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							- /*
 
-  * CGDwelling.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 "CGDwelling.h"
 
- #include "../serializer/JsonSerializeFormat.h"
 
- #include "../mapping/CMap.h"
 
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
 
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "../mapObjectConstructors/DwellingInstanceConstructor.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- #include "../networkPacks/StackLocation.h"
 
- #include "../networkPacks/PacksForClient.h"
 
- #include "../networkPacks/PacksForClientBattle.h"
 
- #include "../CTownHandler.h"
 
- #include "../IGameCallback.h"
 
- #include "../gameState/CGameState.h"
 
- #include "../CPlayerState.h"
 
- #include "../GameSettings.h"
 
- #include "../CConfigHandler.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- void CGDwellingRandomizationInfo::serializeJson(JsonSerializeFormat & handler)
 
- {
 
- 	handler.serializeString("sameAsTown", instanceId);
 
- 	handler.serializeIdArray("allowedFactions", allowedFactions);
 
- 	handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
 
- 	handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
 
- 	if(!handler.saving)
 
- 	{
 
- 		//todo: safely allow any level > 7
 
- 		vstd::abetween<uint8_t>(minLevel, 1, 7);
 
- 		vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
 
- 	}
 
- }
 
- CGDwelling::CGDwelling(IGameCallback *cb):
 
- 	CArmedInstance(cb)
 
- {}
 
- CGDwelling::~CGDwelling() = default;
 
- FactionID CGDwelling::randomizeFaction(CRandomGenerator & rand)
 
- {
 
- 	if (ID == Obj::RANDOM_DWELLING_FACTION)
 
- 		return FactionID(subID.getNum());
 
- 	assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL);
 
- 	assert(randomizationInfo.has_value());
 
- 	if (!randomizationInfo)
 
- 		return FactionID::CASTLE;
 
- 	CGTownInstance * linkedTown = nullptr;
 
- 	if (!randomizationInfo->instanceId.empty())
 
- 	{
 
- 		auto iter = cb->gameState()->map->instanceNames.find(randomizationInfo->instanceId);
 
- 		if(iter == cb->gameState()->map->instanceNames.end())
 
- 			logGlobal->error("Map object not found: %s", randomizationInfo->instanceId);
 
- 		linkedTown = dynamic_cast<CGTownInstance *>(iter->second.get());
 
- 	}
 
- 	if (randomizationInfo->identifier != 0)
 
- 	{
 
- 		for(auto & elem : cb->gameState()->map->objects)
 
- 		{
 
- 			auto town = dynamic_cast<CGTownInstance*>(elem.get());
 
- 			if(town && town->identifier == randomizationInfo->identifier)
 
- 			{
 
- 				linkedTown = town;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	if (linkedTown)
 
- 	{
 
- 		if(linkedTown->ID==Obj::RANDOM_TOWN)
 
- 			linkedTown->pickRandomObject(rand); //we have to randomize the castle first
 
- 		assert(linkedTown->ID == Obj::TOWN);
 
- 		if(linkedTown->ID==Obj::TOWN)
 
- 			return linkedTown->getFaction();
 
- 	}
 
- 	if(!randomizationInfo->allowedFactions.empty())
 
- 		return *RandomGeneratorUtil::nextItem(randomizationInfo->allowedFactions, rand);
 
- 	std::vector<FactionID> potentialPicks;
 
- 	for (FactionID faction(0); faction < FactionID(VLC->townh->size()); ++faction)
 
- 		if (VLC->factions()->getById(faction)->hasTown())
 
- 			potentialPicks.push_back(faction);
 
- 	assert(!potentialPicks.empty());
 
- 	return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
 
- }
 
- int CGDwelling::randomizeLevel(CRandomGenerator & rand)
 
- {
 
- 	if (ID == Obj::RANDOM_DWELLING_LVL)
 
- 		return subID.getNum();
 
- 	assert(ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_FACTION);
 
- 	assert(randomizationInfo.has_value());
 
- 	if (!randomizationInfo)
 
- 		return rand.nextInt(1, 7) - 1;
 
- 	if(randomizationInfo->minLevel == randomizationInfo->maxLevel)
 
- 		return randomizationInfo->minLevel - 1;
 
- 	return rand.nextInt(randomizationInfo->minLevel, randomizationInfo->maxLevel) - 1;
 
- }
 
- void CGDwelling::pickRandomObject(CRandomGenerator & rand)
 
- {
 
- 	if (ID == Obj::RANDOM_DWELLING || ID == Obj::RANDOM_DWELLING_LVL || ID == Obj::RANDOM_DWELLING_FACTION)
 
- 	{
 
- 		FactionID faction = randomizeFaction(rand);
 
