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| /* * MiscObjects.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 "MiscObjects.h"#include "../ArtifactUtils.h"#include "../bonuses/Propagators.h"#include "../constants/StringConstants.h"#include "../CConfigHandler.h"#include "../texts/CGeneralTextHandler.h"#include "../CSoundBase.h"#include "../CSkillHandler.h"#include "../spells/CSpellHandler.h"#include "../IGameCallback.h"#include "../gameState/CGameState.h"#include "../mapping/CMap.h"#include "../CPlayerState.h"#include "../StartInfo.h"#include "../serializer/JsonSerializeFormat.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../mapObjects/CGHeroInstance.h"#include "../modding/ModScope.h"#include "../networkPacks/PacksForClient.h"#include "../networkPacks/PacksForClientBattle.h"#include "../networkPacks/StackLocation.h"#include "../lib/gameState/UpgradeInfo.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGIN///helpersstatic std::string visitedTxt(const bool visited){	int id = visited ? 352 : 353;	return VLC->generaltexth->allTexts[id];}void CTeamVisited::setPropertyDer(ObjProperty what, ObjPropertyID identifier){	if(what == ObjProperty::VISITED)		players.insert(identifier.as<PlayerColor>());}bool CTeamVisited::wasVisited(PlayerColor player) const{	return wasVisited(cb->getPlayerState(player)->team);}bool CTeamVisited::wasVisited(const CGHeroInstance * h) const{	return wasVisited(h->tempOwner);}bool CTeamVisited::wasVisited(const TeamID & team) const{	for(const auto & i : players)	{		if(cb->getPlayerState(i)->team == team)			return true;	}	return false;}//CGMinevoid CGMine::onHeroVisit( const CGHeroInstance * h ) const{	auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);	if(relations == PlayerRelations::SAME_PLAYER) //we're visiting our mine	{		cb->showGarrisonDialog(id,h->id,true);		return;	}	else if (relations == PlayerRelations::ALLIES)//ally		return;	if(stacksCount()) //Mine is guarded	{		BlockingDialog ynd(true,false);		ynd.player = h->tempOwner;		ynd.text.appendLocalString(EMetaText::ADVOB_TXT, isAbandoned() ? 84 : 187);		cb->showBlockingDialog(this, &ynd);		return;	}	flagMine(h->tempOwner);}void CGMine::initObj(vstd::RNG & rand){	if(isAbandoned())	{		//set guardians		int howManyTroglodytes = rand.nextInt(100, 199);		auto * troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);		putStack(SlotID(0), troglodytes);		assert(!abandonedMineResources.empty());		if (!abandonedMineResources.empty())		{			producedResource = *RandomGeneratorUtil::nextItem(abandonedMineResources, rand);		}		else		{			logGlobal->error("Abandoned mine at (%s) has no valid resource candidates!", anchorPos().toString());			producedResource = GameResID::GOLD;		}	}	else	{		producedResource = GameResID(getObjTypeIndex().getNum());	}	producedQuantity = defaultResProduction();}bool CGMine::isAbandoned() const{	return subID.getNum() >= 7;}const IOwnableObject * CGMine::asOwnable() const{	return this;}std::vector<CreatureID> CGMine::providedCreatures() const{	return {};}ResourceSet CGMine::dailyIncome() const{	ResourceSet result;	result[producedResource] += defaultResProduction();	const auto & playerSettings = cb->getPlayerSettings(getOwner());	result.applyHandicap(playerSettings->handicap.percentIncome);	return result;}std::string CGMine::getObjectName() const{	return VLC->generaltexth->translate("core.minename", getObjTypeIndex());}std::string CGMine::getHoverText(PlayerColor player) const{	std::string hoverName = CArmedInstance::getHoverText(player);	if (tempOwner != PlayerColor::NEUTRAL)		hoverName += "\n(" + VLC->generaltexth->restypes[producedResource.getNum()] + ")";	if(stacksCount())	{		hoverName += "\n";		hoverName += VLC->generaltexth->allTexts[202]; //Guarded by		hoverName += " ";		hoverName += getArmyDescription();	}	return hoverName;}void CGMine::flagMine(const PlayerColor & player) const{	assert(tempOwner != player);	cb->setOwner(this, player); //not ours? flag it!	