1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501
|
/* MissionAction.cpp
Copyright (c) 2014 by Michael Zahniser
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 "MissionAction.h"
#include "CargoHold.h"
#include "ConversationPanel.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "Dialog.h"
#include "text/Format.h"
#include "GameData.h"
#include "GameEvent.h"
#include "Outfit.h"
#include "PlayerInfo.h"
#include "Ship.h"
#include "TextReplacements.h"
#include "UI.h"
using namespace std;
namespace {
int CountInCargo(const Outfit *outfit, const PlayerInfo &player)
{
int available = 0;
// If landed, all cargo from available ships is pooled together.
if(player.GetPlanet())
available += player.Cargo().Get(outfit);
// Otherwise only count outfits in the cargo holds of in-system ships.
else
{
const System *here = player.GetSystem();
for(const auto &ship : player.Ships())
{
if(ship->IsDisabled() || ship->IsParked())
continue;
if(ship->GetSystem() == here || (ship->CanBeCarried()
&& !ship->GetSystem() && ship->GetParent()->GetSystem() == here))
available += ship->Cargo().Get(outfit);
}
}
return available;
}
}
MissionAction::MissionDialog::MissionDialog(const ExclusiveItem<Phrase> &phrase):
dialogPhrase(phrase)
{
}
MissionAction::MissionDialog::MissionDialog(const string &text):
dialogText(text)
{
}
MissionAction::MissionDialog::MissionDialog(const DataNode &node, const ConditionsStore *playerConditions)
{
const string &key = node.Token(0);
// Handle anonymous phrases
// phrase
// ...
if(node.Size() == 1 && key == "phrase")
{
dialogPhrase = ExclusiveItem<Phrase>(Phrase(node));
// Anonymous phrases do not support "to display"
return;
}
// Handle named phrases
// phrase "A Phrase Name"
if(node.Size() == 2 && key == "phrase")
dialogPhrase = ExclusiveItem<Phrase>(GameData::Phrases().Get(node.Token(1)));
// Handle regular dialog text
// "Some thrilling dialog that truly moves the player."
else
{
if(node.Size() > 1)
node.PrintTrace("Ignoring extra tokens.");
dialogText = key;
// Prevent a corner case that breaks assumptions. Dialog text cannot be empty (that indicates a phrase).
if(dialogText.empty())
dialogText = '\t';
}
// Search for "to display" lines.
for(auto &child : node)
{
if(child.Size() != 2 || child.Token(0) != "to" || child.Token(1) != "display" || !child.HasChildren())
node.PrintTrace("Ignoring unrecognized dialog token");
else
condition.Load(child, playerConditions);
}
}
// Construct and Load() at the same time.
MissionAction::MissionAction(const DataNode &node, const ConditionsStore *playerConditions,
const set<const System *> *visitedSystems, const set<const Planet *> *visitedPlanets)
{
Load(node, playerConditions, visitedSystems, visitedPlanets);
}
void MissionAction::Load(const DataNode &node, const ConditionsStore *playerConditions,
const set<const System *> *visitedSystems, const set<const Planet *> *visitedPlanets)
{
if(node.Size() >= 2)
trigger = node.Token(1);
if(node.Size() >= 3)
system = node.Token(2);
for(const DataNode &child : node)
LoadSingle(child, playerConditions, visitedSystems, visitedPlanets);
// Collapse pure-text dialog (no phrases). This is necessary to handle saved missions.
// It is also an optimization for the most common case in game data files.
dialogText = CollapseDialog(nullptr);
if(!dialogText.empty())
dialog.clear();
}
void MissionAction::LoadSingle(const DataNode &child, const ConditionsStore *playerConditions,
const set<const System *> *visitedSystems, const set<const Planet *> *visitedPlanets)
{
const string &key = child.Token(0);
bool hasValue = child.Size() >= 2;
if(key == "dialog")
{
// Parse the "dialog phrase whatever" and "dialog whatever" lines:
if(child.Size() == 3 && child.Token(1) == "phrase")
dialog.emplace_back(ExclusiveItem<Phrase>(GameData::Phrases().Get(child.Token(2))));
else if(hasValue)
dialog.emplace_back(child.Token(1));
// Parse embedded child dialog
for(const auto &grand : child)
dialog.emplace_back(grand, playerConditions);
}
else if(key == "conversation" && child.HasChildren())
conversation = ExclusiveItem<Conversation>(Conversation(child, playerConditions));
else if(key == "conversation" && hasValue)
conversation = ExclusiveItem<Conversation>(GameData::Conversations().Get(child.Token(1)));
else if(key == "require" && hasValue)
{
int count = (child.Size() < 3 ? 1 : static_cast<int>(child.Value(2)));
if(count >= 0)
requiredOutfits[GameData::Outfits().Get(child.Token(1))] = count;
else
child.PrintTrace("Error: Skipping invalid \"require\" count:");
}
// The legacy syntax "outfit <outfit> 0" means "the player must have this outfit installed."
