| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424 | 
							- /*
 
-  * 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 "../gameState/CGameState.h"
 
- #include "../texts/CGeneralTextHandler.h"
 
- #include "../CPlayerState.h"
 
- #include "../IGameCallback.h"
 
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
 
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "../mapObjectConstructors/CRewardableConstructor.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../networkPacks/PacksForClient.h"
 
- #include "../serializer/JsonSerializeFormat.h"
 
- #include <vstd/RNG.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
 
- {
 
- 	auto vi = configuration.info.at(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 (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty())
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = contextHero->tempOwner;
 
- 		iw.text = vi.message;
 
- 		vi.reward.loadComponents(iw.components, contextHero);
 
- 		iw.type = configuration.infoWindowType;
 
- 		if(!iw.components.empty() || !iw.text.toString().empty())
 
- 			cb->showInfoDialog(&iw);
 
- 	}
 
- 	// grant reward afterwards. Note that it may remove object
 
- 	if(markAsVisit)
 
- 		markAsVisited(contextHero);
 
- 	grantReward(index, contextHero);
 
- }
 
- void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
 
- {
 
- 	BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
 
- 	sd.player = contextHero->tempOwner;
 
- 	sd.text = dialog;
 
- 	sd.components = loadComponents(contextHero, rewardIndices);
 
- 	cb->showBlockingDialog(&sd);
 
- }
 
- void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
 
- {
 
- 	if (rewardIndices.empty())
 
- 		return;
 
- 		
 
- 	for (auto index : rewardIndices)
 
- 	{
 
- 		// TODO: Merge all rewards of same type, with single message?
 
- 		grantRewardWithMessage(contextHero, index, false);
 
- 	}
 
- 	// Mark visited only after all rewards were processed
 
- 	if(markAsVisit)
 
- 		markAsVisited(contextHero);
 
- }
 
- std::vector<Component> CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
 
- {
 
- 	std::vector<Component> result;
 
- 	if (rewardIndices.empty())
 
- 		return result;
 
- 	if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1)
 
- 	{
 
- 		for (auto index : rewardIndices)
 
- 			result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
 
- 	}
 
- 	else
 
- 	{
 
- 		configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero);
 
- 	}
 
- 	return result;
 
- }
 
- void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const
 
- {
 
- 	if(!wasVisitedBefore(h))
 
- 	{
 
- 		auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
 
- 		bool objectRemovalPossible = false;
 
- 		for(auto index : rewards)
 
- 		{
 
- 			if(configuration.info.at(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, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
 
- 				if (!emptyRewards.empty())
 
- 					grantRewardWithMessage(h, emptyRewards[0], false);
 
- 				else
 
- 					logMod->warn("No applicable message for visiting empty object!");
 
- 				break;
 
- 			}
 
- 			case 1: // one reward. Just give it with message
 
- 			{
 
- 				if (configuration.canRefuse)
 
- 					selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
 
- 				else
 
- 					grantRewardWithMessage(h, rewards.front(), true);
 
- 				break;
 
- 			}
 
- 			default: // multiple rewards. Act according to select mode
 
- 			{
 
- 				switch (configuration.selectMode) {
 
- 					case Rewardable::SELECT_PLAYER: // player must select
 
- 						selectRewardWithMessage(h, rewards, configuration.onSelect);
 
- 						break;
 
- 					case Rewardable::SELECT_FIRST: // give first available
 
- 						if (configuration.canRefuse)
 
- 							selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
 
- 						else
 
- 							grantRewardWithMessage(h, rewards.front(), true);
 
- 						break;
 
- 					case Rewardable::SELECT_RANDOM: // give random
 
- 					{
 
- 						ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator());
 
- 						if (configuration.canRefuse)
 
- 							selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
 
- 						else
 
- 							grantRewardWithMessage(h, rewardIndex, true);
 
- 						break;
 
- 					}
 
- 					case Rewardable::SELECT_ALL: // grant all possible
 
- 						grantAllRewardsWithMessage(h, rewards, true);
 
- 						break;
 
- 				}
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
 
- 		{
 
- 			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
 
- 			cb->sendAndApply(&cov);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->debug("Revisiting already visited object");
 
- 		if (!wasVisited(h->getOwner()))
 
- 		{
 
- 			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
 
- 			cb->sendAndApply(&cov);
 
- 		}
 
- 		auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
 
- 		if (!visitedRewards.empty())
 
- 			grantRewardWithMessage(h, visitedRewards[0], false);
 
- 		else
 
- 			logMod->warn("No applicable message for visiting already visited object!");
 
- 	}
 
- }
 
- void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const
 
- {
 
- 	grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero);
 
- }
 
- void CRewardableObject::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
 
- {
 
- 	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, id, hero->id);
 
- 	cb->sendAndApply(&cov);
 
- }
 
- void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
 
- {
 
- 	cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
 
- 	grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
 
- 	
 
- 	// hero is not blocked by levelup dialog - grant remainder immediately
 
- 	if(!cb->isVisitCoveredByAnotherQuery(this, hero))
 
- 	{
 
- 		grantRewardAfterLevelup(cb, 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->getPlayerState(player)->visitedObjects, 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 (!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);
 
- 			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));
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
  |