TownBuildingInstance.cpp 8.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289
  1. /*
  2. * TownBuildingInstance.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 "TownBuildingInstance.h"
  12. #include "CGTownInstance.h"
  13. #include "../texts/CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. #include "../gameState/CGameState.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../networkPacks/PacksForClient.h"
  18. #include "../entities/building/CBuilding.h"
  19. #include <vstd/RNG.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
  22. : IObjectInterface(cb)
  23. , town(nullptr)
  24. {}
  25. TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
  26. : IObjectInterface(town->cb)
  27. , town(town)
  28. , bID(index)
  29. {}
  30. PlayerColor TownBuildingInstance::getOwner() const
  31. {
  32. return town->getOwner();
  33. }
  34. MapObjectID TownBuildingInstance::getObjGroupIndex() const
  35. {
  36. return -1;
  37. }
  38. MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
  39. {
  40. return 0;
  41. }
  42. const IOwnableObject * TownBuildingInstance::asOwnable() const
  43. {
  44. return nullptr;
  45. }
  46. int3 TownBuildingInstance::visitablePos() const
  47. {
  48. return town->visitablePos();
  49. }
  50. int3 TownBuildingInstance::getPosition() const
  51. {
  52. return town->getPosition();
  53. }
  54. TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
  55. : TownBuildingInstance(cb)
  56. {}
  57. TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
  58. : TownBuildingInstance(town, index)
  59. {
  60. initObj(rand);
  61. }
  62. void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
  63. {
  64. assert(town && town->town);
  65. configuration = generateConfiguration(rand);
  66. }
  67. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  68. {
  69. Rewardable::Configuration result;
  70. auto building = town->town->buildings.at(getBuildingType());
  71. building->rewardableObjectInfo.configureObject(result, rand, cb);
  72. for(auto & rewardInfo : result.info)
  73. {
  74. for (auto & bonus : rewardInfo.reward.bonuses)
  75. {
  76. bonus.source = BonusSource::TOWN_STRUCTURE;
  77. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  78. }
  79. }
  80. return result;
  81. }
  82. void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
  83. {
  84. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  85. {
  86. auto newConfiguration = generateConfiguration(rand);
  87. cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  88. if(configuration.resetParameters.visitors)
  89. {
  90. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
  91. }
  92. }
  93. }
  94. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  95. {
  96. switch (what)
  97. {
  98. case ObjProperty::VISITORS:
  99. visitors.insert(identifier.as<ObjectInstanceID>());
  100. break;
  101. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  102. visitors.clear();
  103. break;
  104. case ObjProperty::REWARD_SELECT:
  105. selectedReward = identifier.getNum();
  106. break;
  107. }
  108. }
  109. void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
  110. {
  111. grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
  112. }
  113. void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  114. {
  115. if(answer == 0)
  116. return; // player refused
  117. if(visitors.find(hero->id) != visitors.end())
  118. return; // query not for this building
  119. if(answer > 0 && answer-1 < configuration.info.size())
  120. {
  121. auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
  122. grantReward(list[answer - 1], hero);
  123. }
  124. else
  125. {
  126. throw std::runtime_error("Unhandled choice");
  127. }
  128. }
  129. void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  130. {
  131. town->addHeroToStructureVisitors(hero, getBuildingType());
  132. grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
  133. // hero is not blocked by levelup dialog - grant remainder immediately
  134. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  135. {
  136. grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
  137. }
  138. }
  139. bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
  140. {
  141. return wasVisitedBefore(contextHero);
  142. }
  143. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  144. {
  145. switch (configuration.visitMode)
  146. {
  147. case Rewardable::VISIT_UNLIMITED:
  148. return false;
  149. case Rewardable::VISIT_ONCE:
  150. return !visitors.empty();
  151. case Rewardable::VISIT_PLAYER:
  152. return false; //not supported
  153. case Rewardable::VISIT_BONUS:
  154. {
  155. const auto building = town->getTown()->buildings.at(getBuildingType());
  156. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  157. }
  158. case Rewardable::VISIT_HERO:
  159. return visitors.find(contextHero->id) != visitors.end();
  160. case Rewardable::VISIT_LIMITER:
  161. return configuration.visitLimiter.heroAllowed(contextHero);
  162. default:
  163. return false;
  164. }
  165. }
  166. void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
  167. {
  168. auto grantRewardWithMessage = [&](int index) -> void
  169. {
  170. auto vi = configuration.info.at(index);
  171. logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
  172. town->addHeroToStructureVisitors(h, getBuildingType()); //adding to visitors
  173. InfoWindow iw;
  174. iw.player = h->tempOwner;
  175. iw.text = vi.message;
  176. vi.reward.loadComponents(iw.components, h);
  177. iw.type = EInfoWindowMode::MODAL;
  178. if(!iw.components.empty() || !iw.text.toString().empty())
  179. cb->showInfoDialog(&iw);
  180. grantReward(index, h);
  181. };
  182. auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
  183. {
  184. BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
  185. sd.player = h->tempOwner;
  186. sd.text = dialog;
  187. if (rewards.size() > 1)
  188. for (auto index : rewards)
  189. sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
  190. if (rewards.size() == 1)
  191. configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
  192. cb->showBlockingDialog(this, &sd);
  193. };
  194. if(!town->hasBuilt(getBuildingType()))
  195. return;
  196. if(!wasVisitedBefore(h))
  197. {
  198. auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
  199. logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
  200. switch (rewards.size())
  201. {
  202. case 0: // no available rewards, e.g. visiting School of War without gold
  203. {
  204. auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
  205. if (!emptyRewards.empty())
  206. grantRewardWithMessage(emptyRewards[0]);
  207. else
  208. logMod->warn("No applicable message for visiting empty object!");
  209. break;
  210. }
  211. case 1: // one reward. Just give it with message
  212. {
  213. if (configuration.canRefuse)
  214. selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
  215. else
  216. grantRewardWithMessage(rewards.front());
  217. break;
  218. }
  219. default: // multiple rewards. Act according to select mode
  220. {
  221. switch (configuration.selectMode) {
  222. case Rewardable::SELECT_PLAYER: // player must select
  223. selectRewardsMessage(rewards, configuration.onSelect);
  224. break;
  225. case Rewardable::SELECT_FIRST: // give first available
  226. grantRewardWithMessage(rewards.front());
  227. break;
  228. case Rewardable::SELECT_RANDOM: // give random
  229. grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
  230. break;
  231. }
  232. break;
  233. }
  234. }
  235. }
  236. else
  237. {
  238. logGlobal->debug("Revisiting already visited object");
  239. auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
  240. if (!visitedRewards.empty())
  241. grantRewardWithMessage(visitedRewards[0]);
  242. else
  243. logMod->debug("No applicable message for visiting already visited object!");
  244. }
  245. }
  246. VCMI_LIB_NAMESPACE_END