TownBuildingInstance.cpp 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213
  1. /*
  2. * TownBuildingInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "TownBuildingInstance.h"
  12. #include "CGTownInstance.h"
  13. #include "../IGameCallback.h"
  14. #include "../mapObjects/CGHeroInstance.h"
  15. #include "../entities/building/CBuilding.h"
  16. #include <vstd/RNG.h>
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
  19. : IObjectInterface(cb)
  20. , town(nullptr)
  21. {}
  22. TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
  23. : IObjectInterface(town->cb)
  24. , town(town)
  25. , bID(index)
  26. {}
  27. PlayerColor TownBuildingInstance::getOwner() const
  28. {
  29. return town->getOwner();
  30. }
  31. MapObjectID TownBuildingInstance::getObjGroupIndex() const
  32. {
  33. return -1;
  34. }
  35. MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
  36. {
  37. return 0;
  38. }
  39. const IOwnableObject * TownBuildingInstance::asOwnable() const
  40. {
  41. return nullptr;
  42. }
  43. int3 TownBuildingInstance::visitablePos() const
  44. {
  45. return town->visitablePos();
  46. }
  47. int3 TownBuildingInstance::anchorPos() const
  48. {
  49. return town->anchorPos();
  50. }
  51. TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
  52. : TownBuildingInstance(cb)
  53. {}
  54. TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
  55. : TownBuildingInstance(town, index)
  56. {
  57. assert(town && town->getTown());
  58. configuration = generateConfiguration(rand);
  59. }
  60. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  61. {
  62. Rewardable::Configuration result;
  63. auto building = town->getTown()->buildings.at(getBuildingType());
  64. building->rewardableObjectInfo.configureObject(result, rand, cb);
  65. for(auto & rewardInfo : result.info)
  66. {
  67. for (auto & bonus : rewardInfo.reward.bonuses)
  68. {
  69. bonus.source = BonusSource::TOWN_STRUCTURE;
  70. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  71. }
  72. }
  73. return result;
  74. }
  75. void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
  76. {
  77. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  78. {
  79. auto newConfiguration = generateConfiguration(rand);
  80. cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  81. if(configuration.resetParameters.visitors)
  82. {
  83. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
  84. }
  85. }
  86. }
  87. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  88. {
  89. switch (what)
  90. {
  91. case ObjProperty::VISITORS:
  92. visitors.insert(identifier.as<ObjectInstanceID>());
  93. break;
  94. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  95. visitors.clear();
  96. break;
  97. case ObjProperty::REWARD_SELECT:
  98. selectedReward = identifier.getNum();
  99. break;
  100. }
  101. }
  102. void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
  103. {
  104. grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
  105. }
  106. void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  107. {
  108. onBlockingDialogAnswered(hero, answer);
  109. }
  110. void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  111. {
  112. grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
  113. // hero is not blocked by levelup dialog - grant remainder immediately
  114. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  115. {
  116. grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
  117. }
  118. }
  119. bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
  120. {
  121. return wasVisitedBefore(contextHero);
  122. }
  123. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  124. {
  125. switch (configuration.visitMode)
  126. {
  127. case Rewardable::VISIT_UNLIMITED:
  128. return false;
  129. case Rewardable::VISIT_ONCE:
  130. return !visitors.empty();
  131. case Rewardable::VISIT_PLAYER:
  132. return false; //not supported
  133. case Rewardable::VISIT_BONUS:
  134. {
  135. const auto building = town->getTown()->buildings.at(getBuildingType());
  136. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  137. }
  138. case Rewardable::VISIT_HERO:
  139. return visitors.find(contextHero->id) != visitors.end();
  140. case Rewardable::VISIT_LIMITER:
  141. return configuration.visitLimiter.heroAllowed(contextHero);
  142. default:
  143. return false;
  144. }
  145. }
  146. void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
  147. {
  148. assert(town->hasBuilt(getBuildingType()));
  149. if(town->hasBuilt(getBuildingType()))
  150. doHeroVisit(h);
  151. }
  152. const IObjectInterface * TownRewardableBuildingInstance::getObject() const
  153. {
  154. return this;
  155. }
  156. bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
  157. {
  158. switch (configuration.visitMode)
  159. {
  160. case Rewardable::VISIT_UNLIMITED:
  161. case Rewardable::VISIT_BONUS:
  162. case Rewardable::VISIT_HERO:
  163. case Rewardable::VISIT_LIMITER:
  164. return false;
  165. case Rewardable::VISIT_ONCE:
  166. case Rewardable::VISIT_PLAYER:
  167. return !visitors.empty();
  168. default:
  169. return false;
  170. }
  171. }
  172. void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
  173. {
  174. town->addHeroToStructureVisitors(hero, getBuildingType());
  175. }
  176. void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
  177. {
  178. // no-op - town building is always 'scouted' by owner
  179. }
  180. VCMI_LIB_NAMESPACE_END