Jelajahi Sumber

Merge pull request #2107 from Nordsoft91/town-buildings

Nordsoft91 2 tahun lalu
induk
melakukan
e23936f6dc

+ 1 - 1
cmake_modules/VCMI_lib.cmake

@@ -356,7 +356,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
 
 		${MAIN_LIB_DIR}/mapObjects/CArmedInstance.h
 		${MAIN_LIB_DIR}/mapObjects/CBank.h
-		${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
+		${MAIN_LIB_DIR}/mapObjects/CGDwelling.h
 		${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.h
 		${MAIN_LIB_DIR}/mapObjects/CGMarket.h
 		${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.h

+ 44 - 39
lib/CTownHandler.cpp

@@ -496,38 +496,34 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
 	std::shared_ptr<Bonus> b;
 	static TPropagatorPtr playerPropagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::ENodeTypes::PLAYER);
 
-	if(building->subId == BuildingSubID::NONE)
+	if(building->bid == BuildingID::TAVERN)
 	{
-		if(building->bid == BuildingID::TAVERN)
-		{
-			b = createBonus(building, BonusType::MORALE, +1);
-		}
+		b = createBonus(building, BonusType::MORALE, +1);
 	}
-	else
+
+	switch(building->subId)
 	{
-		switch(building->subId)
-		{
-		case BuildingSubID::BROTHERHOOD_OF_SWORD:
-			b = createBonus(building, BonusType::MORALE, +2);
-			building->overrideBids.insert(BuildingID::TAVERN);
-			break;
-		case BuildingSubID::FOUNTAIN_OF_FORTUNE:
-			b = createBonus(building, BonusType::LUCK, +2);
-			break;
-		case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
-			b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
-			break;
-		case BuildingSubID::ATTACK_GARRISON_BONUS:
-			b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
-			break;
-		case BuildingSubID::DEFENSE_GARRISON_BONUS:
-			b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
-			break;
-		case BuildingSubID::LIGHTHOUSE:
-			b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);
-			break;
-		}
+	case BuildingSubID::BROTHERHOOD_OF_SWORD:
+		b = createBonus(building, BonusType::MORALE, +2);
+		building->overrideBids.insert(BuildingID::TAVERN);
+		break;
+	case BuildingSubID::FOUNTAIN_OF_FORTUNE:
+		b = createBonus(building, BonusType::LUCK, +2);
+		break;
+	case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
+		b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
+		break;
+	case BuildingSubID::ATTACK_GARRISON_BONUS:
+		b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
+		break;
+	case BuildingSubID::DEFENSE_GARRISON_BONUS:
+		b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
+		break;
+	case BuildingSubID::LIGHTHOUSE:
+		b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);
+		break;
 	}
+
 	if(b)
 		building->addNewBonus(b, building->buildingBonuses);
 }
@@ -584,23 +580,22 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
 
 	auto * ret = new CBuilding();
 	ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
+	ret->subId = BuildingSubID::NONE;
 
-	if(ret->bid == BuildingID::NONE)
+	if(ret->bid == BuildingID::NONE && !source["id"].isNull())
+	{
+		logMod->warn("Building %s: id field is deprecated", stringID);
 		ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
+	}
 
 	if (ret->bid == BuildingID::NONE)
-		logMod->error("Error: Building '%s' has not internal ID and won't work properly. Correct the typo or update VCMI.", stringID);
+		logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);
 
 	ret->mode = ret->bid == BuildingID::GRAIL
 		? CBuilding::BUILD_GRAIL
 		: getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES);
 
-	ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
-	ret->height = CBuilding::HEIGHT_NO_TOWER;
-
-	if(ret->subId == BuildingSubID::LOOKOUT_TOWER
-		|| ret->bid == BuildingID::GRAIL)
-		ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
+	ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
 
 	ret->identifier = stringID;
 	ret->modScope = source.meta;
@@ -619,7 +614,10 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
 		loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
 
 		if(ret->buildingBonuses.empty())
+		{
+			ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
 			addBonusesForVanilaBuilding(ret);
+		}
 
 		loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret);
 
