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- /*
- * CGTownInstance.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 "CGTownInstance.h"
- #include "TownBuildingInstance.h"
- #include "../spells/CSpellHandler.h"
- #include "../bonuses/Bonus.h"
- #include "../battle/IBattleInfoCallback.h"
- #include "../battle/BattleLayout.h"
- #include "../CConfigHandler.h"
- #include "../texts/CGeneralTextHandler.h"
- #include "../IGameCallback.h"
- #include "../gameState/CGameState.h"
- #include "../gameState/UpgradeInfo.h"
- #include "../mapping/CMap.h"
- #include "../CPlayerState.h"
- #include "../StartInfo.h"
- #include "../TerrainHandler.h"
- #include "../entities/building/CBuilding.h"
- #include "../entities/faction/CTownHandler.h"
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../modding/ModScope.h"
- #include "../networkPacks/StackLocation.h"
- #include "../networkPacks/PacksForClient.h"
- #include "../networkPacks/PacksForClientBattle.h"
- #include "../serializer/JsonSerializeFormat.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- int CGTownInstance::getSightRadius() const //returns sight distance
- {
- auto ret = CBuilding::HEIGHT_NO_TOWER;
- for(const auto & bid : builtBuildings)
- {
- auto height = getTown()->buildings.at(bid)->height;
- if(ret < height)
- ret = height;
- }
- return ret;
- }
- void CGTownInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
- {
- ///this is freakin' overcomplicated solution
- switch (what)
- {
- case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
- rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, visitingHero->id);
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, NumericID(0));
- break;
- case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
- rewardableBuildings.at(identifier.getNum())->setProperty(ObjProperty::VISITORS, garrisonHero->id);
- break;
- case ObjProperty::BONUS_VALUE_FIRST:
- bonusValue.first = identifier.getNum();
- break;
- case ObjProperty::BONUS_VALUE_SECOND:
- bonusValue.second = identifier.getNum();
- break;
- }
- }
- CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
- {
- if (hasBuilt(BuildingID::CASTLE))
- return CASTLE;
- if (hasBuilt(BuildingID::CITADEL))
- return CITADEL;
- if (hasBuilt(BuildingID::FORT))
- return FORT;
- return NONE;
- }
- int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- {
- if (hasBuilt(BuildingID::CAPITOL))
- return 3;
- if (hasBuilt(BuildingID::CITY_HALL))
- return 2;
- if (hasBuilt(BuildingID::TOWN_HALL))
- return 1;
- if (hasBuilt(BuildingID::VILLAGE_HALL))
- return 0;
- return -1;
- }
- int CGTownInstance::mageGuildLevel() const
- {
- if (hasBuilt(BuildingID::MAGES_GUILD_5))
- return 5;
- if (hasBuilt(BuildingID::MAGES_GUILD_4))
- return 4;
- if (hasBuilt(BuildingID::MAGES_GUILD_3))
- return 3;
- if (hasBuilt(BuildingID::MAGES_GUILD_2))
- return 2;
- if (hasBuilt(BuildingID::MAGES_GUILD_1))
- return 1;
- return 0;
- }
- int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
- {
- return getTown()->hordeLvl.at(HID);
- }
- int CGTownInstance::creatureGrowth(const int & level) const
- {
- return getGrowthInfo(level).totalGrowth();
- }
- GrowthInfo CGTownInstance::getGrowthInfo(int level) const
- {
- GrowthInfo ret;
- if (level<0 || level >=getTown()->creatures.size())
- return ret;
- if (creatures[level].second.empty())
- return ret; //no dwelling
- const Creature *creature = creatures[level].second.back().toEntity(LIBRARY);
- const int base = creature->getGrowth();
- int castleBonus = 0;
- if(tempOwner.isValidPlayer())
- {
- auto * playerSettings = cb->getPlayerSettings(tempOwner);
- ret.handicapPercentage = playerSettings->handicap.percentGrowth;
- }
- else
- ret.handicapPercentage = 100;
- ret.entries.emplace_back(LIBRARY->generaltexth->allTexts[590], base); // \n\nBasic growth %d"
- if (hasBuilt(BuildingID::CASTLE))
- ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
- else if (hasBuilt(BuildingID::CITADEL))
- ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
- if(getTown()->hordeLvl.at(0) == level)//horde 1
