| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400 | /* * CRewardableObject.h, 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 * */#pragma once#include "CObjectHandler.h"#include "CArmedInstance.h"#include "../NetPacksBase.h"#include "../ResourceSet.h"#include "../spells/ExternalCaster.h"VCMI_LIB_NAMESPACE_BEGINclass CRandomRewardObjectInfo;class CRewardLimiter;using TRewardLimitersList = std::vector<std::shared_ptr<CRewardLimiter>>;/// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements/// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)/// NOTE: in future should (partially) replace seer hut/quest guard quests checksclass DLL_LINKAGE CRewardLimiter{public:	/// day of week, unused if 0, 1-7 will test for current day of week	si32 dayOfWeek;	si32 daysPassed;	/// total experience that hero needs to have	si32 heroExperience;	/// level that hero needs to have	si32 heroLevel;	/// mana points that hero needs to have	si32 manaPoints;	/// percentage of mana points that hero needs to have	si32 manaPercentage;	/// resources player needs to have in order to trigger reward	TResources resources;	/// skills hero needs to have	std::vector<si32> primary;	std::map<SecondarySkill, si32> secondary;	/// artifacts that hero needs to have (equipped or in backpack) to trigger this	/// Note: does not checks for multiple copies of the same arts	std::vector<ArtifactID> artifacts;	/// Spells that hero must have in the spellbook	std::vector<SpellID> spells;	/// creatures that hero needs to have	std::vector<CStackBasicDescriptor> creatures;	/// sub-limiters, all must pass for this limiter to pass	TRewardLimitersList allOf;	/// sub-limiters, at least one should pass for this limiter to pass	TRewardLimitersList anyOf;	/// sub-limiters, none should pass for this limiter to pass	TRewardLimitersList noneOf;	CRewardLimiter():		dayOfWeek(0),		daysPassed(0),		heroExperience(0),		heroLevel(0),		manaPercentage(0),		manaPoints(0),		primary(GameConstants::PRIMARY_SKILLS, 0)	{}	bool heroAllowed(const CGHeroInstance * hero) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & dayOfWeek;		h & daysPassed;		h & heroExperience;		h & heroLevel;		h & manaPoints;		h & manaPercentage;		h & resources;		h & primary;		h & secondary;		h & artifacts;		h & creatures;		h & allOf;		h & anyOf;		h & noneOf;	}};class DLL_LINKAGE CRewardResetInfo{public:	CRewardResetInfo()		: period(0)		, visitors(false)		, rewards(false)	{}	/// if above zero, object state will be reset each resetDuration days	ui32 period;	/// if true - reset list of visitors (heroes & players) on reset	bool visitors;	/// if true - re-randomize rewards on a new week	bool rewards;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & period;		h & visitors;		h & rewards;	}};/// Reward that can be granted to a hero/// NOTE: eventually should replace seer hut rewards and events/pandorasclass DLL_LINKAGE CRewardInfo{public:	/// resources that will be given to player	TResources resources;	/// received experience	si32 heroExperience;	/// received levels (converted into XP during grant)	si32 heroLevel;	/// mana given to/taken from hero, fixed value	si32 manaDiff;	/// if giving mana points puts hero above mana pool, any overflow will be multiplied by specified percentage	si32 manaOverflowFactor;	/// fixed value, in form of percentage from max	si32 manaPercentage;	/// movement points, only for current day. Bonuses should be used to grant MP on any other day	si32 movePoints;	/// fixed value, in form of percentage from max	si32 movePercentage;	/// list of bonuses, e.g. morale/luck	std::vector<Bonus> bonuses;	/// skills that hero may receive or lose	std::vector<si32> primary;	std::map<SecondarySkill, si32> secondary;	/// creatures that will be changed in hero's army	std::map<CreatureID, CreatureID> creaturesChange;	/// objects that hero may receive	std::vector<ArtifactID> artifacts;	std::vector<SpellID> spells;	std::vector<CStackBasicDescriptor> creatures;		/// actions that hero may execute and object caster. Pair of spellID and school level	std::pair<SpellID, int> spellCast;	/// list of components that will be added to reward description. First entry in list will override displayed component	std::vector<Component> extraComponents;	/// if set to true, object will be removed after granting reward	bool removeObject;	/// Generates list of components that describes reward for a specific hero	virtual void loadComponents(std::vector<Component> & comps,	                            const CGHeroInstance * h) const;	Component getDisplayedComponent(const CGHeroInstance * h) const;	si32 calculateManaPoints(const CGHeroInstance * h) const;	CRewardInfo() :		heroExperience(0),		heroLevel(0),		manaDiff(0),		manaPercentage(-1),		movePoints(0),		movePercentage(-1),		primary(4, 0),		removeObject(false),		spellCast(SpellID::NONE, SecSkillLevel::NONE)	{}	template <typename Handler> void serialize(Handler &h, const int version)	{		h & resources;		h & extraComponents;		h & removeObject;		h & manaPercentage;		h & movePercentage;		h & heroExperience;		h & heroLevel;		h & manaDiff;		h & manaOverflowFactor;		h & movePoints;		h & primary;		h & secondary;		h & bonuses;		h & artifacts;		h & spells;		h & creatures;		h & creaturesChange;		if(version >= 821)			h & spellCast;	}};class DLL_LINKAGE CRewardVisitInfo{public:	enum ERewardEventType	{		EVENT_INVALID,		EVENT_FIRST_VISIT,		EVENT_ALREADY_VISITED,		EVENT_NOT_AVAILABLE	};	CRewardLimiter limiter;	CRewardInfo reward;	/// Message that will be displayed on granting of this reward, if not empty	MetaString message;	/// Event to which this reward is assigned	ERewardEventType visitType;	CRewardVisitInfo() = default;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & limiter;		h & reward;		h & message;		h & visitType;	}};namespace Rewardable{	const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer"};	const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};}/// Base class that can handle granting rewards to visiting heroes./// Inherits from CArmedInstance for proper trasfer of armiesclass DLL_LINKAGE CRewardableObject : public CArmedInstance{	/// function that must be called if hero got level-up during grantReward call	void grantRewardAfterLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;	/// grants reward to hero	void grantRewardBeforeLevelup(const CRewardVisitInfo & reward, const CGHeroInstance * hero) const;public:	enum EVisitMode	{		VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text		VISIT_ONCE,      // only once, first to visit get all the rewards		VISIT_HERO,      // every hero can visit object once		VISIT_BONUS,     // can be visited by any hero that don't have bonus from this object		VISIT_PLAYER     // every player can visit object once	};protected:	/// controls selection of reward granted to player	enum ESelectMode	{		SELECT_FIRST,  // first reward that matches limiters		SELECT_PLAYER, // player can select from all allowed rewards	};	/// filters list of visit info and returns rewards that can be granted to current hero	virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero, CRewardVisitInfo::ERewardEventType event ) const;	virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero, bool markVisited) const;	virtual void triggerReset() const;	/// Message that will be shown if player needs to select one of multiple rewards	MetaString onSelect;	/// Rewards that can be applied by an object	std::vector<CRewardVisitInfo> info;	/// how reward will be selected, uses ESelectMode enum	ui8 selectMode;	/// contols who can visit an object, uses EVisitMode enum	ui8 visitMode;	/// reward selected by player	ui16 selectedReward;	/// how and when should the object be reset	CRewardResetInfo resetParameters;	/// if true - player can refuse visiting an object (e.g. Tomb)	bool canRefuse;	/// if true - object info will shown in infobox (like resource pickup)	EInfoWindowMode infoWindowType = EInfoWindowMode::AUTO;	/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero	/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before	bool wasVisitedBefore(const CGHeroInstance * contextHero) const;	bool onceVisitableObjectCleared;		/// caster to cast adveture spells	mutable spells::ExternalCaster caster;public:	EVisitMode getVisitMode() const;	ui16 getResetDuration() const;	void setPropertyDer(ui8 what, ui32 val) override;	std::string getHoverText(PlayerColor player) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	/// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)	bool wasVisited(PlayerColor player) const override;	bool wasVisited(const CGHeroInstance * h) const override;	/// gives reward to player or ask for choice in case of multiple rewards	void onHeroVisit(const CGHeroInstance *h) const override;	///possibly resets object state	void newTurn(CRandomGenerator & rand) const override;	/// gives second part of reward after hero level-ups for proper granting of spells/mana	void heroLevelUpDone(const CGHeroInstance *hero) const override;	/// applies player selection of reward	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	void initObj(CRandomGenerator & rand) override;	CRewardableObject();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & info;		h & canRefuse;		h & resetParameters;		h & onSelect;		h & visitMode;		h & selectMode;		h & selectedReward;		h & onceVisitableObjectCleared;		if (version >= 817)			h & infoWindowType;	}	// for configuration/object setup	friend class CRandomRewardObjectInfo;};//TODO:// MAX// class DLL_LINKAGE CGPandoraBox : public CArmedInstance// class DLL_LINKAGE CGEvent : public CGPandoraBox  //event objects// class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward// class DLL_LINKAGE CGQuestGuard : public CGSeerHut// class DLL_LINKAGE CBank : public CArmedInstance// class DLL_LINKAGE CGPyramid : public CBank// EXTRA// class DLL_LINKAGE COPWBonus : public CGTownBuilding// class DLL_LINKAGE CTownBonus : public CGTownBuilding// class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards// class DLL_LINKAGE CGKeymasterTent : public CGKeys// class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject// POSSIBLE// class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles// class DLL_LINKAGE CGWitchHut : public CPlayersVisited// class DLL_LINKAGE CGScholar : public CGObjectInstanceVCMI_LIB_NAMESPACE_END
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