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- /*
- * TownBuildingInstance.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 "TownBuildingInstance.h"
- #include "CGTownInstance.h"
- #include "../callback/IGameInfoCallback.h"
- #include "../callback/IGameEventCallback.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../entities/building/CBuilding.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- TownBuildingInstance::TownBuildingInstance(IGameInfoCallback * cb)
- : IObjectInterface(cb)
- , town(nullptr)
- {}
- TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
- : IObjectInterface(town->cb)
- , town(town)
- , bID(index)
- {}
- PlayerColor TownBuildingInstance::getOwner() const
- {
- return town->getOwner();
- }
- MapObjectID TownBuildingInstance::getObjGroupIndex() const
- {
- return -1;
- }
- MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
- {
- return 0;
- }
- const IOwnableObject * TownBuildingInstance::asOwnable() const
- {
- return nullptr;
- }
- int3 TownBuildingInstance::visitablePos() const
- {
- return town->visitablePos();
- }
- int3 TownBuildingInstance::anchorPos() const
- {
- return town->anchorPos();
- }
- TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameInfoCallback *cb)
- : TownBuildingInstance(cb)
- {}
- TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, IGameRandomizer & gameRandomizer)
- : TownBuildingInstance(town, index)
- {
- assert(town && town->getTown());
- configuration = generateConfiguration(gameRandomizer);
- }
- void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses) const
- {
- const auto & building = town->getTown()->buildings.at(getBuildingType());
- for (auto & bonus : bonuses)
- {
- if (building->mapObjectLikeBonuses.hasValue())
- {
- bonus.source = BonusSource::OBJECT_TYPE;
- bonus.sid = BonusSourceID(building->mapObjectLikeBonuses);
- }
- else
- {
- bonus.source = BonusSource::TOWN_STRUCTURE;
- bonus.sid = BonusSourceID(building->getUniqueTypeID());
- }
- }
- }
- Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(IGameRandomizer & gameRandomizer) const
- {
- Rewardable::Configuration result;
- const auto & building = town->getTown()->buildings.at(getBuildingType());
- // force modal info window instead of displaying in inactive info box on adventure map
- result.infoWindowType = EInfoWindowMode::MODAL;
- building->rewardableObjectInfo.configureObject(result, gameRandomizer, cb);
- for(auto & rewardInfo : result.info)
- {
- assignBonuses(rewardInfo.reward.heroBonuses);
- assignBonuses(rewardInfo.reward.commanderBonuses);
- assignBonuses(rewardInfo.reward.playerBonuses);
- }
- return result;
- }
- void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
- {
- if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
- {
- auto newConfiguration = generateConfiguration(gameRandomizer);
- gameEvents.setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
- if(configuration.resetParameters.visitors)
- {
- gameEvents.setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
- }
- }
- }
- void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
- {
- switch (what)
- {
- case ObjProperty::VISITORS:
- visitors.insert(identifier.as<ObjectInstanceID>());
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- visitors.clear();
- break;
- case ObjProperty::REWARD_SELECT:
- selectedReward = identifier.getNum();
- break;
- }
- }
- void TownRewardableBuildingInstance::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
- {
- grantRewardAfterLevelup(gameEvents, configuration.info.at(selectedReward), town, hero);
- }
- void TownRewardableBuildingInstance::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
- {
- onBlockingDialogAnswered(gameEvents, hero, answer);
- }
- void TownRewardableBuildingInstance::grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const
- {
- grantRewardBeforeLevelup(gameEvents, configuration.info.at(rewardID), hero);
-
- // hero is not blocked by levelup dialog - grant remainder immediately
- if(!gameEvents.isVisitCoveredByAnotherQuery(town, hero))
- {
- grantRewardAfterLevelup(gameEvents, configuration.info.at(rewardID), town, hero);
- }
- }
- bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
- {
- return wasVisitedBefore(contextHero);
- }
- bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
- {
- switch (configuration.visitMode)
- {
- case Rewardable::VISIT_UNLIMITED:
- return false;
- case Rewardable::VISIT_ONCE:
- return !visitors.empty();
- case Rewardable::VISIT_PLAYER:
- case Rewardable::VISIT_PLAYER_GLOBAL:
- return false; //not supported
- case Rewardable::VISIT_BONUS:
- {
- const auto & building = town->getTown()->buildings.at(getBuildingType());
- if (building->mapObjectLikeBonuses.hasValue())
- return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
- else
- return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
- }
- case Rewardable::VISIT_HERO:
- return visitors.find(contextHero->id) != visitors.end();
- case Rewardable::VISIT_LIMITER:
- return configuration.visitLimiter.heroAllowed(contextHero);
- default:
- return false;
- }
- }
- void TownRewardableBuildingInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
- {
- assert(town->hasBuilt(getBuildingType()));
- if(town->hasBuilt(getBuildingType()))
- doHeroVisit(gameEvents, h);
- }
- const IObjectInterface * TownRewardableBuildingInstance::getObject() const
- {
- return this;
- }
- bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
- {
- switch (configuration.visitMode)
- {
- case Rewardable::VISIT_UNLIMITED:
- case Rewardable::VISIT_BONUS:
- case Rewardable::VISIT_HERO:
- case Rewardable::VISIT_LIMITER:
- case Rewardable::VISIT_PLAYER_GLOBAL:
- return false;
- case Rewardable::VISIT_ONCE:
- case Rewardable::VISIT_PLAYER:
- return !visitors.empty();
- default:
- return false;
- }
- }
- void TownRewardableBuildingInstance::markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
- {
- town->addHeroToStructureVisitors(gameEvents, hero, getBuildingType().getNum());
- }
- void TownRewardableBuildingInstance::markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
- {
- // no-op - town building is always 'scouted' by owner
- }
- VCMI_LIB_NAMESPACE_END
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