CGTownInstance.cpp 35 KB

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  1. /*
  2. * CGTownInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGTownInstance.h"
  12. #include "TownBuildingInstance.h"
  13. #include "../IGameSettings.h"
  14. #include "../spells/CSpellHandler.h"
  15. #include "../bonuses/Bonus.h"
  16. #include "../battle/IBattleInfoCallback.h"
  17. #include "../battle/BattleLayout.h"
  18. #include "../CConfigHandler.h"
  19. #include "../texts/CGeneralTextHandler.h"
  20. #include "../gameState/CGameState.h"
  21. #include "../gameState/UpgradeInfo.h"
  22. #include "../mapping/CMap.h"
  23. #include "../CPlayerState.h"
  24. #include "../StartInfo.h"
  25. #include "../TerrainHandler.h"
  26. #include "../callback/IGameInfoCallback.h"
  27. #include "../callback/IGameEventCallback.h"
  28. #include "../callback/IGameRandomizer.h"
  29. #include "../entities/building/CBuilding.h"
  30. #include "../entities/faction/CTownHandler.h"
  31. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  32. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  33. #include "../mapObjects/CGHeroInstance.h"
  34. #include "../modding/ModScope.h"
  35. #include "../networkPacks/StackLocation.h"
  36. #include "../networkPacks/PacksForClient.h"
  37. #include "../networkPacks/PacksForClientBattle.h"
  38. #include "../serializer/JsonSerializeFormat.h"
  39. #include <vstd/RNG.h>
  40. VCMI_LIB_NAMESPACE_BEGIN
  41. int CGTownInstance::getSightRadius() const
  42. {
  43. int baseValue = LIBRARY->engineSettings()->getInteger(EGameSettings::TOWNS_BASE_SCOUNTING_RANGE);
  44. return applyBonuses(BonusType::SIGHT_RADIUS, baseValue);
  45. }
  46. void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
  47. {
  48. ///this is freakin' overcomplicated solution
  49. switch (what)
  50. {
  51. case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
  52. rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, getVisitingHero()->id);
  53. break;
  54. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  55. rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));
  56. break;
  57. case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
  58. rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, getGarrisonHero()->id);
  59. break;
  60. case ObjProperty::BONUS_VALUE_FIRST:
  61. bonusValue.first = identifier.getNum();
  62. break;
  63. case ObjProperty::BONUS_VALUE_SECOND:
  64. bonusValue.second = identifier.getNum();
  65. break;
  66. }
  67. }
  68. CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
  69. {
  70. if (hasBuilt(BuildingID::CASTLE))
  71. return CASTLE;
  72. if (hasBuilt(BuildingID::CITADEL))
  73. return CITADEL;
  74. if (hasBuilt(BuildingID::FORT))
  75. return FORT;
  76. return NONE;
  77. }
  78. int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  79. {
  80. if (hasBuilt(BuildingID::CAPITOL))
  81. return 3;
  82. if (hasBuilt(BuildingID::CITY_HALL))
  83. return 2;
  84. if (hasBuilt(BuildingID::TOWN_HALL))
  85. return 1;
  86. if (hasBuilt(BuildingID::VILLAGE_HALL))
  87. return 0;
  88. return -1;
  89. }
  90. int CGTownInstance::mageGuildLevel() const
  91. {
  92. if (hasBuilt(BuildingID::MAGES_GUILD_5))
  93. return 5;
  94. if (hasBuilt(BuildingID::MAGES_GUILD_4))
  95. return 4;
  96. if (hasBuilt(BuildingID::MAGES_GUILD_3))
  97. return 3;
  98. if (hasBuilt(BuildingID::MAGES_GUILD_2))
  99. return 2;
  100. if (hasBuilt(BuildingID::MAGES_GUILD_1))
  101. return 1;
  102. return 0;
  103. }
  104. int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  105. {
  106. return getTown()->hordeLvl.at(HID);
  107. }
  108. int CGTownInstance::creatureGrowth(const int & level) const
  109. {
  110. return getGrowthInfo(level).totalGrowth();
  111. }
  112. GrowthInfo CGTownInstance::getGrowthInfo(int level) const
  113. {
  114. GrowthInfo ret;
  115. if (level<0 || level >=getTown()->creatures.size())
  116. return ret;
  117. if (creatures[level].second.empty())
  118. return ret; //no dwelling
  119. const Creature *creature = creatures[level].second.back().toEntity(LIBRARY);
  120. const int base = creature->getGrowth();
  121. int castleBonus = 0;
  122. if(tempOwner.isValidPlayer())
  123. {
  124. auto * playerSettings = cb->getPlayerSettings(tempOwner);
  125. ret.handicapPercentage = playerSettings->handicap.percentGrowth;
  126. }
  127. else
  128. ret.handicapPercentage = 100;
  129. ret.entries.emplace_back(LIBRARY->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
  130. if (hasBuilt(BuildingID::CASTLE))
  131. ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
  132. else if (hasBuilt(BuildingID::CITADEL))
  133. ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
  134. if(getTown()->hordeLvl.at(0) == level)//horde 1
  135. if(hasBuilt(BuildingID::HORDE_1))
  136. ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
