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							- #include "StdInc.h"
 
- #include "CTownHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "JsonNode.h"
 
- #include "StringConstants.h"
 
- #include "CModHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "CArtHandler.h"
 
- #include "CSpellHandler.h"
 
- #include "Filesystem/CResourceLoader.h"
 
- /*
 
-  * CTownHandler.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
 
-  *
 
-  */
 
- const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
 
- const std::string & CBuilding::Name() const
 
- {
 
- 	return name;
 
- }
 
- const std::string & CBuilding::Description() const
 
- {
 
- 	return description;
 
- }
 
- BuildingID CBuilding::getBase() const
 
- {
 
- 	const CBuilding * build = this;
 
- 	while (build->upgrade >= 0)
 
- 		build = VLC->townh->towns[build->tid].buildings[build->upgrade];
 
- 	return build->bid;
 
- }
 
- si32 CBuilding::getDistance(BuildingID buildID) const
 
- {
 
- 	const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
 
- 	int distance = 0;
 
- 	while (build->upgrade >= 0 && build != this)
 
- 	{
 
- 		build = VLC->townh->towns[build->tid].buildings[build->upgrade];
 
- 		distance++;
 
- 	}
 
- 	if (build == this)
 
- 		return distance;
 
- 	return -1;
 
- }
 
- CTownHandler::CTownHandler()
 
- {
 
- 	VLC->townh = this;
 
- }
 
- JsonNode readBuilding(CLegacyConfigParser & parser)
 
- {
 
- 	JsonNode ret;
 
- 	JsonNode & cost = ret["cost"];
 
- 	//note: this code will try to parse mithril as well but wil always return 0 for it
 
- 	BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES)
 
- 		cost[resID].Float() = parser.readNumber();
 
- 	parser.endLine();
 
- 	return ret;
 
- }
 
- void CTownHandler::loadLegacyData(JsonNode & dest)
 
- {
 
- 	CLegacyConfigParser parser("DATA/BUILDING.TXT");
 
- 	dest.Vector().resize(GameConstants::F_NUMBER);
 
- 	parser.endLine(); // header
 
- 	parser.endLine();
 
- 	//Unique buildings
 
- 	for (size_t town=0; town<GameConstants::F_NUMBER; town++)
 
- 	{
 
- 		JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();
 
- 		buildList.resize( 30 ); //prepare vector for first set of buildings
 
- 		parser.endLine(); //header
 
- 		parser.endLine();
 
- 		int buildID = 17;
 
- 		do
 
- 		{
 
- 			buildList[buildID] = readBuilding(parser);
 
- 			buildID++;
 
- 		}
 
- 		while (!parser.isNextEntryEmpty());
 
- 	}
 
- 	// Common buildings
 
- 	parser.endLine(); // header
 
- 	parser.endLine();
 
- 	parser.endLine();
 
- 	int buildID = 0;
 
- 	do
 
- 	{
 
- 		JsonNode building = readBuilding(parser);
 
- 		for (size_t town=0; town<GameConstants::F_NUMBER; town++)
 
- 			dest.Vector()[town]["buildings"].Vector()[buildID] = building;
 
- 		buildID++;
 
- 	}
 
- 	while (!parser.isNextEntryEmpty());
 
- 	parser.endLine(); //header
 
- 	parser.endLine();
 
- 	//Dwellings
 
- 	for (size_t town=0; town<GameConstants::F_NUMBER; town++)
 
- 	{
 
- 		parser.endLine(); //header
 
- 		parser.endLine();
 
- 		do
 
- 		{
 
- 			dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
 
- 		}
 
- 		while (!parser.isNextEntryEmpty());
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
 
- 		for(int building=0; building<15; building++)
 
- 		{
 
- 			std::string name  = parser.readString();
 
- 			std::string descr = parser.readString();
 
- 			parser.endLine();
 
- 			for(int j=0; j<GameConstants::F_NUMBER; j++)
 
- 			{
 
- 				JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
 
- 				buildings[building]["name"].String() = name;
 
- 				buildings[building]["description"].String() = descr;
 
- 			}
 
- 		}
 
- 		parser.endLine(); // silo
 
- 		parser.endLine(); // blacksmith  //unused entries
 
- 		parser.endLine(); // moat
 
- 		//shipyard with the ship
 
- 		std::string name  = parser.readString();
 
