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CGTownInstance.h 9.0 KB

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  1. /*
  2. * CGTownInstance.h, 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. #pragma once
  11. #include "IMarket.h"
  12. #include "CGDwelling.h"
  13. #include "../entities/faction/CFaction.h" // TODO: remove
  14. #include "../entities/faction/CTown.h" // TODO: remove
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CCastleEvent;
  17. class CTown;
  18. class TownBuildingInstance;
  19. struct TownFortifications;
  20. class TownRewardableBuildingInstance;
  21. struct DamageRange;
  22. template<typename ContainedClass>
  23. class LogicalExpression;
  24. class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
  25. {
  26. public:
  27. CTownAndVisitingHero();
  28. };
  29. struct DLL_LINKAGE GrowthInfo
  30. {
  31. struct Entry
  32. {
  33. int count;
  34. std::string description;
  35. Entry(const std::string &format, int _count);
  36. Entry(int subID, const BuildingID & building, int _count);
  37. Entry(int _count, std::string fullDescription);
  38. };
  39. std::vector<Entry> entries;
  40. int totalGrowth() const;
  41. int handicapPercentage;
  42. };
  43. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
  44. {
  45. std::string nameTextId; // name of town
  46. std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
  47. std::set<BuildingID> builtBuildings;
  48. public:
  49. using CGDwelling::getPosition;
  50. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  51. CTownAndVisitingHero townAndVis;
  52. const CTown * town;
  53. si32 built; //how many buildings has been built this turn
  54. si32 destroyed; //how many buildings has been destroyed this turn
  55. ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
  56. ui32 identifier; //special identifier from h3m (only > RoE maps)
  57. PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
  58. std::set<BuildingID> forbiddenBuildings;
  59. std::map<BuildingID, TownRewardableBuildingInstance*> rewardableBuildings;
  60. std::vector<SpellID> possibleSpells, obligatorySpells;
  61. std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
  62. std::vector<CCastleEvent> events;
  63. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
  64. //////////////////////////////////////////////////////////////////////////
  65. template <typename Handler> void serialize(Handler &h)
  66. {
  67. h & static_cast<CGDwelling&>(*this);
  68. h & nameTextId;
  69. h & built;
  70. h & destroyed;
  71. h & identifier;
  72. h & garrisonHero;
  73. h & visitingHero;
  74. h & alignmentToPlayer;
  75. h & forbiddenBuildings;
  76. h & builtBuildings;
  77. h & bonusValue;
  78. h & possibleSpells;
  79. h & obligatorySpells;
  80. h & spells;
  81. h & events;
  82. if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)
  83. {
  84. h & rewardableBuildings;
  85. }
  86. else
  87. {
  88. std::vector<TownRewardableBuildingInstance*> oldVector;
  89. h & oldVector;
  90. rewardableBuildings = convertOldBuildings(oldVector);
  91. }
  92. if (h.saving)
  93. {
  94. CFaction * faction = town ? town->faction : nullptr;
  95. h & faction;
  96. }
  97. else
  98. {
  99. CFaction * faction = nullptr;
  100. h & faction;
  101. town = faction ? faction->town : nullptr;
  102. }
  103. h & townAndVis;
  104. BONUS_TREE_DESERIALIZATION_FIX
  105. if (h.version < Handler::Version::NEW_TOWN_BUILDINGS)
  106. {
  107. std::set<BuildingID> overriddenBuildings;
  108. h & overriddenBuildings;
  109. }
  110. if(!h.saving)
  111. postDeserialize();
  112. }
  113. //////////////////////////////////////////////////////////////////////////
  114. CBonusSystemNode & whatShouldBeAttached() override;
  115. std::string nodeName() const override;
  116. void updateMoraleBonusFromArmy() override;
  117. void deserializationFix();
  118. void postDeserialize();
  119. void recreateBuildingsBonuses();
  120. void setVisitingHero(CGHeroInstance *h);
  121. void setGarrisonedHero(CGHeroInstance *h);
  122. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  123. std::string getNameTranslated() const;
  124. std::string getNameTextID() const;
  125. void setNameTextId(const std::string & newName);
  126. //////////////////////////////////////////////////////////////////////////
  127. bool passableFor(PlayerColor color) const override;
  128. //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