  137. if(getTown()->hordeLvl.at(1) == level)//horde 2
  138. if(hasBuilt(BuildingID::HORDE_2))
  139. ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
  140. //statue-of-legion-like bonus: % to base+castle
  141. TConstBonusListPtr bonuses2 = getBonusesOfType(BonusType::CREATURE_GROWTH_PERCENT);
  142. for(const auto & b : *bonuses2)
  143. {
  144. const auto growth = b->val * (base + castleBonus) / 100;
  145. if (growth)
  146. {
  147. ret.entries.emplace_back(growth, b->Description(cb, growth));
  148. }
  149. }
  150. //other *-of-legion-like bonuses (%d to growth cumulative with grail)
  151. // Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)
  152. TConstBonusListPtr bonuses = getBonusesOfType(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1));
  153. for(const auto & b : *bonuses)
  154. ret.entries.emplace_back(b->val, b->Description(cb));
  155. int dwellingBonus = 0;
  156. if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
  157. {
  158. dwellingBonus = getDwellingBonus(creatures[level].second, p->getOwnedObjects());
  159. }
  160. if(dwellingBonus)
  161. ret.entries.emplace_back(LIBRARY->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
  162. if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
  163. ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
  164. return ret;
  165. }
  166. int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance * >& dwellings) const
  167. {
  168. int totalBonus = 0;
  169. for (const auto& dwelling : dwellings)
  170. {
  171. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  172. bool hasMatch = false;
  173. for (const auto& creature : dwellingCreatures)
  174. hasMatch |= vstd::contains(creatureIds, creature);
  175. if (hasMatch)
  176. totalBonus += 1;
  177. }
  178. return totalBonus;
  179. }
  180. TResources CGTownInstance::dailyIncome() const
  181. {
  182. TResources ret;
  183. for(const auto & p : getTown()->buildings)
  184. {
  185. BuildingID buildingUpgrade;
  186. for(const auto & p2 : getTown()->buildings)
  187. {
  188. if (p2.second->upgrade == p.first)
  189. {
  190. buildingUpgrade = p2.first;
  191. }
  192. }
  193. if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
  194. {
  195. ret += p.second->produce;
  196. }
  197. }
  198. if (!getOwner().isValidPlayer())
  199. return ret;
  200. const auto & playerSettings = cb->getPlayerSettings(getOwner());
  201. ret.applyHandicap(playerSettings->handicap.percentIncome);
  202. return ret;
  203. }
  204. std::vector<CreatureID> CGTownInstance::providedCreatures() const
  205. {
  206. return {};
  207. }
  208. bool CGTownInstance::hasFort() const
  209. {
  210. return hasBuilt(BuildingID::FORT);
  211. }
  212. bool CGTownInstance::hasCapitol() const
  213. {
  214. return hasBuilt(BuildingID::CAPITOL);
  215. }
  216. TownFortifications CGTownInstance::fortificationsLevel() const
  217. {
  218. auto result = getTown()->fortifications;
  219. for (auto const & buildingID : builtBuildings)
  220. result += getTown()->buildings.at(buildingID)->fortifications;
  221. if (result.wallsHealth == 0)
  222. return TownFortifications();
  223. return result;
  224. }
  225. CGTownInstance::CGTownInstance(IGameInfoCallback *cb):
  226. CGDwelling(cb),
  227. IMarket(cb),
  228. built(0),
  229. destroyed(0),
  230. identifier(0),
  231. alignmentToPlayer(PlayerColor::NEUTRAL),
  232. spellResearchCounterDay(0),
  233. spellResearchAcceptedCounter(0),
  234. spellResearchAllowed(true)
  235. {
  236. setNodeType(CBonusSystemNode::TOWN);
  237. attachTo(townAndVis);
  238. }
  239. CGTownInstance::~CGTownInstance() = default;
  240. int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
  241. {
  242. if(checkGuild && mageGuildLevel() < level)
  243. return 0;
  244. int ret = 6 - level; //how many spells are available at this level
  245. if (hasBuilt(BuildingSubID::LIBRARY))
  246. ret++;
  247. return ret;
  248. }
  249. bool CGTownInstance::needsLastStack() const
  250. {
  251. return getGarrisonHero() != nullptr;
  252. }
  253. void CGTownInstance::setOwner(IGameEventCallback & gameEvents, const PlayerColor & player) const
  254. {
  255. removeCapitols(gameEvents, player);
  256. gameEvents.setOwner(this, player);
  257. }
  258. void CGTownInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
  259. {
  260. if(cb->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
  261. {
  262. if(armedGarrison() || getVisitingHero())
  263. {
  264. const CGHeroInstance * defendingHero = getVisitingHero() ? getVisitingHero() : getGarrisonHero();
  265. const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
  266. const bool isBattleOutside = isBattleOutsideTown(defendingHero);
  267. if(!isBattleOutside && getVisitingHero() && defendingHero == getVisitingHero())
  268. {
