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CGTownBuilding.cpp 15 KB

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  1. /*
  2. * CGTownBuilding.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 "CGTownBuilding.h"
  12. #include "CGTownInstance.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../IGameCallback.h"
  15. #include "../gameState/CGameState.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../networkPacks/PacksForClient.h"
  18. #include <vstd/RNG.h>
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. CGTownBuilding::CGTownBuilding(IGameCallback * cb)
  21. : IObjectInterface(cb)
  22. , town(nullptr)
  23. {}
  24. CGTownBuilding::CGTownBuilding(CGTownInstance * town)
  25. : IObjectInterface(town->cb)
  26. , town(town)
  27. {}
  28. PlayerColor CGTownBuilding::getOwner() const
  29. {
  30. return town->getOwner();
  31. }
  32. MapObjectID CGTownBuilding::getObjGroupIndex() const
  33. {
  34. return -1;
  35. }
  36. MapObjectSubID CGTownBuilding::getObjTypeIndex() const
  37. {
  38. return 0;
  39. }
  40. int3 CGTownBuilding::visitablePos() const
  41. {
  42. return town->visitablePos();
  43. }
  44. int3 CGTownBuilding::getPosition() const
  45. {
  46. return town->getPosition();
  47. }
  48. std::string CGTownBuilding::getVisitingBonusGreeting() const
  49. {
  50. auto bonusGreeting = town->getTown()->getGreeting(bType);
  51. if(!bonusGreeting.empty())
  52. return bonusGreeting;
  53. switch(bType)
  54. {
  55. case BuildingSubID::MANA_VORTEX:
  56. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
  57. break;
  58. case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
  59. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
  60. break;
  61. case BuildingSubID::SPELL_POWER_VISITING_BONUS:
  62. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
  63. break;
  64. case BuildingSubID::ATTACK_VISITING_BONUS:
  65. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
  66. break;
  67. case BuildingSubID::EXPERIENCE_VISITING_BONUS:
  68. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
  69. break;
  70. case BuildingSubID::DEFENSE_VISITING_BONUS:
  71. bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
  72. break;
  73. }
  74. auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
  75. if(bonusGreeting.empty())
  76. {
  77. bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
  78. logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
  79. }
  80. boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
  81. town->getTown()->setGreeting(bType, bonusGreeting);
  82. return bonusGreeting;
  83. }
  84. std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
  85. {
  86. if(bonus.type == BonusType::TOWN_MAGIC_WELL)
  87. {
  88. MetaString wellGreeting = MetaString::createFromTextID("vcmi.townHall.greetingInTownMagicWell");
  89. wellGreeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
  90. return wellGreeting.toString();
  91. }
  92. MetaString greeting = MetaString::createFromTextID("vcmi.townHall.greetingCustomBonus");
  93. std::string paramTextID;
  94. std::string until;
  95. if(bonus.type == BonusType::MORALE)
  96. paramTextID = "core.genrltxt.384"; // Morale
  97. if(bonus.type == BonusType::LUCK)
  98. paramTextID = "core.genrltxt.385"; // Luck
  99. greeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
  100. greeting.replaceNumber(bonus.val);
  101. greeting.replaceTextID(paramTextID);
  102. if (bonus.duration == BonusDuration::ONE_BATTLE)
  103. greeting.replaceTextID("vcmi.townHall.greetingCustomUntil");
  104. else
  105. greeting.replaceRawString(".");
  106. return greeting.toString();
  107. }
  108. COPWBonus::COPWBonus(IGameCallback *cb)
  109. : CGTownBuilding(cb)
  110. {}
  111. COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  112. : CGTownBuilding(cgTown)
  113. {
  114. bID = bid;
  115. bType = subId;
  116. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  117. }
  118. void COPWBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
  119. {
  120. switch (what)
  121. {
  122. case ObjProperty::VISITORS:
  123. visitors.insert(identifier.as<ObjectInstanceID>());
  124. break;
  125. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  126. visitors.clear();
  127. break;
  128. }
  129. }
  130. void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
  131. {
  132. ObjectInstanceID heroID = h->id;
  133. if(town->hasBuilt(bID))
  134. {
  135. InfoWindow iw;
  136. iw.player = h->tempOwner;
  137. switch (this->bType)
  138. {
  139. case BuildingSubID::STABLES:
  140. if(!h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
  141. {
  142. GiveBonus gb;
  143. gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand);
  144. gb.id = heroID;
  145. cb->giveHeroBonus(&gb);
  146. cb->setMovePoints(heroID, 600, false);
  147. iw.text.appendRawString(VLC->generaltexth->allTexts[580]);
  148. cb->showInfoDialog(&iw);
  149. }
  150. break;
  151. case BuildingSubID::MANA_VORTEX:
  152. if(visitors.empty())
  153. {
  154. if(h->mana < h->manaLimit() * 2)
  155. {
  156. cb->setManaPoints (heroID, 2 * h->manaLimit());
  157. //TODO: investigate line below