InfoWindow iw;	iw.type = EInfoWindowMode::AUTO;	iw.text.appendTextID(TextIdentifier("core.mineevnt", producedResource.getNum()).get()); //not use subID, abandoned mines uses default mine texts	iw.player = player;	iw.components.emplace_back(ComponentType::RESOURCE_PER_DAY, producedResource, getProducedQuantity());	cb->showInfoDialog(&iw);}ui32 CGMine::defaultResProduction() const{	switch(producedResource.toEnum())	{	case EGameResID::WOOD:	case EGameResID::ORE:		return 2;	case EGameResID::GOLD:		return 1000;	default:		return 1;	}}ui32 CGMine::getProducedQuantity() const{	auto * playerSettings = cb->getPlayerSettings(getOwner());	// always round up income - we don't want mines to always produce zero if handicap in use	return vstd::divideAndCeil(producedQuantity * playerSettings->handicap.percentIncome, 100);}void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if(result.winner == BattleSide::ATTACKER) //attacker won	{		if(isAbandoned())		{			hero->showInfoDialog(85);		}		flagMine(hero->tempOwner);	}}void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const{	if(answer)		cb->startBattle(hero, this);}void CGMine::serializeJsonOptions(JsonSerializeFormat & handler){	CArmedInstance::serializeJsonOptions(handler);	serializeJsonOwner(handler);	if(isAbandoned())	{		if(handler.saving)		{			JsonNode node;			for(const auto & resID : abandonedMineResources)				node.Vector().emplace_back(GameConstants::RESOURCE_NAMES[resID.getNum()]);			handler.serializeRaw("possibleResources", node, std::nullopt);		}		else		{			auto guard = handler.enterArray("possibleResources");			const JsonNode & node = handler.getCurrent();			auto names = node.convertTo<std::vector<std::string>>();			for(const std::string & s : names)			{				int raw_res = vstd::find_pos(GameConstants::RESOURCE_NAMES, s);				if(raw_res < 0)					logGlobal->error("Invalid resource name: %s", s);				else					abandonedMineResources.emplace(raw_res);			}		}	}}bool CGTeleport::isEntrance() const{	return type == BOTH || type == ENTRANCE;}bool CGTeleport::isExit() const{	return type == BOTH || type == EXIT;}bool CGTeleport::isChannelEntrance(const ObjectInstanceID & id) const{	return vstd::contains(getAllEntrances(), id);}bool CGTeleport::isChannelExit(const ObjectInstanceID & id) const{	return vstd::contains(getAllExits(), id);}std::vector<ObjectInstanceID> CGTeleport::getAllEntrances(bool excludeCurrent) const{	auto ret = cb->getTeleportChannelEntrances(channel);	if(excludeCurrent)		vstd::erase_if_present(ret, id);	return ret;}std::vector<ObjectInstanceID> CGTeleport::getAllExits(bool excludeCurrent) const{	auto ret = cb->getTeleportChannelExits(channel);	if(excludeCurrent)		vstd::erase_if_present(ret, id);	return ret;}ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const{	auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true));	if(!passableExits.empty())		return *RandomGeneratorUtil::nextItem(passableExits, cb->gameState()->getRandomGenerator());	return ObjectInstanceID();}bool CGTeleport::isTeleport(const CGObjectInstance * obj){	return dynamic_cast<const CGTeleport *>(obj) != nullptr;}bool CGTeleport::isConnected(const CGTeleport * src, const CGTeleport * dst){	return src && dst && src->isChannelExit(dst->id);}bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstance * dst){	const auto * srcObj = dynamic_cast<const CGTeleport *>(src);	const auto * dstObj = dynamic_cast<const CGTeleport *>(dst);	return isConnected(srcObj, dstObj);}bool CGTeleport::isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj){	auto * objTopVisObj = gs->map->getTile(obj->visitablePos()).topVisitableObj();	if(objTopVisObj->ID == Obj::HERO)	{		if(h->id == objTopVisObj->id) // Just to be sure it's won't happen.			