERIENCE, 1, heroLevel, 0);	if (manaDiff || manaPercentage >= 0)		comps.emplace_back(Component::EComponentType::PRIM_SKILL, 5, calculateManaPoints(h) - h->mana, 0);	for (size_t i=0; i<primary.size(); i++)	{		if (primary[i] != 0)			comps.emplace_back(Component::EComponentType::PRIM_SKILL, static_cast<ui16>(i), primary[i], 0);	}	for(const auto & entry : secondary)		comps.emplace_back(Component::EComponentType::SEC_SKILL, entry.first, entry.second, 0);	for(const auto & entry : artifacts)		comps.emplace_back(Component::EComponentType::ARTIFACT, entry, 1, 0);	for(const auto & entry : spells)		comps.emplace_back(Component::EComponentType::SPELL, entry, 1, 0);	for(const auto & entry : creatures)		comps.emplace_back(Component::EComponentType::CREATURE, entry.type->idNumber, entry.count, 0);	for (size_t i=0; i<resources.size(); i++)	{		if (resources[i] !=0)			comps.emplace_back(Component::EComponentType::RESOURCE, static_cast<ui16>(i), resources[i], 0);	}}si32 CRewardInfo::calculateManaPoints(const CGHeroInstance * hero) const{	si32 manaScaled = hero->mana;	if (manaPercentage >= 0)		manaScaled = hero->manaLimit() * manaPercentage / 100;	si32 manaMissing   = std::max(0, hero->manaLimit() - manaScaled);	si32 manaGranted   = std::min(manaMissing, manaDiff);	si32 manaOverflow  = manaDiff - manaGranted;	si32 manaOverLimit = manaOverflow * manaOverflowFactor / 100;	si32 manaOutput    = manaScaled + manaGranted + manaOverLimit;	return manaOutput;}Component CRewardInfo::getDisplayedComponent(const CGHeroInstance * h) const{	std::vector<Component> comps;	loadComponents(comps, h);	assert(!comps.empty());	return comps.front();}// FIXME: copy-pasted from CObjectHandlerstatic std::string visitedTxt(const bool visited){	int id = visited ? 352 : 353;	return VLC->generaltexth->allTexts[id];}std::string CRewardableObject::getHoverText(PlayerColor player) const{	if(visitMode == VISIT_PLAYER || visitMode == VISIT_ONCE)		return getObjectName() + " " + visitedTxt(wasVisited(player));	return getObjectName();}std::string CRewardableObject::getHoverText(const CGHeroInstance * hero) const{	if(visitMode != VISIT_UNLIMITED)		return getObjectName() + " " + visitedTxt(wasVisited(hero));	return getObjectName();}void CRewardableObject::setPropertyDer(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::REWARD_RANDOMIZE:			initObj(cb->gameState()->getRandomGenerator());			break;		case ObjProperty::REWARD_SELECT:			selectedReward = val;			break;		case ObjProperty::REWARD_CLEARED:			onceVisitableObjectCleared = val;			break;	}}void CRewardableObject::triggerReset() const{	if (resetParameters.rewards)	{		cb->setObjProperty(id, ObjProperty::REWARD_RANDOMIZE, 0);	}	if (resetParameters.visitors)	{		cb->setObjProperty(id, ObjProperty::REWARD_CLEARED, false);		ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id);		cb->sendAndApply(&cov);	}}void CRewardableObject::newTurn(CRandomGenerator & rand) const{	if (resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % resetParameters.period) == 0)		triggerReset();}void CRewardableObject::initObj(CRandomGenerator & rand){	VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);	assert(!info.empty());}CRewardableObject::CRewardableObject():	selectMode(0),	visitMode(0),	selectedReward(0),	onceVisitableObjectCleared(false),	canRefuse(false){}VCMI_LIB_NAMESPACE_END
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