  158. //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
  159. iw.text.appendRawString(getVisitingBonusGreeting());
  160. cb->showInfoDialog(&iw);
  161. town->addHeroToStructureVisitors(h, indexOnTV);
  162. }
  163. }
  164. break;
  165. }
  166. }
  167. }
  168. CTownBonus::CTownBonus(IGameCallback *cb)
  169. : CGTownBuilding(cb)
  170. {}
  171. CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
  172. : CGTownBuilding(cgTown)
  173. {
  174. bID = index;
  175. bType = subId;
  176. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  177. }
  178. void CTownBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
  179. {
  180. if(what == ObjProperty::VISITORS)
  181. visitors.insert(identifier.as<ObjectInstanceID>());
  182. }
  183. void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
  184. {
  185. ObjectInstanceID heroID = h->id;
  186. if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
  187. {
  188. si64 val = 0;
  189. InfoWindow iw;
  190. PrimarySkill what = PrimarySkill::NONE;
  191. switch(bType)
  192. {
  193. case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
  194. what = PrimarySkill::KNOWLEDGE;
  195. val = 1;
  196. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1);
  197. break;
  198. case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
  199. what = PrimarySkill::SPELL_POWER;
  200. val = 1;
  201. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1);
  202. break;
  203. case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
  204. what = PrimarySkill::ATTACK;
  205. val = 1;
  206. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1);
  207. break;
  208. case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
  209. what = PrimarySkill::EXPERIENCE;
  210. val = static_cast<int>(h->calculateXp(1000));
  211. iw.components.emplace_back(ComponentType::EXPERIENCE, val);
  212. break;
  213. case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
  214. what = PrimarySkill::DEFENSE;
  215. val = 1;
  216. iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1);
  217. break;
  218. case BuildingSubID::CUSTOM_VISITING_BONUS:
  219. const auto building = town->getTown()->buildings.at(bID);
  220. if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())))
  221. {
  222. const auto & bonuses = building->onVisitBonuses;
  223. applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
  224. }
  225. break;
  226. }
  227. if(what != PrimarySkill::NONE)
  228. {
  229. iw.player = cb->getOwner(heroID);
  230. iw.text.appendRawString(getVisitingBonusGreeting());
  231. cb->showInfoDialog(&iw);
  232. if (what == PrimarySkill::EXPERIENCE)
  233. cb->giveExperience(cb->getHero(heroID), val);
  234. else
  235. cb->changePrimSkill(cb->getHero(heroID), what, val);
  236. town->addHeroToStructureVisitors(h, indexOnTV);
  237. }
  238. }
  239. }
  240. void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
  241. {
  242. auto addToVisitors = false;
  243. for(const auto & bonus : bonuses)
  244. {
  245. GiveBonus gb;
  246. InfoWindow iw;
  247. if(bonus->type == BonusType::TOWN_MAGIC_WELL)
  248. {
  249. if(h->mana >= h->manaLimit())
  250. return;
  251. cb->setManaPoints(h->id, h->manaLimit());
  252. bonus->duration = BonusDuration::ONE_DAY;
  253. }
  254. gb.bonus = * bonus;
  255. gb.id = h->id;
  256. cb->giveHeroBonus(&gb);
  257. if(bonus->duration == BonusDuration::PERMANENT)
  258. addToVisitors = true;
  259. iw.player = cb->getOwner(h->id);
  260. iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
  261. cb->showInfoDialog(&iw);
  262. }
  263. if(addToVisitors)
  264. town->addHeroToStructureVisitors(h, indexOnTV);
  265. }
  266. CTownRewardableBuilding::CTownRewardableBuilding(IGameCallback *cb)
  267. : CGTownBuilding(cb)
  268. {}
  269. CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, vstd::RNG & rand)
  270. : CGTownBuilding(cgTown)
  271. {
  272. bID = index;
  273. bType = subId;
  274. indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
  275. initObj(rand);
  276. }
  277. void CTownRewardableBuilding::initObj(vstd::RNG & rand)
  278. {
  279. assert(town && town->town);
  280. configuration = generateConfiguration(rand);
  281. }
  282. Rewardable::Configuration CTownRewardableBuilding::generateConfiguration(vstd::RNG & rand) const
  283. {
  284. Rewardable::Configuration result;
  285. auto building = town->town->buildings.at(bID);
  286. building->rewardableObjectInfo.configureObject(result, rand, cb);
  287. for(auto & rewardInfo : result.info)
  288. {
  289. for (auto & bonus : rewardInfo.reward.bonuses)
  290. {
  291. bonus.source = BonusSource::TOWN_STRUCTURE;
  292. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  293. }
  294. }
  295. return result;
  296. }
  297. void CTownRewardableBuilding::newTurn(vstd::RNG & rand) const
  298. {
  299. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  300. {
  301. auto newConfiguration = generateConfiguration(rand);
  302. cb->setRewardableObjectConfiguration(town->id, bID, newConfiguration);
  303. if(configuration.resetParameters.visitors)
  304. {
  305. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
  306. }
  307. }
  308. }