- 		int level = randomizeLevel(rand);
 
- 		assert(faction != FactionID::NONE && faction != FactionID::NEUTRAL);
 
- 		assert(level >= 0 && level <= 6);
 
- 		randomizationInfo.reset();
 
- 		CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0];
 
- 		//NOTE: this will pick last dwelling with this creature (Mantis #900)
 
- 		//check for block map equality is better but more complex solution
 
- 		auto testID = [&](const Obj & primaryID) -> MapObjectSubID
 
- 		{
 
- 			auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
 
- 			for (MapObjectSubID entry : dwellingIDs)
 
- 			{
 
- 				const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
 
- 				if (!handler->isBannedForRandomDwelling() && handler->producesCreature(cid.toCreature()))
 
- 					return MapObjectSubID(entry);
 
- 			}
 
- 			return MapObjectSubID();
 
- 		};
 
- 		ID = Obj::CREATURE_GENERATOR1;
 
- 		subID = testID(Obj::CREATURE_GENERATOR1);
 
- 		if (subID == MapObjectSubID())
 
- 		{
 
- 			ID = Obj::CREATURE_GENERATOR4;
 
- 			subID = testID(Obj::CREATURE_GENERATOR4);
 
- 		}
 
- 		if (subID == MapObjectSubID())
 
- 		{
 
- 			logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
 
- 			ID = Obj::CREATURE_GENERATOR1;
 
- 			subID = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand);
 
- 		}
 
- 		setType(ID, subID);
 
- 	}
 
- }
 
- void CGDwelling::initObj(CRandomGenerator & rand)
 
- {
 
- 	switch(ID.toEnum())
 
- 	{
 
- 	case Obj::CREATURE_GENERATOR1:
 
- 	case Obj::CREATURE_GENERATOR4:
 
- 		{
 
- 			getObjectHandler()->configureObject(this, rand);
 
- 			if (getOwner() != PlayerColor::NEUTRAL)
 
- 				cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
 
- 			assert(!creatures.empty());
 
- 			assert(!creatures[0].second.empty());
 
- 			break;
 
- 		}
 
- 	case Obj::REFUGEE_CAMP:
 
- 		//is handled within newturn func
 
- 		break;
 
- 	case Obj::WAR_MACHINE_FACTORY:
 
- 		creatures.resize(3);
 
- 		creatures[0].second.emplace_back(CreatureID::BALLISTA);
 
- 		creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
 
- 		creatures[2].second.emplace_back(CreatureID::AMMO_CART);
 
- 		break;
 
- 	default:
 
- 		assert(0);
 
- 		break;
 
- 	}
 
- }
 
- void CGDwelling::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
 
- {
 
- 	switch (what)
 
- 	{
 
- 		case ObjProperty::OWNER: //change owner
 
- 			if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
 
- 				|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
 
- 			{
 
- 				if (tempOwner != PlayerColor::NEUTRAL)
 
- 				{
 
- 					std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
 
- 					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
 
- 				}
 
- 				if (identifier.as<PlayerColor>().isValidPlayer())
 
- 					cb->gameState()->players[identifier.as<PlayerColor>()].dwellings.emplace_back(this);
 
- 			}
 
- 			break;
 
- 		case ObjProperty::AVAILABLE_CREATURE:
 
- 			creatures.resize(1);
 
- 			creatures[0].second.resize(1);
 
- 			creatures[0].second[0] = identifier.as<CreatureID>();
 
- 			break;
 
- 	}
 
- }
 
- void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
 
- {
 
- 	if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.type = EInfoWindowMode::AUTO;
 
- 		iw.player = h->tempOwner;
 
- 		iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted.  Perhaps you should try next week.
 
- 		iw.text.replaceName(ID);
 
- 		cb->sendAndApply(&iw);
 
- 		return;
 
- 	}
 
- 	PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
 
- 	if ( relations == PlayerRelations::ALLIES )
 
- 		return;//do not allow recruiting or capturing
 
- 	if(relations == PlayerRelations::ENEMIES && stacksCount() > 0) //object is guarded, owned by enemy
 
- 	{
 
- 		BlockingDialog bd(true,false);
 
- 		bd.player = h->tempOwner;
 
- 		bd.text.appendLocalString(EMetaText::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
 
- 		bd.text.replaceTextID(getObjectHandler()->getNameTextID());
 
- 		if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
 
- 			bd.text.replaceRawString(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
 
- 		else
 
- 			bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
 
- 		bd.text.replaceName(*Slots().begin()->second);
 
- 		cb->showBlockingDialog(&bd);
 
- 		return;
 