return false;		// Check if it's friendly hero or not		if(gs->getPlayerRelations(h->tempOwner, objTopVisObj->tempOwner) != PlayerRelations::ENEMIES)		{			// Exchange between heroes only possible via subterranean gates			if(!dynamic_cast<const CGSubterraneanGate *>(obj))				return false;		}	}	return true;}std::vector<ObjectInstanceID> CGTeleport::getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits){	vstd::erase_if(exits, [&](const ObjectInstanceID & exit) -> bool 	{		return !isExitPassable(gs, h, gs->getObj(exit));	});	return exits;}void CGTeleport::addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj){	std::shared_ptr<TeleportChannel> tc;	if(channelsList.find(obj->channel) == channelsList.end())	{		tc = std::make_shared<TeleportChannel>();		channelsList.insert(std::make_pair(obj->channel, tc));	}	else		tc = channelsList[obj->channel];	if(obj->isEntrance() && !vstd::contains(tc->entrances, obj->id))		tc->entrances.push_back(obj->id);	if(obj->isExit() && !vstd::contains(tc->exits, obj->id))		tc->exits.push_back(obj->id);	if(!tc->entrances.empty() && !tc->exits.empty()		&& (tc->entrances.size() != 1 || tc->entrances != tc->exits))	{		tc->passability = TeleportChannel::PASSABLE;	}}TeleportChannelID CGMonolith::findMeChannel(const std::vector<Obj> & IDs, MapObjectSubID SubID) const{	for(auto obj : cb->gameState()->map->objects)	{		if(!obj)			continue;		const auto * teleportObj = dynamic_cast<const CGMonolith *>(cb->getObj(obj->id));		if(teleportObj && vstd::contains(IDs, teleportObj->ID) && teleportObj->subID == SubID)			return teleportObj->channel;	}	return TeleportChannelID();}void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const{	TeleportDialog td(h->id, channel);	if(isEntrance())	{		if(cb->isTeleportChannelBidirectional(channel) && 1 < cb->getTeleportChannelExits(channel).size())		{			auto exits = cb->getTeleportChannelExits(channel);			for(const auto & exit : exits)			{				td.exits.push_back(std::make_pair(exit, cb->getObj(exit)->visitablePos()));			}		}		if(cb->isTeleportChannelImpassable(channel))		{			logGlobal->debug("Cannot find corresponding exit monolith for %d at %s", id.getNum(), anchorPos().toString());			td.impassable = true;		}		else if(getRandomExit(h) == ObjectInstanceID())			logGlobal->debug("All exits blocked for monolith %d at %s", id.getNum(), anchorPos().toString());	}	else		h->showInfoDialog(70);	cb->showTeleportDialog(&td);}void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const{	int3 dPos;	auto randomExit = getRandomExit(hero);	auto realExits = getAllExits(true);	if(!isEntrance() // Do nothing if hero visited exit only object		|| (exits.empty() && realExits.empty()) // Do nothing if there no exits on this channel		|| ObjectInstanceID() == randomExit) // Do nothing if all exits are blocked by friendly hero and it's not subterranean gate	{		return;	}	else if(vstd::isValidIndex(exits, answer))		dPos = exits[answer].second;	else		dPos = cb->getObj(randomExit)->visitablePos();	cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);}void CGMonolith::initObj(vstd::RNG & rand){	std::vector<Obj> IDs;	IDs.push_back(ID);	switch(ID.toEnum())	{	case Obj::MONOLITH_ONE_WAY_ENTRANCE:		type = ENTRANCE;		IDs.emplace_back(Obj::MONOLITH_ONE_WAY_EXIT);		break;	case Obj::MONOLITH_ONE_WAY_EXIT:		type = EXIT;		IDs.emplace_back(Obj::MONOLITH_ONE_WAY_ENTRANCE);		break;	case Obj::MONOLITH_TWO_WAY:	default:		type = BOTH;		break;	}	channel = findMeChannel(IDs, subID);	if(channel == TeleportChannelID())		channel = TeleportChannelID(static_cast<si32>(cb->gameState()->map->teleportChannels.size()));	addToChannel(cb->gameState()->map->teleportChannels, this);}void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const{	TeleportDialog td(h->id, channel);	if(cb->isTeleportChannelImpassable(channel))	{		h->showInfoDialog(153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.		