- if(hasBuilt(BuildingID::HORDE_1))
- ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
- if(getTown()->hordeLvl.at(1) == level)//horde 2
- if(hasBuilt(BuildingID::HORDE_2))
- ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
- //statue-of-legion-like bonus: % to base+castle
- TConstBonusListPtr bonuses2 = getBonusesOfType(BonusType::CREATURE_GROWTH_PERCENT);
- for(const auto & b : *bonuses2)
- {
- const auto growth = b->val * (base + castleBonus) / 100;
- if (growth)
- {
- ret.entries.emplace_back(growth, b->Description(cb, growth));
- }
- }
- //other *-of-legion-like bonuses (%d to growth cumulative with grail)
- // Note: bonus uses 1-based levels (Pikeman is level 1), town list uses 0-based (Pikeman in 0-th creatures entry)
- TConstBonusListPtr bonuses = getBonusesOfType(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(level+1));
- for(const auto & b : *bonuses)
- ret.entries.emplace_back(b->val, b->Description(cb));
- int dwellingBonus = 0;
- if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
- {
- dwellingBonus = getDwellingBonus(creatures[level].second, p->getOwnedObjects());
- }
- if(dwellingBonus)
- ret.entries.emplace_back(LIBRARY->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d
- if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
- ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);
- return ret;
- }
- int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance * >& dwellings) const
- {
- int totalBonus = 0;
- for (const auto& dwelling : dwellings)
- {
- const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
- bool hasMatch = false;
- for (const auto& creature : dwellingCreatures)
- hasMatch = vstd::contains(creatureIds, creature);
- if (hasMatch)
- totalBonus += 1;
- }
- return totalBonus;
- }
- TResources CGTownInstance::dailyIncome() const
- {
- TResources ret;
- for(const auto & p : getTown()->buildings)
- {
- BuildingID buildingUpgrade;
- for(const auto & p2 : getTown()->buildings)
- {
- if (p2.second->upgrade == p.first)
- {
- buildingUpgrade = p2.first;
- }
- }
- if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
- {
- ret += p.second->produce;
- }
- }
- if (!getOwner().isValidPlayer())
- return ret;
- const auto & playerSettings = cb->getPlayerSettings(getOwner());
- ret.applyHandicap(playerSettings->handicap.percentIncome);
- return ret;
- }
- std::vector<CreatureID> CGTownInstance::providedCreatures() const
- {
- return {};
- }
- bool CGTownInstance::hasFort() const
- {
- return hasBuilt(BuildingID::FORT);
- }
- bool CGTownInstance::hasCapitol() const
- {
- return hasBuilt(BuildingID::CAPITOL);
- }
- TownFortifications CGTownInstance::fortificationsLevel() const
- {
- auto result = getTown()->fortifications;
- for (auto const & buildingID : builtBuildings)
- result += getTown()->buildings.at(buildingID)->fortifications;
- if (result.wallsHealth == 0)
- return TownFortifications();
- return result;
- }
- CGTownInstance::CGTownInstance(IGameCallback *cb):
- CGDwelling(cb),
- built(0),
- destroyed(0),
- identifier(0),
- alignmentToPlayer(PlayerColor::NEUTRAL),
- spellResearchCounterDay(0),
- spellResearchAcceptedCounter(0),
- spellResearchAllowed(true)
- {
- this->setNodeType(CBonusSystemNode::TOWN);
- }
- CGTownInstance::~CGTownInstance()
- {
- for (auto & elem : rewardableBuildings)
- delete elem.second;
- }
- int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
- {
- if(checkGuild && mageGuildLevel() < level)
- return 0;
- int ret = 6 - level; //how many spells are available at this level
- if (hasBuilt(BuildingSubID::LIBRARY))
- ret++;
- return ret;
- }
- bool CGTownInstance::needsLastStack() const
- {
- return garrisonHero != nullptr;
- }
- void CGTownInstance::setOwner(const PlayerColor & player) const
- {
- removeCapitols(player);
- cb->setOwner(this, player);
- }
- void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
- {
- if(cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
- {
- if(armedGarrison() || visitingHero)
- {
- const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
- const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
