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| /* * CGTownInstance.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 "CGTownInstance.h"#include "CGTownBuilding.h"#include "../spells/CSpellHandler.h"#include "../bonuses/Bonus.h"#include "../battle/IBattleInfoCallback.h"#include "../CConfigHandler.h"#include "../texts/CGeneralTextHandler.h"#include "../IGameCallback.h"#include "../gameState/CGameState.h"#include "../mapping/CMap.h"#include "../CPlayerState.h"#include "../StartInfo.h"#include "../TerrainHandler.h"#include "../entities/building/CBuilding.h"#include "../entities/faction/CTownHandler.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../mapObjects/CGHeroInstance.h"#include "../modding/ModScope.h"#include "../networkPacks/StackLocation.h"#include "../networkPacks/PacksForClient.h"#include "../networkPacks/PacksForClientBattle.h"#include "../serializer/JsonSerializeFormat.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINint CGTownInstance::getSightRadius() const //returns sight distance{	auto ret = CBuilding::HEIGHT_NO_TOWER;	for(const auto & bid : builtBuildings)	{		if(bid.IsSpecialOrGrail())		{			auto height = town->buildings.at(bid)->height;			if(ret < height)				ret = height;	}}	return ret;}void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier){///this is freakin' overcomplicated solution	switch (what)	{		case ObjProperty::STRUCTURE_ADD_VISITING_HERO:			bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::VISITORS, visitingHero->id);			break;		case ObjProperty::STRUCTURE_CLEAR_VISITORS:			bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));			break;		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors			bonusingBuildings[identifier.getNum()]->setProperty(ObjProperty::VISITORS, garrisonHero->id);			break;		case ObjProperty::BONUS_VALUE_FIRST:			bonusValue.first = identifier.getNum();			break;		case ObjProperty::BONUS_VALUE_SECOND:			bonusValue.second = identifier.getNum();			break;	}}CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle{	if (hasBuilt(BuildingID::CASTLE))		return CASTLE;	if (hasBuilt(BuildingID::CITADEL))		return CITADEL;	if (hasBuilt(BuildingID::FORT))		return FORT;	return NONE;}int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol{	if (hasBuilt(BuildingID::CAPITOL))		return 3;	if (hasBuilt(BuildingID::CITY_HALL))		return 2;	if (hasBuilt(BuildingID::TOWN_HALL))		return 1;	if (hasBuilt(BuildingID::VILLAGE_HALL))		return 0;	return -1;}int CGTownInstance::mageGuildLevel() const{	if (hasBuilt(BuildingID::MAGES_GUILD_5))		return 5;	if (hasBuilt(BuildingID::MAGES_GUILD_4))		return 4;	if (hasBuilt(BuildingID::MAGES_GUILD_3))		return 3;	if (hasBuilt(BuildingID::MAGES_GUILD_2))		return 2;	if (hasBuilt(BuildingID::MAGES_GUILD_1))		return 1;	return 0;}int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present{	return town->hordeLvl.at(HID);}int CGTownInstance::creatureGrowth(const int & level) const{	return getGrowthInfo(level).totalGrowth();}GrowthInfo CGTownInstance::getGrowthInfo(int level) const{	GrowthInfo ret;	if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)		return ret;	if (creatures[level].second.empty())		return ret; //no dwelling	const Creature *creature = creatures[level].second.back().toEntity(VLC);	const int base = creature->getGrowth();	int castleBonus = 0;	if(tempOwner.isValidPlayer())	{		auto * playerSettings = cb->getPlayerSettings(tempOwner);		ret.handicapPercentage = playerSettings->handicap.percentGrowth;	}	else		ret.handicapPercentage = 100;	ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"	if (hasBuilt(BuildingID::CASTLE))		ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);	else if (hasBuilt(BuildingID::CITADEL))		ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);	if(town->hordeLvl.at(0) == level)//horde 1		if(hasBuilt(BuildingID::HORDE_1))			ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());	if(town->hordeLvl.at(1) == level)//horde 2		if(hasBuilt(BuildingID::HORDE_2))			ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());	//statue-of-legion-like bonus: % to base+castle	TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));	for(const auto & b : *bonuses2)	{		const auto growth = b->val * (base + castleBonus) / 