- 	}
 
- 	// TODO this shouldn't be hardcoded
 
- 	if(relations == PlayerRelations::ENEMIES && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
 
- 	{
 
- 		cb->setOwner(this, h->tempOwner);
 
- 	}
 
- 	BlockingDialog bd (true,false);
 
- 	bd.player = h->tempOwner;
 
- 	if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
 
- 	{
 
- 		bd.text.appendLocalString(EMetaText::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
 
- 		bd.text.replaceTextID(getObjectHandler()->getNameTextID());
 
- 		for(const auto & elem : creatures)
 
- 			bd.text.replaceNamePlural(elem.second[0]);
 
- 	}
 
- 	else if(ID == Obj::REFUGEE_CAMP)
 
- 	{
 
- 		bd.text.appendLocalString(EMetaText::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
 
- 		bd.text.replaceName(ID);
 
- 		for(const auto & elem : creatures)
 
- 			bd.text.replaceNamePlural(elem.second[0]);
 
- 	}
 
- 	else if(ID == Obj::WAR_MACHINE_FACTORY)
 
- 		bd.text.appendLocalString(EMetaText::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
 
- 	else
 
- 		throw std::runtime_error("Illegal dwelling!");
 
- 	if(ID == Obj::REFUGEE_CAMP || (ID == Obj::CREATURE_GENERATOR1 && VLC->creatures()->getById(creatures[0].second[0])->getLevel() != 1))
 
- 	{
 
- 		bd.flags |= BlockingDialog::SAFE_TO_AUTOACCEPT;
 
- 	}
 
- 	cb->showBlockingDialog(&bd);
 
- }
 
- void CGDwelling::newTurn(CRandomGenerator & rand) const
 
- {
 
- 	if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
 
- 		return;
 
- 	//town growths and War Machines Factories are handled separately
 
- 	if(ID == Obj::TOWN  ||  ID == Obj::WAR_MACHINE_FACTORY)
 
- 		return;
 
- 	if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
 
- 	{
 
- 		cb->setObjPropertyID(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
 
- 	}
 
- 	bool change = false;
 
- 	SetAvailableCreatures sac;
 
- 	sac.creatures = creatures;
 
- 	sac.tid = id;
 
- 	for (size_t i = 0; i < creatures.size(); i++)
 
- 	{
 
- 		if(!creatures[i].second.empty())
 
- 		{
 
- 			bool creaturesAccumulate = false;
 
- 			if (tempOwner.isValidPlayer())
 
- 				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
 
- 			else
 
- 				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
 
- 			const CCreature * cre =creatures[i].second[0].toCreature();
 
- 			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(BonusType::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(cre->getLevel()));
 
- 			if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
 
- 				sac.creatures[i].first += amount;
 
- 			else
 
- 				sac.creatures[i].first = amount;
 
- 			change = true;
 
- 		}
 
- 	}
 
- 	if(change)
 
- 		cb->sendAndApply(&sac);
 
- 	updateGuards();
 
- }
 
- std::vector<Component> CGDwelling::getPopupComponents(PlayerColor player) const
 
- {
 
- 	if (getOwner() != player)
 
- 		return {};
 
- 	std::vector<Component> result;
 
- 	if (ID == Obj::CREATURE_GENERATOR1 && !creatures.empty())
 
- 	{
 
- 		for (auto const & creature : creatures.front().second)
 
- 			result.emplace_back(ComponentType::CREATURE, creature, creatures.front().first);
 
- 	}
 
- 	if (ID == Obj::CREATURE_GENERATOR4)
 
- 	{
 
- 		for (auto const & creatureLevel : creatures)
 
- 		{
 
- 			if (!creatureLevel.second.empty())
 
- 				result.emplace_back(ComponentType::CREATURE, creatureLevel.second.back(), creatureLevel.first);
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- void CGDwelling::updateGuards() const
 
- {
 
- 	//TODO: store custom guard config and use it
 
- 	//TODO: store boolean flag for guards
 
- 	bool guarded = false;
 
- 	//default condition - creatures are of level 5 or higher
 
- 	for (auto creatureEntry : creatures)
 
- 	{
 
- 		if (VLC->creatures()->getById(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
 
- 		{
 
- 			guarded = true;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if (guarded)
 
- 	{
 
- 		for (auto creatureEntry : creatures)
 
- 		{
 
- 			const CCreature * crea = creatureEntry.second.at(0).toCreature();
 
- 			SlotID slot = getSlotFor(crea->getId());
 
- 			if (hasStackAtSlot(slot)) //stack already exists, overwrite it
 
- 			{
 
- 				ChangeStackCount csc;
 
- 				csc.army = this->id;
 