- const bool isBattleOutside = isBattleOutsideTown(defendingHero);
- if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
- {
- //we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
- auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
- if(nodeSiege == (CBonusSystemNode *)this)
- cb->swapGarrisonOnSiege(this->id);
- const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
- }
- cb->startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(cb, h, defendingArmy), (isBattleOutside ? nullptr : this));
- }
- else
- {
- auto heroColor = h->getOwner();
- onTownCaptured(heroColor);
- if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
- {
- return; //we just won game, we do not need to perform any extra actions
- //TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
- }
- cb->heroVisitCastle(this, h);
- }
- }
- else
- {
- assert(h->visitablePos() == this->visitablePos());
- bool commander_recover = h->commander && !h->commander->alive;
- if (commander_recover) // rise commander from dead
- {
- SetCommanderProperty scp;
- scp.heroid = h->id;
- scp.which = SetCommanderProperty::ALIVE;
- scp.amount = 1;
- cb->sendAndApply(scp);
- }
- cb->heroVisitCastle(this, h);
- // TODO(vmarkovtsev): implement payment for rising the commander
- if (commander_recover) // info window about commander
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text.appendRawString(h->commander->getName());
- iw.components.emplace_back(ComponentType::CREATURE, h->commander->getId(), h->commander->getCount());
- cb->showInfoDialog(&iw);
- }
- }
- }
- void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
- {
- //FIXME: find out why this issue appears on random maps
- if(visitingHero == h)
- {
- cb->stopHeroVisitCastle(this, h);
- logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
- }
- else
- logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());
- }
- std::string CGTownInstance::getObjectName() const
- {
- if(ID == Obj::RANDOM_TOWN )
- return CGObjectInstance::getObjectName();
- return getNameTranslated() + ", " + getTown()->faction->getNameTranslated();
- }
- bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
- {
- return getTown()->getBuildingType(subId) != BuildingID::NONE;
- }
- void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand)
- {
- for(const auto & kvp : getTown()->buildings)
- {
- if(kvp.second->rewardableObjectInfo.getParameters().isNull())
- continue;
- try {
- rewardableBuildings[kvp.first] = new TownRewardableBuildingInstance(this, kvp.second->bid, rand);
- }
- catch (std::runtime_error & e)
- {
- std::string buildingConfig = kvp.second->rewardableObjectInfo.getParameters().toCompactString();
- std::replace(buildingConfig.begin(), buildingConfig.end(), '\n', ' ');
- throw std::runtime_error("Failed to load rewardable building data for " + kvp.second->getJsonKey() + " Reason: " + e.what() + ", config was: " + buildingConfig);
- }
- }
- }
- DamageRange CGTownInstance::getTowerDamageRange() const
- {
- // http://heroes.thelazy.net/wiki/Arrow_tower
- // base damage, irregardless of town level
- static constexpr int baseDamage = 6;
- // extra damage, for each building in town
- static constexpr int extraDamage = 1;
- const int minDamage = baseDamage + extraDamage * getTownLevel();
- return {
- minDamage,
- minDamage * 2
- };
- }
- DamageRange CGTownInstance::getKeepDamageRange() const
- {
- // http://heroes.thelazy.net/wiki/Arrow_tower
- // base damage, irregardless of town level
- static constexpr int baseDamage = 10;
- // extra damage, for each building in town
- static constexpr int extraDamage = 2;
- const int minDamage = baseDamage + extraDamage * getTownLevel();
- return {
- minDamage,
- minDamage * 2
- };
- }
- FactionID CGTownInstance::randomizeFaction(vstd::RNG & rand)
- {
- if(getOwner().isValidPlayer())
- return cb->getStartInfo()->getIthPlayersSettings(getOwner()).castle;
- if(alignmentToPlayer.isValidPlayer())
- return cb->getStartInfo()->getIthPlayersSettings(alignmentToPlayer).castle;
- std::vector<FactionID> potentialPicks;