- 		std::string descr = parser.readString();
 
- 		parser.endLine();
 
- 		for(int town=0; town<GameConstants::F_NUMBER; town++)
 
- 		{
 
- 			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
 
- 			buildings[20]["name"].String() = name;
 
- 			buildings[20]["description"].String() = descr;
 
- 		}
 
- 		//blacksmith
 
- 		for(int town=0; town<GameConstants::F_NUMBER; town++)
 
- 		{
 
- 			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
 
- 			buildings[16]["name"].String() =  parser.readString();
 
- 			buildings[16]["description"].String() = parser.readString();
 
- 			parser.endLine();
 
- 		}
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
 
- 		for(int town=0; town<GameConstants::F_NUMBER; town++)
 
- 		{
 
- 			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
 
- 			for(int build=0; build<9; build++)
 
- 			{
 
- 				buildings[17+build]["name"].String() =  parser.readString();
 
- 				buildings[17+build]["description"].String() = parser.readString();
 
- 				parser.endLine();
 
- 			}
 
- 			buildings[26]["name"].String() =  parser.readString(); // Grail
 
- 			buildings[26]["description"].String() = parser.readString();
 
- 			parser.endLine();
 
- 			buildings[15]["name"].String() =  parser.readString(); // Resource silo
 
- 			buildings[15]["description"].String() = parser.readString();
 
- 			parser.endLine();
 
- 		}
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser parser("DATA/DWELLING.TXT");
 
- 		for(int town=0; town<GameConstants::F_NUMBER; town++)
 
- 		{
 
- 			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
 
- 			for(int build=0; build<14; build++)
 
- 			{
 
- 				buildings[30+build]["name"].String() =  parser.readString();
 
- 				buildings[30+build]["description"].String() = parser.readString();
 
- 				parser.endLine();
 
- 			}
 
- 		}
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
 
- 		CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
 
- 		size_t townID=0;
 
- 		do
 
- 		{
 
- 			JsonNode & town = dest.Vector()[townID];
 
- 			town["name"].String() = typeParser.readString();
 
- 			for (int i=0; i<NAMES_PER_TOWN; i++)
 
- 			{
 
- 				JsonNode name;
 
- 				name.String() = nameParser.readString();
 
- 				town["names"].Vector().push_back(name);
 
- 				nameParser.endLine();
 
- 			}
 
- 			townID++;
 
- 		}
 
- 		while (typeParser.endLine());
 
- 	}
 
- }
 
- void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
 
- {
 
- 	CBuilding * ret = new CBuilding;
 
- 	static const std::string modes [] = {"normal", "auto", "special", "grail"};
 
- 	ret->mode = static_cast<CBuilding::EBuildMode>(boost::find(modes, source["mode"].String()) - modes);
 
- 	ret->tid = town.typeID;
 
- 	ret->bid = BuildingID(source["id"].Float());
 
- 	ret->name = source["name"].String();
 
- 	ret->description = source["description"].String();
 
- 	ret->resources = TResources(source["cost"]);
 
- 	BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
 
- 		ret->requirements.insert(BuildingID(building.Float()));
 
- 	if (!source["upgrades"].isNull())
 
- 	{
 
- 		ret->requirements.insert(BuildingID(source["upgrades"].Float()));
 
- 		ret->upgrade = BuildingID(source["upgrades"].Float());
 
- 	}
 
- 	else
 
- 		ret->upgrade = BuildingID::NONE;
 
- 	town.buildings[ret->bid] = ret;
 
- }
 
- void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
 
- {
 
- 	BOOST_FOREACH(const JsonNode &node, source.Vector())
 
- 	{
 
- 		loadBuilding(town, node);
 
- 	}
 
- }
 
- void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
 
- {
 
- 	CStructure * ret = new CStructure;
 
- 	if (source["id"].isNull())
 
- 	{
 
- 		ret->building = nullptr;
 
- 		ret->buildable = nullptr;
 
- 	}
 
- 	else
 
- 	{
 
- 		ret->building = town.buildings[BuildingID(source["id"].Float())];
 
- 		if (source["builds"].isNull())
 
- 			ret->buildable = ret->building;
 