- 				csc.slot = slot;
 
- 				csc.count = crea->getGrowth() * 3;
 
- 				csc.absoluteValue = true;
 
- 				cb->sendAndApply(&csc);
 
- 			}
 
- 			else //slot is empty, create whole new stack
 
- 			{
 
- 				InsertNewStack ns;
 
- 				ns.army = this->id;
 
- 				ns.slot = slot;
 
- 				ns.type = crea->getId();
 
- 				ns.count = crea->getGrowth() * 3;
 
- 				cb->sendAndApply(&ns);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
 
- {
 
- 	CreatureID crid = creatures[0].second[0];
 
- 	auto *crs = crid.toCreature();
 
- 	TQuantity count = creatures[0].first;
 
- 	if(crs->getLevel() == 1  &&  ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
 
- 	{
 
- 		if(count) //there are available creatures
 
- 		{
 
- 			if (VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED))
 
- 			{
 
- 				SlotID testSlot = h->getSlotFor(crid);
 
- 				if(!testSlot.validSlot()) //no available slot - try merging army of visiting hero
 
- 				{
 
- 					std::pair<SlotID, SlotID> toMerge;
 
- 					if (h->mergableStacks(toMerge))
 
- 					{
 
- 						cb->moveStack(StackLocation(h, toMerge.first), StackLocation(h, toMerge.second), -1); //merge toMerge.first into toMerge.second
 
- 						assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot
 
- 					}
 
- 				}
 
- 			}
 
- 			SlotID slot = h->getSlotFor(crid);
 
- 			if(!slot.validSlot()) //no available slot
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.type = EInfoWindowMode::AUTO;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
 
- 				iw.text.replaceNamePlural(crid);
 
- 				cb->showInfoDialog(&iw);
 
- 			}
 
- 			else //give creatures
 
- 			{
 
- 				SetAvailableCreatures sac;
 
- 				sac.tid = id;
 
- 				sac.creatures = creatures;
 
- 				sac.creatures[0].first = 0;
 
- 				InfoWindow iw;
 
- 				iw.type = EInfoWindowMode::AUTO;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.appendLocalString(EMetaText::GENERAL_TXT, 423); //%d %s join your army.
 
- 				iw.text.replaceNumber(count);
 
- 				iw.text.replaceNamePlural(crid);
 
- 				cb->showInfoDialog(&iw);
 
- 				cb->sendAndApply(&sac);
 
- 				cb->addToSlot(StackLocation(h, slot), crs, count);
 
- 			}
 
- 		}
 
- 		else //there no creatures
 
- 		{
 
- 			InfoWindow iw;
 
- 			iw.type = EInfoWindowMode::AUTO;
 
- 			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit.
 
- 			iw.text.replaceNamePlural(crid);
 
- 			iw.player = h->tempOwner;
 
- 			cb->sendAndApply(&iw);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
 
- 		{
 
- 			//there is 1 war machine available to recruit if hero doesn't have one
 
- 			SetAvailableCreatures sac;
 
- 			sac.tid = id;
 
- 			sac.creatures = creatures;
 
- 			sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
 
- 			sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
 
- 			sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
 
- 			cb->sendAndApply(&sac);
 
- 		}
 
- 		auto windowMode = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL;
 
- 		cb->showObjectWindow(this, windowMode, h, true);
 
- 	}
 
- }
 
- void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
 
- {
 
- 	if (result.winner == 0)
 
- 	{
 
- 		onHeroVisit(hero);
 
- 	}
 
- }
 
- void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
 
- {
 
- 	auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
 
- 	if(stacksCount() > 0  && relations == PlayerRelations::ENEMIES) //guards present
 
- 	{
 
- 		if(answer)
 
- 			cb->startBattleI(hero, this);
 
- 	}
 
- 	else if(answer)
 
- 	{
 
- 		heroAcceptsCreatures(hero);
 
- 	}
 
- }
 
- void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
 
- {
 
- 	switch (ID.toEnum())
 
- 	{
 
- 	case Obj::WAR_MACHINE_FACTORY:
 
- 	case Obj::REFUGEE_CAMP:
 
- 		//do nothing
 
- 		break;
 
- 	case Obj::RANDOM_DWELLING:
 
- 	case Obj::RANDOM_DWELLING_LVL:
 
- 	case Obj::RANDOM_DWELLING_FACTION:
 
- 		if (!handler.saving)
 
- 			randomizationInfo = CGDwellingRandomizationInfo();
 
- 		randomizationInfo->serializeJson(handler);
 
- 		[[fallthrough]];
 
- 	default:
 
- 		serializeJsonOwner(handler);
 
- 		break;
 
- 	}
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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