  269. //we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
  270. auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
  271. if(nodeSiege == (CBonusSystemNode *)this)
  272. gameEvents.swapGarrisonOnSiege(this->id);
  273. const_cast<CGHeroInstance *>(defendingHero)->setVisitedTown(this, false); //hack to return visitor from garrison after battle
  274. }
  275. gameEvents.startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(*cb, h, defendingArmy), (isBattleOutside ? nullptr : this));
  276. }
  277. else
  278. {
  279. auto heroColor = h->getOwner();
  280. onTownCaptured(gameEvents, heroColor);
  281. if(cb->gameState().getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
  282. {
  283. return; //we just won game, we do not need to perform any extra actions
  284. //TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
  285. }
  286. gameEvents.heroVisitCastle(this, h);
  287. }
  288. }
  289. else
  290. {
  291. assert(h->visitablePos() == this->visitablePos());
  292. bool commander_recover = h->getCommander() && !h->getCommander()->alive;
  293. if (commander_recover) // rise commander from dead
  294. {
  295. SetCommanderProperty scp;
  296. scp.heroid = h->id;
  297. scp.which = SetCommanderProperty::ALIVE;
  298. scp.amount = 1;
  299. gameEvents.sendAndApply(scp);
  300. }
  301. gameEvents.heroVisitCastle(this, h);
  302. // TODO(vmarkovtsev): implement payment for rising the commander
  303. if (commander_recover) // info window about commander
  304. {
  305. InfoWindow iw;
  306. iw.player = h->tempOwner;
  307. iw.text.appendRawString(h->getCommander()->getName());
  308. iw.components.emplace_back(ComponentType::CREATURE, h->getCommander()->getId(), h->getCommander()->getCount());
  309. gameEvents.showInfoDialog(&iw);
  310. }
  311. }
  312. }
  313. void CGTownInstance::onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
  314. {
  315. //FIXME: find out why this issue appears on random maps
  316. if(getVisitingHero() == h)
  317. {
  318. gameEvents.stopHeroVisitCastle(this, h);
  319. logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
  320. }
  321. else
  322. logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());
  323. }
  324. std::string CGTownInstance::getObjectName() const
  325. {
  326. if(ID == Obj::RANDOM_TOWN )
  327. return CGObjectInstance::getObjectName();
  328. return getNameTranslated() + ", " + getTown()->faction->getNameTranslated();
  329. }
  330. bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
  331. {
  332. return getTown()->getBuildingType(subId) != BuildingID::NONE;
  333. }
  334. void CGTownInstance::initializeConfigurableBuildings(IGameRandomizer & gameRandomizer)
  335. {
  336. for(const auto & kvp : getTown()->buildings)
  337. {
  338. if(kvp.second->rewardableObjectInfo.getParameters().isNull())
  339. continue;
  340. try {
  341. rewardableBuildings[kvp.first] = std::make_unique<TownRewardableBuildingInstance>(this, kvp.second->bid, gameRandomizer);
  342. }
  343. catch (std::runtime_error & e)
  344. {
  345. std::string buildingConfig = kvp.second->rewardableObjectInfo.getParameters().toCompactString();
  346. std::replace(buildingConfig.begin(), buildingConfig.end(), '\n', ' ');
  347. throw std::runtime_error("Failed to load rewardable building data for " + kvp.second->getJsonKey() + " Reason: " + e.what() + ", config was: " + buildingConfig);
  348. }
  349. }
  350. }
  351. DamageRange CGTownInstance::getTowerDamageRange() const
  352. {
  353. // http://heroes.thelazy.net/wiki/Arrow_tower
  354. // base damage, irregardless of town level
  355. static constexpr int baseDamage = 6;
  356. // extra damage, for each building in town
  357. static constexpr int extraDamage = 1;
  358. const int minDamage = baseDamage + extraDamage * getTownLevel();
  359. return {
  360. minDamage,
  361. minDamage * 2
  362. };
  363. }
  364. DamageRange CGTownInstance::getKeepDamageRange() const
  365. {
  366. // http://heroes.thelazy.net/wiki/Arrow_tower
  367. // base damage, irregardless of town level
  368. static constexpr int baseDamage = 10;
  369. // extra damage, for each building in town
  370. static constexpr int extraDamage = 2;
  371. const int minDamage = baseDamage + extraDamage * getTownLevel();
  372. return {
  373. minDamage,
  374. minDamage * 2
  375. };
  376. }
  377. FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
  378. {
  379. if(getOwner().isValidPlayer())
  380. return cb->getStartInfo()->getIthPlayersSettings(getOwner()).castle;
  381. if(alignmentToPlayer.isValidPlayer())
  382. return cb->getStartInfo()->getIthPlayersSettings(alignmentToPlayer).castle;
  383. std::vector<FactionID> potentialPicks;
  384. for (FactionID faction(0); faction < FactionID(LIBRARY->townh->size()); ++faction)
  385. if (LIBRARY->factions()->getById(faction)->hasTown())