@@ -631,6 +629,12 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
 			for(auto & bonus : ret->onVisitBonuses)
 				bonus->sid = Bonus::getSid32(ret->town->faction->getIndex(), ret->bid);
 		}
+		
+		if(source["type"].String() == "configurable" && ret->subId == BuildingSubID::NONE)
+		{
+			ret->subId = BuildingSubID::CUSTOM_VISITING_REWARD;
+			ret->rewardableObjectInfo.init(source);
+		}
 	}
 	//MODS COMPATIBILITY FOR 0.96
 	if(!ret->produce.nonZero())
@@ -688,11 +692,12 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
 
 void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
 {
-	for(const auto & node : source.Struct())
+	if(source.isStruct())
 	{
-		if (!node.second.isNull())
+		for(const auto & node : source.Struct())
 		{
-			loadBuilding(town, node.first, node.second);
+			if (!node.second.isNull())
+				loadBuilding(town, node.first, node.second);
 		}
 	}
 }

+ 4 - 0
lib/CTownHandler.h

@@ -22,6 +22,7 @@
 #include "bonuses/Bonus.h"
 #include "bonuses/BonusList.h"
 #include "Point.h"
+#include "mapObjects/CRewardableConstructor.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -57,6 +58,8 @@ public:
 	std::set<BuildingID> overrideBids; /// the building which bonuses should be overridden with bonuses of the current building
 	BonusList buildingBonuses;
 	BonusList onVisitBonuses;
+	
+	Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
 
 	enum EBuildMode
 	{
@@ -135,6 +138,7 @@ public:
 		h & overrideBids;
 		h & buildingBonuses;
 		h & onVisitBonuses;
+		h & rewardableObjectInfo;
 	}
 
 	friend class CTownHandler;

+ 39 - 11
lib/GameConstants.h

@@ -581,7 +581,8 @@ namespace BuildingSubID
 		EXPERIENCE_VISITING_BONUS,
 		LIGHTHOUSE,
 		TREASURY,
-		CUSTOM_VISITING_BONUS
+		CUSTOM_VISITING_BONUS,
+		CUSTOM_VISITING_REWARD
 	};
 }
 
@@ -604,16 +605,43 @@ namespace MappedKeys
 		{ "special2", BuildingID::SPECIAL_2 },
 		{ "special3", BuildingID::SPECIAL_3 },
 		{ "special4", BuildingID::SPECIAL_4 },
-		{ "grail", BuildingID::GRAIL }
-	};
-
-	static const std::map<BuildingID, std::string> BUILDING_TYPES_TO_NAMES =
-	{
-		{ BuildingID::SPECIAL_1, "special1", },
-		{ BuildingID::SPECIAL_2, "special2" },
-		{ BuildingID::SPECIAL_3, "special3" },
-		{ BuildingID::SPECIAL_4, "special4" },
-		{ BuildingID::GRAIL, "grail"}
+		{ "grail", BuildingID::GRAIL },
+		{ "mageGuild1", BuildingID::MAGES_GUILD_1 },
+		{ "mageGuild2", BuildingID::MAGES_GUILD_2 },
+		{ "mageGuild3", BuildingID::MAGES_GUILD_3 },
+		{ "mageGuild4", BuildingID::MAGES_GUILD_4 },
+		{ "mageGuild5", BuildingID::MAGES_GUILD_5 },
+		{ "tavern", BuildingID::TAVERN },
+		{ "shipyard", BuildingID::SHIPYARD },
+		{ "fort", BuildingID::FORT },
+		{ "citadel", BuildingID::CITADEL },
+		{ "castle", BuildingID::CASTLE },
+		{ "villageHall", BuildingID::VILLAGE_HALL },
+		{ "townHall", BuildingID::TOWN_HALL },
+		{ "cityHall", BuildingID::CITY_HALL },
+		{ "capitol", BuildingID::CAPITOL },
+		{ "marketplace", BuildingID::MARKETPLACE },
+		{ "resourceSilo", BuildingID::RESOURCE_SILO },
+		{ "blacksmith", BuildingID::BLACKSMITH },
+		{ "horde1", BuildingID::HORDE_1 },
+		{ "horde1Upgr", BuildingID::HORDE_1_UPGR },
+		{ "horde2", BuildingID::HORDE_2 },
+		{ "horde2Upgr", BuildingID::HORDE_2_UPGR },
+		{ "ship", BuildingID::SHIP },
+		{ "dwellingLvl1", BuildingID::DWELL_LVL_1 },
+		{ "dwellingLvl2", BuildingID::DWELL_LVL_2 },
+		{ "dwellingLvl3", BuildingID::DWELL_LVL_3 },
+		{ "dwellingLvl4", BuildingID::DWELL_LVL_4 },
+		{ "dwellingLvl5", BuildingID::DWELL_LVL_5 },
+		{ "dwellingLvl6", BuildingID::DWELL_LVL_6 },
+		{ "dwellingLvl7", BuildingID::DWELL_LVL_7 },
+		{ "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP },
+		{ "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP },
+		{ "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP },
+		{ "dwellingUpLvl4", BuildingID::DWELL_LVL_4_UP },
+		{ "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP },
+		{ "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP },
+		{ "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP },
 	};
 