100;		if (growth)		{			ret.entries.emplace_back(growth, b->Description(growth));		}	}	//other *-of-legion-like bonuses (%d to growth cumulative with grail)	// Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)	TConstBonusListPtr bonuses = getBonuses(Selector::typeSubtype(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1)));	for(const auto & b : *bonuses)		ret.entries.emplace_back(b->val, b->Description());	int dwellingBonus = 0;	if(const PlayerState *p = cb->getPlayerState(tempOwner, false))	{		dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);	}	if(dwellingBonus)		ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d	if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth		ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);	return ret;}int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const{	int totalBonus = 0;	for (const auto& dwelling : dwellings)	{		for (const auto& creature : dwelling->creatures)		{			totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;		}	}	return totalBonus;}TResources CGTownInstance::dailyIncome() const{	TResources ret;	for(const auto & p : town->buildings)	{		BuildingID buildingUpgrade;		for(const auto & p2 : town->buildings)		{			if (p2.second->upgrade == p.first)			{				buildingUpgrade = p2.first;			}		}		if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))		{			ret += p.second->produce;		}	}	auto playerSettings = cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner());	for(TResources::nziterator it(ret); it.valid(); it++)		// always round up income - we don't want to always produce zero if handicap in use		ret[it->resType] = (ret[it->resType] * playerSettings.handicap.percentIncome + 99) / 100;	return ret;}bool CGTownInstance::hasFort() const{	return hasBuilt(BuildingID::FORT);}bool CGTownInstance::hasCapitol() const{	return hasBuilt(BuildingID::CAPITOL);}CGTownInstance::CGTownInstance(IGameCallback *cb):	CGDwelling(cb),	town(nullptr),	built(0),	destroyed(0),	identifier(0),	alignmentToPlayer(PlayerColor::NEUTRAL){	this->setNodeType(CBonusSystemNode::TOWN);}CGTownInstance::~CGTownInstance(){	for (auto & elem : bonusingBuildings)		delete elem;}int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const{	if(checkGuild && mageGuildLevel() < level)		return 0;	int ret = 6 - level; //how many spells are available at this level	if (hasBuilt(BuildingSubID::LIBRARY))		ret++;	return ret;}bool CGTownInstance::needsLastStack() const{	return garrisonHero != nullptr;}void CGTownInstance::setOwner(const PlayerColor & player) const{	removeCapitols(player);	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() ) == PlayerRelations::ENEMIES)	{		if(armedGarrison() || visitingHero)		{			const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;			const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;			const bool isBattleOutside = isBattleOutsideTown(defendingHero);			if(!isBattleOutside && visitingHero && defendingHero == visitingHero)			{				//we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)				auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);				if(nodeSiege == (CBonusSystemNode *)this)					cb->swapGarrisonOnSiege(this->id);				const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle			}			cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));		}		else		{			auto heroColor = h->getOwner();			onTownCaptured(heroColor);			if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)			{				return; //we just won game, we do not need to perform any extra actions				//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)			}			cb->heroVisitCastle(this, h);		}	}	else if(h->visitablePos() == visitablePos())	{		bool commander_recover = h->commander && !h->commander->alive;		if (commander_recover) // rise commander from dead		{			SetCommanderProperty scp;			scp.heroid = h->id;			scp.which = SetCommanderProperty::ALIVE;			scp.amount = 1;			cb->sendAndApply(&scp);		}		cb->heroVisitCastle(this, h);		// TODO(vmarkovtsev): implement payment for rising the commander		if (commander_recover) // info window about commander		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text.appendRawString(h->commander->getName());			