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/* GameAction.cpp
Copyright (c) 2020 by Amazinite
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "GameAction.h"
#include "audio/Audio.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "Dialog.h"
#include "text/Format.h"
#include "GameData.h"
#include "GameEvent.h"
#include "Messages.h"
#include "Outfit.h"
#include "Planet.h"
#include "PlayerInfo.h"
#include "Random.h"
#include "Ship.h"
#include "System.h"
#include "UI.h"
#include <cstdlib>
using namespace std;
namespace {
void DoGift(PlayerInfo &player, const Outfit *outfit, int count, UI *ui)
{
// Maps are not transferable; they represent the player's spatial awareness.
int mapSize = outfit->Get("map");
if(mapSize > 0)
{
bool mapMinables = outfit->Get("map minables");
if(!player.HasMapped(mapSize, mapMinables))
player.Map(mapSize, mapMinables);
Messages::Add("You received a map of nearby systems.", Messages::Importance::High);
return;
}
Ship *flagship = player.Flagship();
bool isSingle = (abs(count) == 1);
string nameWas = (isSingle ? outfit->DisplayName() : outfit->PluralName());
if(!flagship || !count || nameWas.empty())
return;
nameWas += (isSingle ? " was" : " were");
string message;
if(isSingle)
{
char c = tolower(static_cast<unsigned char>(nameWas.front()));
bool isVowel = (c == 'a' || c == 'e' || c == 'i' || c == 'o' || c == 'u');
message = (isVowel ? "An " : "A ");
}
else
message = to_string(abs(count)) + " ";
message += nameWas;
if(count > 0)
message += " added to your ";
else
message += " removed from your ";
bool didCargo = false;
bool didShip = false;
// If not landed, transfers must be done into the flagship's CargoHold.
CargoHold &cargo = (player.GetPlanet() ? player.Cargo() : flagship->Cargo());
int cargoCount = cargo.Get(outfit);
if(count < 0 && cargoCount)
{
int moved = min(cargoCount, -count);
count += moved;
cargo.Remove(outfit, moved);
didCargo = true;
}
while(count)
{
int moved = (count > 0) ? 1 : -1;
if(flagship->Attributes().CanAdd(*outfit, moved))
{
flagship->AddOutfit(outfit, moved);
didShip = true;
}
else
break;
count -= moved;
}
if(count > 0)
{
// Ignore cargo size limits.
int size = cargo.Size();
cargo.SetSize(-1);
cargo.Add(outfit, count);
cargo.SetSize(size);
didCargo = true;
if(ui)
{
string special = "The " + nameWas;
special += " put in your cargo hold because there is not enough space to install ";
special += (isSingle ? "it" : "them");
special += " in your ship.";
ui->Push(new Dialog(special));
}
}
if(didCargo && didShip)
message += "cargo hold and your flagship.";
else if(didCargo)
message += "cargo hold.";
else
message += "flagship.";
Messages::Add(message, Messages::Importance::High);
}
}
// Construct and Load() at the same time.
GameAction::GameAction(const DataNode &node, const ConditionsStore *playerConditions)
{
Load(node, playerConditions);
}
void GameAction::Load(const DataNode &node, const ConditionsStore *playerConditions)
{
for(const DataNode &child : node)
LoadSingle(child, playerConditions);
}
// Load a single child at a time, used for streamlining MissionAction::Load.
void GameAction::LoadSingle(const DataNode &child, const ConditionsStore *playerConditions)
{
isEmpty = false;
const string &key = child.Token(0);
bool hasValue = child.Size() >= 2;
if(key == "remove" && child.Size() >= 3 && child.Token(1) == "log")
{
auto &type = specialLogClear[child.Token(2)];
if(child.Size() > 3)
type.push_back(child.Token(3));
}
else if(key == "log")
{
bool isSpecial = (child.Size() >= 3);
string &text = (isSpecial ?