 	static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =

+ 206 - 0
lib/mapObjects/CGTownBuilding.cpp

@@ -14,6 +14,7 @@
 #include "../CGeneralTextHandler.h"
 #include "../NetPacks.h"
 #include "../IGameCallback.h"
+#include "../CGameState.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -284,5 +285,210 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
 		town->addHeroToStructureVisitors(h, indexOnTV);
 }
 
+CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
+{
+	bID = index;
+	bType = subId;
+	town = cgTown;
+	indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
+	initObj(rand);
+}
+
+void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
+{
+	assert(town && town->town);
+	town->town->buildings.at(bID)->rewardableObjectInfo.configureObject(configuration, rand);
+	for(auto & rewardInfo : configuration.info)
+	{
+		for (auto & bonus : rewardInfo.reward.bonuses)
+		{
+			bonus.source = BonusSource::TOWN_STRUCTURE;
+			bonus.sid = bID;
+			if (bonus.type == BonusType::MORALE)
+				rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
+			if (bonus.type == BonusType::LUCK)
+				rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
+		}
+	}
+}
+
+void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
+{
+	if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
+	{
+		if(configuration.resetParameters.rewards)
+		{
+			cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
+		}
+		if(configuration.resetParameters.visitors)
+		{
+			cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
+		}
+	}
+}
+
+void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
+{
+	switch (what)
+	{
+		case ObjProperty::VISITORS:
+			visitors.insert(ObjectInstanceID(val));
+			break;
+		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
+			visitors.clear();
+			break;
+		case ObjProperty::REWARD_RANDOMIZE:
+			initObj(cb->gameState()->getRandomGenerator());
+			break;
+		case ObjProperty::REWARD_SELECT:
+			selectedReward = val;
+			break;
+	}
+}
+
+void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
+{
+	grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
+}
+
+void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
+{
+	if(visitors.find(hero->id) != visitors.end())
+		return; // query not for this building
+
+	if(answer > 0 && answer-1 < configuration.info.size())
+	{
+		auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
+		grantReward(list[answer - 1], hero);
+	}
+	else
+	{
+		throw std::runtime_error("Unhandled choice");
+	}
+}
+
+void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
+{
+	town->addHeroToStructureVisitors(hero, indexOnTV);
+	
+	grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
+	
+	// hero is not blocked by levelup dialog - grant remainer immediately
+	if(!cb->isVisitCoveredByAnotherQuery(town, hero))
+	{
+		grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
+	}
+}
+
+bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
+{
+	switch (configuration.visitMode)
+	{
+		case Rewardable::VISIT_UNLIMITED:
+			return false;
+		case Rewardable::VISIT_ONCE:
+			return !visitors.empty();
+		case Rewardable::VISIT_PLAYER:
+			return false; //not supported
+		case Rewardable::VISIT_BONUS:
+			return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, Bonus::getSid32(town->town->faction->getIndex(), bID));
+		case Rewardable::VISIT_HERO:
+			return visitors.find(contextHero->id) != visitors.end();
+		default:
+			return false;
+	}
+}
+
+void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
+{
+	auto grantRewardWithMessage = [&](int index) -> void
+	{
+		auto vi = configuration.info.at(index);
+		logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
+		
+		town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
+
+		InfoWindow iw;
+		iw.player = h->tempOwner;
+		iw.text = vi.message;
+		vi.reward.loadComponents(iw.components, h);
+		iw.type = EInfoWindowMode::MODAL;
+		if(!iw.components.empty() || !iw.text.toString().empty())
+			cb->showInfoDialog(&iw);
+		
+		grantReward(index, h);
+	};
+	auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
+	{
+		BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
+		sd.player = h->tempOwner;
+		sd.text = dialog;
+
+		if (rewards.size() > 1)
+			for (auto index : rewards)
+				sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
+
+		if (rewards.size() == 1)
+			configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
+
+		cb->showBlockingDialog(&sd);
+	};
+	
+	if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
+		return;
+
+	if(!wasVisitedBefore(h))
+	{
+		auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
+
+		logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
+		switch (rewards.size())
+		{
+			case 0: // no available rewards, e.g. visiting School of War without gold
+			{
+				auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
+				if (!emptyRewards.empty())
+					grantRewardWithMessage(emptyRewards[0]);
+				else
+					logMod->warn("No applicable message for visiting empty object!");
+				break;
+			}
+			case 1: // one reward. Just give it with message
+			{
+				if (configuration.canRefuse)
+					selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
+				else
+					grantRewardWithMessage(rewards.front());
+				break;
+			}
+			default: // multiple rewards. Act according to select mode
+			{
+				switch (configuration.selectMode) {
+					case Rewardable::SELECT_PLAYER: // player must select
+						selectRewardsMessage(rewards, configuration.onSelect);
+						break;
+					case Rewardable::SELECT_FIRST: // give first available
+						grantRewardWithMessage(rewards.front());
+						break;
+					case Rewardable::SELECT_RANDOM: // give random
+						grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
+						break;
+				}
+				break;
+			}
+		}
+	}
+	else
+	{
+		logGlobal->debug("Revisiting already visited object");
+
+		auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
+		if (!visitedRewards.empty())
+			grantRewardWithMessage(visitedRewards[0]);
+		else
+			logMod->debug("No applicable message for visiting already visited object!");
+	}
+}
+
 
