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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 "CObjectClassesHandler.h"
- #include "../spells/CSpellHandler.h"
- #include "../NetPacks.h"
- #include "../CGeneralTextHandler.h"
- #include "../CModHandler.h"
- #include "../IGameCallback.h"
- #include "../CGameState.h"
- #include "../mapping/CMapDefines.h"
- #include "../CPlayerState.h"
- #include "../serializer/JsonSerializeFormat.h"
- std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
- std::vector<int> CGTownInstance::universitySkills;
- void CGDwelling::initObj(CRandomGenerator & rand)
- {
- switch(ID)
- {
- case Obj::CREATURE_GENERATOR1:
- case Obj::CREATURE_GENERATOR4:
- {
- VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
- if (getOwner() != PlayerColor::NEUTRAL)
- cb->gameState()->players[getOwner()].dwellings.push_back (this);
- assert(!creatures.empty());
- assert(!creatures[0].second.empty());
- break;
- }
- case Obj::REFUGEE_CAMP:
- //is handled within newturn func
- break;
- case Obj::WAR_MACHINE_FACTORY:
- creatures.resize(3);
- creatures[0].second.push_back(CreatureID::BALLISTA);
- creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
- creatures[2].second.push_back(CreatureID::AMMO_CART);
- break;
- default:
- assert(0);
- break;
- }
- }
- void CGDwelling::setPropertyDer(ui8 what, ui32 val)
- {
- switch (what)
- {
- case ObjProperty::OWNER: //change owner
- if (ID == Obj::CREATURE_GENERATOR1) //single generators
- {
- if (tempOwner != PlayerColor::NEUTRAL)
- {
- std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
- dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
- }
- if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
- cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
- }
- break;
- case ObjProperty::AVAILABLE_CREATURE:
- creatures.resize(1);
- creatures[0].second.resize(1);
- creatures[0].second[0] = CreatureID(val);
- break;
- }
- }
- void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
- {
- if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
- iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
- cb->sendAndApply(&iw);
- return;
- }
- PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
- if ( relations == PlayerRelations::ALLIES )
- return;//do not allow recruiting or capturing
- if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
- {
- BlockingDialog bd(true,false);
- bd.player = h->tempOwner;
- bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
- bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
- bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3);
- bd.text.addReplacement(*Slots().begin()->second);
- cb->showBlockingDialog(&bd);
- return;
- }
- // TODO this shouldn't be hardcoded
- if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
- {
- cb->setOwner(this, h->tempOwner);
- }
- BlockingDialog bd (true,false);
- bd.player = h->tempOwner;
- if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
- {
- bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
- bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
- for(auto & elem : creatures)
- bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
- }
- else if(ID == Obj::REFUGEE_CAMP)
- {
- bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
- bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
- for(auto & elem : creatures)
- bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
- }
- else if(ID == Obj::WAR_MACHINE_FACTORY)
- bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
- else
- throw std::runtime_error("Illegal dwelling!");
- cb->showBlockingDialog(&bd);
- }
- void CGDwelling::newTurn(CRandomGenerator & rand) const
- {
- if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
- return;
- //town growths and War Machines Factories are handled separately
- if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
- return;
- if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
- {
- cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
- }
- bool change = false;
- SetAvailableCreatures sac;
- sac.creatures = creatures;
- sac.tid = id;
- for (size_t i = 0; i < creatures.size(); i++)
- {
- if(creatures[i].second.size())
- {
- CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];
- TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