iw.components.emplace_back(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());			cb->showInfoDialog(&iw);		}	}	else	{		logGlobal->error("%s visits allied town of %s from different pos?", h->getNameTranslated(), getNameTranslated());	}}void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const{	//FIXME: find out why this issue appears on random maps	if(visitingHero == h)	{		cb->stopHeroVisitCastle(this, h);		logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());	}	else		logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());}std::string CGTownInstance::getObjectName() const{	return getNameTranslated() + ", " + town->faction->getNameTranslated();}bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const{	return town->getBuildingType(subId) != BuildingID::NONE;}void CGTownInstance::initOverriddenBids(){	for(const auto & bid : builtBuildings)	{		const auto & overrideThem = town->buildings.at(bid)->overrideBids;		for(const auto & overrideIt : overrideThem)			overriddenBuildings.insert(overrideIt);	}}bool CGTownInstance::isBonusingBuildingAdded(BuildingID bid) const{	auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)		{			return building->getBuildingType() == bid;		});	return present != bonusingBuildings.end();}void CGTownInstance::addTownBonuses(vstd::RNG & rand){	for(const auto & kvp : town->buildings)	{		if(vstd::contains(overriddenBuildings, kvp.first))			continue;		if(kvp.second->IsVisitingBonus())			bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));		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));	}}DamageRange CGTownInstance::getTowerDamageRange() const{	assert(hasBuilt(BuildingID::CASTLE));	// http://heroes.thelazy.net/wiki/Arrow_tower	// base damage, irregardless of town level	static constexpr int baseDamage = 6;	// extra damage, for each building in town	static constexpr int extraDamage = 1;	const int minDamage = baseDamage + extraDamage * getTownLevel();	return {		minDamage,		minDamage * 2	};}DamageRange CGTownInstance::getKeepDamageRange() const{	assert(hasBuilt(BuildingID::CITADEL));	// http://heroes.thelazy.net/wiki/Arrow_tower	// base damage, irregardless of town level	static constexpr int baseDamage = 10;	// extra damage, for each building in town	static constexpr int extraDamage = 2;	const int minDamage = baseDamage + extraDamage * getTownLevel();	return {		minDamage,		minDamage * 2	};}void CGTownInstance::deleteTownBonus(BuildingID bid){	size_t i = 0;	CGTownBuilding * freeIt = nullptr;	for(i = 0; i != bonusingBuildings.size(); i++)	{		if(bonusingBuildings[i]->getBuildingType() == bid)		{			freeIt = bonusingBuildings[i];			break;		}	}	if(freeIt == nullptr)		return;	auto building = town->buildings.at(bid);	auto isVisitingBonus = building->IsVisitingBonus();	auto isWeekBonus = building->IsWeekBonus();	if(!isVisitingBonus && !isWeekBonus)		return;	bonusingBuildings.erase(bonusingBuildings.begin() + i);	delete freeIt;}FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand){	if(getOwner().isValidPlayer())		return cb->gameState()->scenarioOps->getIthPlayersSettings(getOwner()).castle;	if(alignmentToPlayer.isValidPlayer())		return cb->gameState()->scenarioOps->getIthPlayersSettings(alignmentToPlayer).castle;	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);}void CGTownInstance::pickRandomObject(vstd::RNG & rand){	assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);	if (ID == MapObjectID::RANDOM_TOWN)	{		ID = MapObjectID::TOWN;		subID = randomizeFaction(rand);	}	assert(ID == Obj::TOWN); // just in case	setType(ID, subID);	town = (*VLC->townh)[getFaction()]->town;	randomizeArmy(getFaction());	updateAppearance();}void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures{	blockVisit = true;	if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example		creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);	else		creatures.resize(GameConstants::CREATURES_PER_TOWN);	for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)	{		BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST + level);		int upgradeNum = 0;		for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))		{			if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)				creatures[level].second.push_back(town->creatures[level][upgradeNum]);		}	}	initOverriddenBids();	addTownBonuses(rand); //add special bonuses from buildings to the bonusingBuildings vector.	