- for (FactionID faction(0); faction < FactionID(LIBRARY->townh->size()); ++faction)
- if (LIBRARY->factions()->getById(faction)->hasTown())
- potentialPicks.push_back(faction);
- assert(!potentialPicks.empty());
- return *RandomGeneratorUtil::nextItem(potentialPicks, rand);
- }
- void CGTownInstance::pickRandomObject(vstd::RNG & rand)
- {
- assert(ID == MapObjectID::TOWN || ID == MapObjectID::RANDOM_TOWN);
- if (ID == MapObjectID::RANDOM_TOWN)
- {
- ID = MapObjectID::TOWN;
- subID = randomizeFaction(rand);
- }
- assert(ID == Obj::TOWN); // just in case
- setType(ID, subID);
- randomizeArmy(getFactionID());
- updateAppearance();
- }
- void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
- {
- blockVisit = true;
- if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
- creatures.resize(getTown()->creatures.size() + 1);
- else
- creatures.resize(getTown()->creatures.size());
- for (int level = 0; level < getTown()->creatures.size(); level++)
- {
- BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
- int upgradeNum = 0;
- for (; getTown()->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))
- {
- if (hasBuilt(buildID) && getTown()->creatures.at(level).size() > upgradeNum)
- creatures[level].second.push_back(getTown()->creatures[level][upgradeNum]);
- }
- }
- initializeConfigurableBuildings(rand);
- initializeNeutralTownGarrison(rand);
- recreateBuildingsBonuses();
- updateAppearance();
- }
- void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand)
- {
- struct RandomGuardsInfo{
- int tier;
- int chance;
- int min;
- int max;
- };
- constexpr std::array<RandomGuardsInfo, 4> randomGuards = {
- RandomGuardsInfo{ 0, 33, 8, 15 },
- RandomGuardsInfo{ 1, 33, 5, 7 },
- RandomGuardsInfo{ 2, 20, 3, 5 },
- RandomGuardsInfo{ 3, 14, 1, 3 },
- };
- // Only neutral towns may get initial garrison
- if (getOwner().isValidPlayer())
- return;
- // Only towns with garrison not set in map editor may get initial garrison
- // FIXME: H3 editor allow explicitly empty garrison, but vcmi loses this flag on load
- if (stacksCount() > 0)
- return;
- for (auto const & guard : randomGuards)
- {
- if (rand.nextInt(99) >= guard.chance)
- continue;
- CreatureID guardID = getTown()->creatures[guard.tier].at(0);
- int guardSize = rand.nextInt(guard.min, guard.max);
- putStack(getFreeSlot(), new CStackInstance(guardID, guardSize));
- }
- }
- void CGTownInstance::newTurn(vstd::RNG & rand) const
- {
- for(const auto & building : rewardableBuildings)
- building.second->newTurn(rand);
-
- if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
- {
- TResources res;
- res[EGameResID::GOLD] = -500;
- cb->giveResources(getOwner(), res);
- cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
- }
- }
- bool CGTownInstance::passableFor(PlayerColor color) const
- {
- if (!armedGarrison())//empty castle - anyone can visit
- return true;
- if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
- return false;
- return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
- }
- void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
- {
- offsets = {int3(-1,2,0), int3(+1,2,0)};
- }
- CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
- {
- if (!hasBuilt(BuildingID::SHIPYARD))
- return EGeneratorState::UNKNOWN;
- return IShipyard::shipyardStatus();
- }
- const IObjectInterface * CGTownInstance::getObject() const
- {
- return this;
- }
- void CGTownInstance::mergeGarrisonOnSiege() const
- {
- auto getWeakestStackSlot = [&](ui64 powerLimit)
- {
- std::vector<SlotID> weakSlots;
- auto stacksList = visitingHero->stacks;
- std::pair<SlotID, CStackInstance *> pair;
- while(!stacksList.empty())
- {
- pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });
- if(powerLimit > pair.second->getPower() &&
- (weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
- {
- weakSlots.push_back(pair.first);
- stacksList.erase(pair.first);
- }
- else
- break;
- }
- if(!weakSlots.empty())
- return *std::max_element(weakSlots.begin(), weakSlots.end());
- return SlotID();
- };
- auto count = static_cast<int>(stacks.size());