- if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
- sac.creatures[i].first += amount;
- else
- sac.creatures[i].first = amount;
- change = true;
- }
- }
- if(change)
- cb->sendAndApply(&sac);
- updateGuards();
- }
- void CGDwelling::updateGuards() const
- {
- //TODO: store custom guard config and use it
- //TODO: store boolean flag for guards
- bool guarded = false;
- //default condition - creatures are of level 5 or higher
- for (auto creatureEntry : creatures)
- {
- if (VLC->creh->creatures[creatureEntry.second.at(0)]->level >= 5 && ID != Obj::REFUGEE_CAMP)
- {
- guarded = true;
- break;
- }
- }
- if (guarded)
- {
- for (auto creatureEntry : creatures)
- {
- const CCreature * crea = VLC->creh->creatures[creatureEntry.second.at(0)];
- SlotID slot = getSlotFor(crea->idNumber);
- StackLocation stackLocation = StackLocation(this, slot);;
- if (hasStackAtSlot(slot)) //stack already exists, overwrite it
- {
- ChangeStackCount csc;
- csc.sl = stackLocation;
- csc.count = crea->growth * 3;
- csc.absoluteValue = true;
- cb->sendAndApply(&csc);
- }
- else //slot is empty, create whole new stack
- {
- InsertNewStack ns;
- ns.sl = stackLocation;
- ns.stack = CStackBasicDescriptor(crea->idNumber, crea->growth * 3);
- cb->sendAndApply(&ns);
- }
- }
- }
- }
- void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
- {
- CreatureID crid = creatures[0].second[0];
- CCreature *crs = VLC->creh->creatures[crid];
- TQuantity count = creatures[0].first;
- if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
- {
- if(count) //there are available creatures
- {
- SlotID slot = h->getSlotFor(crid);
- if(!slot.validSlot()) //no available slot
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
- iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
- cb->showInfoDialog(&iw);
- }
- else //give creatures
- {
- SetAvailableCreatures sac;
- sac.tid = id;
- sac.creatures = creatures;
- sac.creatures[0].first = 0;
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
- iw.text.addReplacement(count);
- iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
- cb->showInfoDialog(&iw);
- cb->sendAndApply(&sac);
- cb->addToSlot(StackLocation(h, slot), crs, count);
- }
- }
- else //there no creatures
- {
- InfoWindow iw;
- iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
- iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
- iw.player = h->tempOwner;
- cb->sendAndApply(&iw);
- }
- }
- else
- {
- if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
- {
- //there is 1 war machine available to recruit if hero doesn't have one
- SetAvailableCreatures sac;
- sac.tid = id;
- sac.creatures = creatures;
- sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
- sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
- sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
- cb->sendAndApply(&sac);
- }
- OpenWindow ow;
- ow.id1 = id.getNum();
- ow.id2 = h->id.getNum();
- ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
- ? OpenWindow::RECRUITMENT_FIRST
- : OpenWindow::RECRUITMENT_ALL;
- cb->sendAndApply(&ow);
- }
- }
- void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
- {
- if (result.winner == 0)
- {
- onHeroVisit(hero);
- }
- }
- void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
- {
- auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
- if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
- {
- if(answer)
- cb->startBattleI(hero, this);
- }
- else if(answer)
- {
- heroAcceptsCreatures(hero);
- }
- }
- void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- //todo: CGDwelling::serializeJsonOptions
- if(ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
- serializeJsonOwner(handler);
- }
- int CGTownInstance::getSightRadius() const //returns sight distance
- {
- if (subID == ETownType::TOWER)
- {
- if (hasBuilt(BuildingID::GRAIL)) //skyship
- return -1; //entire map
- if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
- return 20;
- }
- return 5;
- }
- void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
- {
- ///this is freakin' overcomplicated solution
- switch (what)
- {
- case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
- bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
- break;
- case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
- bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