logGlobal->debug("Cannot find exit subterranean gate for  %d at %s", id.getNum(), anchorPos().toString());		td.impassable = true;	}	else	{		auto exit = getRandomExit(h);		td.exits.push_back(std::make_pair(exit, cb->getObj(exit)->visitablePos()));	}	cb->showTeleportDialog(&td);}void CGSubterraneanGate::initObj(vstd::RNG & rand){	type = BOTH;}void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gates into pairs{	//split on underground and surface gates	std::vector<CGSubterraneanGate *> gatesSplit[2]; //surface and underground gates	for(auto & obj : cb->gameState()->map->objects)	{		if(!obj)			continue;		auto * hlp = dynamic_cast<CGSubterraneanGate *>(cb->gameState()->getObjInstance(obj->id));		if(hlp)			gatesSplit[hlp->visitablePos().z].push_back(hlp);	}	//sort by position	std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), [](const CGObjectInstance * a, const CGObjectInstance * b)	{		return a->visitablePos() < b->visitablePos();	});	auto assignToChannel = [&](CGSubterraneanGate * obj)	{		if(obj->channel == TeleportChannelID())		{ // if object not linked to channel then create new channel			obj->channel = TeleportChannelID(static_cast<si32>(cb->gameState()->map->teleportChannels.size()));			addToChannel(cb->gameState()->map->teleportChannels, obj);		}	};	for(size_t i = 0; i < gatesSplit[0].size(); i++)	{		CGSubterraneanGate * objCurrent = gatesSplit[0][i];		//find nearest underground exit		std::pair<int, si32> best(-1, std::numeric_limits<si32>::max()); //pair<pos_in_vector, distance^2>		for(int j = 0; j < gatesSplit[1].size(); j++)		{			CGSubterraneanGate *checked = gatesSplit[1][j];			if(checked->channel != TeleportChannelID())				continue;			si32 hlp = checked->visitablePos().dist2dSQ(objCurrent->visitablePos());			if(hlp < best.second)			{				best.first = j;				best.second = hlp;			}		}		assignToChannel(objCurrent);		if(best.first >= 0) //found pair		{			gatesSplit[1][best.first]->channel = objCurrent->channel;			addToChannel(cb->gameState()->map->teleportChannels, gatesSplit[1][best.first]);		}	}	// we should assign empty channels to underground gates if they don't have matching overground gates	for(auto & i : gatesSplit[1])		assignToChannel(i);}void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const{	TeleportDialog td(h->id, channel);	if(cb->isTeleportChannelImpassable(channel))	{		logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), anchorPos().toString());		td.impassable = true;	}	else if(getRandomExit(h) == ObjectInstanceID())		logGlobal->debug("All exits are blocked for whirlpool  %d at %s", id.getNum(), anchorPos().toString());	if(!isProtected(h))	{		SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary		for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++)		{			if(h->getPower(targetstack) > h->getPower(i->first))				targetstack = (i->first);		}		auto countToTake = static_cast<TQuantity>(h->getStackCount(targetstack) * 0.5);		vstd::amax(countToTake, 1);		InfoWindow iw;		iw.type = EInfoWindowMode::AUTO;		iw.player = h->tempOwner;		iw.text.appendLocalString(EMetaText::ADVOB_TXT, 168);		iw.components.emplace_back(ComponentType::CREATURE, h->getCreature(targetstack)->getId(), -countToTake);		cb->showInfoDialog(&iw);		cb->changeStackCount(StackLocation(h, targetstack), -countToTake);	}	else	{		auto exits = getAllExits();		for(const auto & exit : exits)		{			auto blockedPosList = cb->getObj(exit)->getBlockedPos();			for(const auto & bPos : blockedPosList)				td.exits.push_back(std::make_pair(exit, bPos));		}	}	cb->showTeleportDialog(&td);}void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const{	int3 dPos;	auto realExits = getAllExits();	if(exits.empty() && realExits.empty())		