  386. potentialPicks.push_back(faction);
  387. assert(!potentialPicks.empty());
  388. return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
  389. }
  390. void CGTownInstance::pickRandomObject(IGameRandomizer & gameRandomizer)
  391. {
  392. assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
  393. if (ID == MapObjectID::RANDOM_TOWN)
  394. {
  395. ID = MapObjectID::TOWN;
  396. subID = randomizeFaction(gameRandomizer.getDefault());
  397. }
  398. assert(ID == Obj::TOWN); // just in case
  399. setType(ID, subID);
  400. randomizeArmy(getFactionID());
  401. updateAppearance();
  402. }
  403. void CGTownInstance::initObj(IGameRandomizer & gameRandomizer) ///initialize town structures
  404. {
  405. blockVisit = true;
  406. if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
  407. creatures.resize(getTown()->creatures.size() + 1);
  408. else
  409. creatures.resize(getTown()->creatures.size());
  410. for (int level = 0; level < getTown()->creatures.size(); level++)
  411. {
  412. BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
  413. int upgradeNum = 0;
  414. for (; getTown()->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))
  415. {
  416. if (hasBuilt(buildID) && getTown()->creatures.at(level).size() > upgradeNum)
  417. creatures[level].second.push_back(getTown()->creatures[level][upgradeNum]);
  418. }
  419. }
  420. initializeConfigurableBuildings(gameRandomizer);
  421. initializeNeutralTownGarrison(gameRandomizer.getDefault());
  422. recreateBuildingsBonuses();
  423. updateAppearance();
  424. }
  425. void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand)
  426. {
  427. struct RandomGuardsInfo{
  428. int tier;
  429. int chance;
  430. int min;
  431. int max;
  432. };
  433. constexpr std::array<RandomGuardsInfo, 4> randomGuards = {
  434. RandomGuardsInfo{ 0, 33, 8, 15 },
  435. RandomGuardsInfo{ 1, 33, 5, 7 },
  436. RandomGuardsInfo{ 2, 20, 3, 5 },
  437. RandomGuardsInfo{ 3, 14, 1, 3 },
  438. };
  439. // Only neutral towns may get initial garrison
  440. if (getOwner().isValidPlayer())
  441. return;
  442. // Only towns with garrison not set in map editor may get initial garrison
  443. // FIXME: H3 editor allow explicitly empty garrison, but vcmi loses this flag on load
  444. if (stacksCount() > 0)
  445. return;
  446. for (auto const & guard : randomGuards)
  447. {
  448. if (rand.nextInt(99) >= guard.chance)
  449. continue;
  450. CreatureID guardID = getTown()->creatures[guard.tier].at(0);
  451. int guardSize = rand.nextInt(guard.min, guard.max);
  452. putStack(getFreeSlot(), std::make_unique<CStackInstance>(cb, guardID, guardSize));
  453. }
  454. }
  455. void CGTownInstance::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
  456. {
  457. for(const auto & building : rewardableBuildings)
  458. building.second->newTurn(gameEvents, gameRandomizer);
  459. if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
  460. {
  461. TResources res;
  462. res[EGameResID::GOLD] = -500;
  463. gameEvents.giveResources(getOwner(), res);
  464. gameEvents.setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
  465. }
  466. }
  467. bool CGTownInstance::passableFor(PlayerColor color) const
  468. {
  469. if (!armedGarrison())//empty castle - anyone can visit
  470. return true;
  471. if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
  472. return false;
  473. return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
  474. }
  475. void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
  476. {
  477. offsets = {int3(-1,2,0), int3(+1,2,0)};
  478. }
  479. CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
  480. {
  481. if (!hasBuilt(BuildingID::SHIPYARD))
  482. return EGeneratorState::UNKNOWN;
  483. return IShipyard::shipyardStatus();
  484. }
  485. const IObjectInterface * CGTownInstance::getObject() const
  486. {
  487. return this;
  488. }
  489. void CGTownInstance::mergeGarrisonOnSiege(IGameEventCallback & gameEvents) const
  490. {
  491. auto getWeakestStackSlot = [&](ui64 powerLimit)
  492. {
  493. SlotID weakestSlot;
  494. for ( const auto & pair : getVisitingHero()->stacks)
  495. {
  496. if(powerLimit > pair.second->getPower() &&
  497. (weakestSlot == SlotID() || pair.second->getPower() < getVisitingHero()->getStack(weakestSlot).getPower()))
  498. {
  499. weakestSlot = pair.first;
  500. }
  501. }
  502. return weakestSlot;
  503. };
  504. auto count = static_cast<int>(stacks.size());
  505. for(int i = 0; i < count; i++)
  506. {
  507. const auto & pair = *vstd::maxElementByFun(stacks, [&](const auto & elem)
  508. {
  509. ui64 power = elem.second->getPower();
  510. auto dst = getVisitingHero()->getSlotFor(elem.second->getCreatureID());
  511. if(dst.validSlot() && getVisitingHero()->hasStackAtSlot(dst))
  512. power += getVisitingHero()->getStack(dst).getPower();
