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							- /*
 
-  * 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 "CObjectClassesHandler.h"
 
- #include "../serializer/JsonSerializeFormat.h"
 
- #include "../CTownHandler.h"
 
- #include "../IGameCallback.h"
 
- #include "../CGameState.h"
 
- #include "../CPlayerState.h"
 
- #include "../NetPacks.h"
 
- #include "../GameSettings.h"
 
- #include "../CConfigHandler.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- CSpecObjInfo::CSpecObjInfo():
 
- 	owner(nullptr)
 
- {
 
- }
 
- void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	handler.serializeString("sameAsTown", instanceId);
 
- 	if(!handler.saving)
 
- 	{
 
- 		asCastle = !instanceId.empty();
 
- 		allowedFactions.clear();
 
- 	}
 
- 	if(!asCastle)
 
- 	{
 
- 		std::vector<bool> standard;
 
- 		standard.resize(VLC->townh->size(), true);
 
- 		JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
 
- 		allowedLIC.any = allowedFactions;
 
- 		handler.serializeLIC("allowedFactions", allowedLIC);
 
- 		if(!handler.saving)
 
- 		{
 
- 			allowedFactions = allowedLIC.any;
 
- 		}
 
- 	}
 
- }
 
- void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	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);
 
- 	}
 
- }
 
- void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	CCreGenAsCastleInfo::serializeJson(handler);
 
- 	CCreGenLeveledInfo::serializeJson(handler);
 
- }
 
- CGDwelling::CGDwelling()
 
- 	: info(nullptr)
 
- {
 
- }
 
- CGDwelling::~CGDwelling()
 
- {
 
- 	vstd::clear_pointer(info);
 
- }
 
- void CGDwelling::initObj(CRandomGenerator & rand)
 
- {
 
- 	switch(ID)
 
- 	{
 
- 	case Obj::CREATURE_GENERATOR1:
 
- 	case Obj::CREATURE_GENERATOR4:
 
- 		{
 
- 			VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
 
- 			if (getOwner() != PlayerColor::NEUTRAL)
 
- 				cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
 
- 			assert(!creatures.empty());
 
- 			assert(!creatures[0].second.empty());
 
- 			break;
 
- 		}
 
- 	case Obj::REFUGEE_CAMP:
 
- 		//is handled within newturn func
 
- 		break;
 
- 	case Obj::WAR_MACHINE_FACTORY:
 
- 		creatures.resize(3);
 
- 		creatures[0].second.emplace_back(CreatureID::BALLISTA);
 
- 		creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
 
- 		creatures[2].second.emplace_back(CreatureID::AMMO_CART);
 
- 		break;
 
- 	default:
 
- 		assert(0);
 
- 		break;
 
- 	}
 
- }
 
- void CGDwelling::initRandomObjectInfo()
 
- {
 
- 	vstd::clear_pointer(info);
 
- 	switch(ID)
 
- 	{
 
- 		case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
 
- 			break;
 
- 		case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
 
- 			break;
 
- 		case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
 
- 			break;
 
- 	}
 
- 	if(info)
 
- 		info->owner = this;
 
- }
 
- void CGDwelling::setPropertyDer(ui8 what, ui32 val)
 
- {
 
- 	switch (what)
 
- 	{
 
- 		case ObjProperty::OWNER: //change owner
 
- 			if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
 
- 				|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
 
- 			{
 
- 				if (tempOwner != PlayerColor::NEUTRAL)
 
- 				{
 
- 					std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
 
- 					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
 
- 				}
 
- 				if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
 
- 					cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);
 
- 			}
 
- 			break;
 
- 		case ObjProperty::AVAILABLE_CREATURE:
 
- 			creatures.resize(1);
 
- 			creatures[0].second.resize(1);
 
- 			creatures[0].second[0] = CreatureID(val);
 
- 			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.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted.  Perhaps you should try next week.
 
- 		iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
 
- 		cb->sendAndApply(&iw);
 
- 		return;
 
- 	}
 
- 	PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
 
- 	if ( relations == PlayerRelations::ALLIES )
 
- 		return;//do not allow recruiting or capturing
 
- 	if( !relations  &&  stacksCount() > 0) //object is guarded, owned by enemy
 
- 	{
 
- 		BlockingDialog bd(true,false);
 
- 		bd.player = h->tempOwner;
 
- 		bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
 
- 		bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
 
- 		if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
 
- 			bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
 
- 		else
 
- 			bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
 
- 		bd.text.addReplacement(*Slots().begin()->second);
 
- 		cb->showBlockingDialog(&bd);
 
- 		return;
 
- 	}
 
- 	// TODO this shouldn't be hardcoded
 
- 	if(!relations && 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.addTxt(MetaString::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.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
 
- 		for(const auto & elem : creatures)
 
- 			bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
 
- 	}
 
- 	else if(ID == Obj::REFUGEE_CAMP)
 
- 	{
 
- 		bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
 
- 		bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
 
- 		for(const auto & elem : creatures)
 
- 			bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
 
- 	}
 
- 	else if(ID == Obj::WAR_MACHINE_FACTORY)
 
- 		bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
 
- 	else
 
- 		throw std::runtime_error("Illegal dwelling!");
 
- 	cb->showBlockingDialog(&bd);
 
- }
 
- void CGDwelling::newTurn(CRandomGenerator & 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->setObjProperty(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 = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
 
- 			else
 
- 				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
 
- 			CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
 
- 			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
 
- 			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();
 
- }
 
- 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()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
 
- 		{
 
- 			guarded = true;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if (guarded)
 
- 	{
 
- 		for (auto creatureEntry : creatures)
 
- 		{
 
- 			const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
 
- 			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
 
- 		{
 
- 			SlotID slot = h->getSlotFor(crid);
 
- 			if(!slot.validSlot()) //no available slot
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.type = EInfoWindowMode::AUTO;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
 
- 				iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
 
- 				iw.text.addReplacement(count);
 
- 				iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
 
- 			iw.text.addReplacement(MetaString::CRE_PL_NAMES, 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);
 
- 		}
 
- 		OpenWindow ow;
 
- 		ow.id1 = id.getNum();
 
- 		ow.id2 = h->id.getNum();
 
- 		ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
 
- 			? EOpenWindowMode::RECRUITMENT_FIRST
 
- 			: EOpenWindowMode::RECRUITMENT_ALL;
 
- 		cb->sendAndApply(&ow);
 
- 	}
 
- }
 
- void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
 
- {
 
- 	if (result.winner == 0)
 
- 	{
 
- 		onHeroVisit(hero);
 
- 	}
 
- }
 
- void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
 
- {
 
- 	auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
 
- 	if(stacksCount() > 0  && relations == PlayerRelations::ENEMIES) //guards present
 
- 	{
 
- 		if(answer)
 
- 			cb->startBattleI(hero, this);
 
- 	}
 
- 	else if(answer)
 
- 	{
 
- 		heroAcceptsCreatures(hero);
 
- 	}
 
- }
 
- void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
 
- {
 
- 	if(!handler.saving)
 
- 		initRandomObjectInfo();
 
- 	switch (ID)
 
- 	{
 
- 	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:
 
- 		info->serializeJson(handler);
 
- 		//fall through
 
- 	default:
 
- 		serializeJsonOwner(handler);
 
- 		break;
 
- 	}
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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