recreateBuildingsBonuses();	updateAppearance();}void CGTownInstance::newTurn(vstd::RNG & rand) const{	if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week	{		//give resources if there's a Mystic Pond		if (hasBuilt(BuildingSubID::MYSTIC_POND)			&& cb->getDate(Date::DAY) != 1			&& (tempOwner.isValidPlayer())			)		{			int resID = rand.nextInt(2, 5); //bonus to random rare resource			resID = (resID==2)?1:resID;			int resVal = rand.nextInt(1, 4);//with size 1..4			cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);			cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_FIRST, resID);			cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, resVal);		}				for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))			cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex		//get Mana Vortex or Stables bonuses		//same code is in the CGameHandler::buildStructure method		if (garrisonHero != nullptr) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order			cb->visitCastleObjects(this, garrisonHero);		if (visitingHero != nullptr)			cb->visitCastleObjects(this, visitingHero);		if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns		{			std::vector<SlotID> nativeCrits; //slots			for(const auto & elem : Slots())			{				if (elem.second->type->getFaction() == getFaction()) //native				{					nativeCrits.push_back(elem.first); //collect matching slots				}			}			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				{					cb->changeStackCount(sl, c->getGrowth());				}				else //upgrade				{					cb->changeStackType(sl, c->upgrades.begin()->toCreature());				}			}			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())				{					CreatureID c = town->creatures[i][0];					SlotID n;										TQuantity count = creatureGrowth(i);					if (!count) // no dwelling						count = VLC->creatures()->getById(c)->getGrowth();										{//no lower tiers or above current month												if ((n = getSlotFor(c)).validSlot())						{							StackLocation sl(this, n);							if (slotEmpty(n))								cb->insertNewStack(sl, c.toCreature(), 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{	return pos - int3(2,0,0);}*/bool CGTownInstance::passableFor(PlayerColor color) const{	if (!armedGarrison())//empty castle - anyone can visit		return true;	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit		return false;	return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;}void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const{	offsets = {int3(-1,2,0), int3(+1,2,0)};}CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const{	if (!hasBuilt(BuildingID::SHIPYARD))		return EGeneratorState::UNKNOWN;	return IShipyard::shipyardStatus();}const IObjectInterface * CGTownInstance::getObject() const{	return this;}void CGTownInstance::mergeGarrisonOnSiege() const{	auto getWeakestStackSlot = [&](ui64 powerLimit)	{		std::vector<SlotID> weakSlots;		auto stacksList = visitingHero->stacks;		std::pair<SlotID, CStackInstance *> pair;		while(!stacksList.empty())		{			pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });			if(powerLimit > pair.second->getPower() &&				(weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))			{				weakSlots.push_back(pair.first);				stacksList.erase(pair.first);			}			else				break;		}		if(!weakSlots.empty())			return *std::max_element(weakSlots.begin(), weakSlots.end());		return SlotID();	};	auto count = static_cast<int>(stacks.size());	for(int i = 0; i < count; i++)	{		auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)		{			ui64 power = elem.second->getPower();			auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());			if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))				power += visitingHero->getStack(dst).getPower();			return power;		});		auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());		if(dst.validSlot())			cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);		else		{			dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));			if(dst.validSlot())				cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));		}	}}void CGTownInstance::removeCapitols(const PlayerColor & owner) const{	if (hasCapitol()) // search if there's an older capitol	{		PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player		for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)		{			if (*i != this && (*i)->hasCapitol())			{				RazeStructures rs;				rs.tid = id;				rs.bid.insert(BuildingID::CAPITOL);				rs.destroyed = destroyed;				cb->sendAndApply(&rs);				return;			}		}	}}void CGTownInstance::clearArmy() const{	while(!stacks.empty())	{		cb->eraseStack(StackLocation(this, stacks.begin()->first));	}}BoatId CGTownInstance::getBoatType() const{	return town->faction->boatType;}int CGTownInstance::getMarketEfficiency() const{	if(!hasBuiltSomeTradeBuilding())		return 0;	const PlayerState *p = cb->getPlayerState(tempOwner);	assert(p);	int marketCount = 0;	for(const CGTownInstance *t : p->towns)		if(t->hasBuiltSomeTradeBuilding())			marketCount++;	return marketCount;}bool CGTownInstance::allowsTrade(EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::RESOURCE_PLAYER:		return hasBuilt(BuildingID::MARKETPLACE);	case EMarketMode::ARTIFACT_RESOURCE:	case EMarketMode::RESOURCE_ARTIFACT:		return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT);	case EMarketMode::CREATURE_RESOURCE:		return hasBuilt(BuildingSubID::FREELANCERS_GUILD);	case EMarketMode::CREATURE_UNDEAD:		return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);	case EMarketMode::RESOURCE_SKILL:		return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);	case EMarketMode::CREATURE_EXP:	case EMarketMode::ARTIFACT_EXP:		return false;	default:		assert(0);		return false;	}}std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const{	if(mode == EMarketMode::RESOURCE_ARTIFACT)	{		std::vector<TradeItemBuy> ret;		for(const CArtifact *a : cb->gameState()->map->townMerchantArtifacts)			if(a)				ret.push_back(a->getId());			else				ret.push_back(ArtifactID{});		return ret;	}	else if ( mode == EMarketMode::RESOURCE_SKILL )	{		return cb->gameState()->map->townUniversitySkills;	}	else		return IMarket::availableItemsIds(mode);}void CGTownInstance::updateAppearance(){	auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();	//FIXME: not the best way to do this	auto app = getObjectHandler()->getOverride(terrain, this);	if (app)		appearance = app;}std::string CGTownInstance::nodeName() const{	return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated();}void CGTownInstance::deserializationFix(){	attachTo(townAndVis);	//Hero is already handled by CGameState::attachArmedObjects// 	if(visitingHero)// 		visitingHero->attachTo(&townAndVis);// 	if(garrisonHero)// 		garrisonHero->attachTo(this);}void CGTownInstance::updateMoraleBonusFromArmy(){	auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));	if(!b)	{		b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());		addNewBonus(b);	}	if (garrisonHero)	{		b->val = 0;		CBonusSystemNode::treeHasChanged();	}	else		CArmedInstance::updateMoraleBonusFromArmy();}void CGTownInstance::recreateBuildingsBonuses(){	BonusList bl;	getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));	for(const auto & b : bl)		removeBonus(b);	for(const auto & bid : builtBuildings)	{		if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword			continue;		auto building = town->buildings.at(bid);		if(building->buildingBonuses.empty())			continue;		for(auto & bonus : building->buildingBonuses)			addNewBonus(bonus);	}}void CGTownInstance::setVisitingHero(CGHeroInstance *h){	if(visitingHero.get() == h)		return;		if(h)	{		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);		assert(p);		h->detachFrom(*p);		h->attachTo(townAndVis);		visitingHero = h;		h->visitedTown = this;		h->inTownGarrison = false;	}	else	{		PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);		visitingHero->visitedTown = nullptr;		visitingHero->detachFrom(townAndVis);		visitingHero->attachTo(*p);		visitingHero = nullptr;	}}void CGTownInstance::setGarrisonedHero(CGHeroInstance *h){	if(garrisonHero.get() == h)		return;		if(h)	{		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);		assert(p);		h->detachFrom(*p);		h->attachTo(*this);		garrisonHero = h;		h->visitedTown = this;		h->inTownGarrison = true;	}	else	{		PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);		