  513. return power;
  514. });
  515. auto dst = getVisitingHero()->getSlotFor(pair.second->getCreatureID());
  516. if(dst.validSlot())
  517. gameEvents.moveStack(StackLocation(id, pair.first), StackLocation(getVisitingHero()->id, dst), -1);
  518. else
  519. {
  520. dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
  521. if(dst.validSlot())
  522. gameEvents.swapStacks(StackLocation(id, pair.first), StackLocation(getVisitingHero()->id, dst));
  523. }
  524. }
  525. }
  526. void CGTownInstance::removeCapitols(IGameEventCallback & gameEvents, const PlayerColor & owner) const
  527. {
  528. if (hasCapitol()) // search if there's an older capitol
  529. {
  530. const PlayerState* state = cb->getPlayerState(owner); //get all towns owned by player
  531. for (const auto & otherTown : state->getTowns())
  532. {
  533. if (otherTown != this && otherTown->hasCapitol())
  534. {
  535. RazeStructures rs;
  536. rs.tid = id;
  537. rs.bid.insert(BuildingID::CAPITOL);
  538. rs.destroyed = destroyed;
  539. gameEvents.sendAndApply(rs);
  540. return;
  541. }
  542. }
  543. }
  544. }
  545. void CGTownInstance::clearArmy(IGameEventCallback & gameEvents) const
  546. {
  547. while(!stacks.empty())
  548. {
  549. gameEvents.eraseStack(StackLocation(id, stacks.begin()->first), true);
  550. }
  551. }
  552. BoatId CGTownInstance::getBoatType() const
  553. {
  554. return getTown()->faction->boatType;
  555. }
  556. int CGTownInstance::getMarketEfficiency() const
  557. {
  558. if(!hasBuiltSomeTradeBuilding())
  559. return 0;
  560. const PlayerState *p = cb->getPlayerState(tempOwner);
  561. assert(p);
  562. int marketCount = 0;
  563. for(const CGTownInstance *t : p->getTowns())
  564. if(t->hasBuiltSomeTradeBuilding())
  565. marketCount++;
  566. return marketCount;
  567. }
  568. std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const
  569. {
  570. if(mode == EMarketMode::RESOURCE_ARTIFACT)
  571. {
  572. std::vector<TradeItemBuy> ret;
  573. for(const ArtifactID a : cb->gameState().getMap().townMerchantArtifacts)
  574. ret.push_back(a);
  575. return ret;
  576. }
  577. else if ( mode == EMarketMode::RESOURCE_SKILL )
  578. {
  579. for (const auto & buildingID : builtBuildings)
  580. {
  581. const auto * buildingPtr = getTown()->buildings.at(buildingID).get();
  582. if (vstd::contains(buildingPtr->marketModes, mode))
  583. return buildingPtr->marketOffer;
  584. }
  585. logMod->warn("Town has resource-skill trade but has no skills to offer!");
  586. return {};
  587. }
  588. else
  589. return IMarket::availableItemsIds(mode);
  590. }
  591. ObjectInstanceID CGTownInstance::getObjInstanceID() const
  592. {
  593. return id;
  594. }
  595. void CGTownInstance::updateAppearance()
  596. {
  597. auto terrain = cb->getTile(visitablePos())->getTerrainID();
  598. //FIXME: not the best way to do this
  599. auto app = getObjectHandler()->getOverride(terrain, this);
  600. if (app)
  601. appearance = app;
  602. }
  603. std::string CGTownInstance::nodeName() const
  604. {
  605. return "Town (" + getTown()->faction->getNameTranslated() + ") of " + getNameTranslated();
  606. }
  607. void CGTownInstance::updateMoraleBonusFromArmy()
  608. {
  609. auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
  610. if(!b)
  611. {
  612. b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
  613. addNewBonus(b);
  614. }
  615. if (getGarrisonHero())
  616. {
  617. b->val = 0;
  618. nodeHasChanged();
  619. }
  620. else
  621. CArmedInstance::updateMoraleBonusFromArmy();
  622. }
  623. void CGTownInstance::recreateBuildingsBonuses()
  624. {
  625. BonusList bl;
  626. getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));
  627. for(const auto & b : bl)
  628. removeBonus(b);
  629. for(const auto & bid : builtBuildings)
  630. {
  631. bool bonusesReplacedByUpgrade = false;
  632. for(const auto & upgradeID : builtBuildings)
  633. {
  634. const auto & upgrade = getTown()->buildings.at(upgradeID);
  635. if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses)
  636. bonusesReplacedByUpgrade = true;
  637. }
  638. // bonuses from this building are disabled and replaced by bonuses from an upgrade
  639. if (bonusesReplacedByUpgrade)
  640. continue;
  641. const auto & building = getTown()->buildings.at(bid);
  642. if(building->buildingBonuses.empty())
  643. continue;
  644. for(auto & bonus : building->buildingBonuses)
  645. {
  646. // Add copy of bonus to bonus system
  647. // Othervice, bonuses with player or global propagator will not stack if player has multiple towns of same faction
  648. auto bonusCopy = std::make_shared<Bonus>(*bonus);
  649. addNewBonus(bonusCopy);
  650. }
  651. }
  652. }
  653. void CGTownInstance::setVisitingHero(CGHeroInstance *h)
  654. {
  655. if(getVisitingHero() == h)