return;	else if(vstd::isValidIndex(exits, answer))		dPos = exits[answer].second;	else	{		auto exit = getRandomExit(hero);		if(exit == ObjectInstanceID())			return;		const auto * obj = cb->getObj(exit);		std::set<int3> tiles = obj->getBlockedPos();		dPos = *RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator());	}	cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);}bool CGWhirlpool::isProtected(const CGHeroInstance * h){	return h->hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION)		|| (h->stacksCount() == 1 && h->Slots().begin()->second->count == 1)		|| (h->stacksCount() == 0 && h->commander && h->commander->alive);}ArtifactID CGArtifact::getArtifact() const{	if(ID == Obj::SPELL_SCROLL)		return ArtifactID::SPELL_SCROLL;	else		return getObjTypeIndex().getNum();}void CGArtifact::pickRandomObject(vstd::RNG & rand){	switch(ID.toEnum())	{		case MapObjectID::RANDOM_ART:			subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC);			break;		case MapObjectID::RANDOM_TREASURE_ART:			subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE);			break;		case MapObjectID::RANDOM_MINOR_ART:			subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR);			break;		case MapObjectID::RANDOM_MAJOR_ART:			subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR);			break;		case MapObjectID::RANDOM_RELIC_ART:			subID = cb->gameState()->pickRandomArtifact(rand, CArtifact::ART_RELIC);			break;	}	if (ID != MapObjectID::SPELL_SCROLL && ID != MapObjectID::ARTIFACT)	{		ID = MapObjectID::ARTIFACT;		setType(ID, subID);	}	else if (ID != MapObjectID::SPELL_SCROLL)		ID = MapObjectID::ARTIFACT;}void CGArtifact::initObj(vstd::RNG & rand){	blockVisit = true;	if(ID == Obj::ARTIFACT)	{		if (!storedArtifact)		{			storedArtifact = ArtifactUtils::createArtifact(ArtifactID());			cb->gameState()->map->addNewArtifactInstance(storedArtifact);		}		if(!storedArtifact->getType())			storedArtifact->setType(getArtifact().toArtifact());	}	if(ID == Obj::SPELL_SCROLL)		subID = 1;	assert(storedArtifact->getType());	assert(!storedArtifact->getParentNodes().empty());	//assert(storedArtifact->artType->id == subID); //this does not stop desync}std::string CGArtifact::getObjectName() const{	return VLC->artifacts()->getById(getArtifact())->getNameTranslated();}std::string CGArtifact::getPopupText(PlayerColor player) const{	if (settings["general"]["enableUiEnhancements"].Bool())	{		std::string description = VLC->artifacts()->getById(getArtifact())->getDescriptionTranslated();		if (getArtifact() == ArtifactID::SPELL_SCROLL)			ArtifactUtils::insertScrrollSpellName(description, SpellID::NONE); // erase text placeholder		return description;	}	else		return getObjectName();}std::string CGArtifact::getPopupText(const CGHeroInstance * hero) const{	return getPopupText(hero->getOwner());}std::vector<Component> CGArtifact::getPopupComponents(PlayerColor player) const{	return {		Component(ComponentType::ARTIFACT, getArtifact())	};}void CGArtifact::onHeroVisit(const CGHeroInstance * h) const{	if(!stacksCount())	{		InfoWindow iw;		iw.type = EInfoWindowMode::AUTO;		iw.player = h->tempOwner;		if(storedArtifact->getType()->canBePutAt(h))		{			switch (ID.toEnum())			{			case Obj::ARTIFACT:			{				iw.components.emplace_back(ComponentType::ARTIFACT, getArtifact());				if(!message.empty())					iw.text = message;				else					iw.text.appendTextID(getArtifact().toArtifact()->getEventTextID());			}			break;			case Obj::SPELL_SCROLL:			{				SpellID spell = storedArtifact->getScrollSpellID();				iw.components.emplace_back(ComponentType::SPELL, spell);				if(!message.empty())					iw.text = message;				else				{					iw.text.appendLocalString(EMetaText::ADVOB_TXT,135);					iw.text.replaceName(spell);				}			}			break;			}		}		else		{			iw.text.appendLocalString(EMetaText::ADVOB_TXT, 2);		