garrisonHero->visitedTown = nullptr;		garrisonHero->inTownGarrison = false;		garrisonHero->detachFrom(*this);		garrisonHero->attachTo(*p);		garrisonHero = nullptr;	}	updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice}bool CGTownInstance::armedGarrison() const{	return !stacks.empty() || garrisonHero;}const CTown * CGTownInstance::getTown() const{    if(ID == Obj::RANDOM_TOWN)		return VLC->townh->randomTown;	else	{		if(nullptr == town)		{			return (*VLC->townh)[getFaction()]->town;		}		else			return town;	}}int CGTownInstance::getTownLevel() const{	// count all buildings that are not upgrades	int level = 0;	for(const auto & bid : builtBuildings)	{		if(town->buildings.at(bid)->upgrade == BuildingID::NONE)			level++;	}	return level;}CBonusSystemNode & CGTownInstance::whatShouldBeAttached(){	return townAndVis;}std::string CGTownInstance::getNameTranslated() const{	return VLC->generaltexth->translate(nameTextId);}std::string CGTownInstance::getNameTextID() const{	return nameTextId;}void CGTownInstance::setNameTextId( const std::string & newName ){	nameTextId = newName;}const CArmedInstance * CGTownInstance::getUpperArmy() const{	if(garrisonHero)		return garrisonHero;	return this;}std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const{	std::vector<const CGTownBuilding *> ret;	for(auto * const building : bonusingBuildings)	{		if(building->getBuildingSubtype() == subId)			ret.push_back(building);	}	return ret;}bool CGTownInstance::hasBuiltSomeTradeBuilding() const{	for(const auto & bid : builtBuildings)	{		if(town->buildings.at(bid)->IsTradeBuilding())			return true;	}	return false;}bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const{	for(const auto & bid : builtBuildings)	{		if(town->buildings.at(bid)->subId == buildingID)			return true;	}	return false;}bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const{	return vstd::contains(builtBuildings, buildingID);}bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const{	if (townID == town->faction->getId() || townID == FactionID::ANY)		return hasBuilt(buildingID);	return false;}TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const{	if (vstd::contains(town->buildings, buildingID))		return town->buildings.at(buildingID)->resources;	else	{		logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), pos.toString(), buildingID.toEnum());		return TResources();	}}CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const{	const CBuilding * building = town->buildings.at(buildID);	//TODO: find better solution to prevent infinite loops	std::set<BuildingID> processed;	std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =	[&](const BuildingID & id) -> CBuilding::TRequired::Variant	{		if (town->buildings.count(id) == 0)		{			logMod->error("Invalid building ID %d in building dependencies!", id.getNum());			return CBuilding::TRequired::OperatorAll();		}		const CBuilding * build = town->buildings.at(id);		CBuilding::TRequired::OperatorAll requirements;		if (!hasBuilt(id))		{			if (deep)				requirements.expressions.emplace_back(id);			else				return id;		}		if(!vstd::contains(processed, id))		{			processed.insert(id);			if (build->upgrade != BuildingID::NONE)				requirements.expressions.push_back(dependTest(build->upgrade));			requirements.expressions.push_back(build->requirements.morph(dependTest));		}		return requirements;	};	CBuilding::TRequired::OperatorAll requirements;	if (building->upgrade != BuildingID::NONE)	{		const CBuilding * upgr = town->buildings.at(building->upgrade);		requirements.expressions.push_back(dependTest(upgr->bid));		processed.clear();	}	requirements.expressions.push_back(building->requirements.morph(dependTest));	CBuilding::TRequired::Variant variant(requirements);	CBuilding::TRequired ret(variant);	ret.minimize();	return ret;}void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const{	if(visitingHero == h)		cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors	else if(garrisonHero == h)		cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero	else	{		//should never ever happen		logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);		throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");	}}void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const{	