  656. return;
  657. if(h)
  658. {
  659. h->detachFromBonusSystem(cb->gameState());
  660. h->setVisitedTown(this, false);
  661. h->attachToBonusSystem(cb->gameState());
  662. visitingHero = h->id;
  663. }
  664. else if (visitingHero.hasValue())
  665. {
  666. auto oldVisitor = dynamic_cast<CGHeroInstance*>(cb->gameState().getObjInstance(visitingHero));
  667. oldVisitor->detachFromBonusSystem(cb->gameState());
  668. oldVisitor->setVisitedTown(nullptr, false);
  669. oldVisitor->attachToBonusSystem(cb->gameState());
  670. visitingHero = {};
  671. }
  672. }
  673. void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
  674. {
  675. if(getGarrisonHero() == h)
  676. return;
  677. if(h)
  678. {
  679. h->detachFromBonusSystem(cb->gameState());
  680. h->setVisitedTown(this, true);
  681. h->attachToBonusSystem(cb->gameState());
  682. garrisonHero = h->id;
  683. }
  684. else if (garrisonHero.hasValue())
  685. {
  686. auto oldVisitor = dynamic_cast<CGHeroInstance*>(cb->gameState().getObjInstance(garrisonHero));
  687. oldVisitor->detachFromBonusSystem(cb->gameState());
  688. oldVisitor->setVisitedTown(nullptr, false);
  689. oldVisitor->attachToBonusSystem(cb->gameState());
  690. garrisonHero = {};
  691. }
  692. updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
  693. }
  694. const CGHeroInstance * CGTownInstance::getVisitingHero() const
  695. {
  696. if (!visitingHero.hasValue())
  697. return nullptr;
  698. return cb->getHero(visitingHero);
  699. }
  700. const CGHeroInstance * CGTownInstance::getGarrisonHero() const
  701. {
  702. if (!garrisonHero.hasValue())
  703. return nullptr;
  704. return cb->getHero(garrisonHero);
  705. }
  706. bool CGTownInstance::armedGarrison() const
  707. {
  708. return !stacks.empty() || getGarrisonHero();
  709. }
  710. int CGTownInstance::getTownLevel() const
  711. {
  712. // count all buildings that are not upgrades
  713. int level = 0;
  714. for(const auto & bid : builtBuildings)
  715. {
  716. if(getTown()->buildings.at(bid)->upgrade == BuildingID::NONE)
  717. level++;
  718. }
  719. return level;
  720. }
  721. CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
  722. {
  723. return townAndVis;
  724. }
  725. std::string CGTownInstance::getNameTranslated() const
  726. {
  727. return LIBRARY->generaltexth->translate(nameTextId);
  728. }
  729. std::string CGTownInstance::getNameTextID() const
  730. {
  731. return nameTextId;
  732. }
  733. void CGTownInstance::setNameTextId( const std::string & newName )
  734. {
  735. nameTextId = newName;
  736. }
  737. const CArmedInstance * CGTownInstance::getUpperArmy() const
  738. {
  739. if(getGarrisonHero())
  740. return getGarrisonHero();
  741. return this;
  742. }
  743. bool CGTownInstance::hasBuiltSomeTradeBuilding() const
  744. {
  745. return availableModes().empty() ? false : true;
  746. }
  747. bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
  748. {
  749. for(const auto & bid : builtBuildings)
  750. {
  751. if(getTown()->buildings.at(bid)->subId == buildingID)
  752. return true;
  753. }
  754. return false;
  755. }
  756. bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
  757. {
  758. return vstd::contains(builtBuildings, buildingID);
  759. }
  760. bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const
  761. {
  762. if (townID == getTown()->faction->getId() || townID == FactionID::ANY)
  763. return hasBuilt(buildingID);
  764. return false;
  765. }
  766. void CGTownInstance::addBuilding(const BuildingID & buildingID)
  767. {
  768. if(buildingID == BuildingID::NONE)
  769. return;
  770. builtBuildings.insert(buildingID);
  771. }
  772. std::set<EMarketMode> CGTownInstance::availableModes() const
  773. {
  774. std::set<EMarketMode> result;
  775. for (const auto & buildingID : builtBuildings)
  776. {
  777. const auto * buildingPtr = getTown()->buildings.at(buildingID).get();
  778. result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end());
  779. }
  780. return result;
  781. }
  782. void CGTownInstance::removeBuilding(const BuildingID & buildingID)
  783. {
  784. if(!vstd::contains(builtBuildings, buildingID))
  785. return;
  786. builtBuildings.erase(buildingID);
  787. }
  788. void CGTownInstance::removeAllBuildings()
  789. {
  790. builtBuildings.clear();
  791. }
  792. std::set<BuildingID> CGTownInstance::getBuildings() const
  793. {
  794. return builtBuildings;
  795. }
  796. TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
  797. {
  798. if (vstd::contains(getTown()->buildings, buildingID))
  799. return getTown()->buildings.at(buildingID)->resources;
  800. else
  801. {
  802. logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), anchorPos().toString(), buildingID.toEnum());
  803. return TResources();
  804. }
  805. }