- 		else
 
- 			ret->buildable = town.buildings[BuildingID(source["builds"].Float())];
 
- 	}
 
- 	ret->pos.x = source["x"].Float();
 
- 	ret->pos.y = source["y"].Float();
 
- 	ret->pos.z = source["z"].Float();
 
- 	ret->hiddenUpgrade = source["hidden"].Bool();
 
- 	ret->defName = source["animation"].String();
 
- 	ret->borderName = source["border"].String();
 
- 	ret->areaName = source["area"].String();
 
- 	town.clientInfo.structures.push_back(ret);
 
- }
 
- void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
 
- {
 
- 	BOOST_FOREACH(const JsonNode &node, source.Vector())
 
- 	{
 
- 		loadStructure(town, node);
 
- 	}
 
- }
 
- void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
 
- {
 
- 	BOOST_FOREACH(const JsonNode &row, source.Vector())
 
- 	{
 
- 		std::vector< std::vector<BuildingID> > hallRow;
 
- 		BOOST_FOREACH(const JsonNode &box, row.Vector())
 
- 		{
 
- 			std::vector<BuildingID> hallBox;
 
- 			BOOST_FOREACH(const JsonNode &value, box.Vector())
 
- 			{
 
- 				hallBox.push_back(BuildingID(value.Float()));
 
- 			}
 
- 			hallRow.push_back(hallBox);
 
- 		}
 
- 		town.clientInfo.hallSlots.push_back(hallRow);
 
- 	}
 
- }
 
- CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
 
- {
 
- 	CTown::ClientInfo::Point ret;
 
- 	ret.x = node["x"].Float();
 
- 	ret.y = node["y"].Float();
 
- 	return ret;
 
- }
 
- void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
 
- {
 
- 	town.clientInfo.siegePrefix = source["imagePrefix"].String();
 
- 	VLC->modh->identifiers.requestIdentifier(std::string("creature.") + source["shooter"].String(), [&town](si32 creature)
 
- 	{
 
- 		town.clientInfo.siegeShooter = CreatureID(creature);
 
- 	});
 
- 	town.clientInfo.siegeShooterCropHeight = source["shooterHeight"].Float();
 
- 	auto & pos = town.clientInfo.siegePositions;
 
- 	pos.resize(21);
 
- 	pos[8]  = JsonToPoint(source["towers"]["top"]["tower"]);
 
- 	pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
 
- 	pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
 
- 	pos[2]  = JsonToPoint(source["towers"]["keep"]["tower"]);
 
- 	pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
 
- 	pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
 
- 	pos[3]  = JsonToPoint(source["towers"]["bottom"]["tower"]);
 
- 	pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
 
- 	pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
 
- 	pos[9]  = JsonToPoint(source["gate"]["gate"]);
 
- 	pos[10]  = JsonToPoint(source["gate"]["arch"]);
 
- 	pos[7]  = JsonToPoint(source["walls"]["upper"]);
 
- 	pos[6]  = JsonToPoint(source["walls"]["upperMid"]);
 
- 	pos[5]  = JsonToPoint(source["walls"]["bottomMid"]);
 
- 	pos[4]  = JsonToPoint(source["walls"]["bottom"]);
 
- 	pos[13] = JsonToPoint(source["moat"]["moat"]);
 
- 	pos[14] = JsonToPoint(source["moat"]["bank"]);
 
- 	pos[11] = JsonToPoint(source["static"]["bottom"]);
 
- 	pos[12] = JsonToPoint(source["static"]["top"]);
 
- 	pos[1]  = JsonToPoint(source["static"]["background"]);
 
- }
 
- void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
 
- {
 
- 	town.clientInfo.icons[0][0] = source["icons"]["village"]["normal"].Float();
 
- 	town.clientInfo.icons[0][1] = source["icons"]["village"]["built"].Float();
 
- 	town.clientInfo.icons[1][0] = source["icons"]["fort"]["normal"].Float();
 
- 	town.clientInfo.icons[1][1] = source["icons"]["fort"]["built"].Float();
 
- 	town.clientInfo.hallBackground = source["hallBackground"].String();
 
- 	town.clientInfo.musicTheme = source["musicTheme"].String();
 
- 	town.clientInfo.townBackground = source["townBackground"].String();
 
