TownBuildingInstance.cpp 6.7 KB

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  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 "../callback/IGameInfoCallback.h"
  14. #include "../callback/IGameEventCallback.h"
  15. #include "../mapObjects/CGHeroInstance.h"
  16. #include "../entities/building/CBuilding.h"
  17. #include <vstd/RNG.h>
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. TownBuildingInstance::TownBuildingInstance(IGameInfoCallback * cb)
  20. : IObjectInterface(cb)
  21. , town(nullptr)
  22. {}
  23. TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
  24. : IObjectInterface(town->cb)
  25. , town(town)
  26. , bID(index)
  27. {}
  28. PlayerColor TownBuildingInstance::getOwner() const
  29. {
  30. return town->getOwner();
  31. }
  32. MapObjectID TownBuildingInstance::getObjGroupIndex() const
  33. {
  34. return -1;
  35. }
  36. MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
  37. {
  38. return 0;
  39. }
  40. const IOwnableObject * TownBuildingInstance::asOwnable() const
  41. {
  42. return nullptr;
  43. }
  44. int3 TownBuildingInstance::visitablePos() const
  45. {
  46. return town->visitablePos();
  47. }
  48. int3 TownBuildingInstance::anchorPos() const
  49. {
  50. return town->anchorPos();
  51. }
  52. TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameInfoCallback *cb)
  53. : TownBuildingInstance(cb)
  54. {}
  55. TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
  56. : TownBuildingInstance(town, index)
  57. {
  58. assert(town && town->getTown());
  59. configuration = generateConfiguration(rand);
  60. }
  61. void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses) const
  62. {
  63. const auto & building = town->getTown()->buildings.at(getBuildingType());
  64. for (auto & bonus : bonuses)
  65. {
  66. if (building->mapObjectLikeBonuses.hasValue())
  67. {
  68. bonus.source = BonusSource::OBJECT_TYPE;
  69. bonus.sid = BonusSourceID(building->mapObjectLikeBonuses);
  70. }
  71. else
  72. {
  73. bonus.source = BonusSource::TOWN_STRUCTURE;
  74. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  75. }
  76. }
  77. }
  78. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  79. {
  80. Rewardable::Configuration result;
  81. const auto & building = town->getTown()->buildings.at(getBuildingType());
  82. // force modal info window instead of displaying in inactive info box on adventure map
  83. result.infoWindowType = EInfoWindowMode::MODAL;
  84. building->rewardableObjectInfo.configureObject(result, rand, cb);
  85. for(auto & rewardInfo : result.info)
  86. {
  87. assignBonuses(rewardInfo.reward.heroBonuses);
  88. assignBonuses(rewardInfo.reward.commanderBonuses);
  89. assignBonuses(rewardInfo.reward.playerBonuses);
  90. }
  91. return result;
  92. }
  93. void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents) const
  94. {
  95. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  96. {
  97. auto newConfiguration = generateConfiguration(gameEvents.getRandomGenerator());
  98. gameEvents.setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  99. if(configuration.resetParameters.visitors)
  100. {
  101. gameEvents.setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
  102. }
  103. }
  104. }
  105. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  106. {
  107. switch (what)
  108. {
  109. case ObjProperty::VISITORS:
  110. visitors.insert(identifier.as<ObjectInstanceID>());
  111. break;
  112. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  113. visitors.clear();
  114. break;
  115. case ObjProperty::REWARD_SELECT:
  116. selectedReward = identifier.getNum();
  117. break;
  118. }
  119. }
  120. void TownRewardableBuildingInstance::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
  121. {
  122. grantRewardAfterLevelup(gameEvents, configuration.info.at(selectedReward), town, hero);
  123. }
  124. void TownRewardableBuildingInstance::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
  125. {
  126. onBlockingDialogAnswered(gameEvents, hero, answer);
  127. }
  128. void TownRewardableBuildingInstance::grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const
  129. {
  130. grantRewardBeforeLevelup(gameEvents, configuration.info.at(rewardID), hero);
  131. // hero is not blocked by levelup dialog - grant remainder immediately
  132. if(!gameEvents.isVisitCoveredByAnotherQuery(town, hero))
  133. {
  134. grantRewardAfterLevelup(gameEvents, configuration.info.at(rewardID), town, hero);
  135. }
  136. }
  137. bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
  138. {
  139. return wasVisitedBefore(contextHero);
  140. }
  141. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  142. {
  143. switch (configuration.visitMode)
  144. {
  145. case Rewardable::VISIT_UNLIMITED:
  146. return false;
  147. case Rewardable::VISIT_ONCE:
  148. return !visitors.empty();
  149. case Rewardable::VISIT_PLAYER:
  150. case Rewardable::VISIT_PLAYER_GLOBAL:
  151. return false; //not supported
  152. case Rewardable::VISIT_BONUS:
  153. {
  154. const auto & building = town->getTown()->buildings.at(getBuildingType());
  155. if (building->mapObjectLikeBonuses.hasValue())
  156. return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
  157. else
  158. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  159. }
  160. case Rewardable::VISIT_HERO:
  161. return visitors.find(contextHero->id) != visitors.end();
  162. case Rewardable::VISIT_LIMITER:
  163. return configuration.visitLimiter.heroAllowed(contextHero);
  164. default:
  165. return false;
  166. }
  167. }
  168. void TownRewardableBuildingInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
  169. {
  170. assert(town->hasBuilt(getBuildingType()));
  171. if(town->hasBuilt(getBuildingType()))
  172. doHeroVisit(gameEvents, h);
  173. }
  174. const IObjectInterface * TownRewardableBuildingInstance::getObject() const
  175. {
  176. return this;
  177. }
  178. bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
  179. {
  180. switch (configuration.visitMode)
  181. {
  182. case Rewardable::VISIT_UNLIMITED:
  183. case Rewardable::VISIT_BONUS:
  184. case Rewardable::VISIT_HERO:
  185. case Rewardable::VISIT_LIMITER:
  186. case Rewardable::VISIT_PLAYER_GLOBAL:
  187. return false;
  188. case Rewardable::VISIT_ONCE:
  189. case Rewardable::VISIT_PLAYER:
  190. return !visitors.empty();
  191. default:
  192. return false;
  193. }
  194. }
  195. void TownRewardableBuildingInstance::markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
  196. {
  197. town->addHeroToStructureVisitors(gameEvents, hero, getBuildingType().getNum());
  198. }
  199. void TownRewardableBuildingInstance::markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
  200. {
  201. // no-op - town building is always 'scouted' by owner
  202. }
  203. VCMI_LIB_NAMESPACE_END