if(result.winner == BattleSide::ATTACKER)	{		clearArmy();		onTownCaptured(hero->getOwner());	}}void CGTownInstance::onTownCaptured(const PlayerColor & winner) const{	setOwner(winner);	cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);}void CGTownInstance::afterAddToMap(CMap * map){	map->towns.emplace_back(this);}void CGTownInstance::afterRemoveFromMap(CMap * map){	vstd::erase_if_present(map->towns, this);}void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler){	CGObjectInstance::serializeJsonOwner(handler);	if(!handler.saving)		handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format	CArmedInstance::serializeJsonOptions(handler);	handler.serializeString("name", nameTextId);	{		auto decodeBuilding = [this](const std::string & identifier) -> si32		{			auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);			if(rawId)				return rawId.value();			else				return -1;		};		auto encodeBuilding = [this](si32 index) -> std::string		{			return getTown()->buildings.at(BuildingID(index))->getJsonKey();		};		const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed		JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);		if(handler.saving)		{			bool customBuildings = false;			boost::logic::tribool hasFort(false);			for(const BuildingID & id : forbiddenBuildings)			{				buildingsLIC.none.insert(id.getNum());				customBuildings = true;			}			for(const BuildingID & id : builtBuildings)			{				if(id == BuildingID::DEFAULT)					continue;				const CBuilding * building = getTown()->buildings.at(id);				if(building->mode == CBuilding::BUILD_AUTO)					continue;				if(id == BuildingID::FORT)					hasFort = true;				buildingsLIC.all.insert(id.getNum());				customBuildings = true;			}			if(customBuildings)				handler.serializeLIC("buildings", buildingsLIC);			else				handler.serializeBool("hasFort",hasFort);		}		else		{			handler.serializeLIC("buildings", buildingsLIC);			builtBuildings.insert(BuildingID::VILLAGE_HALL);			if(buildingsLIC.none.empty() && buildingsLIC.all.empty())			{				builtBuildings.insert(BuildingID::DEFAULT);				bool hasFort = false;				handler.serializeBool("hasFort",hasFort);				if(hasFort)					builtBuildings.insert(BuildingID::FORT);			}			else			{				for(const si32 item : buildingsLIC.none)					forbiddenBuildings.insert(BuildingID(item));				for(const si32 item : buildingsLIC.all)					builtBuildings.insert(BuildingID(item));			}		}	}	{		handler.serializeIdArray( "possibleSpells", possibleSpells);		handler.serializeIdArray( "obligatorySpells", obligatorySpells);	}}FactionID CGTownInstance::getFaction() const{	return  FactionID(subID.getNum());}TerrainId CGTownInstance::getNativeTerrain() const{	return town->faction->getNativeTerrain();}GrowthInfo::Entry::Entry(const std::string &format, int _count)	: count(_count){	MetaString formatter;	formatter.appendRawString(format);	formatter.replacePositiveNumber(count);	description = formatter.toString();}GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count){	MetaString formatter;	formatter.appendRawString("%s %+d");	formatter.replaceRawString((*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated());	formatter.replacePositiveNumber(count);	description = formatter.toString();}GrowthInfo::Entry::Entry(int _count, std::string fullDescription):	count(_count),	description(std::move(fullDescription)){}CTownAndVisitingHero::CTownAndVisitingHero(){	setNodeType(TOWN_AND_VISITOR);}int GrowthInfo::totalGrowth() const{	int ret = 0;	for(const Entry &entry : entries)		ret += entry.count;	// always round up income - we don't want buildings to always produce zero if handicap in use	return (ret * handicapPercentage + 99) / 100;}void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const{	for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)	{		if (vstd::contains(dwelling.second, stack.type->getId())) //Dwelling with our creature		{			for(const auto & upgrID : dwelling.second)			{				if(vstd::contains(stack.type->upgrades, upgrID)) //possible upgrade				{					info.newID.push_back(upgrID);					info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());				}			}		}	}}VCMI_LIB_NAMESPACE_END
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