- for(int i = 0; i < count; i++)
- {
- auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)
- {
- ui64 power = elem.second->getPower();
- auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
- if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
- power += visitingHero->getStack(dst).getPower();
- return power;
- });
- auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
- if(dst.validSlot())
- cb->moveStack(StackLocation(id, pair.first), StackLocation(visitingHero->id, dst), -1);
- else
- {
- dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
- if(dst.validSlot())
- cb->swapStacks(StackLocation(id, pair.first), StackLocation(visitingHero->id, dst));
- }
- }
- }
- void CGTownInstance::removeCapitols(const PlayerColor & owner) const
- {
- if (hasCapitol()) // search if there's an older capitol
- {
- PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
- for (const auto & otherTown : state->getTowns())
- {
- if (otherTown != this && otherTown->hasCapitol())
- {
- RazeStructures rs;
- rs.tid = id;
- rs.bid.insert(BuildingID::CAPITOL);
- rs.destroyed = destroyed;
- cb->sendAndApply(rs);
- return;
- }
- }
- }
- }
- void CGTownInstance::clearArmy() const
- {
- while(!stacks.empty())
- {
- cb->eraseStack(StackLocation(id, stacks.begin()->first));
- }
- }
- BoatId CGTownInstance::getBoatType() const
- {
- return getTown()->faction->boatType;
- }
- int CGTownInstance::getMarketEfficiency() const
- {
- if(!hasBuiltSomeTradeBuilding())
- return 0;
- const PlayerState *p = cb->getPlayerState(tempOwner);
- assert(p);
- int marketCount = 0;
- for(const CGTownInstance *t : p->getTowns())
- if(t->hasBuiltSomeTradeBuilding())
- marketCount++;
- return marketCount;
- }
- std::vector<TradeItemBuy> CGTownInstance::availableItemsIds(EMarketMode mode) const
- {
- if(mode == EMarketMode::RESOURCE_ARTIFACT)
- {
- std::vector<TradeItemBuy> ret;
- for(const ArtifactID a : cb->gameState()->getMap().townMerchantArtifacts)
- ret.push_back(a);
- return ret;
- }
- else if ( mode == EMarketMode::RESOURCE_SKILL )
- {
- return cb->gameState()->getMap().townUniversitySkills;
- }
- else
- return IMarket::availableItemsIds(mode);
- }
- ObjectInstanceID CGTownInstance::getObjInstanceID() const
- {
- return id;
- }
- void CGTownInstance::updateAppearance()
- {
- auto terrain = cb->gameState()->getTile(visitablePos())->getTerrainID();
- //FIXME: not the best way to do this
- auto app = getObjectHandler()->getOverride(terrain, this);
- if (app)
- appearance = app;
- }
- std::string CGTownInstance::nodeName() const
- {
- return "Town (" + getTown()->faction->getNameTranslated() + ") of " + getNameTranslated();
- }
- void CGTownInstance::deserializationFix()
- {
- attachTo(townAndVis);
- //Hero is already handled by CGameState::attachArmedObjects
- // if(visitingHero)
- // visitingHero->attachTo(&townAndVis);
- // if(garrisonHero)
- // garrisonHero->attachTo(this);
- }
- void CGTownInstance::updateMoraleBonusFromArmy()
- {
- auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
- if(!b)
- {
- b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, BonusSourceID());
- addNewBonus(b);
- }
- if (garrisonHero)
- {
- b->val = 0;
- nodeHasChanged();
- }
- else
- CArmedInstance::updateMoraleBonusFromArmy();
- }
- void CGTownInstance::recreateBuildingsBonuses()
- {
- BonusList bl;
- getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));
- for(const auto & b : bl)
- removeBonus(b);
- for(const auto & bid : builtBuildings)
- {
- bool bonusesReplacedByUpgrade = false;
- for(const auto & upgradeID : builtBuildings)
- {
- const auto & upgrade = getTown()->buildings.at(upgradeID);
- if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses)
- bonusesReplacedByUpgrade = true;
- }
- // bonuses from this building are disabled and replaced by bonuses from an upgrade
- if (bonusesReplacedByUpgrade)
- continue;
- const auto & building = getTown()->buildings.at(bid);
- if(building->buildingBonuses.empty())
- continue;
- for(auto & bonus : building->buildingBonuses)
- {
- // Add copy of bonus to bonus system