 VCMI_LIB_NAMESPACE_END

+ 38 - 1
lib/mapObjects/CGTownBuilding.h

@@ -11,11 +11,12 @@
 #pragma once
 
 #include "CObjectHandler.h"
+#include "../rewardable/Interface.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
 class CGTownInstance;
-
+class CBuilding;
 
 class DLL_LINKAGE CGTownBuilding : public IObjectInterface
 {
@@ -104,4 +105,40 @@ private:
 	void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
 };
 
+class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Rewardable::Interface
+{
+	/// reward selected by player, no serialize
+	ui16 selectedReward = 0;
+		
+	std::set<ObjectInstanceID> visitors;
+	
+	bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
+	
+	void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
+	
+public:
+	void setProperty(ui8 what, ui32 val) override;
+	void onHeroVisit(const CGHeroInstance * h) const override;
+	
+	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;
+	
+	void initObj(CRandomGenerator & rand) override;
+	
+	/// applies player selection of reward
+	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
+	
+	CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * town, CRandomGenerator & rand);
+	CTownRewardableBuilding() = default;
+	
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & static_cast<CGTownBuilding&>(*this);
+		h & static_cast<Rewardable::Interface&>(*this);
+		h & visitors;
+	}
+};
+
 VCMI_LIB_NAMESPACE_END

+ 74 - 55
lib/mapObjects/CGTownInstance.cpp

@@ -10,6 +10,7 @@
 
 #include "StdInc.h"
 #include "CGTownInstance.h"
+#include "CGTownBuilding.h"
 #include "CObjectClassesHandler.h"
 #include "../spells/CSpellHandler.h"
 #include "../bonuses/Bonus.h"
@@ -52,14 +53,14 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
 ///this is freakin' overcomplicated solution
 	switch (what)
 	{
-	case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
-			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
+		case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
+			bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, visitingHero->id.getNum());
 			break;
 		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
-			bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
+			bonusingBuildings[val]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
 			break;
 		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
-			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
+			bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, garrisonHero->id.getNum());
 			break;
 		case ObjProperty::BONUS_VALUE_FIRST:
 			bonusValue.first = val;
@@ -67,6 +68,9 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
 		case ObjProperty::BONUS_VALUE_SECOND:
 			bonusValue.second = val;
 			break;
+		case ObjProperty::REWARD_RANDOMIZE:
+			bonusingBuildings[val]->setProperty(ObjProperty::REWARD_RANDOMIZE, 0);
+			break;
 	}
 }
 CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
@@ -259,6 +263,12 @@ void CGTownInstance::setOwner(const PlayerColor & player) const
 	cb->setOwner(this, player);
 }
 
+void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
+{
+	for (auto building : bonusingBuildings)
+		building->blockingDialogAnswered(hero, answer);
+}
+
 void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
 {
 	if(!cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
@@ -365,7 +375,7 @@ bool CGTownInstance::isBonusingBuildingAdded(BuildingID::EBuildingID bid) const
 	return present != bonusingBuildings.end();
 }
 