  806. CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
  807. {
  808. const auto & building = getTown()->buildings.at(buildID);
  809. //TODO: find better solution to prevent infinite loops
  810. std::set<BuildingID> processed;
  811. std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
  812. [&](const BuildingID & id) -> CBuilding::TRequired::Variant
  813. {
  814. if (getTown()->buildings.count(id) == 0)
  815. {
  816. logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
  817. return CBuilding::TRequired::OperatorAll();
  818. }
  819. const auto & build = getTown()->buildings.at(id);
  820. CBuilding::TRequired::OperatorAll requirements;
  821. if (!hasBuilt(id))
  822. {
  823. if (deep)
  824. requirements.expressions.emplace_back(id);
  825. else
  826. return id;
  827. }
  828. if(!vstd::contains(processed, id))
  829. {
  830. processed.insert(id);
  831. if (build->upgrade != BuildingID::NONE)
  832. requirements.expressions.push_back(dependTest(build->upgrade));
  833. requirements.expressions.push_back(build->requirements.morph(dependTest));
  834. }
  835. return requirements;
  836. };
  837. CBuilding::TRequired::OperatorAll requirements;
  838. if (building->upgrade != BuildingID::NONE)
  839. {
  840. const auto & upgr = getTown()->buildings.at(building->upgrade);
  841. requirements.expressions.push_back(dependTest(upgr->bid));
  842. processed.clear();
  843. }
  844. requirements.expressions.push_back(building->requirements.morph(dependTest));
  845. CBuilding::TRequired::Variant variant(requirements);
  846. CBuilding::TRequired ret(variant);
  847. ret.minimize();
  848. return ret;
  849. }
  850. void CGTownInstance::addHeroToStructureVisitors(IGameEventCallback & gameEvents, const CGHeroInstance *h, si64 structureInstanceID ) const
  851. {
  852. if(getVisitingHero() == h)
  853. gameEvents.setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
  854. else if(getGarrisonHero() == h)
  855. gameEvents.setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
  856. else
  857. {
  858. //should never ever happen
  859. logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
  860. throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");
  861. }
  862. }
  863. void CGTownInstance::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance * hero, const BattleResult & result) const
  864. {
  865. if(result.winner == BattleSide::ATTACKER)
  866. {
  867. clearArmy(gameEvents);
  868. onTownCaptured(gameEvents, hero->getOwner());
  869. }
  870. }
  871. void CGTownInstance::onTownCaptured(IGameEventCallback & gameEvents, const PlayerColor & winner) const
  872. {
  873. setOwner(gameEvents, winner);
  874. gameEvents.changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
  875. }
  876. void CGTownInstance::afterAddToMap(CMap * map)
  877. {
  878. map->townAddedToMap(this);
  879. }
  880. void CGTownInstance::afterRemoveFromMap(CMap * map)
  881. {
  882. map->townRemovedFromMap(this);
  883. }
  884. void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  885. {
  886. CGObjectInstance::serializeJsonOwner(handler);
  887. if(!handler.saving)
  888. handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
  889. CArmedInstance::serializeJsonOptions(handler);
  890. handler.serializeString("name", nameTextId);
  891. {
  892. auto decodeBuilding = [this](const std::string & identifier) -> si32
  893. {
  894. auto rawId = LIBRARY->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);
  895. if(rawId)
  896. return rawId.value();
  897. else
  898. return -1;
  899. };
  900. auto encodeBuilding = [this](si32 index) -> std::string
  901. {
  902. return getTown()->buildings.at(BuildingID(index))->getJsonKey();
  903. };
  904. const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
  905. JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
  906. if(handler.saving)
  907. {
  908. bool customBuildings = false;
  909. boost::logic::tribool hasFort(false);
  910. for(const BuildingID & id : forbiddenBuildings)
  911. {
  912. buildingsLIC.none.insert(id.getNum());
  913. customBuildings = true;
  914. }
  915. for(const BuildingID & id : builtBuildings)
  916. {
  917. if(id == BuildingID::DEFAULT)
  918. continue;
  919. const auto & building = getTown()->buildings.at(id);
  920. if(building->mode == CBuilding::BUILD_AUTO)
  921. continue;
  922. if(id == BuildingID::FORT)
  923. hasFort = true;
  924. buildingsLIC.all.insert(id.getNum());
  925. customBuildings = true;
  926. }
  927. if(customBuildings)
  928. handler.serializeLIC("buildings", buildingsLIC);
  929. else
  930. handler.serializeBool("hasFort",hasFort);
  931. }
  932. else
  933. {
  934. handler.serializeLIC("buildings", buildingsLIC);
  935. addBuilding(BuildingID::VILLAGE_HALL);
  936. if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
  937. {
