TownBuildingInstance.cpp 6.2 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 "../IGameCallback.h"
  14. #include "../mapObjects/CGHeroInstance.h"
  15. #include "../entities/building/CBuilding.h"
  16. #include <vstd/RNG.h>
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
  19. : IObjectInterface(cb)
  20. , town(nullptr)
  21. {}
  22. TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
  23. : IObjectInterface(town->cb)
  24. , town(town)
  25. , bID(index)
  26. {}
  27. PlayerColor TownBuildingInstance::getOwner() const
  28. {
  29. return town->getOwner();
  30. }
  31. MapObjectID TownBuildingInstance::getObjGroupIndex() const
  32. {
  33. return -1;
  34. }
  35. MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
  36. {
  37. return 0;
  38. }
  39. const IOwnableObject * TownBuildingInstance::asOwnable() const
  40. {
  41. return nullptr;
  42. }
  43. int3 TownBuildingInstance::visitablePos() const
  44. {
  45. return town->visitablePos();
  46. }
  47. int3 TownBuildingInstance::anchorPos() const
  48. {
  49. return town->anchorPos();
  50. }
  51. TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
  52. : TownBuildingInstance(cb)
  53. {}
  54. TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
  55. : TownBuildingInstance(town, index)
  56. {
  57. assert(town && town->getTown());
  58. configuration = generateConfiguration(rand);
  59. }
  60. void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses) const
  61. {
  62. const auto & building = town->getTown()->buildings.at(getBuildingType());
  63. for (auto & bonus : bonuses)
  64. {
  65. if (building->mapObjectLikeBonuses.hasValue())
  66. {
  67. bonus.source = BonusSource::OBJECT_TYPE;
  68. bonus.sid = BonusSourceID(building->mapObjectLikeBonuses);
  69. }
  70. else
  71. {
  72. bonus.source = BonusSource::TOWN_STRUCTURE;
  73. bonus.sid = BonusSourceID(building->getUniqueTypeID());
  74. }
  75. }
  76. }
  77. Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
  78. {
  79. Rewardable::Configuration result;
  80. const auto & building = town->getTown()->buildings.at(getBuildingType());
  81. // force modal info window instead of displaying in inactive info box on adventure map
  82. result.infoWindowType = EInfoWindowMode::MODAL;
  83. building->rewardableObjectInfo.configureObject(result, rand, cb);
  84. for(auto & rewardInfo : result.info)
  85. {
  86. assignBonuses(rewardInfo.reward.heroBonuses);
  87. assignBonuses(rewardInfo.reward.playerBonuses);
  88. }
  89. return result;
  90. }
  91. void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
  92. {
  93. if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
  94. {
  95. auto newConfiguration = generateConfiguration(rand);
  96. cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
  97. if(configuration.resetParameters.visitors)
  98. {
  99. cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
  100. }
  101. }
  102. }
  103. void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
  104. {
  105. switch (what)
  106. {
  107. case ObjProperty::VISITORS:
  108. visitors.insert(identifier.as<ObjectInstanceID>());
  109. break;
  110. case ObjProperty::STRUCTURE_CLEAR_VISITORS:
  111. visitors.clear();
  112. break;
  113. case ObjProperty::REWARD_SELECT:
  114. selectedReward = identifier.getNum();
  115. break;
  116. }
  117. }
  118. void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
  119. {
  120. grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
  121. }
  122. void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
  123. {
  124. onBlockingDialogAnswered(hero, answer);
  125. }
  126. void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
  127. {
  128. grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
  129. // hero is not blocked by levelup dialog - grant remainder immediately
  130. if(!cb->isVisitCoveredByAnotherQuery(town, hero))
  131. {
  132. grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
  133. }
  134. }
  135. bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
  136. {
  137. return wasVisitedBefore(contextHero);
  138. }
  139. bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
  140. {
  141. switch (configuration.visitMode)
  142. {
  143. case Rewardable::VISIT_UNLIMITED:
  144. return false;
  145. case Rewardable::VISIT_ONCE:
  146. return !visitors.empty();
  147. case Rewardable::VISIT_PLAYER:
  148. return false; //not supported
  149. case Rewardable::VISIT_BONUS:
  150. {
  151. const auto & building = town->getTown()->buildings.at(getBuildingType());
  152. if (building->mapObjectLikeBonuses.hasValue())
  153. return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
  154. else
  155. return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
  156. }
  157. case Rewardable::VISIT_HERO:
  158. return visitors.find(contextHero->id) != visitors.end();
  159. case Rewardable::VISIT_LIMITER:
  160. return configuration.visitLimiter.heroAllowed(contextHero);
  161. default:
  162. return false;
  163. }
  164. }
  165. void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
  166. {
  167. assert(town->hasBuilt(getBuildingType()));
  168. if(town->hasBuilt(getBuildingType()))
  169. doHeroVisit(h);
  170. }
  171. const IObjectInterface * TownRewardableBuildingInstance::getObject() const
  172. {
  173. return this;
  174. }
  175. bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
  176. {
  177. switch (configuration.visitMode)
  178. {
  179. case Rewardable::VISIT_UNLIMITED:
  180. case Rewardable::VISIT_BONUS:
  181. case Rewardable::VISIT_HERO:
  182. case Rewardable::VISIT_LIMITER:
  183. return false;
  184. case Rewardable::VISIT_ONCE:
  185. case Rewardable::VISIT_PLAYER:
  186. return !visitors.empty();
  187. default:
  188. return false;
  189. }
  190. }
  191. void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
  192. {
  193. town->addHeroToStructureVisitors(hero, getBuildingType().getNum());
  194. }
  195. void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
  196. {
  197. // no-op - town building is always 'scouted' by owner
  198. }
  199. VCMI_LIB_NAMESPACE_END