- 	town.clientInfo.guildWindow = source["guildWindow"].String();
 
- 	town.clientInfo.buildingsIcons = source["buildingsIcons"].String();
 
- 	town.clientInfo.advMapVillage = source["adventureMap"]["village"].String();
 
- 	town.clientInfo.advMapCastle  = source["adventureMap"]["castle"].String();
 
- 	town.clientInfo.advMapCapitol = source["adventureMap"]["capitol"].String();
 
- 	const JsonNode *value = &source["adventureMap"]["dwellings"];
 
- 	if (!value->isNull())
 
- 	{
 
- 		BOOST_FOREACH (const JsonNode &d, value->Vector())
 
- 		{
 
- 			town.dwellings.push_back (d["graphics"].String());
 
- 			town.dwellingNames.push_back (d["name"].String());
 
- 		}
 
- 	}
 
- 	loadTownHall(town,   source["hallSlots"]);
 
- 	loadStructures(town, source["structures"]);
 
- 	loadSiegeScreen(town, source["siege"]);
 
- }
 
- void CTownHandler::loadTown(CTown &town, const JsonNode & source)
 
- {
 
- 	auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
 
- 	if (resIter == boost::end(GameConstants::RESOURCE_NAMES))
 
- 		town.primaryRes = 127; //Wood + Ore
 
- 	else
 
- 		town.primaryRes = resIter - boost::begin(GameConstants::RESOURCE_NAMES);
 
- 	VLC->modh->identifiers.requestIdentifier(std::string("creature." + source["warMachine"].String()),
 
- 	[&town](si32 creature)
 
- 	{
 
- 		town.warMachine = CArtHandler::creatureToMachineID(CreatureID(creature));
 
- 	});
 
- 	town.moatDamage = source["moatDamage"].Float();
 
- 	town.mageLevel = source["mageGuild"].Float();
 
- 	town.names = source["names"].convertTo<std::vector<std::string> >();
 
- 	//  Horde building creature level
 
- 	BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
 
- 	{
 
- 		town.hordeLvl[town.hordeLvl.size()] = node.Float();
 
- 	}
 
- 	const JsonVector & creatures = source["creatures"].Vector();
 
- 	town.creatures.resize(creatures.size());
 
- 	for (size_t i=0; i< creatures.size(); i++)
 
- 	{
 
- 		const JsonVector & level = creatures[i].Vector();
 
- 		town.creatures[i].resize(level.size());
 
- 		for (size_t j=0; j<level.size(); j++)
 
- 		{
 
- 			VLC->modh->identifiers.requestIdentifier(std::string("creature.") + level[j].String(), [=, &town](si32 creature)
 
- 			{
 
- 				town.creatures[i][j] = CreatureID(creature);
 
- 			});
 
- 		}
 
- 	}
 
- 	/// set chance of specific hero class to appear in this town
 
- 	BOOST_FOREACH(auto &node, source["tavern"].Struct())
 
- 	{
 
- 		int chance = node.second.Float();
 
- 		VLC->modh->identifiers.requestIdentifier("heroClass." + node.first, [=, &town](si32 classID)
 
- 		{
 
- 			VLC->heroh->classes.heroClasses[classID]->selectionProbability[town.typeID] = chance;
 
- 		});
 
- 	}
 
- 	BOOST_FOREACH(auto &node, source["guildSpells"].Struct())
 
- 	{
 
- 		int chance = node.second.Float();
 
- 		VLC->modh->identifiers.requestIdentifier("spell." + node.first, [=, &town](si32 spellID)
 
- 		{
 
- 			SpellID(spellID).toSpell()->probabilities[town.typeID] = chance;
 
- 		});
 
- 	}
 
- 	loadBuildings(town, source["buildings"]);
 
- 	loadClientData(town,source);
 
- }
 
- void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source)
 
- {
 
- 	faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
 
- 	std::string prefix = source["prefix"].String();
 
- 	BOOST_FOREACH(const JsonNode &piece, source["pieces"].Vector())
 
- 	{
 
- 		size_t index = faction.puzzleMap.size();
 
- 		SPuzzleInfo spi;
 
- 		spi.x = piece["x"].Float();
 
- 		spi.y = piece["y"].Float();
 
- 		spi.whenUncovered = piece["index"].Float();
 