-void CGTownInstance::addTownBonuses()
+void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
 {
 	for(const auto & kvp : town->buildings)
 	{
@@ -377,6 +387,9 @@ void CGTownInstance::addTownBonuses()
 
 		if(kvp.second->IsWeekBonus())
 			bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
+		
+		if(kvp.second->subId == BuildingSubID::CUSTOM_VISITING_REWARD)
+			bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
 	}
 }
 
@@ -465,7 +478,7 @@ void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structu
 		}
 	}
 	initOverriddenBids();
-	addTownBonuses(); //add special bonuses from buildings to the bonusingBuildings vector.
+	addTownBonuses(rand); //add special bonuses from buildings to the bonusingBuildings vector.
 	recreateBuildingsBonuses();
 	updateAppearance();
 }
@@ -487,10 +500,8 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
 			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
 			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
 		}
-
-		const auto * manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
-
-		if (manaVortex != nullptr)
+		
+		for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
 			cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
 
 		//get Mana Vortex or Stables bonuses
@@ -502,57 +513,60 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
 			cb->visitCastleObjects(this, garrisonHero);
 
 		if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
+		{
+			std::vector<SlotID> nativeCrits; //slots
+			for(const auto & elem : Slots())
 			{
-				std::vector<SlotID> nativeCrits; //slots
-				for(const auto & elem : Slots())
+				if (elem.second->type->getFaction() == subID) //native
 				{
-					if (elem.second->type->getFaction() == subID) //native
-					{
-						nativeCrits.push_back(elem.first); //collect matching slots
-					}
+					nativeCrits.push_back(elem.first); //collect matching slots
 				}
-				if(!nativeCrits.empty())
+			}
+			if(!nativeCrits.empty())
+			{
+				SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
+				StackLocation sl(this, pos);
+				
+				const CCreature *c = getCreature(pos);
+				if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
 				{
-					SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
-					StackLocation sl(this, pos);
-
-					const CCreature *c = getCreature(pos);
-					if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
-					{
-						cb->changeStackCount(sl, c->getGrowth());
-					}
-					else //upgrade
-					{
-						cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
-					}
+					cb->changeStackCount(sl, c->getGrowth());
 				}
-				if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
+				else //upgrade
+				{
+					cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
+				}
+			}
+			if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
+			{
+				int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
+				if (!town->creatures[i].empty())
 				{
-					int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
-					if (!town->creatures[i].empty())
-					{
-						CreatureID c = town->creatures[i][0];
-						SlotID n;
-
-						TQuantity count = creatureGrowth(i);
-						if (!count) // no dwelling
-							count = VLC->creh->objects[c]->getGrowth();
-
-						{//no lower tiers or above current month
-
-							if ((n = getSlotFor(c)).validSlot())
-							{
-								StackLocation sl(this, n);
-								if (slotEmpty(n))
-									cb->insertNewStack(sl, VLC->creh->objects[c], count);
-								else //add to existing
-									cb->changeStackCount(sl, count);
-							}
+					CreatureID c = town->creatures[i][0];
+					SlotID n;
+					
+					TQuantity count = creatureGrowth(i);
+					if (!count) // no dwelling
+						count = VLC->creatures()->getByIndex(c)->getGrowth();
+					
+					{//no lower tiers or above current month
+						
+						if ((n = getSlotFor(c)).validSlot())
+						{
+							StackLocation sl(this, n);
+							if (slotEmpty(n))
+								cb->insertNewStack(sl, VLC->creh->objects[c], count);
+							else //add to existing
+								cb->changeStackCount(sl, count);
 						}
 					}
 				}
 			}
+		}
 	}
+	
+	for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CUSTOM_VISITING_REWARD))
+		rewardableBuilding->newTurn(rand);
 }
 /*
 int3 CGTownInstance::getSightCenter() const
@@ -805,7 +819,9 @@ void CGTownInstance::recreateBuildingsBonuses()
 
 void CGTownInstance::setVisitingHero(CGHeroInstance *h)
 {
-	assert(!!visitingHero == !h);
+	if(visitingHero.get() == h)
+		return;
+	
 	if(h)
 	{
 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
@@ -828,7 +844,9 @@ void CGTownInstance::setVisitingHero(CGHeroInstance *h)
 
 void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
 {
-	assert(!!garrisonHero == !h);
+	if(garrisonHero.get() == h)
+		return;
+	
 	if(h)
 	{
 		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
@@ -906,14 +924,15 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
 	return this;
 }
 