  129. int getSightRadius() const override; //returns sight distance
  130. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  131. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
  132. EGeneratorState shipyardStatus() const override;
  133. const IObjectInterface * getObject() const override;
  134. int getMarketEfficiency() const override; //=market count
  135. std::set<EMarketMode> availableModes() const override;
  136. std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
  137. ObjectInstanceID getObjInstanceID() const override;
  138. void updateAppearance();
  139. //////////////////////////////////////////////////////////////////////////
  140. bool needsLastStack() const override;
  141. CGTownInstance::EFortLevel fortLevel() const;
  142. TownFortifications fortificationsLevel() const;
  143. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  144. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  145. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  146. int creatureGrowth(const int & level) const;
  147. GrowthInfo getGrowthInfo(int level) const;
  148. bool hasFort() const;
  149. bool hasCapitol() const;
  150. bool hasBuiltSomeTradeBuilding() const;
  151. //checks if special building with type buildingID is constructed
  152. bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
  153. //checks if building is constructed and town has same subID
  154. bool hasBuilt(const BuildingID & buildingID) const;
  155. bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
  156. void addBuilding(const BuildingID & buildingID);
  157. void removeBuilding(const BuildingID & buildingID);
  158. void removeAllBuildings();
  159. std::set<BuildingID> getBuildings() const;
  160. TResources getBuildingCost(const BuildingID & buildingID) const;
  161. ResourceSet dailyIncome() const override;
  162. std::vector<CreatureID> providedCreatures() const override;
  163. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  164. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  165. int getTownLevel() const;
  166. LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
  167. void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
  168. void removeCapitols(const PlayerColor & owner) const;
  169. void clearArmy() const;
  170. void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
  171. void deleteTownBonus(BuildingID bid);
  172. /// Returns damage range for secondary towers of this town
  173. DamageRange getTowerDamageRange() const;
  174. /// Returns damage range for central tower(keep) of this town
  175. DamageRange getKeepDamageRange() const;
  176. const CTown * getTown() const;
  177. /// INativeTerrainProvider
  178. FactionID getFaction() const override;
  179. TerrainId getNativeTerrain() const override;
  180. /// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines
  181. ArtifactID getWarMachineInBuilding(BuildingID) const;
  182. /// Returns true if provided war machine is available in any of built buildings of this town
  183. bool isWarMachineAvailable(ArtifactID) const;
  184. CGTownInstance(IGameCallback *cb);
  185. virtual ~CGTownInstance();
  186. ///IObjectInterface overrides
  187. void newTurn(vstd::RNG & rand) const override;
  188. void onHeroVisit(const CGHeroInstance * h) const override;
  189. void onHeroLeave(const CGHeroInstance * h) const override;
  190. void initObj(vstd::RNG & rand) override;
  191. void pickRandomObject(vstd::RNG & rand) override;
  192. void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
  193. std::string getObjectName() const override;
  194. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  195. void afterAddToMap(CMap * map) override;
  196. void afterRemoveFromMap(CMap * map) override;
  197. inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
  198. {
  199. return defendingHero && garrisonHero && defendingHero != garrisonHero;
  200. }
  201. protected:
  202. void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
  203. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  204. private:
  205. FactionID randomizeFaction(vstd::RNG & rand);
  206. void setOwner(const PlayerColor & owner) const;
  207. void onTownCaptured(const PlayerColor & winner) const;
  208. int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
  209. bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
  210. void initializeConfigurableBuildings(vstd::RNG & rand);
  211. void initializeNeutralTownGarrison(vstd::RNG & rand);
  212. };
  213. VCMI_LIB_NAMESPACE_END