- break;
- case ObjProperty::BONUS_VALUE_FIRST:
- bonusValue.first = val;
- break;
- case ObjProperty::BONUS_VALUE_SECOND:
- bonusValue.second = val;
- 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 CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
- const int base = creature->growth;
- int castleBonus = 0;
- ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
- if (hasBuilt(BuildingID::CASTLE))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
- else if (hasBuilt(BuildingID::CITADEL))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
- if(town->hordeLvl.at(0) == level)//horde 1
- if(hasBuilt(BuildingID::HORDE_1))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
- if(town->hordeLvl.at(1) == level)//horde 2
- if(hasBuilt(BuildingID::HORDE_2))
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
- int dwellingBonus = 0;
- if(const PlayerState *p = cb->getPlayer(tempOwner, false))
- {
- for(const CGDwelling *dwelling : p->dwellings)
- if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))
- dwellingBonus++;
- }
- if(dwellingBonus)
- ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
- //other *-of-legion-like bonuses (%d to growth cumulative with grail)
- TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));
- for(const std::shared_ptr<Bonus> b : *bonuses)
- ret.entries.push_back(GrowthInfo::Entry(b->val, b->Description()));
- //statue-of-legion-like bonus: % to base+castle
- TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));
- for(const std::shared_ptr<Bonus> b : *bonuses2)
- ret.entries.push_back(GrowthInfo::Entry(b->val * (base + castleBonus) / 100, b->Description()));
- if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
- ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
- return ret;
- }
- TResources CGTownInstance::dailyIncome() const
- {
- TResources ret;
- for (auto & p : town->buildings)
- {
- BuildingID buildingUpgrade;
- for (auto & p2 : town->buildings)
- {
- if (p2.second->upgrade == p.first)
- {
- buildingUpgrade = p2.first;
- }
- }
- if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
- {
- ret += p.second->produce;
- }
- }
- return ret;
- }
- bool CGTownInstance::hasFort() const
- {
- return hasBuilt(BuildingID::FORT);
- }
- bool CGTownInstance::hasCapitol() const
- {
- return hasBuilt(BuildingID::CAPITOL);
- }
- CGTownInstance::CGTownInstance()
- :IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
- {
- }
- 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(BuildingID::LIBRARY, ETownType::TOWER))
- ret++;
- return ret;
- }
- bool CGTownInstance::needsLastStack() const
- {
- if(garrisonHero)
- return true;
- else return false;
- }
- void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
- {
- if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
- {
- if(armedGarrison() || visitingHero)
- {
- const CGHeroInstance *defendingHero = nullptr;
- const CArmedInstance *defendingArmy = this;
- if(visitingHero)
- defendingHero = visitingHero;
- else if(garrisonHero)
- defendingHero = garrisonHero;
- if(defendingHero)
- defendingArmy = defendingHero;
- bool outsideTown = (defendingHero == visitingHero && garrisonHero);
- //"borrowing" army from garrison to visiting hero
- if(!outsideTown && armedGarrison() &&
- visitingHero && defendingHero == visitingHero)
- {
- mergeGarrisonOnSiege();
- }
- cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));
- }
- else
- {
- cb->setOwner(this, h->tempOwner);
- removeCapitols(h->getOwner());
- cb->heroVisitCastle(this, h);
- }
- }
- else if(h->visitablePos() == visitablePos())
- {
- if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script
- {
- SetCommanderProperty scp;
- scp.heroid = h->id;
- scp.which = SetCommanderProperty::ALIVE;
- scp.amount = 1;
- cb->sendAndApply (&scp);
- }
- cb->heroVisitCastle(this, h);
- }
- else
- {
- logGlobal->errorStream() << h->name << " visits allied town of " << name << " from different pos?";
- }
- }
- 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->warnStream() << h->name << " correctly left town " << name;
- }
- else
- logGlobal->warnStream() << "Warning, " << h->name << " tries to leave the town " << name << " but hero is not inside.";
- }
- std::string CGTownInstance::getObjectName() const
- {
- return name + ", " + town->faction->name;
- }