specialLogText[child.Token(1)][child.Token(2)] : logText);
Dialog::ParseTextNode(child, isSpecial ? 3 : 1, text);
}
else if((key == "give" || key == "take") && child.Size() >= 3 && child.Token(1) == "ship")
{
giftShips.emplace_back();
giftShips.back().Load(child);
}
else if(key == "outfit" && hasValue)
{
int count = (child.Size() < 3 ? 1 : static_cast<int>(child.Value(2)));
if(count)
giftOutfits[GameData::Outfits().Get(child.Token(1))] = count;
else
child.PrintTrace("Error: Skipping invalid outfit quantity:");
}
else if(key == "payment")
{
if(child.Size() == 1)
paymentMultiplier += 150;
if(child.Size() >= 2)
payment += child.Value(1);
if(child.Size() >= 3)
paymentMultiplier += child.Value(2);
}
else if(key == "fine" && hasValue)
{
int64_t value = child.Value(1);
if(value > 0)
fine += value;
else
child.PrintTrace("Error: Skipping invalid \"fine\" with non-positive value:");
}
else if(key == "debt" && hasValue)
{
GameAction::Debt &debtEntry = debt.emplace_back(max<int64_t>(0, child.Value(1)));
for(const DataNode &grand : child)
{
const string &grandKey = grand.Token(0);
bool grandHasValue = grand.Size() >= 2;
if(grandKey == "term" && grandHasValue)
debtEntry.term = max<int>(1, grand.Value(1));
else if(grandKey == "interest" && grandHasValue)
debtEntry.interest = clamp(grand.Value(1), 0., 0.999);
else
grand.PrintTrace("Error: Skipping unrecognized \"debt\" attribute:");
}
}
else if(key == "event" && hasValue)
{
int minDays = (child.Size() >= 3 ? child.Value(2) : 1);
int maxDays = (child.Size() >= 4 ? child.Value(3) : minDays);
if(maxDays < minDays)
swap(minDays, maxDays);
events[GameData::Events().Get(child.Token(1))] = make_pair(minDays, maxDays);
}
else if(key == "music" && hasValue)
music = child.Token(1);
else if(key == "mute")
music = "";
else if(key == "mark" && hasValue)
mark.insert(GameData::Systems().Get(child.Token(1)));
else if(key == "unmark" && hasValue)
unmark.insert(GameData::Systems().Get(child.Token(1)));
else if(key == "fail" && hasValue)
fail.insert(child.Token(1));
else if(key == "fail")
failCaller = true;
else
conditions.Add(child, playerConditions);
}
void GameAction::Save(DataWriter &out) const
{
if(!logText.empty())
{
out.Write("log");
out.BeginChild();
{
// Break the text up into paragraphs.
for(const string &line : Format::Split(logText, "\n\t"))
out.Write(line);
}
out.EndChild();
}
for(auto &&it : specialLogText)
for(auto &&eit : it.second)
{
out.Write("log", it.first, eit.first);
out.BeginChild();
{
// Break the text up into paragraphs.
for(const string &line : Format::Split(eit.second, "\n\t"))
out.Write(line);
}
out.EndChild();
}
for(auto &&it : specialLogClear)
{
if(it.second.empty())
out.Write("remove", "log", it.first);
else
for(auto &&jt : it.second)
out.Write("remove", "log", it.first, jt);
}
for(auto &&it : giftShips)
it.Save(out);
for(auto &&it : giftOutfits)
out.Write("outfit", it.first->TrueName(), it.second);
if(payment)
out.Write("payment", payment);
if(fine)
out.Write("fine", fine);
for(auto &&debtEntry : debt)
{
out.Write("debt", debtEntry.amount);
out.BeginChild();
{
if(debtEntry.interest)
out.Write("interest", *debtEntry.interest);
out.Write("term", debtEntry.term);
}
out.EndChild();
}
for(auto &&it : events)
out.Write("event", it.first->TrueName(), it.second.first, it.second.second);
for(const System *system : mark)
out.Write("mark", system->TrueName());
for(const System *system : unmark)
out.Write("unmark", system->TrueName());
for(const string &name : fail)
out.Write("fail", name);
if(failCaller)
out.Write("fail");
if(music.has_value())
{
if(music->empty())
out.Write("mute");
else
out.Write("music", music.value());
}
conditions.Save(out);
}
// Check this template or instantiated GameAction to see if any used content
// is not fully defined (e.g. plugin removal, typos in names, etc.).
string GameAction::Validate() const
{
// Events which get activated by this action must be valid.
for(auto &&event : events)
{
string reason = event.first->IsValid();
if(!reason.empty())
return "event \"" + event.first->TrueName() + "\" - Reason: " + reason;
}
// Transferred content must be defined & valid.
for(auto &&it : giftShips)
if(!it.ShipModel()->IsValid())
return "gift ship model \"" + it.ShipModel()->VariantName() + "\"";
for(auto &&outfit : giftOutfits)
if(!outfit.first->IsDefined())
return "gift outfit \"" + outfit.first->TrueName() + "\"";
// Marked and unmarked system must be valid.
for(auto &&system : mark)
if(!system->IsValid())
return "system \"" + system->TrueName() + "\"";
for(auto &&system : unmark)
if(!system->IsValid())
return "system \"" + system->TrueName() + "\"";
// It is OK for this action to try to fail a mission that does not exist.