else if(key == "outfit" && child.Size() >= 3 && child.Token(2) == "0")
{
child.PrintTrace("Warning: Deprecated use of \"outfit\" with count of 0. Use \"require <outfit>\" instead:");
requiredOutfits[GameData::Outfits().Get(child.Token(1))] = 1;
}
else if(key == "system")
{
if(system.empty() && child.HasChildren())
systemFilter.Load(child, visitedSystems, visitedPlanets);
else
child.PrintTrace("Error: Unsupported use of \"system\" LocationFilter:");
}
else if(key == "can trigger after failure")
runsWhenFailed = true;
else
action.LoadSingle(child, playerConditions);
}
// Note: the Save() function can assume this is an instantiated mission, not
// a template, so it only has to save a subset of the data.
void MissionAction::Save(DataWriter &out) const
{
if(system.empty())
out.Write("on", trigger);
else
out.Write("on", trigger, system);
out.BeginChild();
{
SaveBody(out);
}
out.EndChild();
}
void MissionAction::SaveBody(DataWriter &out) const
{
if(!systemFilter.IsEmpty())
{
out.Write("system");
// LocationFilter indentation is handled by its Save method.
systemFilter.Save(out);
}
if(runsWhenFailed)
out.Write("can trigger after failure");
if(!dialogText.empty())
{
out.Write("dialog");
out.BeginChild();
{
// Break the text up into paragraphs.
for(const string &line : Format::Split(dialogText, "\n\t"))
out.Write(line);
}
out.EndChild();
}
if(!conversation->IsEmpty())
conversation->Save(out);
for(const auto &it : requiredOutfits)
out.Write("require", it.first->TrueName(), it.second);
action.Save(out);
}
// Check this template or instantiated MissionAction to see if any used content
// is not fully defined (e.g. plugin removal, typos in names, etc.).
string MissionAction::Validate() const
{
// Any filter used to control where this action triggers must be valid.
if(!systemFilter.IsValid())
return "system location filter";
// Stock conversations must be defined.
if(conversation.IsStock() && conversation->IsEmpty())
return "stock conversation";
// Conversations must have valid actions.
string reason = conversation->Validate();
if(!reason.empty())
return reason;
// Required content must be defined & valid.
for(auto &&outfit : requiredOutfits)
if(!outfit.first->IsDefined())
return "required outfit \"" + outfit.first->TrueName() + "\"";
return action.Validate();
}
const string &MissionAction::DialogText() const
{
return dialogText;
}
// Check if this action can be completed right now. It cannot be completed
// if it takes away money or outfits that the player does not have.
bool MissionAction::CanBeDone(const PlayerInfo &player, bool isFailed, const shared_ptr<Ship> &boardingShip) const
{
if(isFailed && !runsWhenFailed && trigger != "fail")
return false;
if(player.Accounts().Credits() < -Payment())
return false;
const Ship *flagship = player.Flagship();
for(auto &&it : action.Outfits())
{
// If this outfit is being given, the player doesn't need to have it.
if(it.second > 0)
continue;
// Outfits may always be taken from the flagship. If landed, they may also be taken from
// the collective cargo hold of any in-system, non-disabled escorts (player.Cargo()). If
// boarding, consider only the flagship's cargo hold. If in-flight, show mission status
// by checking the cargo holds of ships that would contribute to player.Cargo if landed.
int available = flagship ? flagship->OutfitCount(it.first) : 0;
available += boardingShip ? flagship->Cargo().Get(it.first)
: CountInCargo(it.first, player);
if(available < -it.second)
return false;
}
for(auto &&it : action.Ships())
if(!it.CanBeDone(player))
return false;
for(auto &&it : requiredOutfits)
{
// Maps are not normal outfits; they represent the player's spatial awareness.
int mapSize = it.first->Get("map");
if(mapSize > 0)
{
bool needsUnmapped = it.second == 0;
// This action can't be done if it requires an unmapped region, but the region is
// mapped, or if it requires a mapped region but the region is not mapped.
if(needsUnmapped == player.HasMapped(mapSize, false))
return false;
continue;
}
// Requiring the player to have 0 of this outfit means all ships and all cargo holds
// must be checked, even if the ship is disabled, parked, or out-of-system.
if(!it.second)
{
// When landed, ships pool their cargo into the player's cargo.
if(player.GetPlanet() && player.Cargo().Get(it.first))
return false;
for(const auto &ship : player.Ships())
if(!ship->IsDestroyed())
if(ship->OutfitCount(it.first) || ship->Cargo().Get(it.first))
return false;
}
else
{
// Required outfits must be present on the player's flagship or
// in the cargo holds of able ships at the player's location.