- void CGTownInstance::initObj(CRandomGenerator & rand)
- ///initialize town structures
- {
- blockVisit = true;
- if (subID == ETownType::DUNGEON)
- creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
- else
- creatures.resize(GameConstants::CREATURES_PER_TOWN);
- for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
- {
- BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(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]);
- }
- }
- switch (subID)
- { //add new visitable objects
- case ETownType::CASTLE:
- bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
- break;
- case ETownType::DUNGEON:
- bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
- //fallthrough
- case ETownType::TOWER: case ETownType::INFERNO: case ETownType::STRONGHOLD:
- bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
- break;
- case ETownType::FORTRESS:
- bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
- break;
- }
- //add special bonuses from buildings
- recreateBuildingsBonuses();
- updateAppearance();
- }
- void CGTownInstance::newTurn(CRandomGenerator & rand) const
- {
- if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
- {
- //give resources for Rampart, Mystic Pond
- if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
- && cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT))
- {
- 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<Res::ERes>(resID), resVal);
- cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
- cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
- }
- if ( subID == ETownType::DUNGEON )
- for (auto & elem : bonusingBuildings)
- {
- if ((elem)->ID == BuildingID::MANA_VORTEX)
- cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
- }
- if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
- {
- std::vector<SlotID> nativeCrits; //slots
- for (auto & elem : Slots())
- {
- if (elem.second->type->faction == subID) //native
- {
- nativeCrits.push_back(elem.first); //collect matching slots
- }
- }
- if (nativeCrits.size())
- {
- 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->growth);
- }
- else //upgrade
- {
- cb->changeStackType(sl, VLC->creh->creatures[*c->upgrades.begin()]);
- }
- }
- if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
- {
- int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
- if (!town->creatures[i].empty())
- {
- CreatureID c = town->creatures[i][0];
- SlotID n;
- TQuantity count = creatureGrowth(i);
- if (!count) // no dwelling
- count = VLC->creh->creatures[c]->growth;
- {//no lower tiers or above current month
- if ((n = getSlotFor(c)).validSlot())
- {
- StackLocation sl(this, n);
- if (slotEmpty(n))
- cb->insertNewStack(sl, VLC->creh->creatures[c], count);
- else //add to existing
- cb->changeStackCount(sl, count);
- }
- }
- }
- }
- }
- }
- }
- /*
- 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;
- if (cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES)
- return true;
- return false;
- }
- void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
- {
- offsets = {int3(-1,2,0), int3(-3,2,0)};
- }
- void CGTownInstance::mergeGarrisonOnSiege() const
- {
- auto getWeakestStackSlot = [&](int powerLimit)
- {
- std::vector<SlotID> weakSlots;
- auto stacksList = visitingHero->stacks;
- std::pair<SlotID, CStackInstance *> pair;
- while(stacksList.size())
- {
- pair = *vstd::minElementByFun(stacksList, [&](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.size())
- return *std::max_element(weakSlots.begin(), weakSlots.end());
- return SlotID();
- };
- int count = stacks.size();
- for(int i = 0; i < count; i++)
- {
- auto pair = *vstd::maxElementByFun(stacks, [&](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(pair.second->getPower());
- if(dst.validSlot())
- cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
- }
- }
- }
- void CGTownInstance::removeCapitols (PlayerColor owner) const
- {
- if (hasCapitol()) // search if there's an older capitol
- {
- PlayerState* state = cb->gameState()->getPlayer (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));
- }
- }
- int CGTownInstance::getBoatType() const
- {
- switch (town->faction->alignment)
- {
- case EAlignment::EVIL : return 0;
- case EAlignment::GOOD : return 1;
- case EAlignment::NEUTRAL : return 2;
- }
- assert(0);
- return -1;
- }