- // Othervice, bonuses with player or global propagator will not stack if player has multiple towns of same faction
- auto bonusCopy = std::make_shared<Bonus>(*bonus);
- addNewBonus(bonusCopy);
- }
- }
- }
- void CGTownInstance::setVisitingHero(CGHeroInstance *h)
- {
- if(visitingHero.get() == h)
- return;
-
- if(h)
- {
- PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
- assert(p);
- h->detachFrom(*p);
- h->attachTo(townAndVis);
- visitingHero = h;
- h->visitedTown = this;
- h->inTownGarrison = false;
- }
- else
- {
- PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
- visitingHero->visitedTown = nullptr;
- visitingHero->detachFrom(townAndVis);
- visitingHero->attachTo(*p);
- visitingHero = nullptr;
- }
- }
- void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
- {
- if(garrisonHero.get() == h)
- return;
-
- if(h)
- {
- PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
- assert(p);
- h->detachFrom(*p);
- h->attachTo(*this);
- garrisonHero = h;
- h->visitedTown = this;
- h->inTownGarrison = true;
- }
- else
- {
- PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
- garrisonHero->visitedTown = nullptr;
- garrisonHero->inTownGarrison = false;
- garrisonHero->detachFrom(*this);
- garrisonHero->attachTo(*p);
- garrisonHero = nullptr;
- }
- updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
- }
- bool CGTownInstance::armedGarrison() const
- {
- return !stacks.empty() || garrisonHero;
- }
- int CGTownInstance::getTownLevel() const
- {
- // count all buildings that are not upgrades
- int level = 0;
- for(const auto & bid : builtBuildings)
- {
- if(getTown()->buildings.at(bid)->upgrade == BuildingID::NONE)
- level++;
- }
- return level;
- }
- CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
- {
- return townAndVis;
- }
- std::string CGTownInstance::getNameTranslated() const
- {
- return LIBRARY->generaltexth->translate(nameTextId);
- }
- std::string CGTownInstance::getNameTextID() const
- {
- return nameTextId;
- }
- void CGTownInstance::setNameTextId( const std::string & newName )
- {
- nameTextId = newName;
- }
- const CArmedInstance * CGTownInstance::getUpperArmy() const
- {
- if(garrisonHero)
- return garrisonHero;
- return this;
- }
- bool CGTownInstance::hasBuiltSomeTradeBuilding() const
- {
- return availableModes().empty() ? false : true;
- }
- bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
- {
- for(const auto & bid : builtBuildings)
- {
- if(getTown()->buildings.at(bid)->subId == buildingID)
- return true;
- }
- return false;
- }
- bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
- {
- return vstd::contains(builtBuildings, buildingID);
- }
- bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const
- {
- if (townID == getTown()->faction->getId() || townID == FactionID::ANY)
- return hasBuilt(buildingID);
- return false;
- }
- void CGTownInstance::addBuilding(const BuildingID & buildingID)
- {
- if(buildingID == BuildingID::NONE)
- return;
- builtBuildings.insert(buildingID);
- }
- std::set<EMarketMode> CGTownInstance::availableModes() const
- {
- std::set<EMarketMode> result;
- for (const auto & buildingID : builtBuildings)
- {
- const auto * buildingPtr = getTown()->buildings.at(buildingID).get();
- result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end());
- }
- return result;
- }
- void CGTownInstance::removeBuilding(const BuildingID & buildingID)
- {
- if(!vstd::contains(builtBuildings, buildingID))
- return;
- builtBuildings.erase(buildingID);
- }
- void CGTownInstance::removeAllBuildings()
- {
- builtBuildings.clear();
- }
- std::set<BuildingID> CGTownInstance::getBuildings() const
- {
- return builtBuildings;
- }
- TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
- {
- if (vstd::contains(getTown()->buildings, buildingID))
- return getTown()->buildings.at(buildingID)->resources;
- else
- {
- logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), anchorPos().toString(), buildingID.toEnum());
- return TResources();
- }
- }
- CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
- {