}		cb->showInfoDialog(&iw);		pick(h);	}	else	{		switch(ID.toEnum())		{		case Obj::ARTIFACT:			{				BlockingDialog ynd(true,false);				ynd.player = h->getOwner();				if(!message.empty())					ynd.text = message;				else				{					// TODO: Guard text is more complex in H3, see mantis issue 2325 for details					ynd.text.appendLocalString(EMetaText::GENERAL_TXT, 420);					ynd.text.replaceRawString("");					ynd.text.replaceRawString(getArmyDescription());					ynd.text.replaceLocalString(EMetaText::GENERAL_TXT, 43); // creatures				}				cb->showBlockingDialog(this, &ynd);			}			break;		case Obj::SPELL_SCROLL:			{				if(!message.empty())				{					BlockingDialog ynd(true,false);					ynd.player = h->getOwner();					ynd.text = message;					cb->showBlockingDialog(this, &ynd);				}				else					blockingDialogAnswered(h, true);			}			break;		}	}}void CGArtifact::pick(const CGHeroInstance * h) const{	if(cb->putArtifact(ArtifactLocation(h->id, ArtifactPosition::FIRST_AVAILABLE), storedArtifact->getId()))		cb->removeObject(this, h->getOwner());}BattleField CGArtifact::getBattlefield() const{	return BattleField::NONE;}void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if(result.winner == BattleSide::ATTACKER) //attacker won		pick(hero);}void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const{	if(answer)		cb->startBattle(hero, this);}void CGArtifact::afterAddToMap(CMap * map){	//Artifacts from map objects are never removed	//FIXME: This should be revertible in map editor	if(ID == Obj::SPELL_SCROLL && storedArtifact && storedArtifact->getId().getNum() < 0)        map->addNewArtifactInstance(storedArtifact);}void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler){	handler.serializeStruct("guardMessage", message);	CArmedInstance::serializeJsonOptions(handler);	if(!handler.saving && !handler.getCurrent()["guards"].Vector().empty())		CCreatureSet::serializeJson(handler, "guards", 7);	if(handler.saving && ID == Obj::SPELL_SCROLL)	{		const auto & b = storedArtifact->getFirstBonus(Selector::type()(BonusType::SPELL));		SpellID spellId(b->subtype.as<SpellID>());		handler.serializeId("spell", spellId, SpellID::NONE);	}}void CGSignBottle::initObj(vstd::RNG & rand){	//if no text is set than we pick random from the predefined ones	if(message.empty())	{		auto vector = VLC->generaltexth->findStringsWithPrefix("core.randsign");		std::string messageIdentifier = *RandomGeneratorUtil::nextItem(vector, rand);		message.appendTextID(messageIdentifier);	}	if(ID == Obj::OCEAN_BOTTLE)	{		blockVisit = true;	}}void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->getOwner();	iw.text = message;	cb->showInfoDialog(&iw);	if(ID == Obj::OCEAN_BOTTLE)		cb->removeObject(this, h->getOwner());}void CGSignBottle::serializeJsonOptions(JsonSerializeFormat& handler){	handler.serializeStruct("text", message);}const IOwnableObject * CGGarrison::asOwnable() const{	return this;}ResourceSet CGGarrison::dailyIncome() const{	return {};}std::vector<CreatureID> CGGarrison::providedCreatures() const{	return {};}void CGGarrison::onHeroVisit (const CGHeroInstance *h) const{	auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);	if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {		//TODO: Find a way to apply magic garrison effects in battle.		cb->startBattle(h, this);		return;	}	//New owner.	