  309. void CTownRewardableBuilding::setProperty(ObjProperty what, ObjPropertyID identifier)
  310. {
  311. switch (what)
  312. {
  313. case ObjProperty::VISITORS:
  314. visitors.insert(identifier.as<ObjectInstanceID>());
  315. break;
  316. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  317. visitors.clear();
  318. break;
  319. case ObjProperty::REWARD_SELECT:
  320. selectedReward = identifier.getNum();
  321. break;
  322. }
  323. }
  324. void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
  325. {
  326. grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
  327. }
  328. void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  329. {
  330. if(answer == 0)
  331. return; // player refused
  332. if(visitors.find(hero->id) != visitors.end())
  333. return; // query not for this building
  334. if(answer > 0 && answer-1 < configuration.info.size())
  335. {
  336. auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
  337. grantReward(list[answer - 1], hero);
  338. }
  339. else
  340. {
  341. throw std::runtime_error("Unhandled choice");
  342. }
  343. }
  344. void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  345. {
  346. town->addHeroToStructureVisitors(hero, indexOnTV);
  347. grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
  348. // hero is not blocked by levelup dialog - grant remainder immediately
  349. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  350. {
  351. grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
  352. }
  353. }
  354. bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
  355. {
  356. switch (configuration.visitMode)
  357. {
  358. case Rewardable::VISIT_UNLIMITED:
  359. return false;
  360. case Rewardable::VISIT_ONCE:
  361. return !visitors.empty();
  362. case Rewardable::VISIT_PLAYER:
  363. return false; //not supported
  364. case Rewardable::VISIT_BONUS:
  365. {
  366. const auto building = town->getTown()->buildings.at(bID);
  367. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  368. }
  369. case Rewardable::VISIT_HERO:
  370. return visitors.find(contextHero->id) != visitors.end();
  371. case Rewardable::VISIT_LIMITER:
  372. return configuration.visitLimiter.heroAllowed(contextHero);
  373. default:
  374. return false;
  375. }
  376. }
  377. void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
  378. {
  379. auto grantRewardWithMessage = [&](int index) -> void
  380. {
  381. auto vi = configuration.info.at(index);
  382. logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
  383. town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
  384. InfoWindow iw;
  385. iw.player = h->tempOwner;
  386. iw.text = vi.message;
  387. vi.reward.loadComponents(iw.components, h);
  388. iw.type = EInfoWindowMode::MODAL;
  389. if(!iw.components.empty() || !iw.text.toString().empty())
  390. cb->showInfoDialog(&iw);
  391. grantReward(index, h);
  392. };
  393. auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
  394. {
  395. BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
  396. sd.player = h->tempOwner;
  397. sd.text = dialog;
  398. if (rewards.size() > 1)
  399. for (auto index : rewards)
  400. sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
  401. if (rewards.size() == 1)
  402. configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
  403. cb->showBlockingDialog(&sd);
  404. };
  405. if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
  406. return;
  407. if(!wasVisitedBefore(h))
  408. {
  409. auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
  410. logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
  411. switch (rewards.size())
  412. {
  413. case 0: // no available rewards, e.g. visiting School of War without gold
  414. {
  415. auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
  416. if (!emptyRewards.empty())
  417. grantRewardWithMessage(emptyRewards[0]);
  418. else
  419. logMod->warn("No applicable message for visiting empty object!");
  420. break;
  421. }
  422. case 1: // one reward. Just give it with message
  423. {
  424. if (configuration.canRefuse)
  425. selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
  426. else
  427. grantRewardWithMessage(rewards.front());
  428. break;
  429. }
  430. default: // multiple rewards. Act according to select mode
  431. {
  432. switch (configuration.selectMode) {
  433. case Rewardable::SELECT_PLAYER: // player must select
  434. selectRewardsMessage(rewards, configuration.onSelect);
  435. break;
  436. case Rewardable::SELECT_FIRST: // give first available
  437. grantRewardWithMessage(rewards.front());
  438. break;
  439. case Rewardable::SELECT_RANDOM: // give random
  440. grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
  441. break;
  442. }
  443. break;
  444. }
  445. }
  446. }
  447. else
  448. {
  449. logGlobal->debug("Revisiting already visited object");
  450. auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
  451. if (!visitedRewards.empty())
  452. grantRewardWithMessage(visitedRewards[0]);
  453. else
  454. logMod->debug("No applicable message for visiting already visited object!");
  455. }
  456. }
  457. VCMI_LIB_NAMESPACE_END