- const auto & building = getTown()->buildings.at(buildID);
- //TODO: find better solution to prevent infinite loops
- std::set<BuildingID> processed;
- std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
- [&](const BuildingID & id) -> CBuilding::TRequired::Variant
- {
- if (getTown()->buildings.count(id) == 0)
- {
- logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
- return CBuilding::TRequired::OperatorAll();
- }
- const auto & build = getTown()->buildings.at(id);
- CBuilding::TRequired::OperatorAll requirements;
- if (!hasBuilt(id))
- {
- if (deep)
- requirements.expressions.emplace_back(id);
- else
- return id;
- }
- if(!vstd::contains(processed, id))
- {
- processed.insert(id);
- if (build->upgrade != BuildingID::NONE)
- requirements.expressions.push_back(dependTest(build->upgrade));
- requirements.expressions.push_back(build->requirements.morph(dependTest));
- }
- return requirements;
- };
- CBuilding::TRequired::OperatorAll requirements;
- if (building->upgrade != BuildingID::NONE)
- {
- const auto & upgr = getTown()->buildings.at(building->upgrade);
- requirements.expressions.push_back(dependTest(upgr->bid));
- processed.clear();
- }
- requirements.expressions.push_back(building->requirements.morph(dependTest));
- CBuilding::TRequired::Variant variant(requirements);
- CBuilding::TRequired ret(variant);
- ret.minimize();
- return ret;
- }
- void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
- {
- if(visitingHero == h)
- cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
- else if(garrisonHero == h)
- cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
- else
- {
- //should never ever happen
- logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
- throw std::runtime_error("unexpected hero in CGTownInstance::addHeroToStructureVisitors");
- }
- }
- void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
- {
- if(result.winner == BattleSide::ATTACKER)
- {
- clearArmy();
- onTownCaptured(hero->getOwner());
- }
- }
- void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
- {
- setOwner(winner);
- cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
- }
- void CGTownInstance::afterAddToMap(CMap * map)
- {
- map->towns.emplace_back(this);
- }
- void CGTownInstance::afterRemoveFromMap(CMap * map)
- {
- vstd::erase_if_present(map->towns, this);
- }
- void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- CGObjectInstance::serializeJsonOwner(handler);
- if(!handler.saving)
- handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
- CArmedInstance::serializeJsonOptions(handler);
- handler.serializeString("name", nameTextId);
- {
- auto decodeBuilding = [this](const std::string & identifier) -> si32
- {
- auto rawId = LIBRARY->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);
- if(rawId)
- return rawId.value();
- else
- return -1;
- };
- auto encodeBuilding = [this](si32 index) -> std::string
- {
- return getTown()->buildings.at(BuildingID(index))->getJsonKey();
- };
- const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
- JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);
- if(handler.saving)
- {
- bool customBuildings = false;
- boost::logic::tribool hasFort(false);
- for(const BuildingID & id : forbiddenBuildings)
- {
- buildingsLIC.none.insert(id.getNum());
- customBuildings = true;
- }
- for(const BuildingID & id : builtBuildings)
- {
- if(id == BuildingID::DEFAULT)
- continue;
- const auto & building = getTown()->buildings.at(id);
- if(building->mode == CBuilding::BUILD_AUTO)
- continue;
- if(id == BuildingID::FORT)
- hasFort = true;
- buildingsLIC.all.insert(id.getNum());
- customBuildings = true;
- }
- if(customBuildings)
- handler.serializeLIC("buildings", buildingsLIC);
- else
- handler.serializeBool("hasFort",hasFort);
- }
- else
- {
- handler.serializeLIC("buildings", buildingsLIC);
- addBuilding(BuildingID::VILLAGE_HALL);
- if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
- {
- addBuilding(BuildingID::DEFAULT);
- bool hasFort = false;
- handler.serializeBool("hasFort",hasFort);
- if(hasFort)
- addBuilding(BuildingID::FORT);