if (relations == PlayerRelations::ENEMIES)		cb->setOwner(this, h->tempOwner);	cb->showGarrisonDialog(id, h->id, removableUnits);}bool CGGarrison::passableFor(PlayerColor player) const{	//FIXME: identical to same method in CGTownInstance	if ( !stacksCount() )//empty - anyone can visit		return true;	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit		return false;	if (cb->getPlayerRelations(tempOwner, player) != PlayerRelations::ENEMIES)		return true;	return false;}void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if (result.winner == BattleSide::ATTACKER)		onHeroVisit(hero);}void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler){	handler.serializeBool("removableUnits", removableUnits);	serializeJsonOwner(handler);	CArmedInstance::serializeJsonOptions(handler);}void CGGarrison::initObj(vstd::RNG &rand){	if(this->subID == MapObjectSubID::decode(this->ID, "antiMagic"))		addAntimagicGarrisonBonus();}void CGGarrison::addAntimagicGarrisonBonus(){	auto bonus = std::make_shared<Bonus>();	bonus->type = BonusType::BLOCK_ALL_MAGIC;	bonus->source = BonusSource::OBJECT_TYPE;	bonus->sid = BonusSourceID(this->ID);	bonus->propagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE);	bonus->duration = BonusDuration::PERMANENT;	this->addNewBonus(bonus);}void CGMagi::initObj(vstd::RNG & rand){	if (ID == Obj::EYE_OF_MAGI)		blockVisit = true;}void CGMagi::onHeroVisit(const CGHeroInstance * h) const{	if (ID == Obj::HUT_OF_MAGI)	{		h->showInfoDialog(61);		std::vector<const CGObjectInstance *> eyes;		for (auto object : cb->gameState()->map->objects)		{			if (object && object->ID == Obj::EYE_OF_MAGI && object->subID == this->subID)				eyes.push_back(object);		}		if (!eyes.empty())		{			CenterView cv;			cv.player = h->tempOwner;			cv.focusTime = 2000;			FoWChange fw;			fw.player = h->tempOwner;			fw.mode = ETileVisibility::REVEALED;			fw.waitForDialogs = true;			for(const auto & eye : eyes)			{				cb->getTilesInRange (fw.tiles, eye->visitablePos(), 10, ETileVisibility::HIDDEN, h->tempOwner);				cb->sendAndApply(fw);				cv.pos = eye->visitablePos();				cb->sendAndApply(cv);			}			cv.pos = h->visitablePos();			cv.focusTime = 0;			cb->sendAndApply(cv);		}	}	else if (ID == Obj::EYE_OF_MAGI)	{		h->showInfoDialog(48);	}}CGBoat::CGBoat(IGameCallback * cb)	: CGObjectInstance(cb){	hero = nullptr;	direction = 4;	layer = EPathfindingLayer::SAIL;}bool CGBoat::isCoastVisitable() const{	return true;}void CGSirens::initObj(vstd::RNG & rand){	blockVisit = true;}std::string CGSirens::getHoverText(const CGHeroInstance * hero) const{	return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID)));}void CGSirens::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	if(h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID))) //has already visited Sirens	{		iw.type = EInfoWindowMode::AUTO;		iw.text.appendLocalString(EMetaText::ADVOB_TXT,133);	}	else	{		giveDummyBonus(h->id, BonusDuration::ONE_BATTLE);		TExpType xp = 0;		for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)		{			// 1-sized stacks are not affected by sirens			if (i->second->count == 1)				continue;			// tested H3 behavior: 30% (rounded up) of stack drowns			TQuantity drown = std::ceil(i->second->count * 0.3);			if(drown)			{				cb->changeStackCount(StackLocation(h, i->first), -drown);				xp += drown * i->second->getType()->getMaxHealth();			}		}		if(xp)		{			xp = h->calculateXp(static_cast<int>(xp));			iw.text.appendLocalString(EMetaText::ADVOB_TXT,132);			iw.text.replaceNumber(static_cast<int>(xp));			cb->giveExperience(h, xp);		}		else		{			iw.text.appendLocalString(EMetaText::ADVOB_TXT,134);		}	}	cb->showInfoDialog(&iw);}void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const{	// H J L K I	// A x S x B	// C E G F D	offsets = {		{-2, 0,  0}, // A		{+2, 0,  0}, // B		{-2, 1,  0}, // C		{+2, 1,  0}, // D		{-1, 1,  0}, // E		{+1, 1,  0}, // F		{0,  1,  0}, // G		{-2, -1, 0}, // H		{+2, -1, 0}, // I		{-1, -1, 0}, // G		{+1, -1, 0}, // K		{0,  -1, 0}, // L	};}const IObjectInterface * CGShipyard::getObject() const{	return this;}void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const{	if(cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)		cb->setOwner(this, h->tempOwner);	if(shipyardStatus() != IBoatGenerator::GOOD)	{		InfoWindow iw;		iw.type = EInfoWindowMode::AUTO;		iw.player = tempOwner;		getProblemText(iw.text, h);		cb->showInfoDialog(&iw);	}	else	{		cb->showObjectWindow(this, EOpenWindowMode::SHIPYARD_WINDOW, h, false);	}}void CGShipyard::serializeJsonOptions(JsonSerializeFormat& handler){	serializeJsonOwner(handler);}BoatId CGShipyard::getBoatType() const{	return createdBoat;}const IOwnableObject * CGShipyard::asOwnable() const{	return this;}ResourceSet CGShipyard::dailyIncome() const{	return {};}std::vector<CreatureID> CGShipyard::providedCreatures() const{	return {};}void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const{	cb->showObjectWindow(this, EOpenWindowMode::THIEVES_GUILD, h, false);}void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.type = EInfoWindowMode::AUTO;	iw.player = h->tempOwner;	TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);	assert(ts);	TeamID team = ts->id;	if(!wasVisited(team))	{		iw.text.appendLocalString(EMetaText::ADVOB_TXT, 96);		cb->sendAndApply(iw);		// increment general visited obelisks counter		cb->setObjPropertyID(id, ObjProperty::OBELISK_VISITED, team);		cb->showObjectWindow(this, EOpenWindowMode::PUZZLE_MAP, h, false);		// mark that particular obelisk as visited for all players in the team		for(const auto & color : ts->players)		{			cb->setObjPropertyID(id, ObjProperty::VISITED, color);		}	}	else	{		iw.text.appendLocalString(EMetaText::ADVOB_TXT, 97);		cb->sendAndApply(iw);	}}void CGObelisk::initObj(vstd::RNG & rand){	cb->gameState()->map->obeliskCount++;}std::string CGObelisk::getHoverText(PlayerColor player) const{	return getObjectName() + " " + visitedTxt(wasVisited(player));}std::string CGObelisk::getObjectDescription(PlayerColor player) const{	return visitedTxt(wasVisited(player));}void CGObelisk::setPropertyDer(ObjProperty what, ObjPropertyID identifier){	switch(what)	{		case ObjProperty::OBELISK_VISITED:			{				auto progress = ++cb->gameState()->map->obelisksVisited[identifier.as<TeamID>()];				logGlobal->debug("Player %d: obelisk progress %d / %d", identifier.getNum(), static_cast<int>(progress) , static_cast<int>(cb->gameState()->map->obeliskCount));				if(progress > cb->gameState()->map->obeliskCount)				{					logGlobal->error("Visited %d of %d", static_cast<int>(progress), cb->gameState()->map->obeliskCount);					throw std::runtime_error("Player visited " + std::to_string(progress) + " obelisks out of " + std::to_string(cb->gameState()->map->obeliskCount) + " present on map!");				}				break;			}		default:			CTeamVisited::setPropertyDer(what, identifier);			break;	}}void HillFort::onHeroVisit(const CGHeroInstance * h) const{	cb->showObjectWindow(this, EOpenWindowMode::HILL_FORT_WINDOW, h, false);}void HillFort::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const{	int32_t level = stack.getType()->getLevel();	int32_t index = std::clamp<int32_t>(level - 1, 0, upgradeCostPercentage.size() - 1);	int costModifier = upgradeCostPercentage[index];	for(const auto & nid : stack.getCreature()->upgrades)	{		info.addUpgrade(nid, stack.getType(), costModifier);	}}std::string HillFort::getPopupText(PlayerColor player) const{	MetaString message = MetaString::createFromRawString("{%s}\r\n\r\n%s");	message.replaceName(ID, subID);	message.replaceTextID(getDescriptionToolTip());	return message.toString();}std::string HillFort::getPopupText(const CGHeroInstance * hero) const{	return getPopupText(hero->getOwner());}std::string HillFort::getDescriptionToolTip() const{	return TextIdentifier(getObjectHandler()->getBaseTextID(), "description").get();}std::string HillFort::getUnavailableUpgradeMessage() const{	assert(getObjectHandler()->getModScope() != "core");	return TextIdentifier(getObjectHandler()->getBaseTextID(), "unavailableUpgradeMessage").get();}VCMI_LIB_NAMESPACE_END
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