// (E.g. a plugin may be designed for interoperability with other plugins.)
return "";
}
bool GameAction::IsEmpty() const noexcept
{
return isEmpty;
}
int64_t GameAction::Payment() const noexcept
{
return payment;
}
int64_t GameAction::Fine() const noexcept
{
return fine;
}
const map<const Outfit *, int> &GameAction::Outfits() const noexcept
{
return giftOutfits;
}
const vector<ShipManager> &GameAction::Ships() const noexcept
{
return giftShips;
}
// Perform the specified tasks.
void GameAction::Do(PlayerInfo &player, UI *ui, const Mission *caller) const
{
if(!logText.empty())
player.AddLogEntry(logText);
for(auto &&it : specialLogText)
for(auto &&eit : it.second)
player.AddSpecialLog(it.first, eit.first, eit.second);
for(auto &&it : specialLogClear)
{
if(it.second.empty())
player.RemoveSpecialLog(it.first);
else
for(auto &&jt : it.second)
player.RemoveSpecialLog(it.first, jt);
}
// If multiple outfits, ships are being transferred, first remove the ships,
// then the outfits, before adding any new ones.
for(auto &&it : giftShips)
if(!it.Giving())
it.Do(player);
for(auto &&it : giftOutfits)
if(it.second < 0)
DoGift(player, it.first, it.second, ui);
for(auto &&it : giftOutfits)
if(it.second > 0)
DoGift(player, it.first, it.second, ui);
for(auto &&it : giftShips)
if(it.Giving())
it.Do(player);
if(payment)
{
// Conversation actions don't block a mission from offering if a
// negative payment would drop the player's account balance below
// zero, so negative payments need to be handled.
int64_t account = player.Accounts().Credits();
// If the payment is negative and the player doesn't have enough
// in their account, then the player's credits are reduced to 0.
if(account + payment >= 0)
player.Accounts().AddCredits(payment);
else if(account > 0)
player.Accounts().AddCredits(-account);
// If a MissionAction has a negative payment that can't be met
// then this action won't offer, so MissionAction payment behavior
// is unchanged.
}
if(fine)
player.Accounts().AddFine(fine);
for(const auto &debtEntry : debt)
player.Accounts().AddDebt(debtEntry.amount, debtEntry.interest, debtEntry.term);
for(const auto &it : events)
player.AddEvent(*it.first, player.GetDate() + it.second.first);
for(const System *system : mark)
caller->Mark(system);
for(const System *system : unmark)
caller->Unmark(system);
if(!fail.empty())
{
// If this action causes this or any other mission to fail, mark that
// mission as failed. It will not be removed from the player's mission
// list until it is safe to do so.
for(const Mission &mission : player.Missions())
if(fail.contains(mission.TrueName()))
player.FailMission(mission);
}
if(failCaller && caller)
player.FailMission(*caller);
if(music.has_value())
{
if(*music == "<ambient>")
{
if(player.GetPlanet())
Audio::PlayMusic(player.GetPlanet()->MusicName());
else
Audio::PlayMusic(player.GetSystem()->MusicName());
}
else
Audio::PlayMusic(music.value());
}
// Check if applying the conditions changes the player's reputations.
conditions.Apply();
}
GameAction GameAction::Instantiate(map<string, string> &subs, int jumps, int payload) const
{
GameAction result;
result.isEmpty = isEmpty;
for(auto &&it : events)
{
// Allow randomization of event times. The second value in the pair is
// always greater than or equal to the first, so Random::Int() will
// never be called with a value less than 1.
int day = it.second.first + Random::Int(it.second.second - it.second.first + 1);
result.events[it.first] = make_pair(day, day);
}
for(auto &&it : giftShips)
result.giftShips.push_back(it.Instantiate(subs));
result.giftOutfits = giftOutfits;
result.music = music;
result.payment = payment + (jumps + 1) * payload * paymentMultiplier;
if(result.payment)
subs["<payment>"] = Format::CreditString(abs(result.payment));
result.fine = fine;
if(result.fine)
subs["<fine>"] = Format::CreditString(result.fine);
result.debt = debt;
if(!logText.empty())
result.logText = Format::Replace(logText, subs);
for(auto &&it : specialLogText)
for(auto &&eit : it.second)
result.specialLogText[it.first][eit.first] = Format::Replace(eit.second, subs);
result.specialLogClear = specialLogClear;
result.fail = fail;
result.failCaller = failCaller;
result.conditions = conditions;
result.mark = mark;
result.unmark = unmark;
return result;
}
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