- }
- else
- {
- for(const si32 item : buildingsLIC.none)
- forbiddenBuildings.insert(BuildingID(item));
- for(const si32 item : buildingsLIC.all)
- addBuilding(BuildingID(item));
- }
- }
- }
- {
- handler.serializeIdArray( "possibleSpells", possibleSpells);
- handler.serializeIdArray( "obligatorySpells", obligatorySpells);
- }
- {
- auto eventsHandler = handler.enterArray("events");
- eventsHandler.syncSize(events, JsonNode::JsonType::DATA_VECTOR);
- eventsHandler.serializeStruct(events);
- }
- handler.serializeId("alignmentToPlayer", alignmentToPlayer, PlayerColor::NEUTRAL);
- }
- const CFaction * CGTownInstance::getFaction() const
- {
- return getFactionID().toFaction();
- }
- const CTown * CGTownInstance::getTown() const
- {
- if(ID == Obj::RANDOM_TOWN)
- return LIBRARY->townh->randomTown;
- return getFaction()->town;
- }
- FactionID CGTownInstance::getFactionID() const
- {
- return FactionID(subID.getNum());
- }
- TerrainId CGTownInstance::getNativeTerrain() const
- {
- return getTown()->faction->getNativeTerrain();
- }
- ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const
- {
- if (builtBuildings.count(building) == 0)
- return ArtifactID::NONE;
- if (building == BuildingID::BLACKSMITH && getTown()->warMachineDeprecated.hasValue())
- return getTown()->warMachineDeprecated.toCreature()->warMachine;
- return getTown()->buildings.at(building)->warMachine;
- }
- bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const
- {
- for (auto const & buildingID : builtBuildings)
- if (getTown()->buildings.at(buildingID)->warMachine == warMachine)
- return true;
- if (builtBuildings.count(BuildingID::BLACKSMITH) &&
- getTown()->warMachineDeprecated.hasValue() &&
- getTown()->warMachineDeprecated.toCreature()->warMachine == warMachine)
- return true;
- return false;
- }
- GrowthInfo::Entry::Entry(const std::string &format, int _count)
- : count(_count)
- {
- MetaString formatter;
- formatter.appendRawString(format);
- formatter.replacePositiveNumber(count);
- description = formatter.toString();
- }
- GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
- {
- MetaString formatter;
- formatter.appendRawString("%s %+d");
- formatter.replaceRawString(FactionID(subID).toFaction()->town->buildings.at(building)->getNameTranslated());
- formatter.replacePositiveNumber(count);
- description = formatter.toString();
- }
- GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
- count(_count),
- description(std::move(fullDescription))
- {
- }
- CTownAndVisitingHero::CTownAndVisitingHero()
- {
- setNodeType(TOWN_AND_VISITOR);
- }
- int GrowthInfo::totalGrowth() const
- {
- int ret = 0;
- for(const Entry &entry : entries)
- ret += entry.count;
- // always round up income - we don't want buildings to always produce zero if handicap in use
- return vstd::divideAndCeil(ret * handicapPercentage, 100);
- }
- void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
- {
- for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
- {
- if (vstd::contains(dwelling.second, stack.getId())) //Dwelling with our creature
- {
- for(const auto & upgrID : dwelling.second)
- {
- if(vstd::contains(stack.getCreature()->upgrades, upgrID)) //possible upgrade
- {
- info.addUpgrade(upgrID, stack.getType());
- }
- }
- }
- }
- }
- void CGTownInstance::postDeserialize()
- {
- setNodeType(CBonusSystemNode::TOWN);
- for(auto & building : rewardableBuildings)
- building.second->town = this;
- if (getFactionID().hasValue())
- {
- vstd::erase_if(builtBuildings, [this](const BuildingID & buildID)
- {
- return getTown()->buildings.count(buildID) == 0;
- });
- }
- }
- std::map<BuildingID, TownRewardableBuildingInstance*> CGTownInstance::convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector)
- {
- std::map<BuildingID, TownRewardableBuildingInstance*> result;
- for(auto & building : oldVector)
- {
- result[building->getBuildingType()] = new TownRewardableBuildingInstance(*building);
- delete building;
- }
- return result;
- }
- VCMI_LIB_NAMESPACE_END
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