  938. addBuilding(BuildingID::DEFAULT);
  939. bool hasFort = false;
  940. handler.serializeBool("hasFort",hasFort);
  941. if(hasFort)
  942. addBuilding(BuildingID::FORT);
  943. }
  944. else
  945. {
  946. for(const si32 item : buildingsLIC.none)
  947. forbiddenBuildings.insert(BuildingID(item));
  948. for(const si32 item : buildingsLIC.all)
  949. addBuilding(BuildingID(item));
  950. }
  951. }
  952. }
  953. {
  954. handler.serializeIdArray( "possibleSpells", possibleSpells);
  955. handler.serializeIdArray( "obligatorySpells", obligatorySpells);
  956. }
  957. {
  958. auto eventsHandler = handler.enterArray("events");
  959. eventsHandler.syncSize(events, JsonNode::JsonType::DATA_VECTOR);
  960. eventsHandler.serializeStruct(events);
  961. }
  962. handler.serializeId("alignmentToPlayer", alignmentToPlayer, PlayerColor::NEUTRAL);
  963. }
  964. const CFaction * CGTownInstance::getFaction() const
  965. {
  966. return getFactionID().toFaction();
  967. }
  968. const CTown * CGTownInstance::getTown() const
  969. {
  970. if(ID == Obj::RANDOM_TOWN)
  971. return LIBRARY->townh->randomFaction->town.get();
  972. return getFaction()->town.get();
  973. }
  974. FactionID CGTownInstance::getFactionID() const
  975. {
  976. return FactionID(subID.getNum());
  977. }
  978. TerrainId CGTownInstance::getNativeTerrain() const
  979. {
  980. return getTown()->faction->getNativeTerrain();
  981. }
  982. ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const
  983. {
  984. if (builtBuildings.count(building) == 0)
  985. return ArtifactID::NONE;
  986. if (building == BuildingID::BLACKSMITH && getTown()->warMachineDeprecated.hasValue())
  987. return getTown()->warMachineDeprecated.toCreature()->warMachine;
  988. return getTown()->buildings.at(building)->warMachine;
  989. }
  990. bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const
  991. {
  992. for (auto const & buildingID : builtBuildings)
  993. if (getTown()->buildings.at(buildingID)->warMachine == warMachine)
  994. return true;
  995. if (builtBuildings.count(BuildingID::BLACKSMITH) &&
  996. getTown()->warMachineDeprecated.hasValue() &&
  997. getTown()->warMachineDeprecated.toCreature()->warMachine == warMachine)
  998. return true;
  999. return false;
  1000. }
  1001. GrowthInfo::Entry::Entry(const std::string &format, int _count)
  1002. : count(_count)
  1003. {
  1004. MetaString formatter;
  1005. formatter.appendRawString(format);
  1006. formatter.replacePositiveNumber(count);
  1007. description = formatter.toString();
  1008. }
  1009. GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
  1010. {
  1011. MetaString formatter;
  1012. formatter.appendRawString("%s %+d");
  1013. formatter.replaceRawString(FactionID(subID).toFaction()->town->buildings.at(building)->getNameTranslated());
  1014. formatter.replacePositiveNumber(count);
  1015. description = formatter.toString();
  1016. }
  1017. GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
  1018. count(_count),
  1019. description(std::move(fullDescription))
  1020. {
  1021. }
  1022. CTownAndVisitingHero::CTownAndVisitingHero()
  1023. {
  1024. setNodeType(TOWN_AND_VISITOR);
  1025. }
  1026. int GrowthInfo::totalGrowth() const
  1027. {
  1028. int ret = 0;
  1029. for(const Entry &entry : entries)
  1030. ret += entry.count;
  1031. // always round up income - we don't want buildings to always produce zero if handicap in use
  1032. return vstd::divideAndCeil(ret * handicapPercentage, 100);
  1033. }
  1034. void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
  1035. {
  1036. for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
  1037. {
  1038. if (vstd::contains(dwelling.second, stack.getId())) //Dwelling with our creature
  1039. {
  1040. for(const auto & upgrID : dwelling.second)
  1041. {
  1042. if(vstd::contains(stack.getCreature()->upgrades, upgrID)) //possible upgrade
  1043. {
  1044. info.addUpgrade(upgrID, stack.getType());
  1045. }
  1046. }
  1047. }
  1048. }
  1049. }
  1050. void CGTownInstance::postDeserialize()
  1051. {
  1052. for(auto & building : rewardableBuildings)
  1053. building.second->town = this;
  1054. if (getFactionID().hasValue())
  1055. {
  1056. vstd::erase_if(builtBuildings, [this](const BuildingID & buildID)
  1057. {
  1058. return getTown()->buildings.count(buildID) == 0;
  1059. });
  1060. }
  1061. }
  1062. std::map<BuildingID, TownRewardableBuildingInstance*> CGTownInstance::convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector)
  1063. {
  1064. std::map<BuildingID, TownRewardableBuildingInstance*> result;
  1065. for(auto & building : oldVector)
  1066. {
  1067. result[building->getBuildingType()] = new TownRewardableBuildingInstance(*building);
  1068. delete building;
  1069. }
  1070. return result;
  1071. }
  1072. VCMI_LIB_NAMESPACE_END