| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253 | /* * CGTownInstance.h, 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 * */#pragma once#include "IMarket.h"#include "CGDwelling.h"#include "../entities/faction/CFaction.h" // TODO: remove#include "../entities/faction/CTown.h" // TODO: removeVCMI_LIB_NAMESPACE_BEGINclass CCastleEvent;class CTown;class TownBuildingInstance;struct TownFortifications;class TownRewardableBuildingInstance;struct DamageRange;template<typename ContainedClass>class LogicalExpression;class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode{public:	CTownAndVisitingHero();};struct DLL_LINKAGE GrowthInfo{	struct Entry	{		int count;		std::string description;		Entry(const std::string &format, int _count);		Entry(int subID, const BuildingID & building, int _count);		Entry(int _count, std::string fullDescription);	};	std::vector<Entry> entries;	int totalGrowth() const;	int handicapPercentage;};class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader{	std::string nameTextId; // name of town	std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);	std::set<BuildingID> builtBuildings;public:	using CGDwelling::getPosition;	enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};	CTownAndVisitingHero townAndVis;	const CTown * town;	si32 built; //how many buildings has been built this turn	si32 destroyed; //how many buildings has been destroyed this turn	ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;	ui32 identifier; //special identifier from h3m (only > RoE maps)	PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player	std::set<BuildingID> forbiddenBuildings;	std::map<BuildingID, TownRewardableBuildingInstance*> rewardableBuildings;	std::vector<SpellID> possibleSpells, obligatorySpells;	std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild	std::vector<CCastleEvent> events;	std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);	//////////////////////////////////////////////////////////////////////////	template <typename Handler> void serialize(Handler &h)	{		h & static_cast<CGDwelling&>(*this);		h & nameTextId;		h & built;		h & destroyed;		h & identifier;		h & garrisonHero;		h & visitingHero;		h & alignmentToPlayer;		h & forbiddenBuildings;		h & builtBuildings;		h & bonusValue;		h & possibleSpells;		h & obligatorySpells;		h & spells;		h & events;		if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)		{			h & rewardableBuildings;		}		else		{			std::vector<TownRewardableBuildingInstance*> oldVector;			h & oldVector;			rewardableBuildings = convertOldBuildings(oldVector);		}		if (h.saving)		{			CFaction * faction = town ? town->faction : nullptr;			h & faction;		}		else		{			CFaction * faction = nullptr;			h & faction;			town = faction ? faction->town : nullptr;		}		h & townAndVis;		BONUS_TREE_DESERIALIZATION_FIX		if (h.version < Handler::Version::NEW_TOWN_BUILDINGS)		{			std::set<BuildingID> overriddenBuildings;			h & overriddenBuildings;		}		if(!h.saving)			postDeserialize();	}	//////////////////////////////////////////////////////////////////////////	CBonusSystemNode & whatShouldBeAttached() override;	std::string nodeName() const override;	void updateMoraleBonusFromArmy() override;	void deserializationFix();	void postDeserialize();	void recreateBuildingsBonuses();	void setVisitingHero(CGHeroInstance *h);	void setGarrisonedHero(CGHeroInstance *h);	const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself	std::string getNameTranslated() const;	std::string getNameTextID() const;	void setNameTextId(const std::string & newName);	//////////////////////////////////////////////////////////////////////////	bool passableFor(PlayerColor color) const override;	//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated	int getSightRadius() const override; //returns sight distance	BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral	void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared	EGeneratorState shipyardStatus() const override;	const IObjectInterface * getObject() const override;	int getMarketEfficiency() const override; //=market count	std::set<EMarketMode> availableModes() const override;	std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;	ObjectInstanceID getObjInstanceID() const override;	void updateAppearance();	//////////////////////////////////////////////////////////////////////////	bool needsLastStack() const override;	CGTownInstance::EFortLevel fortLevel() const;	TownFortifications fortificationsLevel() const;	int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol	int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol	int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present	int creatureGrowth(const int & level) const;	GrowthInfo getGrowthInfo(int level) const;	bool hasFort() const;	bool hasCapitol() const;	bool hasBuiltSomeTradeBuilding() const;	//checks if special building with type buildingID is constructed	bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;	//checks if building is constructed and town has same subID	bool hasBuilt(const BuildingID & buildingID) const;	bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;	void addBuilding(const BuildingID & buildingID);	void removeBuilding(const BuildingID & buildingID);	void removeAllBuildings();	std::set<BuildingID> getBuildings() const;	TResources getBuildingCost(const BuildingID & buildingID) const;	ResourceSet dailyIncome() const override;	std::vector<CreatureID> providedCreatures() const override;	int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)	bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero	int getTownLevel() const;	LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;	void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero	void removeCapitols(const PlayerColor & owner) const;	void clearArmy() const;	void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town	void deleteTownBonus(BuildingID bid);	/// Returns damage range for secondary towers of this town	DamageRange getTowerDamageRange() const;	/// Returns damage range for central tower(keep) of this town	DamageRange getKeepDamageRange() const;	const CTown * getTown() const;	/// INativeTerrainProvider	FactionID getFaction() const override;	TerrainId getNativeTerrain() const override;	/// 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	ArtifactID getWarMachineInBuilding(BuildingID) const;	/// Returns true if provided war machine is available in any of built buildings of this town	bool isWarMachineAvailable(ArtifactID) const;	CGTownInstance(IGameCallback *cb);	virtual ~CGTownInstance();	///IObjectInterface overrides	void newTurn(vstd::RNG & rand) const override;	void onHeroVisit(const CGHeroInstance * h) const override;	void onHeroLeave(const CGHeroInstance * h) const override;	void initObj(vstd::RNG & rand) override;	void pickRandomObject(vstd::RNG & rand) override;	void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;	std::string getObjectName() const override;	void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;	void afterAddToMap(CMap * map) override;	void afterRemoveFromMap(CMap * map) override;	inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const	{		return defendingHero && garrisonHero && defendingHero != garrisonHero;	}protected:	void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;	void serializeJsonOptions(JsonSerializeFormat & handler) override;private:	FactionID randomizeFaction(vstd::RNG & rand);	void setOwner(const PlayerColor & owner) const;	void onTownCaptured(const PlayerColor & winner) const;	int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;	bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;	void initializeConfigurableBuildings(vstd::RNG & rand);	void initializeNeutralTownGarrison(vstd::RNG & rand);};VCMI_LIB_NAMESPACE_END
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