int available = flagship ? flagship->OutfitCount(it.first) : 0;
available += boardingShip ? flagship->Cargo().Get(it.first)
: CountInCargo(it.first, player);
if(available < it.second)
return false;
}
}
// An `on enter` MissionAction may have defined a LocationFilter that
// specifies the systems in which it can occur.
if(!systemFilter.IsEmpty() && !systemFilter.Matches(player.GetSystem()))
return false;
return true;
}
bool MissionAction::RequiresGiftedShip(const string &shipId) const
{
for(auto &&it : action.Ships())
if(it.Id() == shipId)
return true;
return false;
}
void MissionAction::Do(PlayerInfo &player, UI *ui, const Mission *caller, const System *destination,
const shared_ptr<Ship> &ship, const bool isUnique) const
{
bool isOffer = (trigger == "offer");
if(!conversation->IsEmpty() && ui)
{
// Conversations offered while boarding or assisting reference a ship,
// which may be destroyed depending on the player's choices.
ConversationPanel *panel = new ConversationPanel(player, *conversation, caller, destination, ship, isOffer);
if(isOffer)
panel->SetCallback(&player, &PlayerInfo::MissionCallback);
// Use a basic callback to handle forced departure outside of `on offer`
// conversations.
else
panel->SetCallback(&player, &PlayerInfo::BasicCallback);
ui->Push(panel);
}
else if(!dialogText.empty() && ui)
{
map<string, string> subs;
GameData::GetTextReplacements().Substitutions(subs);
player.AddPlayerSubstitutions(subs);
string text = Format::Replace(dialogText, subs);
// Don't push the dialog text if this is a visit action on a nonunique
// mission; on visit, nonunique dialogs are handled by PlayerInfo as to
// avoid the player being spammed by dialogs if they have multiple
// missions active with the same destination (e.g. in the case of
// stacking bounty jobs).
if(isOffer)
ui->Push(new Dialog(text, player, destination));
else if(isUnique || trigger != "visit")
ui->Push(new Dialog(text));
}
else if(isOffer && ui)
player.MissionCallback(Conversation::ACCEPT);
action.Do(player, ui, caller);
}
// Convert this validated template into a populated action.
MissionAction MissionAction::Instantiate(map<string, string> &subs, const System *origin,
int jumps, int64_t payload) const
{
MissionAction result;
result.trigger = trigger;
result.system = system;
// Convert any "distance" specifiers into "near <system>" specifiers.
result.systemFilter = systemFilter.SetOrigin(origin);
result.requiredOutfits = requiredOutfits;
string previousPayment = subs["<payment>"];
string previousFine = subs["<fine>"];
result.action = action.Instantiate(subs, jumps, payload);
// Create any associated dialog text from phrases, or use the directly specified text.
result.dialogText = CollapseDialog(&subs);
if(!conversation->IsEmpty())
result.conversation = ExclusiveItem<Conversation>(conversation->Instantiate(subs, jumps, payload));
// Restore the "<payment>" and "<fine>" values from the "on complete" condition, for
// use in other parts of this mission.
if(result.Payment() && (trigger != "complete" || !previousPayment.empty()))
subs["<payment>"] = previousPayment;
if(result.action.Fine() && trigger != "complete")
subs["<fine>"] = previousFine;
return result;
}
int64_t MissionAction::Payment() const noexcept
{
return action.Payment();
}
string MissionAction::CollapseDialog(const map<string, string> *subs) const
{
// No subs means we're determining whether the dialog is pure text.
// This is done at load time.
// Result is already cached for dialogs that are pure text at Load() time.
if(!dialogText.empty())
{
if(!subs)
return dialogText;
else
return Format::Replace(Phrase::ExpandPhrases(dialogText), *subs);
}
string resultText;
for(auto &item : dialog)
{
// When checking for a pure-text dialog, reject a dialog with conditions or phrases,
// An empty string return value tells the caller that this dialog isn't pure text.
if(!subs && (!item.condition.IsEmpty() || item.dialogText.empty()))
return string();
// Skip text that is disabled.
if(!item.condition.IsEmpty() && !item.condition.Test())
continue;
// Evaluate the phrase if we have one, otherwise copy the prepared text.
string content;
if(!item.dialogText.empty())
content = item.dialogText;
else if(item.dialogPhrase.IsStock() && item.dialogPhrase->IsEmpty())
content = "stock phrase";
else
content = item.dialogPhrase->Get();
// Expand any ${phrases} and <substitutions>
if(subs)
content = Format::Replace(Phrase::ExpandPhrases(content), *subs);
// Concatenated lines should start with a tab and be preceded by end-of-line.
if(!resultText.empty())
{
resultText += '\n';
if(!content.empty() && content[0] != '\t')
resultText += '\t';
}
resultText += content;
}
return resultText;
}
|