- 		spi.number = index;
 
- 		// filename calculation
 
- 		std::ostringstream suffix;
 
- 		suffix << std::setfill('0') << std::setw(2) << index;
 
- 		spi.filename = prefix + suffix.str();
 
- 		faction.puzzleMap.push_back(spi);
 
- 	}
 
- 	assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
 
- }
 
- void CTownHandler::load(std::string townID, const JsonNode &source)
 
- {
 
- 	int id;
 
- 	if (source["index"].isNull())
 
- 		id = factions.rbegin()->first + 1;
 
- 	else
 
- 		id = source["index"].Float();
 
- 	CFaction & faction = factions[id];
 
- 	faction.factionID = id;
 
- 	faction.name = source["name"].String();
 
- 	VLC->modh->identifiers.requestIdentifier ("creature." + source["commander"].String(),
 
- 		[=](si32 commanderID)
 
- 		{
 
- 			factions[id].commander = CreatureID(commanderID);
 
- 		});
 
- 	faction.creatureBg120 = source["creatureBackground"]["120px"].String();
 
- 	faction.creatureBg130 = source["creatureBackground"]["130px"].String();
 
- 	faction.nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES,
 
- 		source["nativeTerrain"].String()));
 
- 	int alignment = vstd::find_pos(EAlignment::names, source["alignment"].String());
 
- 	if (alignment == -1)
 
- 		faction.alignment = EAlignment::NEUTRAL;
 
- 	else
 
- 		faction.alignment = static_cast<EAlignment::EAlignment>(alignment);
 
- 	if (!source["town"].isNull())
 
- 	{
 
- 		towns[id].typeID = id;
 
- 		loadTown(towns[id], source["town"]);
 
- 	}
 
- 	if (!source["puzzleMap"].isNull())
 
- 		loadPuzzle(faction, source["puzzleMap"]);
 
- 	tlog5 << "Added faction: " << townID << "\n";
 
- 	VLC->modh->identifiers.registerObject(std::string("faction.") + townID, faction.factionID);
 
- }
 
- void CTownHandler::load()
 
- {
 
- 	JsonNode gameConf(ResourceID("config/gameConfig.json"));
 
- 	JsonNode buildingsConf = JsonUtils::assembleFromFiles(gameConf["factions"].convertTo<std::vector<std::string> >());
 
- 	JsonNode legacyConfig;
 
- 	loadLegacyData(legacyConfig);
 
- 	// semi-manually merge legacy config with towns json
 
- 	for (size_t i=0; i< legacyConfig.Vector().size(); i++)
 
- 	{
 
- 		JsonNode & legacyFaction = legacyConfig.Vector()[i];
 
- 		JsonNode & outputFaction = buildingsConf[ETownType::names[i]];
 
- 		if (outputFaction["name"].isNull())
 
- 			outputFaction["name"] = legacyFaction["name"];
 
- 		if (!outputFaction["town"].isNull())
 
- 		{
 
- 			if (outputFaction["town"]["names"].isNull())
 
- 				outputFaction["town"]["names"] = legacyFaction["names"];
 
- 			JsonNode & outputBuildings = outputFaction["town"]["buildings"];
 
- 			JsonVector & legacyBuildings = legacyFaction["buildings"].Vector();
 
- 			BOOST_FOREACH(JsonNode & building, outputBuildings.Vector())
 
- 			{
 
- 				if (vstd::contains(building.Struct(), "id") &&
 
- 				    legacyBuildings.size() > building["id"].Float() )
 
- 				{
 
- 					//find same buildings in legacy and json configs
 
- 					JsonNode & legacyBuilding = legacyBuildings[building["id"].Float()];
 
- 					if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
 
- 						JsonUtils::merge(building, legacyBuilding);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	BOOST_FOREACH(auto & entry, buildingsConf.Struct())
 
- 	{
 
- 		load(entry.first, entry.second);
 
- 	}
 
- }
 
- std::set<TFaction> CTownHandler::getDefaultAllowedFactions() const
 
- {
 
- 	std::set<TFaction> allowedFactions;
 
- 	BOOST_FOREACH(auto town, towns)
 
- 	{
 
- 		allowedFactions.insert(town.first);
 
- 	}
 
- 	return allowedFactions;
 
- }
 
 
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