-const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
+std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
 {
+	std::vector<const CGTownBuilding *> ret;
 	for(auto * const building : bonusingBuildings)
 	{
 		if(building->getBuildingSubtype() == subId)
-			return building;
+			ret.push_back(building);
 	}
-	return nullptr;
+	return ret;
 }
 
 

+ 7 - 2
lib/mapObjects/CGTownInstance.h

@@ -89,6 +89,10 @@ public:
 		h & spells;
 		h & events;
 		h & bonusingBuildings;
+		
+		for(auto * bonusingBuilding : bonusingBuildings)
+			bonusingBuilding->town = this;
+		
 		h & town;
 		h & townAndVis;
 		BONUS_TREE_DESERIALIZATION_FIX
@@ -150,7 +154,7 @@ public:
 	GrowthInfo getGrowthInfo(int level) const;
 	bool hasFort() const;
 	bool hasCapitol() const;
-	const CGTownBuilding * getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const;
+	std::vector<const CGTownBuilding *> getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const;
 	bool hasBuiltSomeTradeBuilding() const;
 	//checks if special building with type buildingID is constructed
 	bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
@@ -206,6 +210,7 @@ public:
 protected:
 	void setPropertyDer(ui8 what, ui32 val) override;
 	void serializeJsonOptions(JsonSerializeFormat & handler) override;
+	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
 private:
 	void setOwner(const PlayerColor & owner) const;
@@ -214,7 +219,7 @@ private:
 	bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
 	bool isBonusingBuildingAdded(BuildingID::EBuildingID bid) const;
 	void initOverriddenBids();
-	void addTownBonuses();
+	void addTownBonuses(CRandomGenerator & rand);
 };
 
 VCMI_LIB_NAMESPACE_END

+ 0 - 1
lib/mapObjects/MapObjects.h

@@ -18,7 +18,6 @@
 #include "CGDwelling.h"
 #include "CGHeroInstance.h"
 #include "CGMarket.h"
-#include "CGTownBuilding.h"
 #include "CGTownInstance.h"
 #include "CGPandoraBox.h"
 #include "CRewardableObject.h"

+ 3 - 1
lib/registerTypes/RegisterTypes.h

@@ -21,6 +21,7 @@
 #include "../mapObjects/CRewardableConstructor.h"
 #include "../mapObjects/CommonConstructors.h"
 #include "../mapObjects/MapObjects.h"
+#include "../mapObjects/CGTownBuilding.h"
 #include "../battle/CObstacleInstance.h"
 #include "../bonuses/CBonusSystemNode.h"
 #include "../bonuses/Limiters.h"
@@ -157,7 +158,8 @@ void registerTypesMapObjects2(Serializer &s)
 	//Other object-related
 	s.template registerType<IObjectInterface, CGTownBuilding>();
 		s.template registerType<CGTownBuilding, CTownBonus>();
-			s.template registerType<CGTownBuilding, COPWBonus>();
+		s.template registerType<CGTownBuilding, COPWBonus>();
+		s.template registerType<CGTownBuilding, CTownRewardableBuilding>();
 
 	s.template registerType<CGObjectInstance, CRewardableObject>();
 

+ 0 - 1
lib/rewardable/Interface.cpp

@@ -91,7 +91,6 @@ void Rewardable::Interface::grantRewardAfterLevelup(IGameCallback * cb, const Re
 
 	for(const Bonus & bonus : info.reward.bonuses)
 	{
-		assert(bonus.source == BonusSource::OBJECT);
 		GiveBonus gb;
 		gb.who = GiveBonus::ETarget::HERO;
 		gb.bonus = bonus;

+ 3 - 4
server/CGameHandler.cpp

@@ -3612,7 +3612,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
 	sendAndApply(&fw);
 
 	if(t->visitingHero)
-		visitCastleObjects(t, t->visitingHero);
+		objectVisited(t, t->visitingHero);
 	if(t->garrisonHero)
 		visitCastleObjects(t, t->garrisonHero);
 
@@ -4440,10 +4440,9 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
 
 	giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
 
-	if (t)
+	if(t)
 	{
-		visitCastleObjects(t, nh);
-		giveSpells (t,nh);
+		objectVisited(t, nh);
 	}
 	return true;
 }