- int CGTownInstance::getMarketEfficiency() const
- {
- if (!hasBuilt(BuildingID::MARKETPLACE))
- return 0;
- const PlayerState *p = cb->getPlayer(tempOwner);
- assert(p);
- int marketCount = 0;
- for(const CGTownInstance *t : p->towns)
- if(t->hasBuilt(BuildingID::MARKETPLACE))
- marketCount++;
- return marketCount;
- }
- bool CGTownInstance::allowsTrade(EMarketMode::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(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)
- || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)
- || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);
- case EMarketMode::CREATURE_RESOURCE:
- return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);
- case EMarketMode::CREATURE_UNDEAD:
- return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);
- case EMarketMode::RESOURCE_SKILL:
- return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);
- default:
- assert(0);
- return false;
- }
- }
- std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const
- {
- if(mode == EMarketMode::RESOURCE_ARTIFACT)
- {
- std::vector<int> ret;
- for(const CArtifact *a : merchantArtifacts)
- if(a)
- ret.push_back(a->id);
- else
- ret.push_back(-1);
- return ret;
- }
- else if ( mode == EMarketMode::RESOURCE_SKILL )
- {
- return universitySkills;
- }
- else
- return IMarket::availableItemsIds(mode);
- }
- void CGTownInstance::setType(si32 ID, si32 subID)
- {
- assert(ID == Obj::TOWN); // just in case
- CGObjectInstance::setType(ID, subID);
- town = VLC->townh->factions[subID]->town;
- randomizeArmy(subID);
- updateAppearance();
- }
- void CGTownInstance::updateAppearance()
- {
- //FIXME: not the best way to do this
- auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
- if (app)
- appearance = app.get();
- }
- std::string CGTownInstance::nodeName() const
- {
- return "Town (" + (town ? town->faction->name : "unknown") + ") of " + name;
- }
- 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(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
- if(!b)
- {
- b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
- addNewBonus(b);
- }
- if (garrisonHero)
- {
- b->val = 0;
- CBonusSystemNode::treeHasChanged();
- }
- else
- CArmedInstance::updateMoraleBonusFromArmy();
- }
- void CGTownInstance::recreateBuildingsBonuses()
- {
- static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));
- BonusList bl;
- getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));
- for(auto b : bl)
- removeBonus(b);
- //tricky! -> checks tavern only if no bratherhood of sword or not a castle
- if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))
- addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
- if(subID == ETownType::CASTLE) //castle
- {
- addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
- }
- else if(subID == ETownType::RAMPART) //rampart
- {
- addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit
- }
- else if(subID == ETownType::TOWER) //tower
- {
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
- }
- else if(subID == ETownType::INFERNO) //Inferno
- {
- addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
- }
- else if(subID == ETownType::NECROPOLIS) //necropolis
- {
- addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
- addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison
- }
- else if(subID == ETownType::DUNGEON) //Dungeon
- {
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
- }
- else if(subID == ETownType::STRONGHOLD) //Stronghold
- {
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
- }
- else if(subID == ETownType::FORTRESS) //Fortress
- {
- addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
- addBonusIfBuilt(BuildingID::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
- addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
- }
- else if(subID == ETownType::CONFLUX)
- {
- }
- }
- bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype /*= -1*/)
- {
- static auto emptyPropagator = TPropagatorPtr();
- return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
- }
- bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/)
- {
- if(hasBuilt(building))
- {
- std::ostringstream descr;
- descr << town->buildings.at(building)->Name() << " ";
- if(val > 0)
- descr << "+";
- else if(val < 0)
- descr << "-";
- descr << val;
- auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
- if(prop)
- b->addPropagator(prop);
- addNewBonus(b);
- return true;
- }
- return false;
- }
- void CGTownInstance::setVisitingHero(CGHeroInstance *h)
- {
- //if (!(!!visitingHero == !h))
- //{
- // logGlobal->warnStream() << boost::format("Hero visiting town %s is %s ") % name % (visitingHero.get() ? visitingHero->name : "NULL");
- // logGlobal->warnStream() << boost::format("New hero will be %s ") % (h ? h->name : "NULL");
- //
- //}
- assert(!!visitingHero == !h);
- if(h)
- {
- PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
- assert(p);
- h->detachFrom(p);
- h->attachTo(&townAndVis);
- visitingHero = h;
- h->visitedTown = this;
- h->inTownGarrison = false;
- }
- else
- {
- PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner);
- visitingHero->visitedTown = nullptr;
- visitingHero->detachFrom(&townAndVis);
- visitingHero->attachTo(p);
- visitingHero = nullptr;
- }
- }
- void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
- {
- assert(!!garrisonHero == !h);
- if(h)
- {
- PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
- assert(p);
- h->detachFrom(p);
- h->attachTo(this);
- garrisonHero = h;
- h->visitedTown = this;
- h->inTownGarrison = true;
- }
- else
- {
- PlayerState *p = cb->gameState()->getPlayer(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 stacksCount() || garrisonHero;
- }
- int CGTownInstance::getTownLevel() const
- {
- // count all buildings that are not upgrades
- return boost::range::count_if(builtBuildings, [&](const BuildingID & build)
- {
- return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
- });
- }
- CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
- {
- return &townAndVis;
- }
- const CArmedInstance * CGTownInstance::getUpperArmy() const
- {
- if(garrisonHero)
- return garrisonHero;
- return this;
- }
- bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
- {
- if (townID == town->faction->index || townID == ETownType::ANY)
- return hasBuilt(buildingID);
- return false;
- }
- bool CGTownInstance::hasBuilt(BuildingID buildingID) const
- {
- return vstd::contains(builtBuildings, buildingID);
- }
- CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool deep) const
- {
- const CBuilding * building = town->buildings.at(buildID);
- std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
- [&](const BuildingID & id) -> CBuilding::TRequired::Variant
- {
- const CBuilding * build = town->buildings.at(id);
- CBuilding::TRequired::OperatorAll requirements;
- if (!hasBuilt(id))
- {
- requirements.expressions.push_back(id);
- if (!deep)
- {
- return requirements;
- }
- }
- 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));
- }
- 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, si32 structureInstanceID ) const
- {
- if(visitingHero == h)
- cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
- else if(garrisonHero == h)
- cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
- else
- {
- //should never ever happen
- logGlobal->errorStream() << "Cannot add hero " << h->name << " to visitors of structure #" << structureInstanceID;
- assert(0);
- }
- }
- void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
- {
- if(result.winner == 0)
- {
- clearArmy();
- removeCapitols(hero->getOwner());
- cb->setOwner (this, hero->tempOwner); //give control after checkout is done
- FoWChange fw;
- fw.player = hero->tempOwner;
- fw.mode = 1;
- cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), tempOwner, 1);
- cb->sendAndApply (&fw);
- }
- }
- void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- CGObjectInstance::serializeJsonOwner(handler);
- CCreatureSet::serializeJson(handler, "army");
- handler.serializeBool<ui8>("tightFormation", 1, 0, formation);
- handler.serializeString("name", name);
- if(!handler.saving)
- {
- builtBuildings.insert(BuildingID::DEFAULT);//just in case
- }
- //todo: serialize buildings
- // {
- // std::vector<bool> standard;
- // standard.resize(44, true);
- //
- //
- // JsonSerializeFormat::LIC buildingsLIC(, CTownHandler::decodeBuilding, CTownHandler::encodeBuilding);
- // }
- {
- JsonSerializeFormat::LIC spellsLIC(VLC->spellh->getDefaultAllowed(), CSpellHandler::decodeSpell, CSpellHandler::encodeSpell);
- for(SpellID id : possibleSpells)
- spellsLIC.any[id.num] = true;
- for(SpellID id : obligatorySpells)
- spellsLIC.all[id.num] = true;
- handler.serializeLIC("spells", spellsLIC);
- if(!handler.saving)
- {
- possibleSpells.clear();
- for(si32 idx = 0; idx < spellsLIC.any.size(); idx++)
- {
- if(spellsLIC.any[idx])
- {
- possibleSpells.push_back(SpellID(idx));
- }
- }
- obligatorySpells.clear();
- for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
- {
- if(spellsLIC.all[idx])
- {
- obligatorySpells.push_back(SpellID(idx));
- }
- }
- }
- }
- }
- COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
- {
- ID = index;
- town = TOWN;
- id = town->bonusingBuildings.size();
- }
- void COPWBonus::setProperty(ui8 what, ui32 val)
- {
- switch (what)
- {
- case ObjProperty::VISITORS:
- visitors.insert(val);
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- visitors.clear();
- break;
- }
- }
- void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
- {
- ObjectInstanceID heroID = h->id;
- if (town->hasBuilt(ID))
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- switch (town->subID)
- {
- case ETownType::CASTLE: //Stables
- if (!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
- {
- GiveBonus gb;
- gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);
- gb.id = heroID.getNum();
- cb->giveHeroBonus(&gb);
- iw.text << VLC->generaltexth->allTexts[580];
- cb->showInfoDialog(&iw);
- }
- break;
- case ETownType::DUNGEON: //Mana Vortex
- if (visitors.empty() && h->mana <= h->manaLimit() * 2)
- {
- cb->setManaPoints (heroID, 2 * h->manaLimit());
- //TODO: investigate line below
- //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
- iw.text << VLC->generaltexth->allTexts[579];
- cb->showInfoDialog(&iw);
- town->addHeroToStructureVisitors(h, id);
- }
- break;
- }
- }
- }
- CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
- {
- ID = index;
- town = TOWN;
- id = town->bonusingBuildings.size();
- }
- void CTownBonus::setProperty (ui8 what, ui32 val)
- {
- if(what == ObjProperty::VISITORS)
- visitors.insert(ObjectInstanceID(val));
- }
- void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
- {
- ObjectInstanceID heroID = h->id;
- if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
- {
- InfoWindow iw;
- PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
- int val=0, mid=0;
- switch (ID)
- {
- case BuildingID::SPECIAL_4:
- switch(town->subID)
- {
- case ETownType::TOWER: //wall
- what = PrimarySkill::KNOWLEDGE;
- val = 1;
- mid = 581;
- iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
- break;
- case ETownType::INFERNO: //order of fire
- what = PrimarySkill::SPELL_POWER;
- val = 1;
- mid = 582;
- iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
- break;
- case ETownType::STRONGHOLD://hall of Valhalla
- what = PrimarySkill::ATTACK;
- val = 1;
- mid = 584;
- iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
- break;
- case ETownType::DUNGEON://academy of battle scholars
- what = PrimarySkill::EXPERIENCE;
- val = h->calculateXp(1000);
- mid = 583;
- iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
- break;
- }
- break;
- case BuildingID::SPECIAL_1:
- switch(town->subID)
- {
- case ETownType::FORTRESS: //cage of warlords
- what = PrimarySkill::DEFENSE;
- val = 1;
- mid = 585;
- iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
- break;
- }
- break;
- }
- assert(mid);
- iw.player = cb->getOwner(heroID);
- iw.text << VLC->generaltexth->allTexts[mid];
- cb->showInfoDialog(&iw);
- cb->changePrimSkill (cb->getHero(heroID), what, val);
- town->addHeroToStructureVisitors(h, id);
- }
- }
- GrowthInfo::Entry::Entry(const std::string &format, int _count)
- : count(_count)
- {
- description = boost::str(boost::format(format) % count);
- }
- GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
- : count(_count)
- {
- description = boost::str(boost::format("%s %+d") % VLC->townh->factions[subID]->town->buildings.at(building)->Name() % count);
- }
- GrowthInfo::Entry::Entry(int _count, const std::string &fullDescription)
- : count(_count)
- {
- description = fullDescription;
- }
- CTownAndVisitingHero::CTownAndVisitingHero()
- {
- setNodeType(TOWN_AND_VISITOR);
- }
- int GrowthInfo::totalGrowth() const
- {
- int ret = 0;
- for(const Entry &entry : entries)
- ret += entry.count;
- return ret;
- }
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